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Terraformer - a Survival Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (6)) until done\nend\n\nwhen flag clicked\nswitch backdrop to (草原の背景昼 v)\nwait until <(stge) = [23]>\nswitch backdrop to (背景2 v)\nwait until <(stge) = [25]>\nswitch backdrop to (草原の背景昼 v)\nwait until <(stge) = [30]>\nswitch backdrop to (背景2 v)\nwait until <(stge) = [32]>\nswitch backdrop to (背景3 v)\nwait until <(stge) = [36]>\nswitch backdrop to (背景4 v)\nwait until <(stge) = [37]>\nswitch backdrop to (草原の背景夜 v)\nwait until <(stge) = [42]>\nswitch backdrop to (コスチューム2 v)\nwait until <(stge) = [47]>\nswitch backdrop to (コスチューム3 v)\nwait until <(stge) = [48]>\nswitch backdrop to (草原の背景明け方 v)\nwait until <(stge) = [51]>\nswitch backdrop to (草原の背景朝 v)\n\n@スプライト1\n\n@platformer\n\nwhen flag clicked\nset [stge v] to [1]\n初期\nforever\n if <touching (見ず v)?> then\n platfomer code [0.7] [1] [-0.01] [7]\n else\n platfomer code [1] [14] [-1] [7]\n end\n if <<(♥) = [1]> and <(★) = [1]>> then\n change [color v] effect by (2)\n else\n clear graphic effects\n if <<touching (とげ v)?> or <<<(JUMP) = [0]> and <touching (敵 v)?>> or <<touching (toge v)?> or <<(y position) < [-170]> and <not >>>>> then\n start sound [Crunch v]\n 初期\n broadcast (ぷらいやーしぼう v)\n end\n end\n if <not <<< or <(stge) = [28]>> or <(stge) = [24]>> or <<(stge) = [23]> or <(stge) = [22]>>>> then\n if <[235] < (x position)> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n 初期\n end\n else\n if <<< or <(stge) = [35]>> or <(stge) = [28]>> or <<(stge) = [23]> or <(stge) = [22]>>> then\n if <[180] < (y position)> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n 初期\n end\n else\n if < or <(stge) = [24]>> then\n if <(y position) < [-170]> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n 初期\n end\n end\n end\n end\nend\n\ndefine platfomer code (x) (y) (y) (x)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (x)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by ((x) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nchange [y v] by (y)\nchange y by (Y)\nif <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n set [jump v] to [0]\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n地面調整 [-1]\nif <touching (見ず v)?> then\n地面調整 [1]\nif <touching (見ず v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to (y)\n end\nend\nif <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n change x by ((X) * (-1))\n 地面調整 [-4]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [ジャンプの着地 v]\n set [y v] to (y)\n set [x v] to ((x) - (<[0] < (X)> * (14)))\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\nend\nif <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to ((y) + (10))\nend\n\ndefine 初期\nif < or <<(stge) = [39]> or <(stge) = [41]>>> then\n go to x: (-201) y: (150)\nelse\n go to x: (-201) y: (66)\nend\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 地面調整 (¥な)\nchange y by (¥な)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(♥) = [1]> and <(★) = [1]>> then\n if <(した確認) = [1]> then\n switch costume to (コスチューム8 v)\n else\n switch costume to (コスチューム6 v)\n end\nelse\n if <(した確認) = [1]> then\n switch costume to (コスチューム5 v)\n else\n switch costume to (コスチューム2 v)\n end\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nset [jump v] to [0]\nset [した確認 v] to [0]\nforever\n if <<(♥) = [1]> and <(★) = [1]>> then\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [した確認 v] to [1]\n switch costume to (コスチューム7 v)\n else\n set [した確認 v] to [0]\n switch costume to (コスチューム1 v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [した確認 v] to [1]\n switch costume to (コスチューム4 v)\n else\n set [した確認 v] to [0]\n switch costume to (コスチューム3 v)\n end\n end\nend\n\nwhen flag clicked\nset [死んだか? v] to [0]\nforever\n if <<(死んだか?) = [0]> and <<(JUMP) = [1]> and <touching (敵 v)?>>> then\n broadcast (死んだんじゃないの~ v)\n set [y v] to [10]\n set [死んだか? v] to [1]\n else\n \n end\nend\n\nwhen flag clicked\nwait until <(stge) = [29]>\nrepeat (50)\n change x by (((-100) - (x position)) / (5))\n change y by (((30) - (y position)) / (5))\nend\n\nwhen I receive [♥と★ v]\n\nwhen flag clicked\nwait until <<(stge) = [31]> and <touching (見ず v)?>>\nstart sound [水1 v]\nwait until <<(stge) = [44]> and <touching (見ず v)?>>\nstart sound [水1 v]\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (stge)\nend\n\n@見ず\n\nwhen flag clicked\nforever\n switch costume to (stge)\nend\n\n@とげ\n\nwhen flag clicked\nforever\n switch costume to (stge)\nend\n\nwhen flag clicked\nset [clone制限 v] to [0]\nforever\n if <<(stge) = [25]> or <(stge) = [7]>> then\n set y to (([sin v] of ((timer) * (300)) ) * (5))\n else\n if <(stge) = [16]> then\n go to x: (0) y: (60)\n turn left (3) degrees\n else\n if <(stge) = [17]> then\n go to x: (-60) y: (60)\n turn left (5) degrees\n if <(clone制限) = [0]> then\n kuro-n\n set [clone制限 v] to [1]\n end\n else\n if <(stge) = [27]> then\n repeat (50)\n change y by (((0) - (y position)) / (9))\n end\n wait (pick random (0.01) to (10)) seconds\n repeat (50)\n change y by (((-200) - (y position)) / (9))\n end\n wait (pick random (0.01) to (10)) seconds\n else\n if <(stge) = [43]> then\n broadcast (uu v)\n go to x: (0) y: (-150)\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\n wait (1) seconds\n broadcast (gyaaaaa v)\n repeat (50)\n change y by (((-100) - (y position)) / (5))\n end\n wait (1) seconds\n else\n if <(stge) = [50]> then\n go to x: (pick random (-240) to (240)) y: (150)\n create clone of (_myself_ v)\n wait (pick random (0.0) to (1)) seconds\n else\n \n end\n end\n end\n end\n end\n end\nend\n\ndefine kuro-n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(stge) = [17]> then\n switch costume to (トゲ2 v)\n go to x: (120) y: (60)\n forever\n turn left (5) degrees\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(stge) = [50]> then\n set [toge y v] to [0]\n repeat until <<touching (platformer v)?> or < or <touching (地面 v)?>>>\n change [toge y v] by (-1)\n change y by (toge Y)\n end\n delete this clone\nend\n\nset [toge y v] to [0]\n\n@ばね\n\ndefine bane\nswitch costume to (コスチューム1 v)\nrepeat (6)\n next costume\nend\nrepeat (6)\n switch costume to ((costume [number v]) - (1))\nend\nwait until <not <touching (platformer v)?>>\n\nwhen flag clicked\nforever\n if <touching (platformer v)?> then\n bane\n end\nend\n\nwhen flag clicked\nforever\n if <<(stge) = [10]> or <<(stge) = [11]> or <<(stge) = [38]> or <(stge) = [40]>>>> then\n show\n if <(stge) = [10]> then\n go to x: (-90) y: (-44)\n else\n if <(stge) = [11]> then\n go to x: (-130) y: (-44)\n else\n if <(stge) = [38]> then\n go to x: (-105) y: (-44)\n else\n if <(stge) = [40]> then\n go to x: (10) y: (-44)\n end\n end\n end\n end\n else\n hide\n end\nend\n\n@オブジェクト\n\nwhen flag clicked\nforever\n if <<<(stge) = [17]> or > or <(stge) = [16]>> then\n show\n if <(stge) = [16]> then\n switch costume to (コスチューム1 v)\n else\n if <(stge) = [17]> then\n switch costume to (コスチューム2 v)\n else\n if <(stge) = [41]> then\n switch costume to (コスチューム3 v)\n end\n end\n end\n else\n hide\n end\nend\n\n@敵\n\nwhen flag clicked\nhide\nくろーん [18]\nくろーん [19]\nくろーん [20]\nくろーん [24]\nくろーん [28]\nくろーん [34]\nくろーん [44]\n\ndefine くろーん (wait)\nwait until <(stge) = (wait)>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nしょき\nshow\nforever\n if <([x position v] of [platformer v]) < (x position)> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <(x position) < ([x position v] of [platformer v])> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (見ず v)?> then\n change [y v] by (-0.01)\n else\n change [y v] by (-1)\n end\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <(pick random (1) to (100)) = [30]> then\n if <not <touching (見ず v)?>> then\n set [y v] to [13]\n end\n end\n end\n if <(pick random (1) to (50)) = [30]> then\n if <touching (見ず v)?> then\n set [y v] to [1]\n end\n end\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <not <touching (見ず v)?>> then\n if <(y position) < ([y position v] of [platformer v])> then\n set [y v] to [9]\n if <(x position) < ([x position v] of [platformer v])> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n else\n set [x v] to [0]\n end\n end\nend\n\ndefine しょき\nswitch costume to (コスチューム1 v)\nif <(stge) = [40]> then\n go to x: (220) y: (150)\nelse\n if <(stge) = [44]> then\n if <(pick random (2) to (1)) = [1]> then\n go to x: (0) y: (-10)\n else\n go to x: (220) y: (0)\n end\n else\n go to x: (220) y: (0)\n end\nend\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [死んだんじゃないの~ v]\nstart sound [つぶれる v]\nswitch costume to (コスチューム1 v)\nrepeat (4)\n next costume\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [ぷらいやーしぼう v]\nしょき\n\n@動く地面\n\nwhen flag clicked\nhide\nwait until <(stge) = [26]>\nshow\ngo to x: (240) y: (0)\nrepeat until <(stge) = [27]>\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\n wait (pick random (0.01) to (10)) seconds\n repeat (50)\n change x by (((240) - (x position)) / (5))\n end\n wait (pick random (0.01) to (10)) seconds\nend\n\ngo to x: (240) y: (y position)\n\nwhen flag clicked\nwait until <(stge) = [26]>\nrepeat until <(stge) = [27]>\n point in direction ((90) + (([cos v] of ((timer) * (300)) ) * (20)))\nend\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@動く地面2\n\nwhen flag clicked\nhide\nwait until <(stge) = [28]>\nshow\ngo to x: (0) y: (0)\nrepeat until <(stge) = [29]>\n set [y v] to [0]\n repeat (10)\n change [y v] by (1)\n change y by (y)\n end\n wait (pick random (0.01) to (5)) seconds\n set [yy v] to [0]\n repeat (10)\n change [yy v] by (-1)\n change y by (Yy)\n end\n wait (pick random (0.01) to (5)) seconds\nend\n\ngo to x: (240) y: (y position)\n\nwhen flag clicked\nwait until <(stge) = [28]>\nrepeat until <(stge) = [29]>\n point in direction ((90) + (([cos v] of ((timer) * (300)) ) * (20)))\nend\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@samune\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nrepeat until <<(♥) = [1]> and <(★) = [1]>>\n hide\n go to x: (0) y: (-150)\n show\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\n wait (pick random (1) to (10)) seconds\n repeat (50)\n change y by (((-150) - (y position)) / (5))\n end\n hide\nend\nhide\n\nglide (1) secs to x: (0) y: (-150)\n\n@jく\n\n@toge\n\nwhen flag clicked\nhide\nwait until <(stge) = [43]>\nshow\ngo to x: (0) y: (0)\nwait until <(stge) = [44]>\nhide\n\nwhen I receive [gyaaaaa v]\nrepeat (50)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen I receive [uu v]\nrepeat (50)\n change y by (((-100) - (y position)) / (15))\nend\n\n@usugurai\n\nwhen flag clicked\nforever\n if < (backdrop [name v]) contains [コスチューム]?> then\n show\n if <(stge) = [47]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n else\n hide\n end\nend\n\n
WASD, arrow keys | (r) to restart\nwatch out for the lasers\nfullscreen not recommended\nTry pressing (r) if it lags, it might help\nLOVE AND FAVE or else I steal your Donut you wanted to eat right now and give it to someone who faved >:D
How to make a platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nwait (3) seconds\nswitch backdrop to (背景素材\(ベクター\)2 v)\n\n@くうはくすぷらいt\n\n@ステージ\n\nwhen flag clicked\nset [ステージ数 v] to [1]\nhide\n\nwhen I receive [イントロ完 v]\nshow\nforever\n switch costume to (ステージ数)\nend\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (-75)\nrepeat (50)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nchange [ステージ数 v] by (1)\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nforever\n if <(ステージ数) = [20]> then\n if <(TIME) < (☁ World record)> then\n set [☁ world record v] to (TIME)\n end\n wait (1) seconds\n show variable [☁ world record v]\n show variable [time v]\n else\n hide variable [time v]\n hide variable [☁ world record v]\n end\nend\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\nreset timer\nset [time v] to [0]\nrepeat until <(ステージ数) = [20]>\n repeat until <[1] < (timer)>\n if <(ステージ数) = [20]> then\n stop [this script v]\n end\n end\n change [time v] by (1)\n reset timer\nend\n\n@いんとぅるえんぎね\n\ndefine しゃけ (たいむ) (°) (x) (y)\nset [しゃけ v] to [60]\nrepeat (たいむ)\n change [しゃけ v] by (((0) - (しゃけ)) / (5))\n go to x: (((([sin v] of ((timer) * (600)) ) * (0.9)) * (しゃけ)) + (x)) y: (((([cos v] of ((timer) * (600)) ) * (0.9)) * (しゃけ)) + (y))\n point in direction (((([sin v] of ((timer) * (800)) ) * (1.5)) * ((しゃけ) / (7))) + (°))\n set [shakedir v] to (((([sin v] of ((timer) * (800)) ) * (1.5)) * ((しゃけ) / (7))) + ((°) - (90)))\n set [shakex v] to (((([sin v] of ((timer) * (600)) ) * (0.9)) * (しゃけ)) + (x))\n set [shakey v] to (((([cos v] of ((timer) * (600)) ) * (0.9)) * (しゃけ)) + (y))\nend\n\nwhen I start as a clone\nshow\nif <(Cam Control?) = [1]> then\n forever\n position (costume [name v])\n end\nend\n\ndefine position ()\nif <(size) > [100]> then\n switch costume to (filler \(size\) v)\nelse\n switch costume to (screen v)\nend\nset size to ((clone Z) * (🎥 Z)) %\nswitch costume to (filler \(movement\) v)\npoint in direction ((clone Dir) - ((🎥 Dir) + (ShakeDir)))\ngo to x: (((((clone X) + ((🎥 X) + (ShakeX))) * (🎥 Z)) * ([cos v] of ((🎥 Dir) + (ShakeDir)) )) - ((((clone Y) + ((🎥 Y) + (ShakeY))) * (🎥 Z)) * ([sin v] of ((🎥 Dir) + (ShakeDir)) ))) y: (((((clone X) + ((🎥 X) + (ShakeX))) * (🎥 Z)) * ([sin v] of ((🎥 Dir) + (ShakeDir)) )) + ((((clone Y) + ((🎥 Y) + (ShakeY))) * (🎥 Z)) * ([cos v] of ((🎥 Dir) + (ShakeDir)) )))\nswitch costume to ()\n\ndefine Clone (id) (cc?)\nset [cam control? v] to (cc?)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\ndefine wait (time)\nwait until <(timer) > (time)>\n\nwhen I receive [intro start v]\nswitch costume to (おおきさかんりよう\(\) v)\nreset timer\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (0) %\nhide\nset [🎥 dir v] to [0]\nset [🎥 x v] to [0]\nset [🎥 y v] to [0]\nset [🎥 z v] to [1]\nset [clone dir v] to [90]\nset [clone x v] to []\nset [clone y v] to []\nset [clone z v] to [0]\n\nwhen I receive [intro start v]\nClone [back] []\nwait [3]\nClone [text] [1]\nFw [] [] [200] [10] [130] type [b]\n\nwhen I start as a clone\nif <(ID) = [text]> then\n go to [front v] layer\n set [clone z v] to [0]\n switch costume to (text v)\n repeat until <(round (clone Z)) = [100]>\n change [clone z v] by (((100) - (clone Z)) / (3))\n end\n wait [4]\n hide\n wait [4.5]\n show\n wait [10.5]\n ふぇどあ\n delete this clone\nend\n\nFw [] [] [100] [14] [130] type [b]\n\ndefine Sw Type () x,y,dir (x) (y) (d) size (z) Color (c)\nset [sw c v] to (c)\nset [sw,type v] to ()\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [sw z v] to (z)\nset [sw dir v] to (d)\nset [cam control? v] to [1]\nset [id v] to [sw]\ncreate clone of (_myself_ v)\nset [clone x v] to ((x) + (25))\nset [clone y v] to ((y) - (15))\nset [id v] to [sw影]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [light]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (light v)\nend\n\nwhen I start as a clone\nif <(ID) = [back]> then\n set size to (100) %\n go to [back v] layer\n switch costume to (back v)\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [sw]> then\n go to [front v] layer\n if <(Sw,type) = [a]> then\n set [color v] effect to (Sw C)\n set [sw v] to [10]\n set [clone z v] to [0]\n switch costume to (sw v)\n set [fisheye v] effect to (0)\n repeat (70)\n set [sw v] to ((sw) * (1.19))\n change [fisheye v] effect by (sw)\n change [clone z v] by (((sw z) - (size)) / (5))\n end\n end\n if <(Sw,type) = [b]> then\n set [color v] effect to (Sw C)\n set [sw v] to [10]\n set [clone z v] to [0]\n set [fisheye v] effect to (0)\n switch costume to (1/2sw v)\n set [clone dir v] to (Sw dir)\n repeat (70)\n set [sw v] to ((sw) * (1.19))\n change [fisheye v] effect by (sw)\n change [clone z v] by (((sw z) - (size)) / (5))\n end\n end\n delete this clone\nend\n\nwhen I receive [intro start v]\nwait [1]\nrepeat (8)\n set [clone y v] to [0]\n set [clone dir v] to [90]\n set [clone z v] to [1]\n Clone [chev] [1]\n wait (0.5) seconds\n set [clone x v] to [0]\n set [clone y v] to [0]\n set [clone dir v] to [90]\n set [clone z v] to [1]\n Clone [chev2] [1]\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(ID) = [sw影]> then\n if <(Sw,type) = [a]> then\n set [color v] effect to (Sw C)\n set [ghost v] effect to (50)\n set [brightness v] effect to (-100)\n set [sw v] to [10]\n set [clone z v] to [0]\n set [cos v] to [sw]\n switch costume to (sw v)\n set [fisheye v] effect to (0)\n repeat (70)\n set [sw v] to ((sw) * (1.19))\n change [fisheye v] effect by (sw)\n change [clone z v] by (((sw z) - (size)) / (5))\n end\n end\n if <(Sw,type) = [b]> then\n set [color v] effect to (Sw C)\n set [ghost v] effect to (50)\n set [brightness v] effect to (-100)\n set [sw v] to [10]\n set [clone z v] to [0]\n switch costume to (1/2sw v)\n set [cos v] to [1/2sw]\n set [fisheye v] effect to (0)\n set [clone dir v] to (Sw dir)\n repeat (70)\n set [sw v] to ((sw) * (1.19))\n change [fisheye v] effect by (sw)\n change [clone z v] by (((sw z) - (size)) / (5))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [rw]> then\n set [color v] effect to (Rw C)\n go to [front v] layer\n set [ghost v] effect to (0)\n show\n switch costume to (filler \(size\) v)\n set [clone z v] to [0]\n switch costume to (diamond 1 v)\n repeat (15)\n change [clone z v] by (((Rw siz) - (size)) / (7))\n next costume\n end\n repeat (7)\n change [clone z v] by (((Rw siz) - (size)) / (4))\n next costume\n change [ghost v] effect by (1)\n end\n hide\nend\n\ndefine Rw (x) (y) (dir) (z) (c)\nset [rw c v] to (c)\nset [rw siz v] to (z)\nset [clone dir v] to (dir)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [cam control? v] to [1]\nset [id v] to [rw]\ncreate clone of (_myself_ v)\nset [clone x v] to ((x) + (25))\nset [clone y v] to ((y) - (15))\nset [id v] to [rw影]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [rw影]> then\n go to [front v] layer\n go [backward v] (1) layers\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n show\n switch costume to (filler \(size\) v)\n set [clone z v] to [0]\n switch costume to (diamond 1 v)\n repeat (15)\n change [clone z v] by (((Rw siz) - (size)) / (7))\n next costume\n end\n repeat (7)\n change [clone z v] by (((Rw siz) - (size)) / (4))\n next costume\n change [ghost v] effect by (1)\n end\n hide\nend\n\nwhen I receive [intro start v]\n\ndefine Fw (x) (y) (z) (本数) (color) type ()\nset [clone dir v] to [0]\nset [fw color v] to (color)\nset [fw type v] to ()\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone z v] to (z)\nset [fw v] to [0]\nrepeat (本数)\n change [fw v] by (1)\n change [clone dir v] by ((360) / (本数))\n Clone [fw] [1]\nend\nset [clone x v] to ((x) + (25))\nset [clone y v] to ((y) - (15))\nrepeat (本数)\n change [fw v] by (1)\n change [clone dir v] by ((360) / (本数))\n Clone [fw影] [1]\nend\n\nwhen I start as a clone\nif <(ID) = [fw]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n if <(Fw type) = [a]> then\n set [color v] effect to (Fw Color)\n switch costume to (le1 v)\n repeat (10)\n next costume\n end\n repeat (2)\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(Fw type) = [b]> then\n if <[fwのためだけのリスト。 v] contains (Fw)?> then\n set [brightness v] effect to (100)\n set [color v] effect to (Fw Color)\n switch costume to (le1 v)\n repeat (10)\n next costume\n end\n repeat (2)\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n set [brightness v] effect to (0)\n set [color v] effect to (Fw Color)\n switch costume to (le1 v)\n repeat (10)\n next costume\n end\n repeat (2)\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [intro start v]\ndelete all of [fwのためだけのリスト。 v]\ninsert [2] at (1) of [fwのためだけのリスト。 v] \ninsert [4] at (2) of [fwのためだけのリスト。 v] \ninsert [6] at (3) of [fwのためだけのリスト。 v] \ninsert [8] at (4) of [fwのためだけのリスト。 v] \ninsert [10] at (5) of [fwのためだけのリスト。 v] \ninsert [12] at (6) of [fwのためだけのリスト。 v] \ninsert [14] at (7) of [fwのためだけのリスト。 v] \ninsert [16] at (8) of [fwのためだけのリスト。 v] \ninsert [18] at (9) of [fwのためだけのリスト。 v] \ninsert [20] at (10) of [fwのためだけのリスト。 v] \n\nwhen I receive [intro start v]\n\nwhen I start as a clone\nif <(ID) = [fw影]> then\n set [brightness v] effect to (-100)\n go to [front v] layer\n go [backward v] (Fw) layers\n switch costume to (le1 v)\n change [ghost v] effect by (50)\n repeat (10)\n next costume\n end\n repeat (2)\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nforever\n しゃけ [12] [90] [] []\nend\n\nwhen I start as a clone\nif <(ID) = [chev]> then\n switch costume to (コスチューム1 v)\n \n change [clone z v] by (((\(゚∀゚\)) * (clone Z)) / (100))\n set [clone dir v] to [90]\n set [clone x v] to []\n set [clone y v] to []\n end\nend\n\nwhen I start as a clone\nif <(ID) = [chev2]> then\n switch costume to (コスチューム1 v)\n set [brightness v] effect to (90)\n \n change [clone z v] by (((\(゚∀゚\)) * (clone Z)) / (100))\n set [clone dir v] to [90]\n set [clone x v] to []\n set [clone y v] to []\n end\nend\n\nwhen I receive [intro start v]\nset [\(゚∀゚\) v] to [10]\n\nwhen I receive [intro start v]\nwait [8]\nFw [] [] [100] [10] [125] type [b]\nrepeat until <(round (🎥 X)) = [180]>\n change [🎥 x v] by (((180) - (🎥 X)) / (4))\nend\nFw [180] [] [100] [10] [125] type [b]\nrepeat until <(round (🎥 X)) = [-180]>\n change [🎥 x v] by (((-180) - (🎥 X)) / (4))\nend\nFw [-180] [] [100] [10] [125] type [b]\nrepeat until <(round (🎥 X)) = [0]>\n change [🎥 x v] by (((0) - (🎥 X)) / (3))\nend\nSw Type [a] x,y,dir [] [] [] size [100] Color [115]\nSw Type [a] x,y,dir [150] [] [] size [100] Color [130]\nSw Type [a] x,y,dir [-150] [] [] size [100] Color [130]\nSw Type [a] x,y,dir [] [150] [] size [100] Color [130]\nSw Type [a] x,y,dir [150] [150] [] size [100] Color [115]\nSw Type [a] x,y,dir [-150] [150] [] size [100] Color [115]\nSw Type [a] x,y,dir [] [-150] [] size [100] Color [130]\nSw Type [a] x,y,dir [150] [-150] [] size [100] Color [115]\nSw Type [a] x,y,dir [-150] [-150] [] size [100] Color [115]\n\nset [clone x v] to [0]\n\nwhen I receive [intro start v]\n\nwhen I receive [intro start v]\ndelete all of [おとはっめ v]\ninsert [3.33] at (1) of [おとはっめ v] \ninsert [4.29] at (2) of [おとはっめ v] \ninsert [5] at (3) of [おとはっめ v] \ninsert [5.74] at (4) of [おとはっめ v] \ninsert [6.3] at (5) of [おとはっめ v] \ninsert [6] at (6) of [おとはっめ v] \ninsert [7.1] at (7) of [おとはっめ v] \ninsert [] at (8) of [おとはっめ v] \ninsert [8.2] at (9) of [おとはっめ v] \ninsert [9.8] at (10) of [おとはっめ v] \ninsert [10.5] at (11) of [おとはっめ v] \n\nwhen I receive [intro start v]\nwait (item (1) of [おとはっめ v])\nしゃけ [25] [90] [] []\nwait (item (3) of [おとはっめ v])\nb\nしゃけ [25] [90] [] []\nwait (item (4) of [おとはっめ v])\nしゃけ [25] [90] [] []\nwait (item (7) of [おとはっめ v])\nRw [] [] [] [100] [120]\nRw [] [] [] [200] [120]\nしゃけ [25] [90] [] []\nwait (item (11) of [おとはっめ v])\nset [\(゚∀゚\) v] to [30]\n\nwhen I receive [intro start v]\nwait (item (6) of [おとはっめ v])\nRw [-200] [] [45] [50] [120]\nRw [-100] [] [45] [50] [120]\nRw [] [] [45] [50] [120]\nRw [100] [] [45] [50] [120]\nRw [200] [] [45] [50] [120]\nRw [-200] [100] [45] [50] [120]\nRw [-100] [100] [45] [50] [120]\nRw [] [100] [45] [50] [120]\nRw [100] [100] [45] [50] [120]\nRw [200] [100] [45] [50] [120]\nRw [-200] [200] [45] [50] [120]\nRw [-100] [200] [45] [50] [120]\nRw [] [200] [45] [50] [120]\nRw [100] [200] [45] [50] [120]\nRw [200] [200] [45] [50] [120]\nRw [-200] [-100] [45] [50] [120]\nRw [-100] [-100] [45] [50] [120]\nRw [] [-100] [45] [50] [120]\nRw [100] [-100] [45] [50] [120]\nRw [200] [-100] [45] [50] [120]\nRw [-200] [-200] [45] [50] [120]\nRw [-100] [-200] [45] [50] [120]\nRw [] [-200] [45] [50] [120]\nRw [100] [-200] [45] [50] [120]\nRw [200] [-200] [45] [50] [120]\nrepeat until <(round (🎥 Dir)) = [180]>\n change [🎥 dir v] by (((180) - (🎥 Dir)) / (3))\nend\nwait (0) seconds\nrepeat until <(round (🎥 Dir)) = [360]>\n change [🎥 dir v] by (((360) - (🎥 Dir)) / (2.5))\nend\n\nwhen I receive [intro start v]\nwait [8]\nset [🎥 dir v] to [0]\nset [a v] to [1]\nrepeat (72)\n change [🎥 dir v] by (5)\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [g]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (g v)\n go to x: (-118) y: (0)\n Sw Type [a] x,y,dir (x position) [50] [-90] size [50] Color [120]\n repeat until <[5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (-118)) y: (([cos v] of (θ) ) * (-118))\n end\n delete this clone\nend\nif <(ID) = [o]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (o v)\n go to x: (-76) y: (0)\n Sw Type [a] x,y,dir (x position) [-50] [-90] size [50] Color [120]\n repeat until <[4.5] < (timer)>\n go to x: (([sin v] of (θ) ) * (-76)) y: (([cos v] of (θ) ) * (-76))\n end\n delete this clone\nend\nif <(ID) = [r]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (r v)\n go to x: (-31) y: ()\n Sw Type [a] x,y,dir (x position) [50] [-90] size [50] Color [120]\n repeat until <[4.5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (-31)) y: (([cos v] of (θ) ) * (-31))\n end\n delete this clone\nend\nif <(ID) = [i]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (i v)\n go to x: (3) y: ()\n Sw Type [a] x,y,dir (x position) [-50] [-90] size [50] Color [120]\n repeat until <[4.5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (3)) y: (([cos v] of (θ) ) * (3))\n end\n delete this clone\nend\nif <(ID) = [r2]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (r2 v)\n go to x: (40) y: ()\n Sw Type [a] x,y,dir (x position) [50] [-90] size [50] Color [120]\n repeat until <[4.5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (40)) y: (([cos v] of (θ) ) * (40))\n end\n delete this clone\nend\nif <(ID) = [a]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (a v)\n go to x: (83) y: ()\n Sw Type [a] x,y,dir (x position) [-50] [-90] size [50] Color [120]\n repeat until <[4.5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (83)) y: (([cos v] of (θ) ) * (83))\n end\n delete this clone\nend\nif <(ID) = [f]> then\n go to [front v] layer\n set size to (100) %\n go to x: (123) y: ()\n Sw Type [a] x,y,dir (x position) [50] [-90] size [50] Color [120]\n switch costume to (f v)\n repeat until <[4.5] < (timer)>\n a\n go to x: (([sin v] of (θ) ) * (123)) y: (([cos v] of (θ) ) * (123))\n end\n delete this clone\nend\n\nswitch costume to (g v)\n\nswitch costume to (o v)\ngo to x: (-76) y: ()\n\nswitch costume to (r v)\ngo to x: (-31) y: ()\n\nswitch costume to (i v)\ngo to x: (3) y: ()\n\nswitch costume to (r2 v)\ngo to x: (40) y: ()\n\nswitch costume to (a v)\ngo to x: (83) y: ()\n\nswitch costume to (f v)\n\nClone [g] []\n\nwhen I receive [intro start v]\nset [b v] to [1]\nwait [4]\nset [θ v] to [90]\nClone [g] []\nClone [o] []\nClone [r] [ ]\nClone [i] [ ]\nClone [r2] [ ]\nClone [a] [ ]\nClone [f] [ ]\nrepeat (18)\n change [θ v] by (20)\nend\n\ndefine a\n\nset [b v] to ((b) * (1.11))\nturn right (b) degrees\n\nRw [] [] [] [200] [120]\n\nwhen I start as a clone\nwait [10.4]\nif <not > then\n repeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [text]> then\n forever\n go to [front v] layer\n end\nend\n\nchange [clone dir v] by (((150) - (clone Dir)) / (37))\n\ndefine ふぇどあ\nset [加速イージング v] to [5]\nrepeat (35)\n set [加速イージング v] to ((加速イージング) * (1.12))\n change [clone y v] by ((加速イージング) - ((加速イージング) * (2.01)))\n turn right ((加速イージング) / (3)) degrees\nend\ndelete this clone\n\ndefine b\nSw Type [a] x,y,dir [] [] [90] size [100] Color [120]\nSw Type [a] x,y,dir [] [] [90] size [200] Color [120]\n\nwhen I receive [intro start v]\nplay sound [Catch Me \(Wy Flip\) v] until done\nwait (2) seconds\nbroadcast (イントロ完 v)\n\n@針\n\nwhen I receive [イントロ完 v]\nshow\nforever\n switch costume to (ステージ数)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ完 v]\ngo to x: (0) y: (-75)\nrepeat (50)\n change y by (((0) - (y position)) / (5))\nend\n\nset [ステージ数 v] to [19]\n\n@NEXTだお\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (3)))\n end\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.45) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nstart sound [Finger Snap v]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム6 v)\nset size to (100) %\nswitch costume to (コスチューム4 v)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@海賊王になる男(((?\n\nwhen I receive [イントロ完 v]\nwait (1) seconds\ngo to x: (-150) y: (0)\nshow\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (65) %\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> or <<mouse down?> and <[0] < (mouse y)>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム6 v)\n end\n else\n switch costume to (コスチューム1 v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (コスチューム2 v)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or > then\n change y by (1)\n if <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> and <not <touching (水 v)?>>> then\n start sound [壁キック v]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [15.5]\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 (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n change y by (-1)\n if <<<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n change [y v] by (17)\n start sound [ジャンプ3 v]\n end\n change y by (1)\n end\n if <[240] < (x position)> then\n broadcast (次のステージ v)\n go to x: (-210) y: (0)\n set [ステージのバグ解消 v] to [1]\n wait (3) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (ジャンプ台 v)?> then\n start sound [ジャンプ3 v]\n set [y v] to [20]\n end\n if <<(y position) < [-182]> or <<touching (針 v)?> or <<touching (敵キャラ v)?> or <<touching (針\(特殊?\) v)?> or <touching (動く針2 v)?>>>>> then\n if <touching (敵キャラ v)?> then\n if <touching color (#da4343)?> then\n if <touching color (#dd4848)?> then\n 戻る\n end\n else\n 戻る\n end\n else\n 戻る\n end\n end\n create clone of (_myself_ v)\n broadcast (huhh0 v)\nend\n\nwhen flag clicked\nhide\n\ndefine 戻る\nbroadcast (i v)\nstart sound [Crunch v]\ngo to x: (-210) y: (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [すてーじかわった v]\nwait (0.8) seconds\n戻る(クリア)\n\nwhen I receive [次! v]\nhide\nwait (2.5) seconds\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\n残像\n\ndefine 戻る(クリア)\nset [ステージのバグ解消 v] to [0]\ngo to x: (-210) y: (0)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (コスチューム3 v)\nrepeat (15)\n change size by (-2)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine 残像\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [イントロ完 v]\nforever\n wait until <touching (水 v)?>\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to [5]\n else\n set [y v] to [-1.5]\n end\nend\n\nwhen I receive [イントロ完 v]\nset [ステージのバグ解消 v] to [0]\nset volume to (100) %\nforever\n wait (1) seconds\n play sound (pick random (4) to (9)) until done\nend\n\nswitch costume to (コスチューム1 v)\n\nwhen I receive [huhh0 v]\nif <not <<touching (動くステージ v)?> or <<touching (ステージ v)?> or <<touching (鍵穴 v)?> or <touching (鍵穴2 v)?>>>>> then\n change y by (-1)\nend\n\nwhen flag clicked\nbroadcast (Intro start v)\n\n
『L』『e』『g』『o』plaтғorмer\n-тнιѕ ιѕ jυѕт a ғυn plaтғorмer тype тнaт ι donт тнιnĸ \n нas every вeen done on ѕcraтcн! enjoy тнe claѕѕιc \n lego ғeel! \n тнιѕ тooĸ a тon oғ worĸ aѕ ι нad тo place every \n ιndιvιѕυal pιece on eacн level!\n^Controls^ W.A.S.D and Arrow Keys! N to skip R to restart, and b for back! A very simple game.\n
Better Together || Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunlight v] until done\n set [ghost v] effect to (25)\nend\n\n@1\n\n@2\n\n@Player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [200]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [200]\nset [inair v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [1]> then\n set [scroll x v] to [1225]\n set [scroll y v] to [-350]\n set [x v] to [1225]\n set [y v] to [-350]\nelse\n if <(Checkpoint) = [2]> then\n set [x v] to [2000]\n set [scroll x v] to [2000]\n set [scroll y v] to [100]\n set [y v] to [100]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [1000]\n set [y v] to [1000]\n end\n end\nend\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nif <(Checkpoint) = [4]> then\n set [x v] to [3550]\n set [scroll x v] to [3550]\n set [scroll y v] to [800]\n set [y v] to [800]\nelse\n set [scroll x v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [-550]> then\n set [scroll y v] to [-650]\nend\nif <(y) < [-550]> then\n set [exit v] to [die]\nend\nPosition\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nhide\n\nset [exit v] to []\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nset [checkpoint v] to [2]\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (player 2 v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 3 v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (player 6 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 5 v)\n end\n else\n switch costume to (player 1 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 4 v)\n end\n end\nend\n\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen I receive [begin v]\nforever\n Set Costume\nend\n\nwrite ((FRAME) + (58)) to encoded\n\nwhen I receive [begin v]\nforever\n if <touching (saws v)?> then\n broadcast (died v)\n set [exit v] to [die]\n end\nend\n\nGAME - DIE\n\nset rotation style [all around v]\nrepeat (10)\n change y by (8)\n change [ghost v] effect by (8)\n turn right (18) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\nwait (0.01) seconds\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nTEST-DIE\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nif <<<(x position) > [200]> or <[-200] > (x position)>> or <<(y position) > [160]> or <[-160] > (y position)>>> then\n set rotation style [all around v]\n switch costume to (arrow1-a v)\n go to [front v] layer\n point towards (player v)\n if on edge, bounce\n go to [front v] layer\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (player 1 v)\nend\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [outro v] to [no]\nhide\n\nwhen I receive [outro v]\nset [outro v] to [yes]\n\nwhen flag clicked\nforever\n if <(Outro) = [yes]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [this script v]\n end\nend\n\n@Thumnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@PLATFORM\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [0] Y [-270]\n CLONE AT X [588] Y [-168]\n CLONE AT X [320] Y [0]\n CLONE AT X [169] Y [-74]\n CLONE AT X [500] Y [74]\n CLONE AT X [410] Y [188]\n CLONE AT X [-350] Y [470]\n CLONE AT X [-500] Y [0]\n CLONE AT X [-500] Y [200]\n CLONE AT X [-500] Y [400]\n CLONE AT X [300] Y [270]\n CLONE AT X [700] Y [70]\n CLONE AT X [600] Y [70]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (my variable)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [1225] y: [-390]\n Clone at x: [2000] y: [85]\n Clone at x: [0] y: [930]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [1100] y: [60]\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\n@Saws\n\nwhen I receive [green flag v]\nforever\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (-0.5)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [600] y: [-300]\nClone at x: [950] y: [-300]\nClone at x: [1000] y: [255]\nClone at x: [1500] y: [-300]\nClone at x: [980] y: [1215]\nClone at x: [1300] y: [1215]\n\nClone at x: [170] y: [-158]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [58362]\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (25)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@Clouds\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [0] Y [-270]\n CLONE AT X [588] Y [-168]\n CLONE AT X [320] Y [0]\n CLONE AT X [169] Y [-74]\n CLONE AT X [500] Y [74]\n CLONE AT X [410] Y [188]\n CLONE AT X [-350] Y [470]\n CLONE AT X [-500] Y [0]\n CLONE AT X [-500] Y [200]\n CLONE AT X [-500] Y [400]\n CLONE AT X [300] Y [270]\n CLONE AT X [700] Y [70]\n CLONE AT X [600] Y [70]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Outro v)\n stop [this script v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [1890] y: [1324]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [2000] y: [85]\nClone at x: [0] y: [930]\nClone at x: [1100] y: [60]\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\nstart sound [CHECKPOINT v]\nswitch costume to (checkpoint open v)\nchange [checkpoint v] by (1)\n\nif <(costume [number v]) = [2]> then\n\nwait (100) seconds\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nrepeat (3)\n repeat (3)\n wait (0.25) seconds\n next costume\n end\nend\nhide\n\nwait (3) seconds\n\n@cgat\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nset [ghost v] effect to (25)\ngo to x: (36) y: (28)\nforever\n if <(is the chat open) = [1]> then\n switch costume to (costume1 v)\n show\n else\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen [t v] key pressed\nset [is the chat open v] to [1]\n\nwait (3) seconds\nset [is the chat open v] to [0]\n\nwhen flag clicked\nset [is the chat open v] to [0]\nswitch costume to (costume2 v)\nshow\n\n@announcement\n\nwhen flag clicked\nswitch costume to (costume2 \(6\) v)\ngo to x: (-77) y: (36)\n\nwhen flag clicked\n\nwhen I receive [joined v]\nwait (3) seconds\nglide (1) secs to x: (-77) y: (-130)\nwait (2) seconds\nglide (1) secs to x: (-77) y: (36)\n\n
❄︎ arrow keys/wad to move\n❄︎ space/up arrow/w to jump\n❄︎ use the switch characters button to change animals\n❄︎ mobile friendly controls too\n❄︎ s to skip level (you can only skip twice)\n❄︎ if your character is stuck in the ground for some reason, jump and that should help.
Draw || A Platformer || #All #Games
@Stage\n\nwhen flag clicked\nplay sound [pop v] until done\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\n\n@level\n\nwhen flag clicked\nset [apples v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go [forward v] (1) layers\nend\n\nwhen I receive [change sceene v]\nswitch costume to (join [Scene] (Scene #))\nerase all\nstamp outline\nstamp shadow\n\ndefine stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ngo to [front v] layer\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [change sceene v]\nswitch costume to (scene1 v)\nswitch costume to (join [Scene] (Scene #))\n\n@all lava here\n\nwhen flag clicked\nshow\nset [health v] to [20]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change sceene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n if <(Scene #) = [3]> then\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n end\n if <(Scene #) = [5]> then\n if <key (l v) pressed?> then\n change [health v] by (-1)\n end\n move (-1) steps\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n wait (0.5) seconds\n if <(HEalth) = [0]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nwait until <(Scene #) = [5]>\nbroadcast (gg v)\n\nwhen I receive [gg v]\nask [Click L to defeat the boss just type anything for this to go away heads up click l 20 times to defeat it ] and wait\n\ngo to [back v] layer\n\n@Platform\n\nwhen I receive [change sceene v]\nhide\nif <(Scene #) = [2]> then\n show\n Animate platform\nend\nif <(Scene #) = [4]> then\n show\n hello rick\nend\n\ndefine Animate platform\nswitch costume to (costume1 v)\ngo to x: (-93) y: (-15)\nforever\n glide (2) secs to x: (129) y: (-4)\n glide (2) secs to x: (-96) y: (-15)\nend\n\nwhen I receive [tick platform v]\nrick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine rick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine hello rick\nswitch costume to (costume2 v)\ngo to x: (-56) y: (-8)\nforever\n glide (1) secs to x: (-3) y: (-5)\n wait (1) seconds\n glide (1) secs to x: (-3) y: (90)\n wait (1) seconds\n glide (1) secs to x: (87) y: (92)\n wait (1) seconds\n glide (1) secs to x: (161) y: (8)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-8)\n wait (1) seconds\nend\n\n@Apple\n\nwhen I receive [change sceene v]\nif <(Scene #) = (My scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nwait until <touching (player v)?>\nchange [apples v] by (1)\nset [my scene v] to []\nstart sound [Chomp v]\nhide\n\nwhen I receive [setup v]\nhide\nset [my scene v] to [1]\nswitch costume to (apple v)\ngo to x: (167) y: (-23)\ncreate clone of (_myself_ v)\ngo to x: (-60) y: (38)\ncreate clone of (_myself_ v)\ngo to x: (pick random (-227) to (220)) y: (51)\ncreate clone of (_myself_ v)\nset [my scene v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\nend\ngo to x: (pick random (-227) to (220)) y: (51)\n\n@Sprite1\n\nwhen this sprite clicked\nif <<(apples) = [2]> or <(apples) > [2]>> then\n change [apples v] by (-2)\n set [c v] to [3]\n hide\nend\n\nwhen flag clicked\nshow\nset [c v] to [0]\ngo to x: (202) y: (150)\nforever\n go to [front v] layer\nend\n\n@Player\n\ndefine check touching solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [player: touching v] to [1]\nelse\n set [player: touching v] to [0]\nend\n\ndefine move in steps (steps)\nchange [player: falling v] by (1)\nrepeat (steps)\n set [player: last value v] to (x position)\n change x by ((Player: speed x) / (steps))\n check touching solid\n if <(Player: touching) > [0]> then\n Collide x slope or walk\n end\n set [player: last value v] to (y position)\n change y by ((Player: speed y) / (steps))\n check touching solid\n if <(Player: touching) > [0]> then\n collide y celing or floor\n end\nend\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\ncheck touching solid\nif <(Player: touching) < [1]> then\n set [player: falling v] to [9]\n change [player: speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\ncheck touching solid\nif <(Player: touching) < [1]> then\n set [player: falling v] to [9]\n change [player: speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine collide y celing or floor\nset y to (Player: last value)\nif <(Player: speed y) > [0]> then\n set [player: speed y v] to [0]\n stop [this script v]\nend\nif <(Player: falling) > [0]> then\n set [player: falling v] to [0]\n Slip\nend\nset [player: speed y v] to ((Player: speed y) * (0.8))\n\ndefine Collide x slope or walk\nchange y by (1)\ncheck touching solid\nif <(Player: touching) > [0]> then\n change y by (1)\n check touching solid\n if <(Player: touching) > [0]> then\n change y by (-2)\n set x to (Player: last value)\n set [player: speed x v] to [0]\n stop [this script v]\n end\n set [player: speed x v] to ((Player: speed x) * (0.8))\nend\nset [player: speed x v] to ((Player: speed x) * (0.95))\nSlip\n\ndefine reset and begin level\ngo to x: (-114) y: (-25)\nset [aainvunruble v] to [0]\nset [player: speed y v] to [0]\nset [player: speed x v] to [0]\nset [player: falling v] to [99]\npoint in direction (90)\nbegin scene # (current scene) got to x [-207]\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine controls up and down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(stick y) > [0.5]>> then\n if <(Player: falling) < [3]> then\n set [jumping v] to [1]\n set [player: speed y v] to (JUMP FOrce)\n end\nend\nchange [player: speed y v] by (gravity)\n\ndefine begin scene # (scene #) got to x (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (about to change sceen v)\nbroadcast (Change sceene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nfix collisions [0]\nbroadcast (game loop v)\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n begin scene # ((Scene #) + (1)) got to x [-235]\nend\nif <(x position) < [-235]> then\n begin scene # ((Scene #) + (-1)) got to x [235]\nend\nif <<touching (danger v)?> or <touching (all lava here v)?>> then\n broadcast (lose life v)\nend\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (tick first v)\n broadcast (Tick platform v)\n broadcast (tick-player v)\n broadcast (tick-last v)\nend\n\ndefine fix collisions (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\n check touching solid\n if <(Player: touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen flag clicked\ngo to x: (-114) y: (-25)\nset [current scene v] to [1]\nset [gravity v] to [-1.5]\nset [resitance v] to [0.8]\nset [accceleration v] to [1.5]\nset [jump force v] to [12]\nbroadcast (setup v) and wait\nreset and begin level\n\nwhen I receive [tick-player v]\nMoved by moving platform\nswitch backdrop to <touching (level v)?>\ncontrols up and down\ncontrol right and left\nmove in steps (([abs v] of (Player: speed y) ) + ([abs v] of (Player: speed x) ))\nset costume\n\ndefine set costume\nset rotation style [left-right v]\nif <(Player: falling) > [1]> then\n if <(Player: speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n check touching solid\n if <(Player: touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine control right and left\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(stick x) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(stick x) < [-0.5]>>)\nif <(key x) = [0]> then\n if <(Player: falling) > [2]> then\n set [player: speed x v] to ((Player: speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Player: speed x) ) < [1]> then\n set [frame v] to [0]\n set [player: speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [player: speed x v] by ((key x) * (accceleration))\n point in direction ((key x) * (90))\n change [frame v] by (1)\nend\nset [player: speed x v] to ((Player: speed x) * (resitance))\n\nwhen I receive [lose life v]\nset [aainvunruble v] to [1]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [current scene v] to (Scene #)\nwait (0.5) seconds\nreset and begin level\n\ndefine Moved by moving platform\nchange x by (Platform Dx)\nchange y by (Platform Dy)\ncheck touching solid\nif <(touching) > [0]> then\n find closesdt (x position) (y position) maz [16]\n broadcast (lose life v)\nend\n\nif <(touching) > [0]> then\n\ndefine find closesdt (x) (y) maz (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n check touching solid\n if <(Player: touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nfind closesdt (x position) (y position) maz [100]\n\nwhen [up arrow v] key pressed\nforever\n if <(c) > [2]> then\n set [jump force v] to ((12) + (c))\n else\n set [jump force v] to [12]\n end\nend\n\nwhen I receive [f v]\nset [player: speed y v] to [15]\n\n@enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change sceene v]\nif <(Scene #) = [1]> then\n go to x: (168) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(Scene #) = [1]> then\n go to x: (150) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(Scene #) = [2]> then\n go to x: (168) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(Scene #) = [2]> then\n go to x: (150) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(Scene #) = [5]> then\n go to x: (168) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(Scene #) = [5]> then\n go to x: (145) y: (-47)\n point in direction (-90)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [spped y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n move-right-left\n Move-down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <touching (player v)?> then\n touching player\n end\nend\n\nwhen I receive [about to change sceen v]\ndelete this clone\n\ndefine Move-down\nchange [spped y v] by (-1)\nchange y by (spped y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [spped y v] to [0]\nend\n\ndefine move-right-left\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine touching player\nif <([player: speed y v] of [player v]) < [-3]> then\n broadcast (f v)\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (lose life v)\n\nwhen I receive [f v]\nset [aainvunruble v] to [0]\n\n@control stick\n\nwhen flag clicked\ngo to x: (-177) y: (-127)\nset [myself v] to [control stick]\nset [max stick v] to [25]\nswitch costume to (base v)\nshow\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (stick v)\nshow\nset [ghost v] effect to (25)\nstick drag\nforever\n go [forward v] (1) layers\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n stick drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(stick power) > (max stick)> then\n move ((max stick) - (stick power)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((stick power) / (max stick))\n set [stick x v] to ((stick power) * ([sin v] of (stick direction) ))\n set [stick y v] to ((stick power) * ([cos v] of (stick direction) ))\nend\n\nforever\n\n
New game Out! :D https://scratch.mit.edu/projects/584943855\n\nUse your arrow keys to jump over forks, water and the oven Use the toaster to get over objects. \n\nThanks @-Xaf- For the music Thanks @A_wire for the platformer engine Fork by @_G-l-i-t-c-h_
Escape the Grassland - Scrolling Platformer
@Stage\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [w v]\nwait (1) seconds\nshow variable [time v]\nset [time v] to [0]\nwait (0.5) seconds\nforever\n play sound [minecraft song v] until done\nend\n\nwhen I receive [びょ v]\nhide variable [time v]\n\nwhen I receive [w v]\nwait (1) seconds\nshow variable [い v]\nforever\n set [い v] to [Thank you for the hearts and stars 4000 ministry.]\n wait (5) seconds\n set [い v] to [Part 2 of the Minecraft Platformer is also now available.]\n wait (5) seconds\nend\n\nwhen flag clicked\nhide variable [い v]\n\nwhen I receive [ネクスト v]\nhide variable [い v]\nwait (1) seconds\nshow variable [い v]\n\nwhen I receive [ネクスト v]\nhide variable [time v]\nwait (1) seconds\nshow variable [time v]\n\n@NEXTページ\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\ngo to [front v] layer\nstart sound [超高速ダッシュ v]\nshow\ngo to x: (465) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nwait (0.6) seconds\nglide (0.2) secs to x: (-465) y: (0)\nhide\n\n@すてーじ\n\nwhen I receive [スタート v]\ngo to x: (-20) y: (-11)\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [びょ v]\nhide\n\n@プ・ラットフォーマーくん\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (みぎ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (みぎ v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (ひだり v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.9)\n change y by (Y)\n if <touching (すてーじ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (すてーじ v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (ゾンビ v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [18]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [w v]\nwait (2) seconds\nbroadcast (スタート v)\nshow\n\nhide\n\nwhen flag clicked\nrepeat until <touching color (#ff0000)?>\n change [time v] by (1)\n wait (1) seconds\nend\nbroadcast (しゅうう v)\n\n@ゾンビ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [7]> then\n turn left (2) degrees\n end\n if <(ステージ) = [8]> then\n point in direction (90)\n end\nend\n\n@しゅわしゅわ\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [a v] to (pick random (30) to (100))\nset size to (a) %\nset [ghost v] effect to ((100) - ((a) / (5)))\nshow\ngo to x: (pick random (240) to (-240)) y: (-180)\nrepeat until <[170] < (y position)>\n if <(変なエフェクト) = [1]> then\n if <not <mouse down?>> then\n change y by ((a) / (15))\n end\n else\n change y by ((a) / (15))\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(変なエフェクト) = [1]> then\n if <mouse down?> then\n change x by (((mouse x) - (x position)) / (20))\n change y by (((mouse y) - (y position)) / (20))\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [びょ v]\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nforever\n\n@太陽\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nset [こs v] to [0]\nforever\n change size by ([cos v] of (こs) )\n change [こs v] by (7)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n if < ([backdrop name v] of [_stage_ v]) contains [洞窟]?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [びょ v]\nhide\n\n@イントロ\n\nwhen I start as a clone\nif <(変数) = [1]> then\n switch costume to (kksm1 v)\n set [brightness v] effect to (-100)\n change [ghost v] effect by (90)\n go to x: (5) y: (-5)\n repeat until <(Ok) = [1]>\n set [fisheye v] effect to (A)\n end\n switch costume to (kksm2 v)\n repeat until <(Ok) = [2]>\n set [fisheye v] effect to (A)\n end\n switch costume to (kksm3 v)\n forever\n set [fisheye v] effect to (A)\n end\nend\n\nset [a v] to [0]\n\nwait (1) seconds\n\nwhen I start as a clone\nif <(変数) = [2]> then\n set [brightness v] effect to (100)\n set size to (100) %\n show\n switch costume to (dotted1 v)\n go to x: (0) y: (0)\n point in direction (90)\n hide\n wait (1) seconds\n show\n set size to (0) %\n repeat (17)\n change size by (((100) - (size)) / (6))\n end\n wait until <(Ok) = [1]>\n repeat until <(Ok) = [2]>\n switch costume to (dotted3 v)\n set [fisheye v] effect to (A)\n end\n forever\n switch costume to (dotted5 v)\n set [fisheye v] effect to (A)\n end\nend\n\nset [fisheye v] effect to (A)\n\nwhen I start as a clone\nif <(変数) = [3]> then\n set [fisheye v] effect to (0)\n go to [back v] layer\n switch costume to (smoke v)\n go to x: (pick random (-50) to (50)) y: (0)\n point in direction (pick random (0) to (360))\n set size to (pick random (50) to (100)) %\n set [煙x v] to (pick random (-2.0) to (2.0))\n set [煙y v] to (pick random (1.0) to (5.0))\n set [か v] to (pick random (-1.0) to (1.0))\n set [ghost v] effect to (100)\n set [whirl v] effect to (pick random (0) to (20))\n show\n set [定 v] to [1]\n repeat until <(定) > [50]>\n go to x: ((x position) + (煙x)) y: (y position)\n turn right (か) degrees\n change [ghost v] effect by ((<(定) > [25]> * (2)) - (1))\n change [定 v] by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [0]> then\n set size to (100) %\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (90)\n forever\n go to [back v] layer\n end\nend\n\nrepeat (8)\n change [a v] by (-100)\nend\nset [変数 v] to [3]\n\nwhen I start as a clone\nif <(変数) = [4]> then\n show\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (end v)\n go to [front v] layer\n repeat (20)\n switch costume to (sh v)\n change size by (300)\n go to [front v] layer\n switch costume to (end v)\n end\n delete this clone\nend\nwait (0.2) seconds\n\nrepeat (8)\n\nrepeat (12)\n\nset [変数 v] to [3]\n\nforever\n switch costume to (sh v)\n set size to (350) %\n switch costume to (p v)\nend\n\nset [k v] to [5]\nrepeat (5)\n turn right (K) degrees\n change [k v] by (-1)\nend\n\nrepeat (3)\n\nrepeat (3)\n repeat (3)\nend\n\nrepeat (3)\n switch costume to (dotted4 v)\n repeat (3)\n set [fisheye v] effect to (A)\n end\nend\nswitch costume to (dotted6 v)\nrepeat (3)\n set [fisheye v] effect to (A)\nend\n\nwhen I start as a clone\nif <(変数) = [5]> then\n set size to (100) %\n switch costume to (end2 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-800) y: (0)\n set [しゃきん! v] to [0]\n repeat (12)\n change [しゃきん! v] by (2)\n change x by (しゃきん!)\n end\n start sound [Slice v]\n repeat (22)\n change x by (((0) - (x position)) * (0.3))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n set [end v] to [1]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n wait until <(End) = [1]>\n delete this clone\nend\n\nswitch costume to (sw 2 v)\n\nwhen I start as a clone\nif <(変数) = [-1]> then\n go to x: (0) y: (0)\n set [whirl v] effect to (-200)\n forever\n switch costume to (sh v)\n turn right (5) degrees\n go to [back v] layer\n set size to (350) %\n switch costume to (p v)\n end\nend\n\nwhen I start as a clone\nif <(変数) = [-10]> then\n show\n switch costume to (back v)\n go to x: (0) y: (0)\n forever\n go to [back v] layer\n end\nend\n\nset [変数 v] to [-10]\ncreate clone of (_myself_ v)\nwait () seconds\n\nwhen I receive [すたーと v]\nset [a v] to [0]\nshow\nshow\ngo to x: (0) y: (0)\nset [end v] to [0]\nset size to (100) %\nset [a v] to [0]\nstart sound [Laszlo - Here We Are _NCS Release_ v]\nset [ok v] to [0]\nswitch costume to (kksm1 v)\nwait () seconds\nset [変数 v] to [-1]\ncreate clone of (_myself_ v)\nwait () seconds\nset [変数 v] to [4]\ncreate clone of (_myself_ v)\nwait () seconds\nset [変数 v] to [0]\ncreate clone of (_myself_ v)\nwait () seconds\nset [変数 v] to [1]\ncreate clone of (_myself_ v)\nwait () seconds\nset [変数 v] to [2]\ncreate clone of (_myself_ v)\nwait () seconds\nset [a v] to [0]\nwait (1) seconds\nrepeat (4)\n change [a v] by (100)\nend\nset [変数 v] to [3]\nrepeat (4)\n create clone of (_myself_ v)\n change [a v] by (100)\nend\nrepeat (4)\n create clone of (_myself_ v)\nend\nrepeat (8)\n change [a v] by (-100)\nend\nswitch costume to (kksm2 v)\nset [ok v] to [1]\nset [a v] to [0]\nrepeat (8)\n change [a v] by (100)\nend\nwait (0.2) seconds\nset [変数 v] to [3]\nrepeat (8)\n create clone of (_myself_ v)\n change [a v] by (-100)\nend\nset [ok v] to [2]\nswitch costume to (kksm3 v)\nrepeat (8)\n change [a v] by (100)\nend\nwait (0.2) seconds\nset [変数 v] to [3]\nrepeat (8)\n change [a v] by (-100)\n create clone of (_myself_ v)\nend\nrepeat (12)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nset [変数 v] to [5]\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide\nbroadcast (w v)\n\nwhen I receive [すたーと v]\nforever\n set [fisheye v] effect to (A)\nend\n\nwhen flag clicked\nbroadcast (すたーと v)\n\n@Clouds\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n wait (pick random (15) to (25)) seconds\n show\n go to x: (-72) y: (136)\n switch costume to (コスチューム1 v)\n repeat (3)\n change y by (-20)\n end\n start sound [Connect v]\n repeat (3)\n wait (0.2) seconds\n next costume\n end\n play sound [Coin v] until done\n next costume\n repeat (3)\n wait (0.2) seconds\n next costume\n end\n play sound [Coin v] until done\n next costume\n wait (0.2) seconds\n next costume\n repeat (10)\n change y by (20)\n end\n hide\nend\n\nwhen I receive [しゅうう v]\nforever\n hide\nend\n\n
--------------------------------CAVED---------------------------------\nstory: You are a kid that was trying to explore a cave, but then a random wall crosses the cave off. You have to parkour to get out! Beat the world record time!\n\nHow to play: use wasd or arrow keys to move. Don't touch the lava or spikes or you lose. Get to the right side of the screen to proceed to the next level. \n\n@Thepugmen (me): scripts and idea\n@iamapug68: graphics \ntoby fox ( maker of undertale): music \ncooltext: Title Graphic Font\ndimrain: intro music\n---------------------------------------------------------------------------------\n#game #Game #GAME #art #Art #ART #music #Music #MUSIC #Great #fun #Fun #FUN #Platfomer #PLATFOMER #caved #Caved #CAVED #story #Story #STORY
Winter Omens ~ a platformer ~
@Stage\n\nwhen flag clicked\nforever\n play sound [Bouncing Around v] until done\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in stage v]\n\nwhen I receive [underworld v]\nstop [other scripts in stage v]\nforever\n play sound [Underworld v] until done\nend\n\n@Sprite2\n\nwhen I receive [move forward v]\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n change [screenx v] by (-1)\nend\n\nwhen I receive [aw yeah! v]\nset [screenx v] to [1]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n if <(ScreenY) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen I receive [aw yeah! v]\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\ngo to [front v] layer\nwait (0.9) seconds\nbroadcast (Aw Yeah! v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nswitch costume to (costume3 v)\nforever\n go to [front v] layer\nend\n\nforever\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Player Mimic\n\nwhen flag clicked\nhide\n\ndefine Touch Ground\nif <touching (groundcollider v)?> then\n set [y velocity v] to [0]\n change y by (1)\nend\n\nwhen I receive [move back v]\nif <not <(Screen Number) = [0]>> then\n set x to (204)\nend\n\nWalk (90) (10)\n\nforever\n if <key (w v) pressed?> then\n if <(JumpPowerUp) = [0]> then\n set [y velocity v] to [15]\n end\n wait until <touching (groundcollider v)?>\n end\nend\n\nwhen I receive [characteractive v]\nif <<(ScreenX) = [6]> and <(ScreenY) = [-1]>> then\n hide\n wait (0.05) seconds\nend\ngo to [front v] layer\nshow\nforever\n go to (playercollider v)\nend\n\ndefine None\nchange x by (speed)\n\nbroadcast (Aw Yeah! v)\n\nwhen I receive [aw yeah! v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nclear graphic effects\nswitch costume to (costume1 v)\nforever\n wait until <(ScreenY) = [-1]>\n go to [front v] layer\n switch costume to (costume2 v)\n wait until <not <(ScreenY) = [-1]>>\n switch costume to (costume1 v)\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nforever\n go to (playercollider v)\n if <key (a v) pressed?> then\n turn left (15) degrees\n end\n if <key (d v) pressed?> then\n turn right (15) degrees\n end\nend\n\nwhen I receive [characteractive v]\nforever\n go to (playercollider v)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n turn left (15) degrees\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n turn right (15) degrees\n end\nend\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen I receive [aw yeah! v]\nset [jumppowerup v] to [0]\nset size to (30) %\ngo to [front v] layer\ngo to x: (-200) y: (-64)\nforever\n if <(ScreenX) = [0]> then\n next costume\n show\n else\n hide\n end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nstart sound [Unlock v]\nset [jumppowerup v] to [1]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <(ScreenY) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen flag clicked\nhide\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@DeathCollider\n\nwhen I receive [aw yeah! v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <(ScreenY) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Door\n\nwhen I receive [aw yeah! v]\ngo to x: (0) y: (0)\nforever\n if <<(ScreenY) = [0]> and <(ScreenX) = [6]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [door open v]\nstart sound [Truck v]\ngo to x: (0) y: (0)\nglide (5) secs to x: (0) y: (111)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite5\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (-107) y: (117)\nset size to (10) %\nforever\n if <<(ScreenX) = [6]> and <(ScreenY) = [0]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nswitch costume to (costume2 v)\nstart sound [Lock v]\nbroadcast (Door Open v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite6\n\nwhen I receive [aw yeah! v]\ngo to [front v] layer\nset [yellowkey v] to [0]\nset size to (15) %\ngo to x: (177) y: (10)\nforever\n if <<(ScreenX) = [6]> and <(ScreenY) = [0]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [aw yeah! v]\nwait until <touching (playercollider v)?>\nset [yellowkey v] to [1]\nstart sound [Unlock v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite7\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n if <(ScreenY) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [aw yeah! v]\nwait until <<(ScreenY) = [1]> and <(ScreenX) = [1]>>\nbroadcast (tonguelair v)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider2\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <(ScreenY) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite8\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [aw yeah! v]\nset [screeny v] to [0]\nswitch costume to (costumeg v)\ngo to x: (0) y: (0)\nforever\n if <(ScreenY) = [-1]> then\n show\n else\n hide\n end\nend\n\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@GroundCollider3\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <(ScreenY) = [-1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@PlayerCollider\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nbroadcast (CharacterActive v)\n\nwhen I receive [aw yeah! v]\nset [y v] to [0]\nbroadcast (CharacterActive v)\n\nwhen I receive [move back v]\nset x to (204)\n\ngo to x: (201) y: (-63)\n\nwhen I receive [move forward v]\nset x to (-204)\n\nwhen I receive [move up v]\nset y to (-145)\n\nwhen I receive [move down v]\nset y to (145)\n\nwhen I receive [characteractive v]\nforever\n wait until <<(x position) < [-235]> or <(x position) > [235]>>\n if <(x position) < [-235]> then\n if <(ScreenX) > [0]> then\n broadcast (Move Back v)\n end\n else\n if <(ScreenX) < [9]> then\n broadcast (Move Forward v)\n end\n end\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (220) y: (-31)\nforever\n if <touching (groundcollider4 v)?> then\n change y by (0.5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(JumpPowerUp) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [7]\n end\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (groundcollider4 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 (groundcollider4 v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(JumpPowerUp) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [7]\n end\n end\n change y by (0.5)\n if <<touching (deathcollider v)?> or <touching (deathcollider2 v)?>> then\n broadcast (Death v)\n end\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen [s v] key pressed\nif <<(ScreenX) = [5]> and <(ScreenY) = [-1]>> then\n change x by (pick random (-0.9) to (-0.1))\nend\n\nwhen I receive [characteractive v]\nforever\n wait until <key (r v) pressed?>\n wait until <not <key (r v) pressed?>>\n if <not <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [characteractive v]\nforever\n wait until <touching (door2 v)?>\n if <(SecretDoorOpen) = [0]> then\n wait until <(x position) < [-200]>\n change x by (10)\n end\nend\n\nwhen I receive [characteractive v]\nforever\n wait until <touching (sprite15 v)?>\n change x by (10)\nend\n\nwhen I receive [characteractive v]\nshow\nforever\n wait until <<(y position) < [-175]> or <(y position) > [175]>>\n if <(y position) < [-175]> then\n broadcast (Move Down v)\n change [screeny v] by (-1)\n else\n if <<<(ScreenY) = [-1]> and <(ScreenX) = [5]>> or <<<(ScreenY) = [0]> and <(ScreenX) = [4]>> and <<(x position) < [-120]> and <(x position) > [-160]>>>> then\n change [screeny v] by (1)\n broadcast (Move Up v)\n end\n end\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\nset size to (100) %\nif <(ScreenX) = [7]> then\n go to x: (-219) y: (99)\nelse\n go to x: (-204) y: (0)\nend\nforever\n if <<<touching (groundcollider v)?> or <touching (door v)?>> or <<touching (groundcollider2 v)?> or <<touching (groundcollider3 v)?> or <touching (groundcollider5 v)?>>>> then\n change y by (0.5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(JumpPowerUp) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [7]\n end\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<<touching (groundcollider v)?> or <touching (door v)?>> or <touching (groundcollider3 v)?>> or <<touching (groundcollider2 v)?> or <touching (groundcollider5 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 (groundcollider v)?> or <<touching (door v)?> or <<touching (groundcollider2 v)?> or <<touching (groundcollider3 v)?> or <touching (groundcollider5 v)?>>>>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(JumpPowerUp) = [1]> then\n set [y v] to [12]\n else\n set [y v] to [7]\n end\n end\n change y by (0.5)\n if <<touching (deathcollider v)?> or <touching (deathcollider2 v)?>> then\n broadcast (Death v)\n end\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen I receive [underworld v]\nset [y v] to [0]\nset y to (0)\n\n@DeathCollider2\n\nwhen I receive [aw yeah! v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <(ScreenY) = [-1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (70)\n\nwhen I receive [move forward v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite9\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [characteractive v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n wait until <<<(ScreenX) = [6]> and <(ScreenY) = [-1]>> or <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>\n wait (0.1) seconds\n if <<(ScreenX) = [6]> and <(ScreenY) = [-1]>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n go to [front v] layer\n show\n wait until <not <<<(ScreenX) = [6]> and <(ScreenY) = [-1]>> or <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>\n hide\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite10\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nif <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>> then\n hide\n next costume\n wait (0.1) seconds\n if <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>> then\n show\n end\nend\n\nwhen I receive [characteractive v]\ngo to x: (0) y: (0)\nhide\nforever\n wait until <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>>\n wait (0.05) seconds\n go to [front v] layer\n show\n wait until <not <<<(ScreenX) = [7]> and <(ScreenY) = [-1]>> and <([x position v] of [playercollider v]) > [80]>>>\n hide\nend\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\n@Door2\n\nwhen I receive [aw yeah! v]\nset [secretdooropen v] to [0]\nforever\n wait until <touching (player mimic v)?>\n wait (0.5) seconds\n if <touching (player mimic v)?> then\n if <(YellowKey) = [1]> then\n stop [other scripts in sprite v]\n start sound [Lock v]\n switch costume to (costume2 v)\n wait (1) seconds\n hide\n set [secretdooropen v] to [1]\n else\n end\n end\nend\n\nwait until <(YellowKey) = [1]>\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <<(ScreenY) = [1]> and <(ScreenX) = [3]>> then\n show\n else\n hide\n end\nend\n\n@Tonguelair0\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [tonguelair v]\nswitch costume to (tonguelair0 v)\ngo to x: (0) y: (0)\nshow\nwait (8) seconds\nswitch costume to (tonguelair21 v)\nwait (3) seconds\nrepeat (18)\n next costume\n wait (0.01) seconds\nend\nstop [other scripts in sprite v]\nstart sound [Punch v]\nrepeat (2)\n next costume\n wait (0.01) seconds\nend\nbroadcast (EndGame v)\nhide\n\nwhen I receive [tonguelair v]\nstart sound [Button v]\nforever\n play sound [Ambience v] until done\nend\n\nbroadcast (Tonguelair v)\n\n@GroundCollider4\n\nwhen I receive [tonguelair v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\nstop [other scripts in sprite v]\nhide\n\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n@Tonguelair2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nbroadcast (Tonguelair v)\n\nwhen I receive [tonguelair v]\nhide\ngo to x: (0) y: (0)\nwait (4) seconds\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (tonguelair1 v)\nset [ghost v] effect to (90)\nwait (0.01) seconds\nset [ghost v] effect to (75)\nwait (0.01) seconds\nset [ghost v] effect to (65)\nwait (0.01) seconds\nset [ghost v] effect to (50)\nwait (0.01) seconds\nclear graphic effects\nwait (2) seconds\nrepeat (20)\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nhide\n\n@Sprite1\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (12) seconds\nshow\nclear graphic effects\nrepeat (30)\n change [brightness v] effect by (-3)\n wait (0.01) seconds\nend\nhide\nclear graphic effects\n\n@Sprite11\n\nwhen flag clicked\nset [textoverlay v] to [0]\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\nset [textoverlay v] to [0]\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (0)\n\nset [textoverlay v] to [2]\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-13)\nshow\nwait (5) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (-13)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-26)\nshow\nwait (7) seconds\nstart sound [computer beeps2 v]\nglide (0.1) secs to x: (128) y: (-26)\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [aw yeah! v]\nhide\n\nbroadcast (EndGame v)\n\nwhen I receive [aw yeah! v]\nforever\n wait until <<(ScreenY) = [1]> and <(ScreenX) = [2]>>\n broadcast (PassCode v)\n wait until <not <<(ScreenY) = [1]> and <(ScreenX) = [2]>>>\nend\n\nwhen I receive [endgame v]\ngo to x: (0) y: (-39)\nshow\nwait (10) seconds\nstart sound [computer beeps2 v]\nglide (0.2) secs to x: (239) y: (-39)\n\n@Sprite15\n\nwhen flag clicked\nset [secret code v] to [0]\nhide\n\nwhen I receive [passcode v]\nset [secret code v] to [0]\nforever\n wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n if <key (1 v) pressed?> then\n if <(Secret Code) = [0]> then\n change [secret code v] by (1)\n else\n set [secret code v] to [0]\n end\n else\n set [secret code v] to [0]\n end\n wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n if <key (2 v) pressed?> then\n if <(Secret Code) = [1]> then\n change [secret code v] by (1)\n else\n set [secret code v] to [0]\n end\n else\n set [secret code v] to [0]\n end\n wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n if <key (4 v) pressed?> then\n if <(Secret Code) = [2]> then\n change [secret code v] by (1)\n else\n set [secret code v] to [0]\n end\n else\n set [secret code v] to [0]\n end\n wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\n wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n if <key (8 v) pressed?> then\n if <(Secret Code) = [3]> then\n change [secret code v] by (1)\n else\n set [secret code v] to [0]\n end\n else\n set [secret code v] to [0]\n end\n wait (0.1) seconds\n stop [other scripts in sprite v]\n repeat (3)\n switch costume to (costume12 v)\n start sound [computer beeps1 v]\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n end\n broadcast (PassCode v)\nend\n\nbroadcast (PassCode v)\n\nwhen I receive [passcode v]\nwait until <(Secret Code) = [4]>\nstop [other scripts in sprite v]\nrepeat (3)\n switch costume to (costume11 v)\n start sound [computer beeps1 v]\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\nend\nstart sound [Box v]\nhide\n\nwhen I receive [passcode v]\nforever\n wait until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>\n start sound [computer beeps2 v]\n wait until <not <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>\nend\n\nwhen I receive [passcode v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <key (1 v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (2 v) pressed?> then\n switch costume to (costume3 v)\n else\n if <key (3 v) pressed?> then\n switch costume to (costume4 v)\n else\n if <key (4 v) pressed?> then\n switch costume to (costume5 v)\n else\n if <key (5 v) pressed?> then\n switch costume to (costume6 v)\n else\n if <key (6 v) pressed?> then\n switch costume to (costume7 v)\n else\n if <key (7 v) pressed?> then\n switch costume to (costume8 v)\n else\n if <key (8 v) pressed?> then\n switch costume to (costume9 v)\n else\n if <key (9 v) pressed?> then\n switch costume to (costume10 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [passcode v]\nshow\nwait until <not <<(ScreenY) = [1]> and <(ScreenX) = [2]>>>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [aw yeah! v]\nset [secret code v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Sprite16\n\nwhen I receive [move back v]\n\nwhen I receive [aw yeah! v]\nwait (2) seconds\nwait until <(ScreenY) < [-90]>\nbroadcast (Underworld v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nset [screenx v] to [1]\n\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(ScreenY) = [-101]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [underworld v]\nswitch costume to (costume1 v)\nset [screeny v] to [-101]\nset [screenx v] to [0]\n\nwhen I receive [move forward v]\nnext costume\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nrepeat until \n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\n switch costume to (costume7 v)\n wait (0.05) seconds\n switch costume to (costume8 v)\n wait (0.05) seconds\n switch costume to (costume9 v)\n wait (0.05) seconds\n switch costume to (costume8 v)\n wait (0.05) seconds\n switch costume to (costume7 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\nend\n\n@GroundCollider5\n\nwhen I receive [move back v]\n\nwhen I receive [aw yeah! v]\nwait (2) seconds\nwait until <(ScreenY) < [-90]>\nbroadcast (Underworld v)\n\nwhen I receive [tonguelair v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nset [screenx v] to [1]\n\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n change [screenx v] by (-1)\nend\n\nnext costume\nchange [screenx v] by (1)\n\nwhen I receive [aw yeah! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(ScreenY) = [-101]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [underworld v]\nswitch costume to (costume1 v)\nset [screeny v] to [-101]\nset [screenx v] to [0]\n\nwhen I receive [move back v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [move forward v]\nnext costume\n\n
Use arrow keys to move the Panda to the taco.\nAll levels are possible :D (level 1-8 are really easy in my opinion)\nlook out for puddles of water....\nKey R to restart\nbetter played in full screen\nNO TURBO MODE OR ELSE...........................\n\n
Super Mario Maker 2 - A Platformer Creator
@Stage\n\nwhen I receive [level 1 v]\nswitch backdrop to (platformer v)\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 7 v]\nforever\n switch backdrop to (title screen v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\n@Title\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 1 v]\nhide\n\n@Start\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Level 1 v)\nhide\n\n@Notes\n\nwhen I receive [level 7 v]\nswitch costume to (pick random (7) to (12))\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [level 5 v]\nswitch costume to (costume5 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 4 v]\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 6 v]\nswitch costume to (costume6 v)\ngo to x: (0) y: (0)\nshow\n\n@You\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 1 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 2 v)\n\nwhen I receive [level 2 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 3 v)\n\nwhen I receive [level 3 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 4 v)\n\nwhen I receive [level 4 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 5 v)\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 x by (5)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (q v) pressed?>>> then\n change x by (-5)\n end\n if <touching color (#ff0000)?> then\n go to x: (-224) y: (0)\n broadcast (Red Reset v)\n end\nend\n\nwhen I receive [level 5 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 6 v)\n\nwhen I receive [level 6 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (Level 7 v)\n\n@Green\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 4 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 1 v]\ngo to x: (224) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 5 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 6 v]\ngo to x: (224) y: (0)\nshow\n\n@Sprite2\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\ngo to x: (0) y: (-20)\nwait until <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (z v) pressed?>>>\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\n@Red\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [red reset v]\ngo to x: (-160) y: (0)\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nswitch costume to (costume1 v)\ngo to x: (-160) y: (0)\nshow\n\nwhen flag clicked\nhide\nforever\n change x by (3)\nend\n\nwhen I receive [level 5 v]\nswitch costume to (costume2 v)\ngo to x: (-160) y: (0)\nshow\n\nwhen I receive [level 6 v]\nswitch costume to (costume3 v)\ngo to x: (-160) y: (0)\nshow\n\n
Mars Rover - A Platformer #Games
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (背景2 v)\n play sound [BGM v] until done\nend\n\nwhen I receive [隠しステージはつどう v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [BGM2 v] until done\nend\n\n@BALL\n\ndefine スタート時\ngo to x: (-144) y: (-111)\nset [速度x v] to [1]\nset [速度y v] to [1]\nset size to (50) %\nshow\nset [速度x v] to [1]\nset [速度y v] to [1]\n\nwhen I receive [主人公隠し v]\nスタート時\n\ndefine はじめ\ngo to x: (-133) y: (168)\nset rotation style [left-right v]\nset [速度x v] to [1]\nset [速度y v] to [1]\nset size to (50) %\nshow\nset [速度x v] to [1]\nset [速度y v] to [1]\n\nwhen flag clicked\nset [下に落ちる速度 v] to [0]\nforever\n if <touching color (#3e43a6)?> then\n set [速度y v] to [20]\n end\n if <touching color (#3e43a6)?> then\n play sound [Ricochet v] until done\n end\nend\n\nwhen I receive [スタートに戻る v]\nスタート時\n\nwhen I receive [次ステージ v]\nスタート時\n\nwhen I receive [スタートに戻る v]\nstart sound [Slide Whistle v]\n\nwhen I receive [スタートに戻る v]\n\nwhen I receive [隠しステージはつどう v]\nhide\n\nwhen flag clicked\nはじめ\nswitch costume to (主人 v)\nforever\n go to [front v] layer\n set [x v] to (x position)\n set [y v] to (y position)\n if <key (down arrow v) pressed?> then\n switch costume to (主人2 v)\n else\n switch costume to (主人 v)\n end\n if <[230] < (x position)> then\n broadcast (次ステージ v)\n end\n if <<<<<<touching color (#cd2e31)?> or <touching color (#c12c2f)?>> or <touching color (#c72d31)?>> or <touching color (#a02629)?>> or <touching color (#a6282a)?>> or <touching color (#9a2427)?>> then\n broadcast (スタートに戻る v)\n end\n change [速度y v] by (-1)\n if <key (left arrow v) pressed?> then\n create clone of (_myself_ v)\n change [速度x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n create clone of (_myself_ v)\n change [速度x v] by (1)\n end\n set [速度x v] to ((速度x) * (0.9))\n change x by (速度x)\n if <touching color (#4a4a4a)?> then\n change y by (1)\n end\n if <touching color (#4a494a)?> then\n change y by (1)\n end\n if <touching color (#4a4a4a)?> then\n change y by (1)\n end\n if <touching color (#4a4a4a)?> then\n change y by (1)\n end\n if <touching color (#4a4a4a)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <key (up arrow v) pressed?> then\n set [速度y v] to [15]\n if <([abs v] of (速度x) ) = (速度x)> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\n end\n change y by (速度y)\n if <touching color (#4a4949)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#4a4a4a)?>> then\n create clone of (_myself_ v)\n set [速度y v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [/\(^o^\)\ v]\nはじめ\n\nwhen I start as a clone\nset size to (50) %\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@スプライト1\n\nwhen I receive [隠しステージはつどう v]\nswitch costume to (隠し1 v)\nset [ステージ v] to [13]\n\nwhen flag clicked\nset [ステージ v] to [1]\nshow\nswitch costume to (1 v)\ngo to x: (34) y: (8)\nforever\n if <(ステージ) = [12]> then\n broadcast (goal v)\n end\nend\n\nwhen I receive [次ステージ v]\nif <not <(ステージ) = [GOAL]>> then\n next costume\n change [ステージ v] by (1)\nend\n\nwhen I receive [goal v]\nset [ステージ v] to [GOAL]\n\n@スプライト2\n\nwhen flag clicked\nhide\nhide\n\nwhen I receive [隠しステージはつどう v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\ngo to x: (250) y: (-114)\nforever\n if <(ステージ) = [GOAL]> then\n show\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n ask [答えは? What's the answer?] and wait\n if <<(answer) = [38]> or <(answer) = [38]>> then\n broadcast (隠しステージはつどう v)\n hide\n stop [this script v]\n end\n end\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (-19) y: (-17)\n\nwhen I receive [隠しステージはつどう v]\nshow\nset [ghost v] effect to (150)\nrepeat (10)\n change [ghost v] effect by (-15)\n change [whirl v] effect by (50)\nend\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (15)\nend\nhide\nbroadcast (主人公隠し v)\n\n@1\n\nwhen I receive [次ステージ v]\nif <(ステージ) = [14]> then\n broadcast (罠 v)\nelse\n hide\nend\n\nwhen I receive [罠stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [16]> then\n broadcast (罠stop v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [罠 v]\nshow\nrepeat until <not <(ステージ) = [15]>>\n glide (0.5) secs to x: (175) y: (48)\n wait (0.5) seconds\n glide (0.5) secs to x: (277) y: (78)\n wait (0.5) seconds\nend\n\n@red\n\nwhen I receive [w2s v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [次ステージ v]\nif <(ステージ) = [15]> then\n broadcast (わな2 v)\nelse\n hide\nend\n\nhide\n\nwhen I receive [わな2 v]\nshow\nrepeat until <not <(ステージ) = [16]>>\n glide (0.5) secs to x: (-81) y: (-71)\n wait (1) seconds\n glide (0.5) secs to x: (161) y: (-10)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [17]> then\n broadcast (w2s v)\n hide\n stop [this script v]\n end\nend\n\n@題名\n\nwhen flag clicked\ngo to x: (4) y: (0)\nset size to (101) %\nchange [ghost v] effect by (100)\nswitch costume to (flash v)\ngo to [front v] layer\n\nhide variable [ステージ v]\n\n
Note: if you are having trouble on the "hot seeking dart" level, scroll to the bottom for some tips!\nWelcome to Wings of fire platformer 4!\n(you don't need to read the book to play this.)\nYou have found Tsunami's mother, the queen of Seawings. Later on, you all have decided to go find glory's parents, in the deepest part... of the rainforest.(the first part of the book: The hidden Kingdom (book 3).) You can change dragonets by pressing 1,2,3,4,5, and 6.\n\n1:Clay\n2:Tsunami\n3:Sunny\n4:Glory\n5:Starflight\n6:Silver (Sloth)\nEach dragonet will have a unique power:\nClay: invulnerable to lava or fire,\nTsunami: can swim in water\nSunny: can squeeze into tiny places\nGlory: Becomes camouflaged:(enemy can't see her)\nStarflight: can see in the dark\nSilver: Just too Cute and Smol ;)\nFor Sunny and Glory, hold "z" to activate the power.\n\nThe lvl, where the sleeping dart follows you around, is quite hard (even for me) here are some tips!\n#1: Darts will disappear when hitting the ground or edge\n#2: Try using Silver, bc its smaller than the other dragonets, and you will be able to dodge the darts easier\n#3 Staying in a corner, and jumping right before the dart hits you. The dart will touch the edge, disappear, and reappear again, but you will have saved some time :D\n\nHope it helps! and...\nHope you ENJOY! :D\n\n
Platformer Engine #all #games
@Stage\n\n@Sprite1\n\n@Intro\n\nwhen flag clicked\nstart sound [Intro v]\nshow\nswitch costume to (bbmlogo v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nset size to (0) %\npoint in direction (90)\nrepeat (20)\n change size by (5)\n turn right (70) degrees\nend\npoint in direction (90)\nrepeat (5)\n repeat (15)\n change size by (.7)\n end\n repeat (15)\n change size by (-.7)\n end\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nset volume to (100) %\nwait (5) seconds\nrepeat (40)\n change volume by (-2.5)\nend\n\n@Darkness\n\nwhen I receive [start v]\nchange [☁ players v] by (1)\nset [time v] to [0]\ngo to x: (-200) y: (-80)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n broadcast (Next v)\n go to x: (-200) y: (-80)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <[-175] > (y position)> then\n go to x: (-200) y: (-80)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-80)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Purple Planet Music - Uprising 2823A1629 110bpm v] until done\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nif <(costume [number v]) = [10]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (darkness v)\n go to [back v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide variable [☁ record v]\nhide variable [time v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow variable [☁ record v]\nshow variable [time v]\nshow\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start v]\nforever\n change [time v] by (0.03)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Outro2Scratch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nwait (1.5) seconds\nforever\n wait (pick random (.02) to (.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (3))\nif <(costume [number v]) = [4]> then\n set size to (25) %\nelse\n set size to (10) %\nend\npoint in direction (pick random (1) to (360))\ngo to x: (pick random (-240) to (240)) y: (182)\nshow\nglide (.5) secs to x: (x position) y: (-182)\nhide\ndelete this clone\n\n@OutroForScratch\n\ndefine Change Size (change) (speed)\nset [sizegoal v] to ((size) + (change))\nrepeat until <([abs v] of ((SizeGoal) - (size)) ) < [0.1]>\n change size by (((SizeGoal) - (size)) * ((speed) / (5)))\nend\n\ndefine Glide (x) (y) (speed)\nrepeat (50)\n change x by (((x) - (x position)) * ((speed) / (5)))\n change y by (((y) - (y position)) * ((speed) / (5)))\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nswitch costume to (costume1 v)\nset [outro: clone id v] to [1]\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [1]> then\n set size to (400) %\n switch costume to (costume2 v)\n go to x: (0) y: (195)\n Glide (0) (0) (1.5)\nelse\n if <(Outro: Clone ID) = [2]> then\n go to [front v] layer\n switch costume to (costume4 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(Outro: Clone ID) = [3]> then\n switch costume to (costume5 v)\n forever\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\n end\n else\n if <(Outro: Clone ID) = [4]> then\n switch costume to (costume6 v)\n Change Size (900) (0.8)\n else\n if <(Outro: Clone ID) = [5]> then\n set [ghost v] effect to (100)\n switch costume to (costume7 v)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [1]> then\n wait until <(Outro: Clone ID) = [2]>\n next costume\n go to [front v] layer\n Change Size (250) (0.5)\nend\n\nwhen I receive [end v]\nchange [☁ finishers v] by (1)\nif <(Time) < (☁ Record)> then\n set [☁ record v] to (Time)\nend\nwait (0.8) seconds\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nrepeat (3)\n change [outro: clone id v] by (1)\n create clone of (_myself_ v)\nend\nwait (3) seconds\nset [outro: clone id v] to [5]\ncreate clone of (_myself_ v)\nwait (3) seconds\n\nwhen I receive [end v]\nwait (1.5) seconds\nforever\n play sound [Outro v] until done\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (1)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
READ BELOW BEFORE YOU COMMENT \n\nSo the point of this game is to keep moving. If you stop moving, you die. So never let go of the arrow keys! That's about it :P Oh yeah, don't touch the spikes.
Night Light || A platformer #games #game #all || A Mobile platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [boss fight time? v] to [no]\nrepeat until <(Boss fight time?) = [yes]>\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n stop all sounds\n wait (.5) seconds\n forever\n play sound [Megalovania v] until done\n end\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [no]> then\n if <<(x position) > [220]> and <(blink thing) = [0]>> then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-193) y: (-50)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-50)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-50)\nchange [level v] by (1)\n\ndefine die\nset [no clone v] to [1]\nset [blink thing v] to [0]\nbroadcast (blink v)\nset [yv v] to [18]\nrepeat until <(y position) < [-180]>\n go to [front v] layer\n change [yv v] by (-1)\n change y by (Yv)\nend\nset [no clone v] to [0]\nset [blink thing v] to [1]\n\nwhen I receive [blink v]\nif <not <(Level) = [11]>> then\n repeat until <(blink thing) = [1]>\n set [brightness v] effect to (0)\n wait (.2) seconds\n set [brightness v] effect to (100)\n wait (.2) seconds\n end\n set [brightness v] effect to (0)\n set [blink thing v] to [0]\nelse\n set [immortality? v] to [1]\n repeat (3)\n set [brightness v] effect to (0)\n wait (.2) seconds\n set [brightness v] effect to (100)\n wait (.2) seconds\n end\n set [brightness v] effect to (0)\n set [immortality? v] to [0]\nend\n\nwhen flag clicked\nset [hp v] to [3]\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [start v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [no clone v] to [0]\nswitch costume to (central v)\nshow\ngo to x: (-193) y: (-50)\ngo to [front v] layer\nset [brightness v] effect to (0)\nset [immortality? v] to [0]\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <(go now?) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms 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 [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\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 (ground v)?> or <touching (moving platforms 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 (moving platforms v)?>> 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 <(Boss defeated!!!) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Level) = [11]> then\n set [boss fight time? v] to [yes]\n end\n if <<<touching (particles v)?> or <<touching (poison ball v)?> or <<touching (sharp toxic stuff v)?> or <touching (boss acid v)?>>>> and <(immortality?) = [0]>> then\n change [hp v] by (-1)\n broadcast (blink v)\n set [immortality? v] to [1]\n end\n if <touching (speed boost right v)?> then\n set [xv v] to [20]\n end\n if <touching (speed boost left v)?> then\n set [xv v] to [-20]\n end\n if <touching (trampolines v)?> then\n set [yv v] to [20]\n end\n if <<touching (acid v)?> or <<touching (spikes v)?> or <<touching (crushers v)?> or <<touching (saws v)?> or <touching (gas minions v)?>>>>> then\n die\n go to x: (-193) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (note v)?> then\n set [player touching note? v] to [1]\n else\n set [player touching note? v] to [0]\n end\n if <key (any v) pressed?> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (left up v)\n else\n switch costume to (left v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (right up v)\n else\n switch costume to (right v)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (central up v)\n end\n end\n else\n switch costume to (central v)\n end\n end\nend\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\nwhen I receive [hideeeee v]\nhide\nforever\n if <<(Level) = [11]> and <(Boss defeated!!!) = [0]>> then\n show\n end\nend\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [hideeeee v]\nhide\nforever\n if <<(Level) = [11]> and <(Boss defeated!!!) = [0]>> then\n show\n if <mouse down?> then\n hide\n end\n end\n if <<(Level) = [11]> and <(Boss defeated!!!) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@deco\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n broadcast (hideeeee v)\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@note\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n broadcast (hideeeee v)\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n go to [front v] layer\n go [backward v] (5) layers\n if <(Player touching note?) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n if <(Level) = [11]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n broadcast (hideeeee v)\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@acid\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n go to [back v] layer\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n broadcast (hideeeee v)\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\n if <touching (moving platforms v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nset [no clone v] to [0]\nforever\n if <(no clone) = [0]> then\n go to [back v] layer\n go [forward v] (18) layers\n go to (player v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [hideeeee v]\nforever\n hide\n if <<(Level) = [11]> and <(Boss defeated!!!) = [0]>> then\n forever\n show\n end\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss fight time?) = [yes]> then\n broadcast (hideeeee v)\n end\nend\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@trampolines\n\nwhen flag clicked\nhide\ngo to x: (50000000) y: (50000000)\nset size to (90) %\n\ndefine insert clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n if <touching (player v)?> then\n repeat (2)\n next costume\n wait (.05) seconds\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (.05) seconds\n end\n end\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [4]> or <<(Level) = [6]> or <(Level) = [11]>>>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n insert clone at [-111] [-65]\n wait until <(Level) = [4]>\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n insert clone at [-212] [33]\n wait until <(Level) = [6]>\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n delete this clone\n end\n if <(Level) = [10]> then\n insert clone at [15] [13]\n wait until <(Level) = [11]>\n end\n if <(Level) = [11]> then\n delete this clone\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@crushers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nshow\nif <(Level) = [3]> then\n forever\n repeat (20)\n change y by (5)\n detect lvl [3]\n end\n detect lvl [3]\n wait (.5) seconds\n detect lvl [3]\n repeat (20)\n change y by (-5)\n detect lvl [3]\n end\n detect lvl [3]\n wait (.5) seconds\n detect lvl [3]\n end\nend\nif <(Level) = [5]> then\n forever\n repeat (20)\n change y by (-4)\n detect lvl [5]\n end\n detect lvl [5]\n wait (.5) seconds\n detect lvl [5]\n repeat (20)\n change y by (4)\n detect lvl [5]\n end\n detect lvl [5]\n wait (.5) seconds\n detect lvl [5]\n end\nend\nif <(Level) = [9]> then\n forever\n show\n repeat (25)\n change y by (4)\n detect lvl [9]\n end\n hide\n detect lvl [9]\n wait (.5) seconds\n detect lvl [9]\n show\n repeat (22)\n change y by (-4)\n detect lvl [9]\n end\n detect lvl [9]\n wait (.5) seconds\n detect lvl [9]\n end\nend\n\ndefine detect lvl (level number)\nif <not <(Level) = (level number)>> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait until <(Level) = [4]>\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n wait until <(Level) = [6]>\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n create clone of (_myself_ v)\n wait until <(Level) = [10]>\n end\n if <(Level) = [11]> then\n delete this clone\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@speed boost right\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@saws\n\nwhen flag clicked\nhide\ngo to x: (50000000) y: (50000000)\nset size to (100) %\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n insert clone at [-43] [70]\n wait until <(Level) = [5]>\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n insert clone at [-30] [-9]\n wait until <(Level) = [7]>\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n delete this clone\n end\n if <(Level) = [10]> then\n insert clone at [-80] [-87]\n wait until <(Level) = [11]>\n end\n if <(Level) = [11]> then\n delete this clone\n end\nend\n\ndefine insert clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [5]> or <<(Level) = [7]> or <(Level) = [11]>>>>>> then\n delete this clone\n end\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@moving platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n wait until <(Level) = [7]>\n end\n if <<(Level) > [7]> or <(Level) = [7]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Level) = [6]> then\n show\n forever\n repeat (20)\n change y by (5)\n detect lvl [6]\n end\n detect lvl [6]\n wait (.5) seconds\n detect lvl [6]\n repeat (20)\n change y by (-5)\n detect lvl [6]\n end\n detect lvl [6]\n wait (.5) seconds\n detect lvl [6]\n end\nend\n\ndefine detect lvl (level number)\nif <not <(Level) = (level number)>> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [mouse touching skip? v] to [1]\n repeat until <(size) = [120]>\n change size by (5)\n end\n if <mouse down?> then\n broadcast (NEXT LEVEL v)\n set [mouse touching skip? v] to [0]\n wait (.2) seconds\n wait until <(skip wait) = [0]>\n end\n else\n set [mouse touching skip? v] to [0]\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-202) y: (-143)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@gas minions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (50) %\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n wait until <(Level) = [8]>\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n create clone of (_myself_ v)\n wait until <(Level) = [9]>\n end\n if <(Level) = [9]> then\n delete this clone\n end\n if <(Level) = [10]> then\n switch costume to (costume9 v)\n create clone of (_myself_ v)\n wait until <(Level) = [11]>\n end\n if <(Level) = [11]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Level) = [7]> then\n show\n forever\n repeat (25)\n change x by (3)\n detect lvl [7]\n end\n detect lvl [7]\n wait (.5) seconds\n detect lvl [7]\n repeat (25)\n change x by (-3)\n detect lvl [7]\n end\n detect lvl [7]\n wait (.5) seconds\n detect lvl [7]\n end\nend\nif <(Level) = [8]> then\n show\n forever\n repeat (25)\n change x by (3)\n detect lvl [8]\n end\n detect lvl [8]\n wait (.5) seconds\n detect lvl [8]\n repeat (25)\n change x by (-3)\n detect lvl [8]\n end\n detect lvl [8]\n wait (.5) seconds\n detect lvl [8]\n end\nend\nif <(Level) = [10]> then\n show\n forever\n repeat (25)\n change x by (3)\n detect lvl [10]\n end\n detect lvl [10]\n wait (.5) seconds\n detect lvl [10]\n repeat (25)\n change x by (-3)\n detect lvl [10]\n end\n detect lvl [10]\n wait (.5) seconds\n detect lvl [10]\n end\nend\n\ndefine detect lvl (level number)\nif <not <(Level) = (level number)>> then\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@Word thingies\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (3) layers\n if <(mouse touching skip?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@banner\n\nwhen flag clicked\nhide\nset [go now? v] to [1]\nset [skip wait v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nif <not <(Level) = [11]>> then\n set [skip wait v] to [1]\n set [go now? v] to [0]\n show\n go to x: (-500) y: (0)\n set [next level xv v] to [50]\n repeat (100)\n change x by (NEXT LEVEL Xv)\n set [next level xv v] to ((NEXT LEVEL Xv) * (.9))\n end\n set [next level xv v] to [50]\n set [go now? v] to [1]\n repeat (120)\n change x by (NEXT LEVEL Xv)\n set [next level xv v] to ((NEXT LEVEL Xv) * (.9))\n if <(x position) > [490]> then\n hide\n set [skip wait v] to [0]\n stop [this script v]\n end\n end\nelse\n hide\nend\n\nwhen I receive [hideeeee v]\nhide\n\n@speed boost left\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hideeeee v]\nhide\n\nwhen flag clicked\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 (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [go menu v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n repeat (7)\n next costume\n wait (.02) seconds\n end\n wait (.08) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n wait (.02) seconds\n end\n wait (.08) seconds\nend\n\nwhen I receive [start v]\nhide\n\n@fet gas monster\n\nwhen flag clicked\nhide\nset [boss defeated!!! v] to [0]\nset [level v] to [1]\nset [boss fight time? v] to [no]\nforever\n if <(Boss fight time?) = [yes]> then\n go to x: (86) y: (98)\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n broadcast (MWAHAHAHAHAHA v)\n stop [this script v]\n end\nend\n\nwhen I receive [atttaacckkkk v]\nrepeat until <(Boss defeated!!!) = [1]>\n wait (pick random (1.5) to (4.1)) seconds\n set [what attack? v] to (pick random (1) to (3))\n if <(what attack?) = [1]> then\n broadcast (poison ball v)\n end\n if <(what attack?) = [2]> then\n broadcast (sharp toxic stuffs v)\n end\n if <(what attack?) = [3]> then\n broadcast (acid v)\n end\nend\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [you lose :\(\(\( v]\nset [no clone v] to [1]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [atttaacckkkk v]\nwait (40) seconds\nbroadcast (oh no oh no oh nonononono v)\nset [boss defeated!!! v] to [1]\nset [no clone v] to [1]\nstop [other scripts in sprite v]\nhide\n\n@the mwhahahaha\n\nwhen I receive [mwahahahahaha v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (5) seconds\nswitch costume to (costume2 v)\nwait (4) seconds\nswitch costume to (costume3 v)\nwait (3) seconds\nhide\nbroadcast (ATTTAACCKKKK v)\n\nwhen flag clicked\nhide\n\n@poison ball\n\nwhen flag clicked\nhide\n\nwhen I receive [poison ball v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (102) y: (144)\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\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\n@HP\n\nwhen flag clicked\nhide\nswitch costume to (3 hearts v)\nforever\n if <(Boss fight time?) = [yes]> then\n go to x: (0) y: (0)\n show\n if <(HP) = [3]> then\n switch costume to (3 hearts v)\n end\n if <(HP) = [2]> then\n switch costume to (2 hearts v)\n end\n if <(HP) = [1]> then\n switch costume to (1 heart :\( v)\n end\n if <(HP) = [0]> then\n broadcast (you lose :\(\(\( v)\n end\n end\nend\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\n@sharp toxic stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [sharp toxic stuffs v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (([x position v] of [player v]) + (pick random (-150) to (150))) y: (148)\nrepeat until <<touching (player v)?> or <touching (ground v)?>>\n change y by (-15)\nend\ndelete this clone\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\n@boss acid\n\nwhen flag clicked\nhide\n\nwhen I receive [acid v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (110) y: (57)\nset [acid yv v] to [15]\nrepeat until <<touching (ground v)?> or <touching (player v)?>>\n go to [front v] layer\n change [acid yv v] by (-1)\n change y by (acid yv)\n change x by (pick random (-1) to (-3))\nend\nset [acid x v] to (x position)\nset [acid y v] to (y position)\nbroadcast (particles v)\ndelete this clone\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\n@particles\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (pick random (-180) to (180))\nset size to (pick random (75) to (150)) %\ngo to x: (acid x) y: (acid y)\nset [brightness v] effect to (pick random (-30) to (50))\nset [ghost v] effect to (pick random (0) to (40))\nset [i v] to (pick random (5) to (9))\nset [v v] to (pick random (10) to (12))\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (i)\n move (v) steps\n set [v v] to ((v) * (0.95))\n change [i v] by (-0.4)\nend\ndelete this clone\n\ndefine Particles\nhide\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [particles v]\nParticles\n\nwhen I receive [oh no oh no oh nonononono v]\nhide\n\nwhen I receive [you lose :\(\(\( v]\nhide\n\n@victory\n\nwhen flag clicked\nhide\nset [boss defeated!!! v] to [0]\nset [level v] to [1]\nset [boss fight time? v] to [no]\n\nwhen I receive [oh no oh no oh nonononono v]\nshow\nswitch costume to (costume1 v)\nwait (3) seconds\nbroadcast (transition v)\nnext costume\nwait (3) seconds\nrepeat (50)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\nbroadcast (transition v)\ngo to x: (0) y: (0)\nnext costume\nwait (5) seconds\nbroadcast (transition v)\nnext costume\nwait (5) seconds\nbroadcast (transition v)\nnext costume\nwait (5) seconds\nbroadcast (transition v)\nnext costume\nwait (5) seconds\nbroadcast (transition v)\nnext costume\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [you lose :\(\(\( v]\nstop [other scripts in sprite v]\nforever\n hide\nend\n\nwhen I receive [oh no oh no oh nonononono v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <mouse down?> then\n broadcast (hideeeee v)\n end\nend\n\n@Sprite2\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\nwhen I receive [transition v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@TB\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nhide\nset [___intro v] to [1]\ngo to x: (200) y: (0)\nrepeat (6)\n switch costume to (filter back v)\n create clone of (_myself_ v)\n change x by (-80)\n wait (0.05) seconds\nend\ngo to x: (-200) y: (0)\nrepeat (6)\n switch costume to (filter blue v)\n create clone of (_myself_ v)\n change x by (80)\n wait (0.05) seconds\nend\ngo to x: (200) y: (0)\nrepeat (6)\n switch costume to (filter white v)\n create clone of (_myself_ v)\n change x by (-80)\n wait (0.05) seconds\nend\nset [___intro v] to [2]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nParticles\nswitch costume to (logo\(pt 1\) v)\ncreate clone of (_myself_ v)\nswitch costume to (logo pt 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo\(pt 2\) v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (letter s v)\nset [___intro v] to [4]\nset [x v] to [-140]\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change [x v] by (35)\n wait (0.05) seconds\nend\nwait (3) seconds\nswitch costume to (end2 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nwait (1) seconds\nbroadcast (go menu v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n set size to (0) %\n show\n set [ghost v] effect to (100)\n repeat (35)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n repeat (35)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (1000)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo\(pt 1\)]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (0) y: (0)\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n wait until <(___Intro) = [3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo pt 3]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-100) y: (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n set y to (0)\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n set [___intro v] to [3]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo\(pt 2\)]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (100) y: (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (0) y: (0)\n show\n wait (0.2) seconds\n repeat (30)\n change y by (((50) - (y position)) / (5))\n point in direction ((90) + ((6) * ([tan v] of ((timer) * (100)) )))\n change size by (((80) - (size)) / (5))\n end\n repeat until <(___Intro) = [5]>\n point in direction ((90) + ((6) * ([tan v] of ((timer) * (100)) )))\n end\n repeat (10)\n change y by (((-180) - (y position)) / (4))\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (10)\n turn right ((join [-] ((direction) / (3))) / (10)) degrees\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [7]> and <[19] > (costume [number v])>> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((-120) - (y position)) / (5))\n change size by (((130) - (size)) / (5))\n change x by (((x) - (x position)) / (5))\n end\n wait (2) seconds\n repeat (30)\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((180) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n point in direction (90)\n show\n set [ghost v] effect to (100)\n set y to (0)\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [7]> and <[19] > (costume [number v])>> then\n wait (4) seconds\n set [___intro v] to [5]\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [end3]> or <<(costume [name v]) = [end1]> or <(costume [name v]) = [end2]>>> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-5000) y: (0)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [end3]> or <<(costume [name v]) = [end1]> or <(costume [name v]) = [end2]>>> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-5000) y: (0)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen flag clicked\nstart sound [Ping! v]\n\nwhen I receive [go menu v]\nstop all sounds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [19]> then\n go to [front v] layer\n point in direction (pick random (-180) to (180))\n set size to (pick random (75) to (150)) %\n go to x: (0) y: (0)\n set [brightness v] effect to (pick random (-30) to (50))\n set [ghost v] effect to (pick random (0) to (40))\n set [i v] to (pick random (5) to (9))\n set [v v] to (pick random (10) to (12))\n show\n repeat until <touching (_edge_ v)?>\n change y by (i)\n move (v) steps\n set [v v] to ((v) * (0.95))\n change [i v] by (-0.4)\n end\n delete this clone\nend\n\ndefine Particles\nhide\nswitch costume to (particle v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\n@menu\n\nwhen flag clicked\nhide\n\nwhen I receive [go menu v]\ngo to x: (0) y: (0)\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n if <mouse down?> then\n broadcast (start v)\n hide\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\n@lose\n\nwhen flag clicked\nhide\n\nwhen I receive [you lose :\(\(\( v]\nbroadcast (transition v)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\n@variable reset\n\nwhen flag clicked\nset [no clone v] to [0]\nset [level v] to [1]\nset [level2 v] to [1]\nset [immortality? v] to [0]\nset [boss fight time? v] to [no]\nset [boss defeated!!! v] to [0]\nset [mouse touching skip? v] to [0]\nset [skip wait v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(Level) > (Level2)> or <(Level) = (Level2)>> then\n set [level2 v] to (Level)\n end\n set [level v] to (Level2)\nend\n\n
ranking Platformer
@Stage\n\n@Blank\n\n@Player\n\ndefine x player (px)\nchange [x v] by (px)\nif <touching (platforms v)?> then\n repeat (60)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-60)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(px) > [0]> then\n set [x mov v] to [-2.5]\n else\n set [x mov v] to [2.5]\n end\n set [in air v] to [0]\n else\n set [x mov v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n Position\n end\nend\n\ndefine Checkpoint\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Movement\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [x mov v] by (-2.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [x mov v] by (2.5)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [5.5]> then\n set [y mov v] to [16]\n end\nend\nset [x mov v] to ((x Mov) * (0.799))\nif <([abs v] of (x Mov) ) > [0.9]> then\n x player (round (x Mov))\nend\nif <(y Mov) > [-20]> then\n change [y mov v] by (-2)\nend\ny player (y Mov)\nset [scroll x v] to (x)\nif <<<<touching (enemies effects v)?> or <touching (enemies effects2 v)?>> or <touching color (#83d256)?>> or <touching color (#337995)?>> then\n mort\nend\nif <(scroll X) < [7]> then\n set [scroll x v] to [7]\nend\nif <(LEVEL) = [1]> then\n if <<(scroll X) > [2090]> and <(scroll X) < [2200]>> then\n if <(y position) < [13]> then\n change [y mov v] by (40)\n end\n end\nend\n\ndefine y player (py)\nchange [y v] by (py)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(py) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [y mov v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (scroll X)) y: ((y) - (scroll Y))\n\ndefine Test - Die\n\ndefine mort\nbroadcast (Start v)\n\nwhen I receive [start v]\nset [y mov v] to [0]\nset [x mov v] to [0]\nset [in air v] to [0]\nset [issue v] to []\nforever\n broadcast (Delete v) and wait\n broadcast (Clone v) and wait\n Checkpoint\n repeat until <(issue) > []>\n Movement\n broadcast (Movement v) and wait\n end\nend\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [start v]\nset size to (95) %\nclear graphic effects\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nswitch costume to (rémy v)\nforever\n if <<key (up arrow v) pressed?> or <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n repeat (7)\n change [scroll y v] by (1.1)\n end\n wait (0.475) seconds\n repeat (7)\n change [scroll y v] by (-1.1)\n end\n wait until <not <key (up arrow v) pressed?>>\n end\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (rémy v)\n repeat until <(costume [number v]) = [6]>\n next costume\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n repeat (20)\n switch costume to (costume1 v)\n end\n end\n if <touching (platforms v)?> then\n switch costume to (rémy v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<key (up arrow v) pressed?> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <<key (up arrow v) pressed?> and <key (a v) pressed?>>> or <(in air) > [1]>> then\n change [x v] by (-2.5)\n change x by ()\n end\n if <<key (up arrow v) pressed?> or <<<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (up arrow v) pressed?> and <key (d v) pressed?>>> or <(in air) > [1]>>> then\n change [x v] by (2.5)\n change x by ()\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (h v) pressed?> then\n broadcast (Start v)\n end\nend\n\nwhen I receive [start v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nset [x v] to [0]\nset [y v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nstart sound [ACCUEIL v]\nset [thumbnail v] to [0]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (costume3 v)\ngo to x: (0) y: (-4)\nwait (0.3) seconds\nswitch costume to (thumbnail v)\nrepeat (10)\n wait () seconds\n create clone of (_myself_ v)\n change [thumbnail v] by (1)\nend\n\nhide\n\ndefine Thumbnail (plan) (size) (x) (y) (rotation) (stop) (costume)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\nif <(plan) = [avant]> then\n go to [front v] layer\nelse\n if <(plan) = [arriere]> then\n go to [back v] layer\n end\nend\nforever\n if <(stop) = [1]> then\n if <<mouse down?> or <touching (mouse-pointer v)?>> then\n wait (0.75) seconds\n broadcast (Instructions v)\n hide\n wait until <not <mouse down?>>\n end\n end\n if <(rotation) = [1]> then\n repeat (10)\n turn right ([cos v] of (66) ) degrees\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (10)\n turn left ([cos v] of (-66) ) degrees\n wait (0.1) seconds\n end\n else\n if <(rotation) = [2]> then\n repeat (10)\n turn right ([cos v] of (66) ) degrees\n end\n wait (0.1) seconds\n repeat (10)\n turn left ([cos v] of (-66) ) degrees\n end\n if <mouse down?> then\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(Thumbnail) = [1]> then\n Thumbnail [avant] [100] [0] [0] [1] [1] [costume1]\nend\nif <(Thumbnail) = [2]> then\n Thumbnail [avant] [100] [0] [0] [2] [1] [costume2]\nend\n\nwhen I receive [instructions v]\nhide\ndelete this clone\n\nwhen I receive [music v]\nstop all sounds\nforever\n play sound [ratatouille v] until done\nend\n\n@Enemies effects\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n show\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n hide\n end\nend\nif <(plan) = [1]> then\n go to [front v] layer\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n go to [back v] layer\n end\nend\nturn left (costume) degrees\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [movement v]\nif <(LEVEL) = [1]> then\n if <(Enemies) = [1]> then\n turn left (5) degrees\n end\n if <(Enemies) = [0]> then\n point in direction (90)\n end\nend\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n if <(LEVEL) = [1]> then\n if <<(scroll X) > [7]> and <(scroll X) < [400]>> then\n set [enemies v] to [1]\n else\n set [enemies v] to [0]\n end\n end\n if <(Character) = [6]> then\n if <<(scroll X) > [1861]> and <(scroll X) < [3000]>> then\n turn left (7) degrees\n end\n end\nend\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [332.5]\n set [y v] to [-11]\n switch costume to (1 v)\n set [character v] to [1]\n Clone at x: [500] y: [0]\n switch costume to (2 v)\n set [character v] to [2]\n Clone at x: [363] y: [-50]\n switch costume to (3 v)\n set [character v] to [3]\n Clone at x: [550] y: [90]\n switch costume to (5 v)\n set [character v] to [4]\nelse\n if <(LEVEL) = [2]> then\n set [character v] to [0]\n set [x v] to [332.5]\n set [y v] to [-7]\n switch costume to (8 v)\n Clone at x: [625] y: [-75]\n switch costume to (9 v)\n Clone at x: [1062] y: [200]\n switch costume to (10 v)\n Clone at x: [1420] y: [0]\n switch costume to (11 v)\n else\n if <(LEVEL) = [3]> then\n set [move enemies v] to [1]\n set [character v] to [5]\n set [x v] to [200]\n set [y v] to [0]\n switch costume to (12 v)\n Clone at x: [560] y: [-40]\n switch costume to (14 v)\n else\n if <(LEVEL) = [4]> then\n set [move enemies v] to [0]\n set [character v] to [6]\n set [x v] to [300]\n set [y v] to [0]\n switch costume to (16 v)\n Clone at x: [530] y: [0]\n switch costume to (17 v)\n Clone at x: [440] y: [-20]\n switch costume to (18 v)\n Clone at x: [400] y: [10]\n switch costume to (19 v)\n Clone at x: [430] y: [80]\n switch costume to (21 v)\n end\n end\n end\nend\n\nnext costume\n\nClone at x: [363] y: [-50]\n\nwhen I receive [start v]\nforever\n if <(Character) = [4]> then\n if <<(scroll X) > [1489]> and <(scroll X) < [1952]>> then\n switch costume to (3 v)\n repeat until <(costume [number v]) = [7]>\n next costume\n wait (0.2) seconds\n end\n end\n end\n if <(Character) = [5]> then\n if <<(scroll X) > [7]> and <(scroll X) < [1100]>> then\n switch costume to (14 v)\n wait (0.2) seconds\n switch costume to (15 v)\n wait (0.2) seconds\n end\n end\nend\n\nswitch costume to (9 v)\nClone at x: [1062] y: [200]\nswitch costume to (10 v)\nClone at x: [1420] y: [0]\nswitch costume to (11 v)\n\nClone at x: [1000] y: [0]\nswitch costume to (16 v)\n\nClone at x: [560] y: [-40]\nswitch costume to (14 v)\n\npoint in direction (90)\n\nset [enemies v] to [0]\n\nset [enemies v] to [1]\n\nwhen I receive [start v]\npoint in direction (90)\nif <(LEVEL) = [4]> then\n point in direction (90)\nend\n\nClone at x: [480] y: [10]\nswitch costume to (20 v)\nClone at x: [510] y: [10]\nswitch costume to (20 v)\n\n@Platforms\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (blank2 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (10 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (15 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (4) layers\n\n@Background\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n switch costume to (2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n switch costume to (2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n switch costume to (2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 v)\n Clone at x: [480] y: [0]\n switch costume to (2 v)\n Clone at x: [480] y: [0]\n switch costume to (1 v)\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 v)\n Clone at x: [480] y: [0]\n switch costume to (3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 v)\n Clone at x: [480] y: [0]\n switch costume to (3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 v)\n Clone at x: [480] y: [0]\n switch costume to (3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 v)\n Clone at x: [480] y: [0]\n switch costume to (3 v)\n Clone at x: [480] y: [0]\n switch costume to (4 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n switch costume to (costume2 v)\n Clone at x: [480] y: [0]\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n switch costume to (costume2 v)\n Clone at x: [480] y: [0]\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n switch costume to (costume2 v)\n Clone at x: [480] y: [0]\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n switch costume to (costume2 v)\n Clone at x: [480] y: [0]\n switch costume to (costume1 v)\n Clone at x: [480] y: [0]\n switch costume to (costume2 v)\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n switch costume to (costume4 v)\n Clone at x: [480] y: [0]\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n switch costume to (costume4 v)\n Clone at x: [480] y: [0]\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n switch costume to (costume4 v)\n Clone at x: [480] y: [0]\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n switch costume to (costume4 v)\n Clone at x: [480] y: [0]\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n switch costume to (costume4 v)\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [start v]\nswitch costume to (2 v)\n\nhide\ngo to [front v] layer\n\n@Instructions\n\nwhen flag clicked\nset [cacher v] to [0]\nInstructions [] [] [] [91] [] [] []\nforever\n if <(Cacher) = [2]> then\n broadcast (Map v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndefine Instructions (costume) (size) (plan) (montrer ou cacher) (+1 plan ou -1 plan) (x) (y)\nset y to (y)\nset x to (x)\nswitch costume to (costume)\nset size to (size) %\nif <(plan) = [1]> then\n go to [front v] layer\nend\nif <<(plan) < [1]> or <(plan) > [1]>> then\n go to [back v] layer\nend\nif <(montrer ou cacher) = [1]> then\n show\nend\nif <<(montrer ou cacher) < [1]> or <(montrer ou cacher) > [1]>> then\n hide\nend\nif <(+1 plan ou -1 plan) = [1]> then\n go [forward v] (2) layers\nend\nif <<(+1 plan ou -1 plan) < [1]> or <(+1 plan ou -1 plan) > [1]>> then\n go [backward v] (1) layers\nend\n\nwhen I receive [instructions v]\nInstructions [1] [100] [1] [1] [1] [-1] [-1]\nwait (0.1) seconds\nforever\n infinity\nend\n\ndefine infinity\nif <(Cacher) = [2]> then\n hide\nend\nif <key (any v) pressed?> then\n next costume\n change [cacher v] by (1)\n repeat until <not <key (any v) pressed?>>\n wait (0.3) seconds\n end\nend\nif <mouse down?> then\n next costume\n change [cacher v] by (1)\n repeat until <not <mouse down?>>\n wait (0.3) seconds\n end\nend\n\n@Maps Level\n\nwhen flag clicked\nset [level v] to [1]\nset [character v] to [0]\nhide\n\nwhen I receive [map v]\nif <(LEVEL) = [1]> then\n broadcast (Scroll v)\n go to x: (7) y: (0)\n set size to (105) %\n go to [front v] layer\n go [forward v] (5) layers\n show\n repeat (3)\n switch costume to (costume1 v)\n repeat (4)\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.4) seconds\n end\n end\n end\n hide\n broadcast (Music v)\n broadcast (Start v) and wait\n broadcast (Flag v) and wait\nend\nif <(LEVEL) = [2]> then\n broadcast (Scroll v)\n show\n go to [front v] layer\n go [forward v] (4) layers\n repeat (3)\n switch costume to (costume5 v)\n repeat (4)\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.4) seconds\n end\n end\n end\n hide\n broadcast (Start v) and wait\nend\nif <(LEVEL) = [3]> then\n broadcast (Scroll v)\n show\n go to [front v] layer\n go [forward v] (4) layers\n repeat (3)\n switch costume to (costume9 v)\n repeat (4)\n repeat until <(costume [number v]) = [12]>\n next costume\n wait (0.4) seconds\n end\n end\n end\n hide\n broadcast (Start v) and wait\nend\nif <(LEVEL) = [4]> then\n broadcast (Scroll v)\n show\n go to [front v] layer\n go [forward v] (4) layers\n repeat (3)\n switch costume to (costume12 v)\n repeat (4)\n repeat until <(costume [number v]) = [16]>\n next costume\n wait (0.4) seconds\n end\n end\n end\n hide\n broadcast (Start v) and wait\nend\nif <(LEVEL) = [5]> then\n show\n go to [front v] layer\n go [forward v] (4) layers\n switch costume to (costume17 v)\n change [☁ highscore v] by (1)\nend\n\nstart sound [recording1 v]\nstart sound [recording2 v]\n\nwhen I receive [map v]\n\nchange x by (1)\n\n@Vegetables\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n show\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n hide\n end\nend\nif <(plan) = [1]> then\n go to [front v] layer\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n go to [back v] layer\n end\nend\nturn left (costume) degrees\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [movement v]\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [forward v] (3) layers\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [2740]\n set [y v] to [-10]\n switch costume to (poivron v)\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [3600]\n set [y v] to [-30]\n switch costume to (tomate v)\n else\n if <(LEVEL) = [3]> then\n set [x v] to [2750]\n set [y v] to [-30]\n switch costume to (aubergine v)\n else\n if <(LEVEL) = [4]> then\n set [x v] to [2750]\n set [y v] to [20]\n switch costume to (courgette v)\n else\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n point in direction (90)\n set [ghost v] effect to (0)\n repeat (10)\n turn left ([cos v] of (50) ) degrees\n change [ghost v] effect by (1)\n end\n repeat (10)\n turn right ([cos v] of (-50) ) degrees\n end\n if <touching (player v)?> then\n set [ghost v] effect to (444)\n wait (1) seconds\n change [level v] by (1)\n broadcast (Map v) and wait\n end\nend\n\n@Enemies effects2\n\ndefine Enemies (size) (orientation) (montrer / cacher) (plan) (costume)\nset size to (size) %\npoint in direction (orientation)\nif <(montrer / cacher) = [1]> then\n show\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n hide\n end\nend\nif <(plan) = [1]> then\n go to [front v] layer\nelse\n if <<(montrer / cacher) < [1]> or <(montrer / cacher) > [1]>> then\n go to [back v] layer\n end\nend\nturn left (costume) degrees\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\ndefine Position (x) (y)\nif <(LEVEL) = [3]> then\n point in direction (90)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [movement v]\nif <(LEVEL) = [1]> then\n if <(Enemies) = [1]> then\n turn left (5) degrees\n end\nend\nPosition ((x) - (scroll X)) ((y) - (scroll Y))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [clone v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n set size to (50) %\n set [move enemies v] to [1]\n set [x v] to [1350]\n set [y v] to [-100]\n switch costume to (16 v)\nelse\n if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <(LEVEL) = [4]>>> then\n switch costume to (costume1 v)\n hide\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n Dragon effect\n DRAGON\n if <(Move enemies) = [1]> then\n if <<(scroll X) > [1100]> and <(scroll X) < [1551]>> then\n switch costume to (16 v)\n wait (0.2) seconds\n switch costume to (17 v)\n wait (0.2) seconds\n switch costume to (18 v)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nset [move enemies v] to [0]\n\nwhen I receive [start v]\nforever\n if <(Move enemies) = [1]> then\n set size to (50) %\n if <<(scroll X) > [1150]> and <(scroll X) < [1551]>> then\n repeat (20)\n change [x v] by (-4)\n end\n repeat (20)\n change [x v] by (4)\n end\n end\n end\nend\n\ndefine DRAGON\nif <(LEVEL) = [3]> then\n if <(scroll X) > [1719]> then\n set [move enemies v] to [2]\n else\n set [move enemies v] to [1]\n end\nend\nif <(LEVEL) = [3]> then\n if <(Move enemies) = [2]> then\n switch costume to (dragon v)\n set [x v] to [2050]\n set [y v] to [-5]\n end\nend\n\ndefine Dragon effect\nif <(Move enemies) = [2]> then\n if <<(scroll X) > [1700]> and <(scroll X) < [3000]>> then\n switch costume to (costume1 v)\n switch costume to (dragon v)\n wait (0.3) seconds\n switch costume to (dragon3 v)\n wait (0.3) seconds\n switch costume to (dragon2 v)\n wait (0.3) seconds\n switch costume to (dragon4 v)\n wait (0.3) seconds\n switch costume to (dragon5 v)\n wait (0.3) seconds\n set size to (50) %\n point in direction (90)\n show\n else\n if <(scroll X) > [2466]> then\n set size to (50) %\n end\n end\nend\n\nEnemies [50] [90] [0] [1] [5]\n\nwait (0.2) seconds\n\n@Buttons\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (50) %\ngo [forward v] (7) layers\n\nwhen I receive [music v]\ngo to x: (3) y: (144)\nswitch costume to (buttons v)\nset [ghost v] effect to (100)\nforever\n wait (pick random (10) to (15)) seconds\n show\n repeat (100)\n change [ghost v] effect by (-1)\n end\n wait (pick random (0.25) to (1.25)) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n next costume\nend\n\nwhen I receive [music v]\nforever\n point in direction (90)\n repeat (10)\n turn right ([cos v] of (66) ) degrees\n end\n repeat (10)\n turn left ([cos v] of (55) ) degrees\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
TOP LOVED!!!!??? 2022/03/13\nTOP REMIXED!!!!??? 2022/03/14\n\n\n\nMovement\n-W/A/D\nAction\n-T for chat\nHow to win\n-take all the pieces and go to the exit\n\nScratch News!||Week 1||Special Edition!\nhttps://scratch.mit.edu/projects/655153730/
Click Code Platformer - Mobile friendly
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [screen v] to [gameplay]\nbroadcast (message1 v)\n\n@Blank\n\n@Player\n\ndefine Physics (jump height) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nchange y by (Y Velocity)\nif <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n repeat ([abs v] of (((Y Velocity) + (0)) * (1)) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((-1) * (speed))\n point in direction (-90)\nend\nchange x by (X Velocity)\nif <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n set [old y v] to (y position)\n repeat ([abs v] of (X Velocity) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n change y by (1)\n end\n end\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<<<<touching (level v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<touching (red v)?> and <(RED SOLID) = [1]>>>> or <touching (purple v)?>> or <touching (locked v)?>> or <<touching (moving v)?> or <<touching (moving2 v)?> or >>> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nswitch costume to (idle v)\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [1]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\ngo to x: (-228) y: (-138)\nforever\n Physics [10] [-1] [0.65] [2]\n Detection\nend\n\nwhen I receive [intro done v]\ngo to x: (-228) y: (-138)\nset [deaths v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n set [x pos v] to (round (x position))\n set [y pos v] to (round (y position))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\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 I receive [intro done v]\nshow\ngo [forward v] (999) layers\n\ndefine Detection\nif <<<<<touching (danger v)?> or <touching (crushers v)?>> or <touching (saws v)?>> or <<touching (bullet v)?> or <touching (second bullet v)?>>> or <<<<touching (cannon v)?> or <touching (second cannon v)?>> or <touching (lava v)?>> or <<touching (leftsaws v)?> or <<touching (upsaws v)?> or <<touching (upspikes v)?> or >>>>> then\n if <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [14]> or <<(Level) = [15]> or <<(Level) = [16]> or <(Level) = [18]>>>>>>>>>> then\n broadcast (Lock Reset v)\n end\n if <touching (danger v)?> then\n broadcast (Spiked v)\n end\n if <touching (lava v)?> then\n broadcast (Lava v)\n end\n if <<touching (saws v)?> or <<touching (leftsaws v)?> or <touching (upsaws v)?>>> then\n broadcast (Saws v)\n end\n if <<touching (force v)?> and <touching (danger v)?>> then\n broadcast (React v)\n end\n if <touching (crushers v)?> then\n broadcast (Crush v)\n end\n if <<touching (cannon v)?> or <touching (second cannon v)?>> then\n broadcast (Cannon v)\n end\n if <<touching (bullet v)?> or <touching (second bullet v)?>> then\n broadcast (Cannonball v)\n end\n if <<touching (danger v)?> and <(Y Velocity) > [13]>> then\n broadcast (Force v)\n end\n if <touching (upspikes v)?> then\n broadcast (Sup v)\n end\n broadcast (Reset v)\n change [deaths v] by (1)\n start sound [Crunch v]\n point in direction (90)\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait (0.0001) seconds\nend\nif <touching (finish v)?> then\n broadcast (Reset v)\n broadcast (Next v)\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n change [level v] by (1)\n go to x: (-228) y: (-138)\n set [x velocity v] to [0]\n point in direction (90)\n set [y velocity v] to [-5]\n switch costume to (idle v)\nend\nif <touching (trampolines v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n if <(Level) = [10]> then\n set [y velocity v] to [14]\n else\n if <(Level) = [11]> then\n set [y velocity v] to [17]\n else\n if <<(Level) = [16]> or <(Level) = [17]>> then\n set [y velocity v] to [14]\n else\n set [y velocity v] to [15]\n end\n end\n end\nend\nif <touching (force v)?> then\n change x by (3)\nend\n\nbroadcast (finish v)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [move player v]\nif <not <touching (lava v)?>> then\n change x by (Move X)\n change y by (Move Y)\nend\n\nwhen I receive [move player 2 v]\nif <not <touching (lava v)?>> then\n change x by (Move X2)\n change y by (Move Y2)\nend\n\nwhen flag clicked\nforever\n\nset [level v] to [13]\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\n set drag mode [draggable v]\n else\n set drag mode [not draggable v]\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\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [intro done v]\ngo [forward v] (20) layers\n\n@Finish\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset size to (100) %\nforever\n point in direction (90)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Gameplay]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (Spiked v)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (3))\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Gameplay]> then\n show\n else\n hide\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [-140] [-160] At Size [130]\n Clone At X: [235] [-3] At Size [80]\nend\nif <(Level) = [9]> then\n Clone At X: [35] [-8] At Size [90]\nend\nif <(Level) = [10]> then\n Clone At X: [-151] [65] At Size [100]\nend\nif <(Level) = [11]> then\n Clone At X: [-170] [89] At Size [80]\nend\nif <(Level) = [12]> then\n Clone At X: [-60] [-125] At Size [80]\n Clone At X: [125] [-8] At Size [80]\nend\nif <(Level) = [13]> then\n Clone At X: [-155] [-162] At Size [85]\n Clone At X: [13] [-109] At Size [85]\nend\nif <(Level) = [14]> then\n Clone At X: [7] [-43] At Size [100]\n Clone At X: [90] [112] At Size [100]\nend\nif <(Level) = [15]> then\n Clone At X: [140] [-25] At Size [80]\nend\nif <(Level) = [16]> then\n Clone At X: [131] [100] At Size [120]\n Clone At X: [-230] [-51] At Size [80]\nend\nif <(Level) = [17]> then\n Clone At X: [4] [119] At Size [80]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\n if <(Level) = [11]> then\n set size to (80) %\n end\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Blue\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(BLUE SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [blue solid v] to [0]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [blue solid v] to [1]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [blue solid v] to [0]\n wait (0.15) seconds\n set [blue solid v] to [0]\nend\n\n@Red\n\nwhen I receive [beep v]\nrepeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n if <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n wait (0.30) seconds\nend\nwait (0.15) seconds\nif <(RED SOLID) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n set [red solid v] to [1]\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [red solid v] to [0]\n set [ghost v] effect to (50)\n wait (2.6) seconds\n broadcast (Beep v)\n repeat (3)\n repeat (3)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (0.30) seconds\n end\n set [red solid v] to [1]\n wait (0.15) seconds\n set [red solid v] to [1]\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Force\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n go [backward v] (1) layers\n switch costume to (Level)\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@Crushers\n\nwhen flag clicked\nwait until <(Level) = [9]>\nshow\nswitch costume to (1 v)\nclear graphic effects\nrepeat until <not <(Level) = [9]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nrepeat (532)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\nswitch costume to (2 v)\nclear graphic effects\nrepeat until <not <(Level) = [10]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [9]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\nswitch costume to (3 v)\nclear graphic effects\nrepeat until <not <(Level) = [11]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-95)\n wait (1) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nswitch costume to (4 v)\nclear graphic effects\nrepeat until <not <(Level) = [13]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-100)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\nswitch costume to (5 v)\nclear graphic effects\nrepeat until <not <(Level) = [14]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-100)\n wait (1) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nswitch costume to (6 v)\nclear graphic effects\nrepeat until <not <(Level) = [16]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-110)\n wait (1) seconds\nend\nshow\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nshow\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\nswitch costume to (7 v)\nclear graphic effects\nrepeat until <not <(Level) = [17]>>\n glide (0.2) secs to x: (144) y: (-150)\n start sound [Slam v]\n wait (1) seconds\n glide (3) secs to x: (144) y: (-110)\n wait (1) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@TN\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nchange [level v] by (1)\n\n@Cannon\n\nwhen flag clicked\nset size to (85) %\npoint in direction (90)\nhide\nwait until <(Level) = [13]>\nshow\ngo to x: (128) y: (-82)\nrepeat until <not <(Level) = [13]>>\n create clone of (bullet v)\n wait (4) seconds\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\nset size to (90) %\ngo to x: (66) y: (-42)\nrepeat until <not <(Level) = [14]>>\n create clone of (bullet v)\n wait (4) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\nset size to (90) %\ngo to x: (-174) y: (-54)\nrepeat until <not <(Level) = [15]>>\n create clone of (bullet v)\n wait (4) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nrepeat until <not <(Level) = [15]>>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\nset size to (90) %\ngo to x: (4) y: (-23)\nrepeat until <not <(Level) = [17]>>\n create clone of (bullet v)\n wait (4) seconds\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n point towards (player v)\nend\nshow\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat (30)\n show\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nshow\nset size to (90) %\ngo to x: (218) y: (156)\nrepeat until <not <(Level) = [18]>>\n create clone of (bullet v)\n wait (3) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nrepeat until <not <(Level) = [18]>>\n point towards (player v)\nend\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (cannon v)\npoint in direction ([direction v] of [cannon v])\nrepeat until <<touching (crushers v)?> or <<<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <touching (crushers v)?>> or <<touching (saws v)?> or <<touching (moving v)?> or <<touching (moving2 v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<<touching (purple v)?> or <touching (pink v)?>> or <touching (locked v)?>>>>>>>>>\n move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((60) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (1) seconds\nset volume to (30) %\nforever\n play sound [Elektronomia - Limitless \[NCS Release\] v] until done\n play sound [Elektronomia - Sky High \[NCS Release\] v] until done\n play sound [\[Electro House\] Virtual Riot - Energy Drink v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [30]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (30) %\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@Second Cannon\n\nwhen flag clicked\npoint in direction (-90)\nhide\nwait until <(Level) = [13]>\nshow\ngo to x: (-52) y: (105)\nrepeat until <not <(Level) = [13]>>\n create clone of (second bullet v)\n wait (4) seconds\nend\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\ngo to x: (159) y: (152)\nrepeat until <not <(Level) = [17]>>\n create clone of (second bullet v)\n wait (4) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n point towards (player v)\nend\nhide\n\n@Second Bullet\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Level) = [1]> then\n delete this clone\nend\nshow\ngo to (second cannon v)\npoint in direction ([direction v] of [second cannon v])\nrepeat until <<<<touching (player v)?> or <touching (level v)?>> or <touching (_edge_ v)?>> or <<touching (crushers v)?> or <<<touching (blue v)?> and <(BLUE SOLID) = [1]>> or <<<touching (red v)?> and <(RED SOLID) = [1]>> or <<<touching (purple v)?> or <touching (pink v)?>> or >>>>>\n move (3) steps\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Purple\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-60] [-117]\n Clone At X: [170] [-60]\nend\nif <(Level) = [3]> then\n Clone At X: [-50] [-117]\n Clone At X: [33] [-83]\n Clone At X: [-50] [-40]\nend\nif <(Level) = [4]> then\n Clone At X: [40] [-91]\nend\nif <(Level) = [5]> then\n Clone At X: [75] [-30]\n Clone At X: [161] [61]\nend\nif <(Level) = [6]> then\n Clone At X: [-142] [-124]\n Clone At X: [189] [46]\n Clone At X: [189] [-94]\nend\nif <(Level) = [7]> then\n Clone At X: [-169] [75]\n Clone At X: [167] [100]\nend\nif <(Level) = [8]> then\n Clone At X: [-120] [50]\nend\nif <(Level) = [9]> then\n Clone At X: [-142] [-31]\n Clone At X: [-165] [-31]\nend\nif <(Level) = [10]> then\n Clone At X: [145] [-15]\n Clone At X: [-82] [83]\nend\nif <(Level) = [12]> then\n Clone At X: [232] [-40]\nend\nif <(Level) = [13]> then\n Clone At X: [-10] [88]\n Clone At X: [73] [109]\nend\nif <(Level) = [14]> then\n Clone At X: [229] [60]\nend\nif <(Level) = [16]> then\n Clone At X: [227] [-80]\n Clone At X: [-65] [93]\nend\nif <(Level) = [17]> then\n Clone At X: [157] [15]\nend\nif <(Level) = [18]> then\n Clone At X: [-106] [109]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nwait until <touching (player v)?>\nif <(Level) = [3]> then\n if <(([y position v] of [player v]) + (1)) > (y position)> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nelse\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nbroadcast (Next v)\n\n@Key\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [6]>\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen I receive [lock reset v]\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (3))\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume3 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume4 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nswitch costume to (costume5 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nswitch costume to (costume6 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume7 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nswitch costume to (costume8 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [16]>\nswitch costume to (costume9 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nswitch costume to (costume10 v)\nshow\ngo to x: (0) y: (0)\nwait until <touching (player v)?>\nstart sound [Magic Spell v]\nbroadcast (Open v)\nhide\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\n@Locked\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nhide\nwait until <(Level) = [6]>\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [lock reset v]\nshow\nclear graphic effects\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nset [ghost v] effect to (0)\nswitch costume to (3 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nset [ghost v] effect to (0)\nswitch costume to (4 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [11]>\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nset [ghost v] effect to (0)\nswitch costume to (5 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nset [ghost v] effect to (0)\nswitch costume to (6 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nset [ghost v] effect to (0)\nswitch costume to (7 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nset [ghost v] effect to (0)\nswitch costume to (8 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [16]>\nset [ghost v] effect to (0)\nswitch costume to (9 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [18]>\nset [ghost v] effect to (0)\nswitch costume to (10 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\n@LeftSaws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [-13] [28] At Size [80]\nend\nif <(Level) = [9]> then\n Clone At X: [-155] [-160] At Size [100]\nend\nif <(Level) = [10]> then\n Clone At X: [150] [-161] At Size [90]\nend\nif <(Level) = [11]> then\n Clone At X: [-170] [-160] At Size [90]\nend\nif <(Level) = [13]> then\n Clone At X: [-240] [-2] At Size [80]\nend\nif <(Level) = [14]> then\n Clone At X: [-30] [-162] At Size [80]\nend\nif <(Level) = [18]> then\n Clone At X: [-231] [0] At Size [70]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nforever\n if <(Level) = [10]> then\n repeat (43)\n change x by (2)\n end\n wait (1) seconds\n repeat (43)\n change x by (-2)\n end\n wait (1) seconds\n else\n if <(Level) = [11]> then\n repeat (25)\n change x by (2)\n end\n wait (1) seconds\n repeat (25)\n change x by (-2)\n end\n wait (1) seconds\n else\n if <(Level) = [13]> then\n repeat (30)\n change x by (2)\n end\n wait (1) seconds\n repeat (30)\n change x by (-2)\n end\n wait (1) seconds\n else\n if <(Level) = [14]> then\n repeat (40)\n change x by (2)\n end\n wait (1) seconds\n repeat (40)\n change x by (-2)\n end\n wait (1) seconds\n else\n if <(Level) = [18]> then\n repeat (50)\n change x by (2)\n end\n wait (1) seconds\n repeat (50)\n change x by (-2)\n end\n wait (1) seconds\n else\n repeat (20)\n change x by (2)\n end\n wait (1) seconds\n repeat (20)\n change x by (-2)\n end\n wait (1) seconds\n end\n end\n end\n end\n end\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\n@Upsaws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone At X: [238] [65] At Size [100]\nend\nif <(Level) = [10]> then\n Clone At X: [-85] [-90] At Size [90]\nend\nif <(Level) = [11]> then\n Clone At X: [233] [-30] At Size [90]\nend\nif <(Level) = [12]> then\n Clone At X: [-148] [82] At Size [90]\nend\nif <(Level) = [15]> then\n Clone At X: [-50] [-57] At Size [80]\n Clone At X: [-90] [69] At Size [85]\nend\nif <(Level) = [16]> then\n Clone At X: [123] [-50] At Size [80]\nend\nif <(Level) = [17]> then\n Clone At X: [102] [-33] At Size [50]\nend\nif <(Level) = [18]> then\n Clone At X: [134] [9] At Size [70]\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <(Level) = [9]> then\n repeat (110)\n change y by (-2)\n end\n wait (1) seconds\n repeat (110)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [10]> then\n repeat (30)\n change y by (-2)\n end\n wait (1) seconds\n repeat (30)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [11]> then\n repeat (60)\n change y by (-2)\n end\n wait (1) seconds\n repeat (60)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [12]> then\n repeat (37)\n change y by (-2)\n end\n wait (1) seconds\n repeat (37)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [15]> then\n repeat (20)\n change y by (-2)\n end\n wait (1) seconds\n repeat (20)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [16]> then\n repeat (42)\n change y by (-2)\n end\n wait (1) seconds\n repeat (42)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [17]> then\n set size to (50) %\n repeat (43)\n change y by (-2)\n end\n wait (1) seconds\n repeat (43)\n change y by (2)\n end\n wait (1) seconds\n end\n if <(Level) = [18]> then\n repeat (48)\n change y by (-2)\n end\n wait (1) seconds\n repeat (48)\n change y by (2)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nrepeat (30)\n change y by (-2)\nend\nwait (1) seconds\nrepeat (30)\n change y by (2)\nend\nwait (1) seconds\n\nbroadcast (Next v)\n\n@Thing\n\nwhen I receive [spiked v]\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [lava v]\nswitch costume to (2 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [saws v]\nswitch costume to (pick random (3) to (4))\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [crush v]\nswitch costume to (pick random (5) to (6))\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [react v]\nswitch costume to (7 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [cannon v]\nswitch costume to (8 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go [forward v] (9) layers\nend\n\nwhen I receive [cannonball v]\nswitch costume to (9 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [force v]\nswitch costume to (10 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [force v]\nswitch costume to (11 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Moving\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x v] to (((x) - (x position)) / (15))\n set [move y v] to (((y) - (y position)) / (15))\n change x by (Move X)\n change y by (Move Y)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [11]>>\n Glide [0] [0]\n Glide [50] [0]\n end\nend\nif <(Level) = [12]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [12]>>\n Glide [0] [0]\n Glide [140] [18]\n end\nend\nif <(Level) = [13]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [13]>>\n Glide [0] [0]\n Glide [100] [18]\n end\nend\nif <(Level) = [14]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [14]>>\n Glide [0] [0]\n Glide [0] [-105]\n end\nend\nif <(Level) = [15]> then\n show\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [15]>>\n Glide [0] [0]\n Glide [0] [60]\n end\nend\nif <(Level) = [16]> then\n show\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [16]>>\n Glide [0] [0]\n Glide [150] [0]\n end\nend\nif <(Level) = [17]> then\n show\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [17]>>\n Glide [0] [0]\n Glide [0] [70]\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Pink\n\nwhen [m v] key pressed\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [15]> then\n Clone At X: [-100] [-111] At Size [100]\n Clone At X: [-3] [-111] At Size [100]\n Clone At X: [231] [-20] At Size [100]\n Clone At X: [-45] [18] At Size [100]\nend\nif <(Level) = [16]> then\n Clone At X: [124] [-128] At Size [100]\n Clone At X: [121] [-45] At Size [120]\n Clone At X: [-226] [15] At Size [100]\nend\nif <(Level) = [17]> then\n Clone At X: [228] [-14] At Size [100]\nend\nif <(Level) = [18]> then\n Clone At X: [-230] [-1] At Size [100]\n Clone At X: [134] [-88] At Size [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nforever\n set [ghost v] effect to ((139) - (distance to [player v]))\nend\n\nbroadcast (Next v)\n\nClone At X: [-226] [15] At Size [100]\n\n@Moving2\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x2 v] to (((x) - (x position)) / (15))\n set [move y2 v] to (((y) - (y position)) / (15))\n change x by (Move X2)\n change y by (Move Y2)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move Player 2 v)\n end\n change y by (-3)\nend\n\nwhen I receive [next v]\nif <(Level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [11]>>\n Glide [0] [0]\n Glide [0] [100]\n end\nend\nif <(Level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [12]>>\n Glide [0] [0]\n Glide [-170] [0]\n end\nend\nif <(Level) = [13]> then\n show\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [13]>>\n Glide [0] [0]\n Glide [0] [100]\n end\nend\nhide\nif <(Level) = [15]> then\n show\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <not <(Level) = [15]>>\n Glide [0] [0]\n Glide [0] [-60]\n end\nend\n\nbroadcast (Next v)\n\nwhen flag clicked\nhide\n\n@UpSpikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (-27)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.8) seconds\n glide (0.4) secs to x: (0) y: (-27)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\n
Neon World\n=============================================\n- Say in the the comments if this was/wasn't generic.\n-100% possible\n-Follow me to be notified on any new platformers I make!\nPropose this to be featured here:\nhttps://scratch.mit.edu/studios/28715018/\n
CUBETALE - scrolling platformer
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n play sound [Specification v] until done\nend\n\n@Player\n\ndefine Setup\nif <(Stage) = [10]> then\n go to x: (180) y: (-50)\nelse\n go to x: (((((Stage) mod (2)) * (2)) - (1)) * (-200)) y: (-50)\nend\nset [player_x v] to [0]\nset [player_y v] to [0]\nset [player_jump v] to [0]\nset [ghost v] effect to (100)\nshow\n\ndefine Stage? (i) (x_speed) (y_jumping power)\nset [player_walljump? v] to [0]\nset [i v] to [0]\nrepeat until <<(i) < (i)> or <not <touching (stage v)?>>>\n change y by (1)\n change [i v] by (1)\nend\nif <(i) < (i)> then\n change x by (() - (Player_x))\n change y by (() - (i))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [player_walljump? v] to (((Player_x) / ([abs v] of (Player_x) )) * (15))\n set [player_x v] to (((Player_x) / ([abs v] of (Player_x) )) * ((x_speed) * (-1)))\n set [player_y v] to (y_jumping power)\n end\nend\n\nset [player_y v] to [0]\n\ndefine Plat (x_speed) (x_friction) (y_gravity) (y_jumping power)\nchange [player_y v] by (y_gravity)\nif <[0] < (Player_walljump?)> then\n change [player_walljump? v] by (-1)\nelse\n if <(Player_walljump?) < [0]> then\n change [player_walljump? v] by (1)\n else\n set [player_walljump? v] to [0]\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n if <([abs v] of (Player_walljump?) ) < [1]> then\n change [player_x v] by ((x_speed) * (1))\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n if <([abs v] of (Player_walljump?) ) < [1]> then\n change [player_x v] by ((x_speed) * (-1))\n end\nend\nif <(Player_walljump?) = [0]> then\n set [player_x v] to ((Player_x) * (x_friction))\nend\nchange x by (Player_x)\nif <<[210] < ([abs v] of (x position) )> and <(Stage) < [10]>> then\n set x to (((x position) / ([abs v] of (x position) )) * (210))\nend\nif <touching (stage v)?> then\n Stage? [5] [5] [10]\nend\nchange y by (Player_y)\nif <touching (stage v)?> then\n change y by (() - (Player_y))\n set [player_walljump? v] to [0]\n set [player_y v] to [0]\nend\nchange y by (-1)\nif <touching (stage v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n broadcast (jump v)\n change [player_jump v] by (1)\n set [player_y v] to (y_jumping power)\n end\nend\nchange y by (1)\nif <<<(y position) < [-175]> or <<touching (spike v)?> or <touching (magma v)?>>> or <key (r v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n start sound [Oops v]\n broadcast (delete v) and wait\n create clone of (player_ v)\n Setup\n set [player? v] to [y]\n broadcast (Player wait v)\n broadcast (re v)\nend\nif <<[235] < (x position)> and <(Stage) = [10]>> then\n broadcast (delete v) and wait\n set [clear? v] to [y]\n broadcast (clear v)\nend\n\nwhen I receive [start v]\nset [clear? v] to [n]\nset [stage v] to [1]\nSetup\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nPlat [6] [0.5] [-1] [13]\nbroadcast (message2 v)\n\nwhen I receive [ready v]\nSetup\nset [player? v] to [y]\nbroadcast (Player wait v)\n\nwhen I receive [clear v]\ngo to x: (-240) y: (-95)\npoint in direction (90)\nglide (2) secs to x: (0) y: (y position)\nwait (1) seconds\npoint in direction (-90)\nwait (0.5) seconds\nbroadcast (end v)\ncreate clone of (! v)\nwait (1) seconds\npoint in direction (90)\nglide (2) secs to x: (240) y: (y position)\nbroadcast (... v)\nhide\n\nwhen I receive [player wait v]\nwait (0.5) seconds\nset [player? v] to [n]\n\n@Player_\n\ndefine Setup\ngo to (player v)\nshow\n\nwhen I receive [start v]\nSetup\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (x v)\nset [ghost v] effect to (50)\nset [clone_y v] to [5]\nrepeat until <touching (_edge_ v)?>\n change y by (Clone_y)\n turn right (4) degrees\n change [clone_y v] by (-1)\nend\ndelete this clone\n\nwhen I receive [message2 v]\nif <(costume [name v]) = [-]> then\n if <(Player?) = [n]> then\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n else\n change x by ((([x position v] of [player v]) - (x position)) / (2))\n change y by ((([y position v] of [player v]) - (y position)) / (2))\n end\nend\n\nwhen I receive [clear v]\nforever\n go to (player v)\nend\n\nwhen I receive [... v]\nhide\n\n@Player_eyes\n\ndefine Setup\ngo to (player v)\ngo to [front v] layer\nshow\nset [eyes_x v] to [0]\nset [eyes_y v] to [0]\n\nwhen I receive [start v]\nSetup\n\nwhen flag clicked\nhide\n\nwhen I receive [message2 v]\nchange [eyes_x v] by (((Player_x) - (eyes_x)) / (5))\nchange [eyes_y v] by (((Player_y) - (eyes_y)) / (5))\nif <(Player?) = [n]> then\n go to x: (([x position v] of [player v]) + ((eyes_x) * (1.2))) y: (([y position v] of [player v]) + ((eyes_y) * (1.2)))\nelse\n change x by (((([x position v] of [player v]) + (eyes_x)) - (x position)) / (2))\n change y by (((([y position v] of [player v]) + (eyes_y)) - (y position)) / (2))\nend\nif <(Clear?) = [n]> then\n broadcast (message1 v)\nend\n\nwhen I receive [clear v]\nforever\n go to (player v)\n change x by ((([direction v] of [player v]) / (90)) * (5))\nend\n\nwhen I receive [... v]\nhide\n\n@Stage\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (stage0 v)\nshow\n\nwhen I receive [re v]\ngo to x: (0) y: (0)\nswitch costume to ((21) + (Stage))\ncreate clone of (_myself_ v)\nswitch costume to ((11) + (Stage))\ncreate clone of (_myself_ v)\nswitch costume to ((1) + (Stage))\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) < [21]> then\n if <(Stage) = [2]> then\n wait until <<([x position v] of [player v]) < [30]> and <(Player_y) = [0]>>\n wait (0.3) seconds\n repeat until <([x position v] of [player v]) < [-100]>\n change y by (((-100) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (5))\n end\n else\n if <(Stage) = [3]> then\n wait until <[0] < (Player_jump)>\n repeat until <(Player_y) < [0]>\n change y by (((-100) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (5))\n end\n else\n if <(Stage) = [5]> then\n \n go to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\n end\n else\n if <(Stage) = [6]> then\n wait until <[0] < (Player_jump)>\n wait until <(Player_y) < [0]>\n \n change y by (((-100) - (y position)) / (5))\n end\n else\n if <(Stage) = [7]> then\n repeat (2)\n wait until <[-100] < ([x position v] of [player v])>\n wait until <(Player_y) < [-5]>\n end\n repeat until <(Player_y) = [0]>\n change x by (((-50) - (x position)) / (5))\n end\n \n change x by (((0) - (x position)) / (5))\n end\n else\n if <(Stage) = [8]> then\n set [mine v] to (days since 2000)\n wait until <[2] < (((days since 2000) - (Mine)) * (86400))>\n repeat until <<([x position v] of [player v]) < [-30]> and <[100] < (y position)>>\n change y by (((150) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (3))\n end\n else\n if <(Stage) = [9]> then\n wait until <[30] < ([x position v] of [player v])>\n wait until <[0] < (Player_y)>\n repeat until <(Player_y) < [0]>\n change y by (((-100) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (5))\n end\n end\n end\n end\n end\n end\n end\n end\n delete this clone\nend\n\nwhen I receive [go v]\nswitch costume to (stage1 v)\n\nwhen I start as a clone\nif <[20] < (costume [number v])> then\n if <(Stage) = [3]> then\n wait until <[0] < (Player_jump)>\n wait until <(Player_y) < [0]>\n repeat until <[30] < ([x position v] of [player v])>\n change y by (((-100) - (y position)) / (5))\n end\n \n change y by (((0) - (y position)) / (5))\n end\n else\n if <(Stage) = [5]> then\n go to x: (0) y: (300)\n hide\n set [mine v] to [-20]\n wait until <[50] < ([x position v] of [player v])>\n wait (0.2) seconds\n show\n repeat until <(y position) < [0]>\n change y by (Mine)\n change [mine v] by (-1)\n end\n set [mine v] to [5]\n repeat until <(y position) < [-100]>\n change y by (Mine)\n change [mine v] by (-1)\n end\n else\n if <(Stage) = [6]> then\n repeat until <[0] < (Player_jump)>\n set x to ([x position v] of [player v])\n end\n wait until <(Player_y) < [0]>\n \n change y by (((-100) - (y position)) / (5))\n end\n else\n if <(Stage) = [7]> then\n repeat (2)\n wait until <[-100] < ([x position v] of [player v])>\n wait until <(Player_y) < [-5]>\n end\n repeat until <(Player_y) = [0]>\n change x by (((50) - (x position)) / (5))\n end\n \n change x by (((0) - (x position)) / (5))\n end\n else\n if <(Stage) = [9]> then\n wait until <[30] < ([x position v] of [player v])>\n wait until <[0] < (Player_y)>\n wait until <(Player_y) < [0]>\n repeat until \n change y by (((-100) - (y position)) / (5))\n end\n end\n end\n end\n end\n end\n delete this clone\nend\n\nwhen I receive [clear v]\nswitch costume to (stage0 v)\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen I receive [go v]\nshow\n\nwhen I receive [re v]\ngo to x: (0) y: (-38)\npoint in direction (90)\nswitch costume to (Stage)\nhide\nif <(Stage) = [4]> then\n wait until <[0] < (Player_jump)>\n wait until <(Player_y) < [0]>\n show\n repeat until <(Player_y) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n \n change y by (((-38) - (y position)) / (5))\n end\nelse\n if <(Stage) = [5]> then\n go to x: (0) y: (300)\n hide\n set [mine v] to [-20]\n wait until <[50] < ([x position v] of [player v])>\n wait (0.2) seconds\n show\n repeat until <(y position) < [0]>\n change y by (Mine)\n change [mine v] by (-1)\n end\n set [mine v] to [5]\n repeat until <(y position) < [-100]>\n change y by (Mine)\n change [mine v] by (-1)\n end\n else\n if <(Stage) = [8]> then\n go to x: (0) y: (-150)\n point in direction (90)\n hide\n set [mine v] to (days since 2000)\n wait until <[4] < (((days since 2000) - (Mine)) * (86400))>\n go to [back v] layer\n show\n repeat (90)\n turn right (2) degrees\n end\n else\n if <(Stage) = [9]> then\n go to x: (0) y: (-130)\n go to [back v] layer\n show\n repeat until <[-50] < ([x position v] of [player v])>\n turn right (2) degrees\n end\n repeat until <[30] < ([x position v] of [player v])>\n turn left (4) degrees\n end\n \n change y by (-5)\n turn right (2) degrees\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (stage1 v)\n\nwhen I receive [delete v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Magma\n\nwhen I receive [go v]\nshow\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (stage1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nswitch costume to (stage2 v)\ngo to x: (-450) y: (0)\nglide (6) secs to x: (320) y: (0)\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@C25\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (200) y: (-140)\nset [ghost v] effect to (50)\nset size to (0) %\nshow\nforever\n change size by (((40) - (size)) / (5))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((50) - (size)) / (5))\n end\n set [ghost v] effect to (50)\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@exposition\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\nswitch costume to (stage1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nset [player_x v] to [0]\nrepeat until <[0] < ([abs v] of (Player_x) )>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nrepeat until <[1] < (Player_y)>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nbroadcast (ready v) and wait\nbroadcast (go v)\nrepeat until <[0] < ([x position v] of [player v])>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nwait until <[190] < ([x position v] of [player v])>\nrepeat until <([x position v] of [player v]) < [40]>\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\ng\nhide\n\ndefine g\nrepeat (5)\n change y by ((() - (y position)) / (5))\n change [ghost v] effect by (-20)\nend\nrepeat (5)\n change y by (-3)\n change [ghost v] effect by (20)\nend\nnext costume\n\n@Wall\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nrepeat (9)\n repeat until <<[190] < ([abs v] of ([x position v] of [player v]) )> and <(([x position v] of [player v]) / ([abs v] of ([x position v] of [player v]) )) = ((((Stage) mod (2)) * (2)) - (1))>>\n if <([abs v] of ([x position v] of [player v]) ) < [190]> then\n change x by (((((((Stage) mod (2)) * (2)) - (1)) * (-260)) - (x position)) / (5))\n else\n change x by (((((((Stage) mod (2)) * (2)) - (1)) * (-230)) - (x position)) / (5))\n end\n change y by (((0) - (y position)) / (5))\n end\n change [stage v] by (1)\n set [player_jump v] to [0]\n broadcast (delete v) and wait\n broadcast (re v)\n set x to (((((Stage) mod (2)) * (2)) - (1)) * (-230))\n set y to (-300)\nend\nhide\n\nset [stage v] to [1]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat until <[239] < ([x position v] of [player v])>\n set [ghost v] effect to ((([x position v] of [player v]) * ((-100) / (240))) + (100))\n go to [front v] layer\nend\nclear graphic effects\nwait (3) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nstop [all v]\n\n@!\n\nwhen I start as a clone\ngo to x: (0) y: (-60)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (((-25) - (y position)) / (5))\nend\ndelete this clone\n\n
Rescue 3 -Desert- || A platformer ||
@Stage\n\nwhen I receive [music off v]\nset [music v] to [0]\nstop all sounds\n\nwhen I receive [music on v]\nset [music v] to [1]\n\nwhen I receive [new level v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(music) = [1]> then\n set volume to (100) %\n play sound [TheFatRat - Xenogenesis v] until done\n else\n stop all sounds\n end\nend\n\nwhen I receive [you won and the world is saved v]\nforever\n switch backdrop to (backdrop13 v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [the jump is bought v] to [0]\nswitch costume to (1 v)\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [flag v]\n\nchange [level v] by (1)\n\nwhen flag clicked\nshow variable [score v]\nshow variable [☁ highscore v]\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume6 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (you won and the world is saved v)\n end\nend\n\nshow variable [score v]\n\nhide variable [score v]\n\n@Player\n\nwhen flag clicked\nswitch costume to (plain v)\n\ndefine Start\npoint in direction (90)\nset [jump v] to [14]\nset [speed v] to [1]\ngo to x: (-220) y: (-10)\nshow\nforever\n if on edge, bounce\n go to [back v] layer\n set [player: y v] to [0]\n set [player: x v] to [0]\n forever\n change [player: y v] by (-1)\n set [player: x v] to ((Player: x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [player: x v] by (join [-] (speed))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [player: x v] by ([abs v] of (speed) )\n end\n change x by (Player: x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((Player: x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [player: y v] to [10]\n if <([abs v] of (Player: x) ) = (Player: x)> then\n set [player: x v] to [-4]\n else\n set [player: x v] to [4]\n end\n else\n set [player: x v] to [0]\n end\n end\n change y by (Player: y)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((Player: y) - ((Player: y) * (2)))\n set [player: y v] to [0]\n end\n change y by (-1)\n if <(the jump is bought) = [0]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<<touching (level v)?> or <touching (players v)?>> or <touching (moving platform v)?>>> then\n set [player: y v] to ((jump) * (1.1))\n end\n end\n if <(the jump is bought) = [1]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<<touching (level v)?> or <touching (players v)?>> or <touching (moving platform v)?>>> then\n set [player: y v] to ((jump) * (1.5))\n end\n end\n change y by (1)\n Next level\n if <(lives is bought) = [0]> then\n if <<touching (up enemy v)?> or <<<<<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> or <touching (enemy v)?>> or <touching (shark v)?>> or <touching (down enemy v)?>>> then\n go to x: (-220) y: (-10)\n if <(Score) > [0]> then\n set [score v] to ((Score) - (1))\n else\n if <(Score) < [1]> then\n set [score v] to (Score)\n end\n end\n end\n end\n if <(lives is bought) = [1]> then\n if <<<<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> or <touching (enemy v)?>> or <touching (shark v)?>> then\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and > then\n set [player: y v] to [16]\n end\n change y by (1)\n if <touching (trampoline v)?> then\n set [player: y v] to [22]\n end\n if <touching (water v)?> then\n go to [front v] layer\n set [player: y v] to [-1]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [player: y v] to [4.5]\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [player: x v] by (-0.1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [player: x v] by (0.1)\n end\n end\n if <touching (crystal v)?> then\n broadcast (got da crysel v)\n end\n end\nend\n\ngo to x: (-220) y: (37)\n\nwhen I start as a clone\nclear graphic effects\nset size to (170) %\nrepeat (10)\n change [brightness v] effect by (3)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [flag v]\ngo to x: (-220) y: (-37)\nStart\n\nwhen I receive [retry v]\ngo to x: (-220) y: (-10)\n\nwhen I receive [the end v]\nhide\n\ndefine Next level\nif <(x position) > [230]> then\n broadcast (New Level v)\n go to x: (-220) y: (70)\n change [level v] by ((Level) + (1))\n wait until <not <(x position) > [230]>>\nend\n\nwhen I receive [new level v]\ngo to x: (-220) y: (-10)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-30)\n\nwhen flag clicked\nforever\n if <(Score) > (☁ Highscore)> then\n set [☁ highscore v] to (Score)\n end\nend\n\nwhen I receive [guy change costume v]\nnext costume\n\nwhen I receive [guy change to last costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [the player bought the speed! v]\nset [speed v] to [2]\nwait (0.2) seconds\nbroadcast (already bought the speed v)\n\nwhen I receive [the player bought the jump! v]\nset [already bought the jump v] to [1]\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<<touching (level v)?> or <touching (players v)?>> or <touching (moving platform v)?>>> then\n set [player: y v] to ((jump) * (1.5))\n end\nend\n\nwhen flag clicked\nset [already bought the jump v] to [0]\n\nwhen I receive [next level v]\ngo to x: (-220) y: (-10)\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [flag v]\nshow variable [level v]\n\nwhen I receive [the player bought invisibility! v]\n\nforever\n\nif <key (i v) pressed?> then\n\nhide\n\nshow\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nswitch costume to (plain9 v)\n\nwhen flag clicked\nif <(Level) = [1372]> then\nforever\n\nwhen I receive [new level v]\n\nrepeat (1)\n\nchange y by (1)\n\nwhen flag clicked\nforever\n\nset [score v] to ((Score) + (40))\n\nwhen flag clicked\nforever\n add (x position) to [player x v]\n add (y position) to [player y v]\nend\n\nif <(Level) = [2748]> then\n wait (1) seconds\nend\n\nwhen flag clicked\n\nforever\n\nif <not <(Level) = [2748]>> then\n add [200] to [player x v]\n add [-112] to [player y v]\nend\n\nwait (1) seconds\nadd (x position) to [player x v]\nadd (y position) to [player y v]\n\nwhen flag clicked\nset [lower lives v] to [5]\n\nwhen flag clicked\nforever\n if <(lives is bought) = [1]> then\n if <<(lower lives) > [0]> and <<<<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> or <touching (enemy v)?>> or <touching (shark v)?>>> then\n set [lower lives v] to ((lower lives) - (1))\n wait until <not <<<<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> or <touching (enemy v)?>> or <touching (shark v)?>>>\n end\n if <(lower lives) = [0]> then\n set [lower lives v] to [0]\n broadcast (you loose! :\( v)\n end\n end\nend\n\nif then\nend\n\nset [lower lives v] to [0]\nbroadcast (you loose! :\( v)\n\n@Lava\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen I receive [new level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [level v] to [1]\n\n@Spikes\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen I receive [new level v]\nnext costume\nchange [level v] by (1)\n\n@Backstory\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <<not <<(Level) < [36]> or <(Level) > [36]>>> or <not <<(Level) < [10]> or <(Level) > [10]>>>> then\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume2 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume3 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume4 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume5 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (3) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume6 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume7 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume8 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (costume9 v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (second on v)\n set [ghost v] effect to (100)\n stop [this script v]\n else\n if <<<(Level) < [36]> or <(Level) > [36]>> or <<(Level) < [10]> or <(Level) > [10]>>> then\n hide\n end\n end\nend\n\nrepeat until <<(Level) > [35]> or <(Level) > [9]>>\n hide\nend\n\nset [second on v] to [1]\n\nset [second on v] to [0]\n\nbroadcast (second on v)\n\nhide\n\nforever\n if <<(Level) = [36]> or <(Level) = [10]>> then\n wait (1) seconds\n show\n end\nend\n\nwhen flag clicked\n\nwhen I receive [second on v]\n\nwhen flag clicked\nforever\n repeat until <<(Level) = [36]> or <(Level) = [10]>>\n hide\n end\n if <<(Level) = [36]> or <(Level) = [10]>> then\n wait (1) seconds\n show\n end\nend\n\nwhen I receive [second on v]\nset [ghost v] effect to (100)\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Transition\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nforever\n if <(second on) > [0]> then\n end\nend\n\nwhen I receive [second on v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (New Level v)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Trampoline\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Moving Platform\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume13 v)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\ngo to x: (-16) y: (-4)\nforever\n Smooth Glide x: (-37) y: (-128) speed: (20)\n wait (1) seconds\n Smooth Glide x: (140) y: (-128) speed: (20)\n wait (1) seconds\nend\n\n@Skip Story\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (169) y: (130)\n if <<(Level) = [36]> or <(Level) = [10]>> then\n wait (1) seconds\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n if <mouse down?> then\n end\nend\n\nwhen this sprite clicked\nbroadcast (second on v)\n\n@Skip Level\n\nwhen flag clicked\nforever\n go to x: (-178) y: (-148)\n if <<(Level) = [36]> or <(Level) = [10]>> then\n hide\n else\n if <<not <(Level) = [36]>> or <(Level) = [10]>> then\n show\n end\n end\n if <mouse down?> then\nend\n\nwhen this sprite clicked\nbroadcast (New Level v)\nchange [level v] by ((Level) + (1))\nwait until <not <(x position) > [230]>>\nbroadcast (next LEvEL v)\n\nwhen I receive [you won and the world is saved v]\nforever\n hide\nend\n\n@Title\n\nwhen flag clicked\nshow\nset [sine2 v] to [0]\nforever\n go to x: (0) y: (109)\n change [sine2 v] by (7.5)\n point in direction ((([sin v] of (sine2) ) * (2)) + (90))\nend\n\nwhen I receive [flag v]\nhide\n\nwhen flag clicked\nset [bobble! v] to [0]\nset size to (0) %\nshow\ngo to x: (0) y: (90)\nswitch costume to (title v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [bobble! v] to (((bobble!) * (0.6)) + (((350) - (size)) / (2)))\n change size by (bobble!)\n else\n set [bobble! v] to (((bobble!) * (0.6)) + (((300) - (size)) / (2)))\n change size by (bobble!)\n end\nend\n\n@menu\n\nwhen I receive [menu v]\nset [menudebug v] to [0]\nset [_debug v] to [0]\nset [_debug v] to [0]\nset [id v] to [0]\nhide\nset [game v] to [0]\nset [menu v] to [1]\nset [sine v] to [0]\n\ndefine clone\ngo to x: (0) y: (-100)\nswitch costume to (play v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (-75) y: (-100)\nswitch costume to (hs v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\ngo to x: (75) y: (-100)\nswitch costume to (mon v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\ngo to x: (60) y: (-30)\nswitch costume to (skinr v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-60) y: (-30)\nswitch costume to (skinl v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [music v] to [1]\nbroadcast (menu v)\nbroadcast (clone menu v) and wait\n\nwhen I receive [start game v]\nset [menu v] to [0]\nset [game v] to [1]\ndelete this clone\n\nwhen flag clicked\nset [_debug v] to [0]\nforever\n broadcast (LOOP_TICK v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(id) = [1]> then\nend\n\ndefine speak (epik tekk) (sped)\nsay []\nset [count v] to [0]\nset [what have i said v] to []\nrepeat (length of (epik tekk))\n change [count v] by (1)\n say (join (what have I said) (letter (count) of (epik tekk)))\n set [what have i said v] to (join (what have I said) (letter (count) of (epik tekk)))\n wait (sped) seconds\nend\nwait (1.5) seconds\nsay []\n\nwhen flag clicked\nforever\n change [sine v] by (20)\nend\n\nwhen I receive [clone menu v]\nclone\n\nwhen I start as a clone\nforever\n if <(id) = [1]> then\n set size to (300) %\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(id) = [2]> then\n set size to (300) %\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Blip_Select8 v]\n broadcast (Flag v)\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(id) = [3]> then\n set size to (300) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Blip_Select8 v]\n say (join [Highscore: ] (☁ Highscore)) for (2.5) seconds\n end\n else\n clear graphic effects\n end\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(id) = [4]> then\n set size to (300) %\n show\n if <(music) = [1]> then\n broadcast (music on v)\n switch costume to (mon v)\n else\n broadcast (music off v)\n switch costume to (moff v)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Blip_Select8 v]\n if <(music) = [1]> then\n set [music v] to [0]\n else\n set [music v] to [1]\n end\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(id) = [5]> then\n set size to (300) %\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Blip_Select8 v]\n broadcast (Guy change costume v) and wait\n end\n else\n clear graphic effects\n end\n else\n if <(id) = [6]> then\n set size to (300) %\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Blip_Select8 v]\n broadcast (Guy change to last costume v)\n end\n else\n clear graphic effects\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [flag v]\nforever\n delete this clone\nend\n\n@backdrop0\n\nwhen flag clicked\nshow\n\nwhen I receive [flag v]\nhide\n\n@Shop Display\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\ngo to x: (192) y: (-165)\nforever\n if <touching (mouse-pointer v)?> then\n Smooth Glide x: (192) y: (-110) speed: (5)\n else\n if <not <mouse down?>> then\n Smooth Glide x: (192) y: (-165) speed: (5)\n end\n end\nend\n\nwhen this sprite clicked\nset [player wants shop v] to [1]\nbroadcast (player wants shop v)\nforever\n if <(player wants shop) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [player wants shop v] to [0]\n\nwhen I receive [player pressed space v]\nset [player wants shop v] to [0]\n\nwhen I receive [flag v]\nswitch costume to (costume1 v)\nshow\n\n@Shop\n\nwhen I receive [player wants shop v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen [space v] key pressed\nbroadcast (player pressed space v)\nhide\n\ngo to [front v] layer\n\n@Speed\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(player wants shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [player wants shop v]\nforever\n if <(player wants shop) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <<<(Score) > [6]> and <mouse down?>> and <not <(speed) = [2]>>> then\n if <(speed) = [1]> then\n set [the sppeed is boughght v] to [1]\n broadcast (The player bought the speed! v)\n end\n else\n if <<(Score) < [7]> and <mouse down?>> then\n broadcast (No money to buy the speed v)\n end\n if <<(speed) = [2]> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (already bought the speed v)\n end\n end\n end\n end\nend\n\nwhen I receive [the player bought the speed! v]\nsay [You now are very speedy!] for (2) seconds\nswitch costume to (costume2 v)\nset [score v] to ((Score) - (7))\n\nwhen I receive [no money to buy the speed v]\nsay [You don’t have enough money! :\(] for (2) seconds\n\nset [score v] to [50]\n\nwhen I receive [already bought the speed v]\nif <mouse down?> then\n say [You already bought speed!] for (2) seconds\nend\n\nwhen flag clicked\nset [speed v] to [1]\n\n@Coins\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (coins v)\nforever\n if <not <(Level) = [36]>> then\n go to [front v] layer\n hide\n go to x: (pick random (-215) to (215)) y: (180)\n wait (0.5) seconds\n show\n repeat until <(y position) < [-120]>\n change y by (-5.3)\n if <touching (player v)?> then\n set [score v] to ((Score) + (1))\n broadcast (coin v)\n switch costume to (coins2 v)\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\n go to x: (pick random (-215) to (215)) y: (180)\n show\n if <(Level) = [36]> then\n hide\n end\n end\n end\n if <(y position) < [-120]> then\n clear graphic effects\n switch costume to (coins v)\n hide\n go to x: (pick random (-215) to (215)) y: (180)\n end\n end\n if <(Level) = [36]> then\n hide\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nshow\n\nwhen I receive [coin v]\nplay sound [Collect v] until done\n\nwhen I receive [you won and the world is saved v]\nforever\n hide\nend\n\n@High Score and score displayer\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n repeat (25)\n change [color v] effect by (4)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@High Jump\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(player wants shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [player wants shop v]\nforever\n if <(player wants shop) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <<(Score) > [6]> and <mouse down?>> then\n if <(already bought the jump) = [0]> then\n set [the jump is bought v] to [1]\n broadcast (the player bought the jump! v)\n end\n else\n if <<(Score) < [7]> and <mouse down?>> then\n broadcast (no money to buy the jump v)\n end\n if <<(already bought the jump) = [1]> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (already bought the jump v)\n end\n end\n end\n end\nend\n\nwhen I receive [the player bought the jump! v]\nsay [You now are able to jump really high!] for (2) seconds\nswitch costume to (costume2 v)\nset [score v] to ((Score) - (7))\n\nwhen I receive [no money to buy the jump v]\nsay [You don’t have enough money! :\(] for (2) seconds\n\nset [score v] to [50]\n\nwhen I receive [already bought the jump v]\nif <mouse down?> then\n say [You already bought high jump!] for (2) seconds\nend\n\nwhen flag clicked\nset [speed v] to [1]\n\n\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nforever\n Smooth Glide x: (67) y: (-112) speed: (10)\n Smooth Glide x: (-160) y: (-112) speed: (10)\nend\n\ngo to x: (67) y: (-112)\ngo to x: (-160) y: (-112)\n\n@Extra coins\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [invisibility is bought v] to [0]\nforever\n if <(player wants shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [player wants shop v]\nwait (0.5) seconds\nforever\n if <(player wants shop) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <<(Score) > [29]> and <mouse down?>> then\n if <(invisibility is bought) = [0]> then\n set [invisibility is bought v] to [1]\n broadcast (The player bought invisibility! v)\n end\n else\n if <<(Score) < [30]> and <mouse down?>> then\n broadcast (No money to buy invisibility v)\n end\n if <<(invisibility is bought) = [1]> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (already bought the invisibility v)\n end\n end\n end\n end\nend\n\nwhen I receive [the player bought invisibility! v]\nsay [You now have extra coins!] for (2) seconds\nswitch costume to (costume2 v)\nset [score v] to ((Score) - (30))\nset [score v] to ((Score) + (50))\n\nwhen I receive [no money to buy invisibility v]\nsay [You don’t have enough money! :\(] for (2) seconds\n\nwhen I receive [already bought the invisibility v]\nif <mouse down?> then\n say [You already bought extra coins!] for (2) seconds\nend\n\nset [score v] to [0]\n\n@Water\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Shark\n\nwhen I receive [you won and the world is saved v]\nforever\n switch costume to (shark-a13 v)\nend\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (shark-a v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n go to x: (274) y: (pick random (-96) to (-165))\n show\n repeat until <(x position) < [-101]>\n change x by (-6)\n end\n if <(x position) < [-101]> then\n go to [front v] layer\n hide\n show\n repeat until <(x position) < [-101]>\n change x by (-6)\n end\n go to x: (274) y: (pick random (-96) to (-165))\n end\nend\n\n@Love and fave commander\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n repeat (10)\n set [ghost v] effect to (-10)\n end\n wait (3.5) seconds\n repeat (10)\n set [ghost v] effect to (10)\n end\n set [ghost v] effect to (100)\n wait (10) seconds\nend\n\nwhen I receive [flag v]\nforever\n hide variable [level v]\nend\n\nset [ghost v] effect to (0)\n\nforever\n\n@Win the game!\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [win is bought v] to [0]\nforever\n if <(player wants shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [player wants shop v]\nwait (0.5) seconds\nforever\n if <(player wants shop) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <<(Score) > [99]> and <mouse down?>> then\n if <(win is bought) = [0]> then\n set [win is bought v] to [1]\n broadcast (the player boughtwin v)\n end\n else\n if <<(Score) < [100]> and <mouse down?>> then\n broadcast (no moniess to buy win v)\n end\n if <<(win is bought) = [1]> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (already bought win v)\n end\n end\n end\n end\nend\n\nwhen I receive [the player boughtwin v]\nsay [You have officially won the game!] for (2) seconds\nswitch costume to (costume2 v)\nset [score v] to ((Score) - (100))\nbroadcast (you won and the world is saved v)\n\nwhen I receive [no moniess to buy win v]\nsay [You don’t have enough money! :\(] for (2) seconds\n\nwhen I receive [already bought win v]\nif <mouse down?> then\n say [You already won the game!] for (2) seconds\nend\n\nset [score v] to [1000]\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [lives is bought v] to [0]\nforever\n if <(player wants shop) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [player wants shop v]\nwait (0.5) seconds\nforever\n if <(player wants shop) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <<(Score) > [39]> and <mouse down?>> then\n if <(lives is bought) = [0]> then\n set [lives is bought v] to [1]\n broadcast (player bought lives v)\n end\n else\n if <<(Score) < [40]> and <mouse down?>> then\n broadcast (no moneeee to buy lives v)\n end\n if <<(win is bought) = [1]> and <mouse down?>> then\n wait (0.2) seconds\n broadcast (already bought lives v)\n end\n end\n end\n end\nend\n\nwhen I receive [player bought lives v]\nsay [You now have lives!] for (2) seconds\nswitch costume to (costume2 v)\nset [score v] to ((Score) - (40))\n\nwhen I receive [no moneeee to buy lives v]\nsay [You don’t have enough money! :\(] for (2) seconds\n\nwhen I receive [already bought lives v]\nif <mouse down?> then\n say [You already bought lives!] for (2) seconds\nend\n\nset [☁ highscore v] to [0]\n\n@Lives2\n\nwhen flag clicked\nhide\n\nwhen I receive [player bought lives v]\nswitch costume to (5 v)\nshow\n\nwhen flag clicked\nforever\n switch costume to (lower lives)\nend\n\n@You loose!\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you loose! :\( v]\nshow\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\n@Up enemy\n\nwhen flag clicked\nforever\n Smooth Glide x: (144) y: (41) speed: (10)\n Smooth Glide x: (144) y: (-155) speed: (10)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Down enemy\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n Smooth Glide x: (144) y: (41) speed: (10)\n Smooth Glide x: (144) y: (-155) speed: (10)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@Crystal\n\nwhen flag clicked\nshow\nswitch costume to (crystal-b v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nforever\n glide (1) secs to x: (0) y: ((y position) + (15))\n glide (1) secs to x: (0) y: ((y position) - (15))\nend\n\nwhen I receive [got da crysel v]\nforever\n hide\nend\n\nset [☁ highscore v] to [0]\n\n
Steps to be my follower:\n1. Love this project\n2. Favourite this project\n3. Go to my account \n4. View my other projects\n5. Follow me!!!\n___________________________________________\nUse your voice to the cat to move around and avoid the lava. The louder you are the faster the cat moves and if you are really loud the cat will jump. \nYou must allow scratch to access your microphone. It only works on some laptops unless you have a headphone. So please stop saying it doesn't work. Thanks. :D\n
☆Minecraft Platformer☆part4 マインクラフトプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (scratch home v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nnext backdrop\n\nwhen backdrop switches to [scratch home2 v]\nbroadcast (end v)\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n end\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n play sound [20210609171657_f0f205b0-7226-4d1d-a9f4-0f8ec98736ca v] until done\n play sound [animal-crossing-lofi-kk-cruisin-lofi-remix v] until done\nend\n\n@character\n\ndefine Touch Ground <up?>\nchange [9. momentum: 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 [9. momentum: falling? v] to [0]\n end\n set [9. momentum: speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [9. momentum: slope v] to [0]\nrepeat until <<(9. Momentum: slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [9. momentum: slope v] by (1)\nend\nif <(9. Momentum: slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (9. Momentum: slope))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [9. momentum: speed x v] to ((-1.2) * (speed))\n set [9. momentum: speed y v] to [11]\n set [9. momentum: falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [9. momentum: speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [9. momentum: frame v] by ((speed) / (-8))\nelse\n change [9. momentum: frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(9. Momentum: falling?) < [6]> then\n if <(9. Momentum: frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((9. Momentum: frame) mod (8))) )\n end\nelse\n if <(9. Momentum: 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\nswitch costume to (stand_1 v)\nset rotation style [left-right v]\nset [9. momentum: speed y v] to [0]\nset [9. momentum: falling? v] to [10]\nforever\n if <<(9. Momentum: speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [9. momentum: speed y v] by (-1)\n else\n change [9. momentum: speed y v] by (-2)\n end\n change y by (9. Momentum: speed y)\n Touch Ground <(9. Momentum: speed y) > [0]>\n set [9. momentum: speed x v] to ((9. Momentum: speed x) * (0.7))\n if <(wall jump) > [0]> then\n change [wall jump v] by (-5)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [9. momentum: speed x v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [9. momentum: speed x v] by (2)\n end\n end\n if <(9. Momentum: speed x) < [-0.5]> then\n Walk (-90) (9. Momentum: speed x)\n else\n if <(9. Momentum: speed x) > [0.5]> then\n Walk (90) (9. Momentum: speed x)\n else\n set [9. momentum: frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump_1 v)\n if <<(9. Momentum: jump key) = [0]> and <(9. Momentum: falling?) < [3]>> then\n set [9. momentum: speed y v] to [14]\n set [9. momentum: falling? v] to [6]\n set [9. momentum: jump key v] to [1]\n end\n else\n set [9. momentum: jump key v] to [0]\n switch costume to (stand_1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-166) y: (-134)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (bloop v)\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(x position) = [240]> then\n broadcast (next level v)\n go to x: (-218) y: (-26)\n end\n if <(y position) = [-180]> then\n go to x: (-218) y: (-26)\n set [9. momentum: speed y v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-218) y: (-26)\n\nwhen backdrop switches to [scratch see inside v]\nset size to (60) %\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nif <(backdrop [number v]) = [9]> then\n broadcast (end v)\n next costume\nelse\n next costume\nend\n\nwhen I receive [start v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\nturn right (15) degrees\nforever\n repeat (10)\n turn left (1) degrees\n change size by (1)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (10)\n turn left (-1) degrees\n change size by (-1)\n wait (0.01) seconds\n end\n wait (0.01) seconds\nend\n\nturn left (-30) degrees\nchange size by (-20)\n\nchange size by (1)\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\nturn right (0) degrees\nforever\n repeat (10)\n turn left (-1) degrees\n change size by (1)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (10)\n turn left (1) degrees\n change size by (-1)\n wait (0.01) seconds\n end\n wait (0.01) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n
Part 1: https://scratch.mit.edu/projects/629372491/\nPart 2: https://scratch.mit.edu/projects/634135768/\nPart 3: https://scratch.mit.edu/projects/640642835/\nPart 4: https://scratch.mit.edu/projects/650839915/\nPart 6: https://scratch.mit.edu/projects/656069524/\n\nLOVE AND STAR TO ADVERTISE! (Or not you will be report! )\n\n======================================= \n ※Rescue 5※\n=======================================\nʜɪ ᴀʟʟ!!! ᴍᴇ @hern1 ɪs ɢᴏɪɴɢ ᴛᴏ ᴘʀᴇsᴇɴᴛ ᴀ ɴᴇᴡ ʀᴇsᴄᴜᴇ ᴘʀᴏᴊᴇᴄᴛ, ʀᴇsᴄᴜᴇ 5 !!! ᴘʟᴇᴀsᴇ ᴍᴀᴋᴇ ᴛʜɪs ᴏɴ ᴛʀᴇɴᴅɪɴɢ 1sᴛ ᴘᴀɢᴇ.\nʏᴏᴜ ᴡɪʟʟ ғᴇᴇʟ ʙᴀᴅ ɪғ ʏᴏᴜ ᴅᴏɴ'ᴛ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nʀᴇᴍɪx ᴍᴀᴋᴇ ʏᴏᴜ ʜᴀᴘᴘʏ.\nғᴏʟʟᴏᴡ ᴍᴇ @hern1 ғᴏʀ ᴍᴏʀᴇ ᴀᴍᴀᴢɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ!!!\nɪ ᴡɪʟʟ ᴅᴏ ᴘᴀʀᴛ 6 ᴡʜᴇɴ ᴛʜɪs ɪs ᴏɴ ᴛʀᴇɴᴅɪɴɢ.\nᴘʟᴀʏ ɪᴛ ᴏɴ ᴛᴜʀʙᴏᴡᴀʀᴘ ɪғ ɪᴛ ɪs ʟᴀɢɢʏ ᴏʀ ᴄʀᴀsʜɪɴɢ.\nᴛʜᴇ ɢᴀᴍᴇ ᴡɪʟʟ ʟᴏᴀᴅ ғᴀsᴛᴇʀ ᴀɴᴅ sᴍᴏᴏᴛʜᴇʀ. https://turbowarp.org/650839915\nᴀᴅᴠᴇʀᴛɪsɪɴɢ ɪs ᴀʟʟᴏᴡᴇᴅ ɪғ ʏᴏᴜ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nsᴏʀʀʏ ɪғ ᴛʜᴇ ᴡᴀᴛᴇʀ ɪs ɴᴏᴛ ғʟᴏᴡ sᴍᴏᴏᴛʜʟʏ.\n======================================= \n ※Story※\n=======================================\nʏᴏᴜ ʟɪᴠᴇ ʜᴀᴘᴘɪʟʏ ᴡɪᴛʜ ʏᴏᴜʀ ғᴀᴍɪʟʏ...\nᴏɴᴇ ᴅᴀʏ, ʙᴀᴅ ᴘᴇᴏᴘʟᴇ ᴄᴀᴍᴇ...\nᴛʜᴇʏ sᴛᴏʟᴇ ʏᴏᴜʀ ᴘᴀʀᴇɴᴛs.\nʏᴏᴜ ɴᴇᴇᴅ ᴛᴏ ʀᴇsᴄᴜᴇ ᴛʜᴇᴍ!\n=======================================\n ※Stats※\n=======================================\n1 ᴍᴏɴᴛʜ ᴏғ ᴡᴏʀᴋ\n200 ᴀssᴇᴛs\n2378 ʙʟᴏᴄᴋs\n25 sᴘʀɪᴛᴇs ( ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n24 sᴘʀɪᴛᴇs ( ɴᴏᴛ ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n=======================================\n ※Rules※\n=========================================\nᴡ, ᴀ, s, ᴅ ᴛᴏ ᴍᴏᴠᴇ.\nᴀᴠᴏɪᴅ sᴘɪᴋᴇs, sᴀᴡ, ʟᴀᴠᴀ ᴀɴᴅ ᴇɴᴇᴍʏ.\nᴘʀᴇss sᴘᴀᴄᴇ ᴛᴏ ᴜsᴇ ʏᴏᴜʀ sᴡᴏʀᴅ.\nᴛʜᴇ ᴍᴀᴘ ɪs ɪɴ ᴛʜᴇ ᴇɴᴅ ᴏғ ᴛʜᴇ ɢᴀᴍᴇ!!!\nᴊᴜᴍᴘ ᴏɴ ᴛʀᴀᴍᴘᴏʟɪɴᴇ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ.\nᴊᴜᴍᴘ ᴏɴ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴏᴏsᴛ ᴛᴏ ᴅᴏ ᴀ ᴅᴏᴜʙʟᴇ ᴊᴜᴍᴘ.\n\n=======================================\n ※ᴄʀᴇᴅɪᴛs※\n =======================================\nᴛʜᴀɴᴋs ᴛᴏ @JC_ProGold ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏsᴛᴜᴍᴇ. \n \nᴛʜᴀɴᴋs ᴛᴏ ɪ ᴅᴏɴ'ᴛ ᴋɴᴏᴡ ᴡʜᴏ ( ɪғ ʏᴏᴜ ᴋɴᴏᴡ ᴘʟᴇᴀsᴇ\nᴛᴇʟʟ ᴍᴇ. ) ғᴏʀ ᴛʜᴇ ɪɴᴛʀᴏ.\n \nᴛʜᴀɴᴋs ᴛᴏ @-InfinityCode- ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴘᴀʀᴛɪᴄᴀʟ ᴄᴏᴅᴇ ᴀɴᴅ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏᴅᴇ.\n \nᴛʜᴀɴᴋs ᴛᴏ @Tao196 ғᴏʀ ʜᴇʟᴘɪɴɢ ᴍᴇ ғɪxɪɴɢ sᴏᴍᴇ\nɢʟɪᴛᴄʜ.\n\nᴛʜᴇ ʀᴇsᴛ ᴀʟʟ ʙʏ ᴍᴇ.\n \nʟᴏᴠᴇ sᴛᴀʀ ᴀɴᴅ ғᴏʟʟᴏᴡ ғᴏʀ ᴍᴏʀᴇ.\n\n\n\n\nTags ( Ignore ): \n\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #awesome #saw\n#lava #text #like #fav #art #follow #hern1 #enjoy #lol #good #water #ground #hope #you #enjoy #thumbnail #music #sword #slime #background #enemy #turbowarp #credits #cave\n#cloud #map #grassland #rescue #map #story #intro #key #door #trampoline #jump #boost #jumpboost #good #awesome #Iceland #5 #Ice #Icicles #Advertise #Love #Star #Remix #Follow\n
Ninja Platformer #games #all (Unfinished)
@Stage\n\nwhen I receive [switchdalevels v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Nature... v] until done\nend\n\nwhen backdrop switches to [backdrop29 v]\nwait (0.05) seconds\nstop all sounds\nrepeat until <(backdrop [number v]) = [1]>\n play sound [Vexento - Origami.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Birds... v] until done\nend\n\nwhen flag clicked\nstop all sounds\nrepeat until <(backdrop [number v]) = [30]>\n play sound [Vexento - Across The Ocean.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop29 v]\nbroadcast (:d v)\n\n@Clouds\n\nwhen I receive [switchdalevels v]\nnext costume\n\nwhen I receive [meooooow v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (-8)\n\n@Player\n\nwhen flag clicked\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (clouds v)?> then\n change y by (1)\n if <touching (clouds v)?> then\n change y by (1)\n if <touching (clouds v)?> then\n change y by (1)\n if <touching (clouds v)?> then\n change y by (1)\n if <touching (clouds v)?> then\n change y by (1)\n if <touching (clouds 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 (clouds v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (clouds v)?> 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 (george v)?> then\n go to [front v] layer\n end\n if <<touching (thundah cloud v)?> or <touching (extra thunder cloud v)?>> then\n broadcast (fade away v)\n set [ghost v] effect to (100)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <[-176] > (y position)> then\n broadcast (fade away v)\n set [ghost v] effect to (100)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen I receive [fade away v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nif on edge, bounce\nset size to (50) %\ngo to x: (-222) y: (-5)\nforever\n if <(x position) > [239]> then\n broadcast (SWITCHDALEVELS v)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nbroadcast (fade away v)\nset [ghost v] effect to (100)\ngo to x: (-222) y: (-5)\n\n@Background Clouds\n\nwhen flag clicked\nset size to (20) %\ngo to x: (-240) y: (pick random (-180) to (180))\nhide\nFlew\n\ndefine Flew\nforever\n repeat (10)\n wait (pick random (0.5) to (0.6)) seconds\n repeat (pick random (8) to (10))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (pick random (20) to (35)) %\nshow\ngo to x: (-240) y: (pick random (-180) to (180))\nglide (pick random (3) to (6)) secs to x: (240) y: (y position)\ndelete this clone\n\nwhen flag clicked\nforever\n go [backward v] (100) layers\nend\n\nwhen I receive [end v]\nhide\n\n@Clouds2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (-105)\ngo to [front v] layer\ngo [backward v] (99) layers\nshow\n\nwhen I receive [meooooow v]\nnext costume\n\nwhen I receive [lalala v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@George\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (155)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (message1 v)\n end\n if <(costume [number v]) = [23]> then\n broadcast (*cries* v)\n end\n if <(costume [number v]) = [30]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [switchdalevels v]\nnext costume\n\nwhen I receive [meooooow v]\nswitch costume to ((costume [number v]) - (1))\n\n@Thundah cloud\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop6]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (100) %\n go to x: (100) y: (-125)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [backdrop6]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop7]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (100) %\n go to x: (106) y: (-129)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [backdrop7]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop11]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (100) %\n go to x: (213) y: (-160)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [backdrop11]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [meow]> then\n go to [front v] layer\n show\n set size to (100) %\n go to x: (213) y: (16)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [meow]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop15]> then\n go to [front v] layer\n show\n set size to (100) %\n go to x: (37) y: (28)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [backdrop15]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop17]> then\n go to [front v] layer\n show\n set size to (100) %\n go to x: (-23) y: (-38)\n create clone of (_myself_ v)\n repeat until <not <(backdrop [name v]) = [backdrop17]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop20]> then\n go to [front v] layer\n show\n set size to (100) %\n go to x: (111) y: (-43)\n repeat until <not <(backdrop [name v]) = [backdrop20]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop23]> then\n go to [front v] layer\n show\n set size to (100) %\n create clone of (_myself_ v)\n go to x: (-116) y: (-26)\n repeat until <not <(backdrop [name v]) = [backdrop23]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n go to x: (-79) y: (-125)\n repeat until <not <(backdrop [name v]) = [backdrop6]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n delete this clone\n end\n if <(backdrop [name v]) = [backdrop7]> then\n show\n go to x: (-69) y: (-129)\n broadcast (cat of the scratch v)\n repeat until <not <(backdrop [name v]) = [backdrop7]>>\n glide (0.5) secs to x: (-69) y: (-129)\n wait (0.05) seconds\n glide (0.5) secs to x: (10) y: (-129)\n glide (0.5) secs to x: (-69) y: (-129)\n glide (0.5) secs to x: (-161) y: (-129)\n wait (0.05) seconds\n end\n delete this clone\n end\n if <(backdrop [name v]) = [backdrop11]> then\n show\n go to x: (102) y: (-160)\n repeat until <not <(backdrop [name v]) = [backdrop11]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n delete this clone\n end\n if <(backdrop [name v]) = [meow]> then\n show\n go to x: (213) y: (16)\n repeat until <not <(backdrop [name v]) = [meow]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n delete this clone\n end\n if <(backdrop [name v]) = [backdrop15]> then\n show\n go to x: (169) y: (-145)\n repeat until <not <(backdrop [name v]) = [backdrop15]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n delete this clone\n end\n if <(backdrop [name v]) = [backdrop17]> then\n go to [front v] layer\n show\n set size to (100) %\n go to x: (-23) y: (59)\n repeat until <not <(backdrop [name v]) = [backdrop17]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cat of the scratch v]\nforever\n repeat until <not <(backdrop [name v]) = [backdrop7]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(backdrop [name v]) = [backdrop23]> then\n go to [front v] layer\n go to x: (126) y: (-15)\n repeat until <not <(backdrop [name v]) = [backdrop23]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n delete this clone\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\nshow\nglide (pick random (1) to (3)) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen backdrop switches to [backdrop22 v]\nrepeat until <(backdrop [name v]) = [backdrop25]>\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nshow\n\nshow\n\n@Fake Block\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop14]> then\n show\n repeat until <not <(backdrop [name v]) = [backdrop14]>>\n switch costume to (fake block 1 v)\n go to x: (2) y: (-64)\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop19]> then\n go [backward v] (1) layers\n show\n repeat until <not <(backdrop [name v]) = [backdrop19]>>\n switch costume to (fake block 2 v)\n go to x: (-111) y: (126)\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop24]> then\n go [backward v] (1) layers\n show\n repeat until <not <(backdrop [name v]) = [backdrop24]>>\n switch costume to (fake cloud v)\n go to x: (-40) y: (-63)\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop25]> then\n go [backward v] (1) layers\n show\n repeat until <not <(backdrop [name v]) = [backdrop25]>>\n switch costume to (fake clouds v)\n go to x: (180) y: (113)\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop27]> then\n go [backward v] (1) layers\n show\n repeat until <not <(backdrop [name v]) = [backdrop27]>>\n switch costume to (fakie v)\n go to x: (-3) y: (-19)\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop28]> then\n go [backward v] (1) layers\n show\n repeat until <not <(backdrop [name v]) = [backdrop28]>>\n switch costume to (fake line v)\n go to x: (68) y: (135)\n end\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Extra thunder cloud\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop23]> then\n show\n set size to (100) %\n go to [front v] layer\n go to x: (126) y: (-15)\n repeat until <not <(backdrop [name v]) = [backdrop23]>>\n wait (pick random (0.05) to (0.5)) seconds\n next costume\n end\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Timer!?!?\n\nwhen flag clicked\nbroadcast (start the timer v)\n\nwhen I receive [start the timer v]\nset [your time: v] to [0]\nforever\n repeat until <(backdrop [name v]) = [backdrop29]>\n hide variable [your time: v]\n end\n show variable [your time: v]\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [start the timer v]\nforever\n wait (1) seconds\n change [your time: v] by (1)\nend\n\n@Credits\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nhide\n\nwhen I receive [:d v]\nforever\n set size to (100) %\n switch costume to (costume6 v)\n go to x: (0) y: (-300)\n wait (1) seconds\n show\n glide (8) secs to x: (0) y: (188)\n hide\n go to x: (0) y: (-300)\n switch costume to (costume8 v)\n wait (1) seconds\n show\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume1 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume2 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume3 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume4 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume5 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (8) secs to x: (0) y: (188)\n hide\n switch costume to (costume7 v)\n wait (1) seconds\n show\n go to x: (0) y: (-300)\n glide (4) secs to x: (0) y: (0)\n wait (4) seconds\n repeat (25)\n change size by (-4)\n end\n hide\n stop [this script v]\nend\n\n
============ARCHER A PLATFORMER========\n- WASD/Arrow keys (WASD recommended)\n- 9 Levels 1 minigame?\n- Hold down mouse to charge the arrow\n- Aim with mouse \n- Hit all targets to get to next level!\n- Avoid spikes\n- Time to make * 3-7 Hours\n- NOT INTENDED FOR MOBILE\n- Glitches? Comment down below!\n- ALL LEVELS ARE 100% POSSIBLE!\n- My best unique platformer yet! Thanks! :D\n===================Credit================\n- Youtube * Music\n- Castlevania * Music\n- @Pixel_Coder_123 * Sound effects/All Graphics\n\nTags\n#Games #Music #Fun #Satisfying #Plz #Like #Action\n\n\n- Updates -\n5/21/20- Shared and fixed minor bugs with the arrows.\n5/22/20- Changed the character. \n5/22/20- New thumbnail\n5/24/20- Fixed some arrow issues\n5/26/20- Added level fixed level 4\n6/11/20- Changed things\n\n\n\n\n\n\n\n\n\n\n\n\nWorking on a sequel \n\n\n\n\n\nIf you can make a Unique Remix... I will add it here! :D\n-Unique Remixes-\n\n-Lava- @toothless2010\nhttps://scratch.mit.edu/projects/405743825/\n\n-Elemental Archer- @Nomcookie\nhttps://scratch.mit.edu/projects/413892585/\n
*REMASTERED* Trapped in the Sky (a platformer)
@Stage\n\n@Easter egg\n\n@Bob\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n if <not <(Freeze Bob) = [1]>> then\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n broadcast (tick v) and wait\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <>\nGet Touching <not >\nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <>\nif <touching (actual level v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset [level v] to [0]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-171) y: (107)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\nwhen I receive [green flag clicked v]\nforever\n if <not <(Freeze Bob) = [1]>> then\n if <[235 ] < (x position)> then\n change x by (-450)\n change [level v] by (1)\n broadcast (+1 v)\n end\n if <(x position) < [-235]> then\n change x by (450)\n change [level v] by (-1)\n broadcast (-1 v)\n end\n if <<(Level) = [2]> and <touching (owwie v)?>> then\n broadcast (Lava Level 2 v)\n broadcast (Restart Level v) and wait\n end\n if <touching (owwie v)?> then\n broadcast (Restart Level v) and wait\n end\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-171) y: (100)\n\nwhen I receive [hideall v]\nhide\n\nwhen flag clicked\nset [freeze bob v] to [0]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nreset timer\n\nwhen [any v] key pressed\nreset timer\n\nwhen [space v] key pressed\n\nwhen [timer v] > (30)\nbroadcast (Wait... v)\nstop [this script v]\n\n@Actual Level\n\nwhen I receive [+1 v]\nnext costume\n\nwhen I receive [-1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (0 v)\ngo to x: (15) y: (-15)\n\nwhen I receive [hideall v]\nhide\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite2\n\nwhen I receive [slow mo pre v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (4) seconds\nbroadcast (Slow mo replay v) and wait\nforever\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideall v]\nhide\n\nwhen I receive [betrayal v]\nshow\nset [other ending on v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nwait (0.1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (3) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (4)\n next costume\n wait (5) seconds\nend\nhide\nbroadcast (Betrayal Ending v)\nstop [this script v]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Fallfail replay\n\nwhen I receive [slow mo replay v]\nset [other ending on v] to [1]\nwait (0.1) seconds\nstart sound [The Princes Tale v]\nshow\ngo to x: (0) y: (5)\nset size to (100) %\nbroadcast (Hideall v)\nswitch costume to (+10 v)\nrepeat (20)\n wait (0.2) seconds\n next costume\nend\nset size to (140) %\nrepeat (20)\n wait (0.25) seconds\n change y by (3)\n next costume\nend\nrepeat (20)\n wait (0.25) seconds\n next costume\nend\nset size to (100) %\nwait (5) seconds\nstop all sounds\nstart sound [Rebel Theme v]\nrepeat (4)\n next costume\n wait (4) seconds\nend\nrepeat (3)\n next costume\n wait (3) seconds\nend\nforever\n play sound [Rebel Theme v] until done\nend\n\nbroadcast (Slow mo replay v)\n\nwhen flag clicked\nhide\n\nwhen I receive [slow mo replay v]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Betrayal Ending2\n\nwhen flag clicked\nhide\n\nwhen I receive [betrayal ending v]\nshow\ngo to x: (0) y: (0)\nset [other ending on v] to [1]\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nstop all sounds\nwait (0.1) seconds\nbroadcast (Stop Music v)\nforever\n play sound [Star-Wars-The-Force-Awakens-Kylo-Rens-Suite v] until done\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nset [other ending on v] to [1]\n\n@Enemy ?\n\nwhen I receive [show enemy? v]\nswitch costume to (costume1 v)\ngo to x: (54) y: (-34)\nshow\nforever\n if <touching (bob v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<touching (bob v)?> and <key (t v) pressed?>> then\n set [freeze bob v] to [1]\n say [Wait!] for (1) seconds\n say [I'm not your enemy!] for (3) seconds\n say [The narrator trapped me here!] for (3) seconds\n say [I used to be just like you...] for (3) seconds\n say [Join me, and we can escape this prison!] for (4) seconds\n say [Press J to join me, and L to leave me...] for (4) seconds\n end\n if <<touching (bob v)?> and <key (j v) pressed?>> then\n say [Quick, let's get out of-] for (2) seconds\n broadcast (Betrayal v)\n hide\n stop [this script v]\n end\n if <<touching (bob v)?> and <key (l v) pressed?>> then\n set [freeze bob v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Owwie\n\nwhen I receive [-1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [+1 v]\nnext costume\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (0 v)\ngo to x: (15) y: (-15)\n\nwhen I receive [hideall v]\nhide\n\nwhen I receive [restart level v]\nif <(Level) = [10]> then\n broadcast (Slow mo pre v)\n wait until \nelse\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail v]\nshow\ngo to [front v] layer\n\n@Cover\n\nwhen I receive [+1 v]\nnext costume\n\nwhen I receive [-1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [green flag clicked v]\nshow\nswitch costume to (0 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [hideall v]\nhide\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Narrator\n\nwhen flag clicked\nswitch costume to (0 v)\nset [narrator part v] to [0]\nshow\n\nwhen I receive [+1 v]\nif then\n switch costume to (+1 v)\nelse\n change [narrator part v] by (1)\n next costume\nend\n\nwhen I receive [-1 v]\nif then\n switch costume to (-1 v)\nelse\n change [narrator part v] by (-1)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [lava level 2 v]\n\nwhen flag clicked\nwait until <(costume [number v]) = [14]>\nbroadcast (Dramatic music v)\nwait until <(costume [number v]) = [17]>\nbroadcast (Stop dramatic music v)\n\nswitch costume to (+2-1 v)\n\nwhen I receive [hideall v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nbroadcast (Show enemy? v)\nstop [this script v]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sounds\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [The Beginning of the End.mp3 v] until done\nend\n\nwhen I receive [dramatic music v]\nstop [other scripts in sprite v]\nforever\n play sound [Star Wars Imperial march v] until done\nend\n\nwhen I receive [stop dramatic music v]\nstop [other scripts in sprite v]\nforever\n play sound [The Beginning of the End.mp3 v] until done\nend\n\nwhen I receive [slow mo replay v]\nstop [other scripts in sprite v]\nstop all sounds\n\nbroadcast (+1 v)\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Arrow Keys????\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2) seconds\nswitch costume to (costume1 v)\nwait until <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>\nset [freeze bob v] to [1]\nset [other ending on v] to [1]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [freeze bob v] to [0]\nrepeat (7)\n wait (1) seconds\n wait until <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>\n set [freeze bob v] to [1]\n show\n set [ghost v] effect to (0)\n next costume\n go to [front v] layer\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [freeze bob v] to [0]\nend\nwait until <<key (down arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume9 v)\nbroadcast (Stop Music v)\nbroadcast (Stop all v)\nplay sound [John Williams - The Jedi Steps and Finale \(Audio Only\).mp4 v] until done\n\n@Awkward ending\n\nwhen I receive [wait... v]\nshow\nwait (100) seconds\nif <(Other ending on) = [0]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume3 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume4 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume5 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume6 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume7 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume8 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume9 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume10 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (1) seconds\n if <not <key (any v) pressed?>> then\n set [ghost v] effect to (0)\n switch costume to (costume11 v)\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwait (3) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (4)\n next costume\n wait (5) seconds\nend\nhide\nbroadcast (betrayal ending v)\nstop [this script v]\n\nbroadcast (thumbnail v)\n\nwhen flag clicked\nset [other ending on v] to [0]\nhide\n\n
無料なのでぜひフォローして下さい!\n《English》\ntap to move.\nIf you touch the slime, it will jump higher.\nplease press ❤️ and ⭐️\n\n《日本語》\nタップで操作\nスライムに触れると高くジャンプします。\n効果音がバグることがあります。すいません。\nその他のバグがあれば言ってください。\n\n誰かこの作品に❤️と⭐️押してくれる優しい方いらっしゃらないかな〜\n\n《credit》\n・オンラインスクロールプラットフォーマーのプログラム…@rimuorigami様 ・キャラのコスチューム…@-firstwave-様 ・地面、太陽、雲など、ブロックのコスチューム…@-Jikky-様 ・音…@-Jikky-様 ・サムネの文字…グリフパッチさん\nクレジットが足りない、もしくは間違えていると感じた方は言ってください。\n\n《タグ》\n#games #all #kosan-kabun #platformer
Factory - A Platformer
@Stage\n\nwhen flag clicked\n\nbroadcast (turn page v)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) > [13]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n play sound [Vs Ridley v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (2)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\nif <touching (hurt v)?> then\n Reset Level\nend\nif <<(x position) > [235]> and <not <(Level) = [10]>>> then\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (-100)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\nbroadcast (tick v) and wait\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n point in direction (90)\nend\n\nif <(Level) = [5]> then\n\nif <(Level) = [9]> then\n turn right (2.5) degrees\nelse\nend\n\npoint in direction (90)\n\nturn right (1.5) degrees\n\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (-10)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat until <not <touching (_edge_ v)?>>\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nshow variable [level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\ngo to (sprite7 v)\nset size to (30) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1]> then\n set [speed x v] to [1]\n end\n if <(speed x) < [-1]> then\n set [speed x v] to [-1]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and > then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\n\n\ndelete this clone\n\nCreate enemy (0) (-100) (5)\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [19]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <touching (improved2 v)?> then\n broadcast (reset level v)\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\n\nif <(Level) = [6]> then\n Create enemy (-100) (-120) (6)\n Create enemy (100) (-120) (6)\nend\nif <(Level) = [7]> then\n Create enemy (-70) (-120) (7)\nend\nif <(Level) = [10]> then\n Create enemy (200) (100) (10)\nend\nif <(Level) = [11]> then\n Create enemy (-100) (-100) (11)\n Create enemy (-50) (-100) (11)\n Create enemy (100) (-100) (11)\n Create enemy (50) (-100) (11)\nend\nif <(Level) = [14]> then\n Create enemy (-100) (-100) (14)\n Create enemy (-75) (-100) (14)\n Create enemy (-50) (-100) (14)\n Create enemy (-25) (-100) (14)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\nend\nSet Costume\n\nCreate enemy (200) (100) (10)\n\nCreate enemy (0) (-100) (19)\n\nCreate enemy (190) (100) (19)\n\nCreate enemy (-100) (-100) (11)\n\nCreate enemy (0) (-100) (11)\nCreate enemy (0) (-100) (11)\n\nCreate enemy (50) (-120) (6)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (100) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [hp v] to [8]\nset [start x v] to (x position)\nset [start y v] to (y position)\nswitch costume to (costume15 v)\nforever\n Gravity\n Check Hit Ceiling / Floor <>\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nbroadcast (reset script v)\n\n\n\nset [speed x v] to [0]\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [10]> then\n Create enemy (150) (-99) (10)\nend\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching (platforms v)?> or >> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nrepeat (10)\n\nwait (1) seconds\n\n\n\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\nend\n\nrepeat (10)\n\nwhen I start as a clone\nshow\ngo to x: (150) y: (-99)\nforever\n\ndefine check collisions\nswitch costume to (costume15 v)\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (30)) < (y position)>> then\n broadcast (reset level v)\nend\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (30)) > (y position)>> then\n broadcast (bounce v)\n set [speed y v] to [-10]\n change [hp v] by (-1)\n switch costume to (costume14 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n start sound [pop2 v]\n start sound [Fireballhit v]\n set [falling? v] to [999]\n wait (1) seconds\n if <(hp) < [1]> then\n hide\n wait (1) seconds\n set [level v] to [11]\n delete this clone\n end\n repeat (2)\n next costume\n end\n glide (0.2) secs to x: (x position) y: (480)\n hide\n wait (1) seconds\n go to x: ([x position v] of [improved2 v]) y: (240)\n set [speed x v] to [0]\n show\n set [speed y v] to [-5]\n repeat until <(y position) < [-90]>\n check collisions\n switch costume to (costume15 v)\n end\n broadcast (reset script v)\nend\n\n\nhide\n\ngo to x: (-20) y: (-99)\n\nif <(speed x) > [5]> then\n set [speed x v] to [5]\nend\nif <(speed x) < [-5]> then\n set [speed x v] to [-5]\nend\n\nrepeat (15)\nif <(falling?) = [0]> then\n set [speed y v] to [30]\nend\n\npoint in direction (90)\n\nchange x by (5)\n\nchange x by (2)\n\nrepeat (10)\n check collisions\n change x by (-40)\nend\ngo to x: (-150) y: (-99)\n\nif <(hp) < [3]> then\n\ncreate clone of (sprite4 v)\n\nrepeat (10)\n\nrepeat (10)\n check collisions\n switch costume to (costume15 v)\n set [speed x v] to [0]\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-2)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (2)\n end\n if <(speed x) > [5]> then\n set [speed x v] to [5]\n end\n if <(speed x) < [-5]> then\n set [speed x v] to [-5]\n end\n change x by (speed x)\nend\n\nwait (1) seconds\n\nwhen I receive [reset script v]\nforever\n if <(hp) < [3]> then\n repeat (60)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n change x by (speed x)\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [5]> then\n set [speed x v] to [5]\n end\n if <(speed x) < [-5]> then\n set [speed x v] to [-5]\n end\n end\n set [speed y v] to [40]\n else\n repeat (10)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n change x by (speed x)\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [5]> then\n set [speed x v] to [5]\n end\n if <(speed x) < [-5]> then\n set [speed x v] to [-5]\n end\n end\n set [speed y v] to [40]\n repeat (10)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n end\n repeat (15)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n end\n set [speed y v] to [-30]\n repeat (10)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n end\n repeat (10)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n end\n if <([x position v] of [improved2 v]) < (x position)> then\n set [speed x v] to [-20]\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n set [speed x v] to [20]\n end\n repeat (10)\n if <(falling?) = [999]> then\n stop [this script v]\n end\n change x by (speed x)\n check collisions\n end\n end\nend\n\nwait () seconds\n\nrepeat (10)\n set [speed y v] to [-10]\nend\n\nstart sound [Fireballhit v]\n\nglide (0.2) secs to x: (x position) y: (-99)\n\nrepeat (10)\n\nsay [Hello!]\n\n\n\n
#6 on trending :O but it honestly doesn't deserve it... \nTop loved... and Top Remixed... just stop. This is a generic filler.\nGo play my other games\nYes I can advertise on my own projects\nArrow keys, WASD, or mobile to move.\nAvoid spikes and lava and the spikes on that spinning thing\nBounce on mushrooms\nJump on jump pulses\nClimb up ladders\nGo to checkpoints to save progress\nCollect all the coins and get into the vault to escape.
Exotic Valleys || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [【Minecraft】【BGM】 マイクラBGM その2 【超高音質】 - from YouTube.mp3 v] until done\nend\n\n@スプライト3\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [3 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\n@ \n\nwhen I receive [リトライ v]\n全初期化\n\nwhen [r v] key pressed\nif <(ゴールに触れているか) = [0]> then\n broadcast (リトライ v)\nend\n\ndefine 全初期化\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<<touching (ステージ3 v)?> or <touching (ステージ2 v)?>> or >> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<<touching (ステージ3 v)?> or <touching (ステージ2 v)?>> or >>)))\nset [yの力 v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [-200]\nset [支店y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nshow\nrepeat (10)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (右 v)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (左 v)\n change [xの力 v] by (-1)\nend\nif <not <<key (down arrow v) pressed?> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\n switch costume to (止まる v)\nend\n\n switch costume to (止まる2 v)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (1)\n end\nend\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or > and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ニュッ2 v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <<touching (あたちゃダメなやつ4 v)?> or <<touching (ステージ2あたちゃダメなやつ v)?> or <<touching (あたちゃダメなやつ v)?> or <touching (あたちゃダメなやつ3 v)?>>>>> then\n if <(チェックポイント) = [0]> then\n start sound [Oops v]\n 初期位置\n end\n if <(チェックポイント) = [1]> then\n start sound [Oops v]\n 中間地点\n end\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (1ゴール v)?> then\n broadcast (2 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (2ゴール v)?> then\n change [ステージ v] by (1)\n broadcast (3 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (3ゴール v)?> then\n change [ステージ v] by (1)\n broadcast (4 v)\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (4ゴール v)?> then\n 初期位置\n change [ステージ v] by (1)\n broadcast (ゲームクリアー v)\nend\n処理\nbroadcast (プログラム2 v)\n\n初期位置\n\n初期位置\nchange [ステージ v] by (1)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (支店y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [支店y v] by ([floor v] of (((Y) - (支店y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (支店y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or >> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or >>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching (ステージ3 v)?> or <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or >>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<<touching (ステージ2 v)?> or <touching (ステージ3 v)?>> or >>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [0]\nset [支店y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [1 v]\n\nbroadcast (2 v)\n\nbroadcast (2 v)\nbroadcast (2 v)\n\nsay [こんにちは!] for (2) seconds\n\nwhen [space v] key pressed\n\nwhen I receive [ゲームクリアー v]\nstop [other scripts in sprite v]\n\nbroadcast (1 v)\n\nwait (0.1) seconds\n\ndefine 中間地点\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [視点x v] to [2100]\nset [支店y v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [clearまでにかかった時間 v] to [0]\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nforever\n if <touching (チェックポイント v)?> then\n set [チェックポイント v] to [1]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nbroadcast (プログラム v)\nbroadcast (3 v)\n\n@チェックポイント\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [2 v]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nステージ配置 [5200] [0] [11]\nステージ配置 [5900] [0] [12]\n\nwhen I receive [消す v]\ndelete this clone\n\nwhen flag clicked\n\nset [ステージ v] to [1]\nhide\n\nwhen I receive [1 v]\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nforever\n if <(ステージ) = [2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n delete this clone\nend\n\ndelete this clone\n\n@ステージ3\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\nend\n\nstop [this script v]\n\nwhen I receive [3 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [4 v]\n\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\n@3ゴール\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (支店y))\nend\n\nwhen flag clicked\ndelete this clone\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [4 v]\n\ndelete this clone\n\nwhen I receive [3 v]\nset [ステージ v] to [1]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2940] [0] [7]\nステージ配置 [3540] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4480] [180] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [3 v]\n\nwhen I start as a clone\nforever\n if <touching ( v)?> then\n end\nend\n\nbroadcast (4 v)\n\nwhen I receive [消す v]\ndelete this clone\n\n@あたちゃダメなやつ3\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (支店y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nforever\nend\n\nstop [this script v]\n\nwhen I receive [3 v]\nステージ配置 [0] [0] [1]\nステージ配置 [500] [0] [2]\nステージ配置 [1000] [0] [3]\nステージ配置 [1500] [0] [4]\nステージ配置 [2000] [0] [5]\nステージ配置 [2500] [0] [6]\nステージ配置 [3000] [0] [7]\nステージ配置 [3500] [0] [8]\nステージ配置 [4000] [0] [9]\nステージ配置 [4500] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\nwait (0.01) seconds\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [4 v]\n\ndelete this clone\n\nwhen I receive [3 v]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [消す v]\ndelete this clone\n\n@スプライト4\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (大きさ) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen flag clicked\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\nwhen I receive [表示 v]\nforever\n Time [-220] [150] []\nend\n\nwhen I receive [4 v]\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to [front v] layer\n\nwhen flag clicked\nset [大きさ v] to [100]\n\nwhen I start as a clone\ngo to [front v] layer\n\n
New https://scratch.mit.edu/projects/801597595/\nNot generic my new game is not Generic
Pen Platformer
@Stage\n\n@Player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (-90)\n change [x vel v] by (speed)\n next costume\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (90)\n change [x vel v] by ((speed) * (-1))\n next costume\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n start sound (pick random (1) to (4))\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (level v)?>> then\n start sound [Jump v]\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nset [color v] effect to (0)\ngo to x: (-190) y: (0)\nset size to (30) %\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (-90)\nset rotation style [left-right v]\nclear graphic effects\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (among us character v)\n end\nend\n\nwhen I receive [change colour v]\nchange [color v] effect by (10)\nwait (0.09) seconds\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<touching (danger v)?> or <touching (smasher v)?>> then\n die\n go to x: (-190) y: (0)\n point in direction (-90)\n set [ghost v] effect to (0)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound (pick random (1) to (4))\n wait (0.2) seconds\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound (pick random (1) to (4))\n wait (0.2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (any v) pressed?> then\n broadcast (timer v)\n forever\n say []\n end\n end\nend\n\nwhen I receive [timer v]\nstart sound [Dream Speedrun Music v]\nrepeat until <(level) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-250) y: (-112)\n\ndefine die\nrepeat (15)\n change [ghost v] effect by (7)\n change y by (7)\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n stop all sounds\n play sound [رحمن رحمن - مشاري راشد العفاسي Mishari Rashid Al Afasy - Rahman v] until done\n end\nend\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\n@susrun text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nstart sound [Low Whoosh v]\ngo to x: (35) y: (300)\nglide (0.30) secs to x: (35) y: (50)\nglide (0.1) secs to x: (35) y: (40)\nglide (0.01) secs to x: (35) y: (35)\n\nwhen I receive [start v]\nhide\nstop [this script v]\n\n@start\n\nwhen flag clicked\ngo to x: (33) y: (-49)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (start v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@customize\n\nwhen flag clicked\ngo to x: (33) y: (-115)\nshow\n\nwhen flag clicked\ngo to x: (33) y: (-115)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (change colour v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\nstop [this script v]\n\n@endline\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\n@danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@smasher\n\nwhen flag clicked\nhide\ngo to x: (15) y: (209)\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n repeat (12)\n change y by (-10)\n end\n wait (0.40) seconds\n repeat (12)\n change y by (10)\n end\n wait (0.70) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@INTRO\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [forward v] (11) layers\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nwait (1.4) seconds\nhide\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-21) y: (-129)\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n start sound [Jump v]\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (300) layers\nset [ghost v] effect to (0)\nshow\nglide (0.20) secs to x: (496) y: (357)\nhide\n\n
THE UNFINISHED VERSION OF RESCUING GEORGE (THE SEQUEL) IS POSTED NOW IF ANY OF YOU WANTED TO PLAY IT\n*UPDATE 2021* GUYS JUST PRESS THE GREEN FLAG AGAIN IF THERE'S A CLOUD IN THE SKY THAT WON'T GO AWAY\n\n*UPDATE 2020*\nBruh okay idk why the rain doesn't work properly anymore but like... thanks for still playing guys <3 I love you all\n\n*UPDATE*\nSo it still has the weird bitmappy effect, BUT ALL LEVELS ARE POSSIBLE NOW! (including the "Thanks!" level!)\n\nDouble-click the green flag.\nuse the arrow keys or a w d\nDon't fall in the holes\nDon't touch the thunder clouds\nTouch the right edge of the screen to go to the next level\nIf you get stuck, click on the ball.\n\nTO WALL JUMP: Hold the up arrow key and the right arrow key when you're touching the wall.\n
Soccer A Platformer
@Stage\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (背景3 v)\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (背景1 v)\nforever\n play sound [Newer Super Mario Bros5 v] until done\nend\n\nwhen I receive [messege2 v]\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (backdrop1 v)\nforever\n play sound [1 v] until done\nend\n\n@プレイヤー\n\nwhen I receive [message1 v]\nforever\n wait until <touching (水 v)?>\n play sound [水1 v] until done\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\nwhen I receive [初期化して! v]\n初期位置\n\ndefine 動作\nif <(ステージナンバー) = [2]> then\n change [xの力 v] by (-0.15)\nend\nif <not <touching (水 v)?>> then\n change [yの力 v] by (-1)\nelse\n change [yの力 v] by (-0.1)\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(プレイヤーコスチューム) = [1]> then\n switch costume to (水上 v)\n else\n if <(プレイヤーコスチューム) = [2]> then\n switch costume to (りんご v)\n else\n if <(プレイヤーコスチューム) = [3]> then\n switch costume to (水猫上 v)\n else\n if <(プレイヤーコスチューム) = [4]> then\n switch costume to (黄上 v)\n else\n if <(プレイヤーコスチューム) = [5]> then\n switch costume to (黄緑上 v)\n else\n if <(プレイヤーコスチューム) = [6]> then\n switch costume to (ぶどう v)\n else\n if <(プレイヤーコスチューム) = [7]> then\n switch costume to (黒上 v)\n else\n if <(プレイヤーコスチューム) = [8]> then\n switch costume to (緑上 v)\n else\n if <(プレイヤーコスチューム) = [9]> then\n switch costume to (りんご猫 v)\n else\n if <(プレイヤーコスチューム) = [10]> then\n switch costume to (みかんっぽい v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <(プレイヤーコスチューム) = [1]> then\n switch costume to (水右 v)\n else\n if <(プレイヤーコスチューム) = [2]> then\n switch costume to (りんご v)\n else\n if <(プレイヤーコスチューム) = [3]> then\n switch costume to (水猫右 v)\n else\n if <(プレイヤーコスチューム) = [4]> then\n switch costume to (黄右 v)\n else\n if <(プレイヤーコスチューム) = [5]> then\n switch costume to (黄緑右 v)\n else\n if <(プレイヤーコスチューム) = [6]> then\n switch costume to (ぶどう v)\n else\n if <(プレイヤーコスチューム) = [7]> then\n switch costume to (黒右 v)\n else\n if <(プレイヤーコスチューム) = [8]> then\n switch costume to (緑右 v)\n else\n if <(プレイヤーコスチューム) = [9]> then\n switch costume to (りんご猫 v)\n else\n if <(プレイヤーコスチューム) = [10]> then\n switch costume to (みかんっぽい v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n point in direction (90)\n if <not <touching (水 v)?>> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (0.5)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n if <(プレイヤーコスチューム) = [1]> then\n switch costume to (水右 v)\n else\n if <(プレイヤーコスチューム) = [2]> then\n switch costume to (りんご v)\n else\n if <(プレイヤーコスチューム) = [3]> then\n switch costume to (水猫右 v)\n else\n if <(プレイヤーコスチューム) = [4]> then\n switch costume to (黄右 v)\n else\n if <(プレイヤーコスチューム) = [5]> then\n switch costume to (黄緑右 v)\n else\n if <(プレイヤーコスチューム) = [6]> then\n switch costume to (ぶどう v)\n else\n if <(プレイヤーコスチューム) = [7]> then\n switch costume to (黒右 v)\n else\n if <(プレイヤーコスチューム) = [8]> then\n switch costume to (緑右 v)\n else\n if <(プレイヤーコスチューム) = [9]> then\n switch costume to (りんご猫 v)\n else\n if <(プレイヤーコスチューム) = [10]> then\n switch costume to (みかんっぽい v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n point in direction (-90)\n if <not <touching (水 v)?>> then\n change [xの力 v] by (-1)\n else\n change [xの力 v] by (-0.5)\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n if <(プレイヤーコスチューム) = [1]> then\n switch costume to (水中 v)\n else\n if <(プレイヤーコスチューム) = [2]> then\n switch costume to (りんご v)\n else\n if <(プレイヤーコスチューム) = [3]> then\n switch costume to (水猫中 v)\n else\n if <(プレイヤーコスチューム) = [4]> then\n switch costume to (黄中 v)\n else\n if <(プレイヤーコスチューム) = [5]> then\n switch costume to (黄緑中 v)\n else\n if <(プレイヤーコスチューム) = [6]> then\n switch costume to (ぶどう v)\n else\n if <(プレイヤーコスチューム) = [7]> then\n switch costume to (黒中 v)\n else\n if <(プレイヤーコスチューム) = [8]> then\n switch costume to (緑中 v)\n else\n if <(プレイヤーコスチューム) = [9]> then\n switch costume to (りんご猫 v)\n else\n if <(プレイヤーコスチューム) = [10]> then\n switch costume to (みかんっぽい v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (バネ v)?> then\n broadcast (バネ v)\n start sound [バネ v]\n set [yの力 v] to [18]\nend\nif <touching (バネ v)?> then\n broadcast (バネ2 v)\n start sound [バネ v]\n set [yの力 v] to [18]\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n end\nend\nif <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <not <touching (水 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n start sound [壁キック v]\n else\n set [xの力 v] to [0]\n end\n end\nend\nchange y by (yの力)\nif <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <not <touching (水 v)?>> then\n if <<<touching (地面 v)?> or <touching (動く地面 v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\n start sound [ジャンプ v]\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [3]\n end\nend\nchange y by (1.1)\nif <<touching (針 v)?> or <<touching (回る針 v)?> or <touching (回る針 v)?>>> then\n if <(許してやってもいいだろう...) = [0]> then\n 初期位置\n end\n if <(触れたかい?) = [1]> then\n broadcast (ええと v)\n end\nend\nif <(Y) < [-500]> then\n set [触れたかい? v] to [0]\n set [許してやってもいいだろう... v] to [0]\n 初期位置\nend\nif <touching (ゴール v)?> then\n set [ゴール v] to [1]\n broadcast (ゴール v)\n wait until <(ゴール) = [0]>\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching (地面 v)?> or <touching (動く地面 v)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching (地面 v)?> or <touching (動く地面 v)?>>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching (地面 v)?> or <touching (動く地面 v)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching (地面 v)?> or <touching (動く地面 v)?>>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nstart sound [やられる v]\nset [プラットフォーマー v] to [0]\nset [! v] to [1]\nchange [hp v] by (-1)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to [0]\nset [y v] to [0]\nset [! v] to [0]\nset [プラットフォーマー v] to [1]\nbroadcast (初期化 v)\n\nwhen I receive [message1 v]\ngo to [back v] layer\nset size to (130) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen flag clicked\nset [復活x v] to [0]\nset [復活y v] to [0]\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\nhide\n\nstop [this script v]\n\nbroadcast (プログラム2 v)\n\nwhen I receive [ええと v]\nrepeat (3)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nrepeat (3)\n repeat (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (-5)\n end\nend\nwait (5) seconds\nset [触れたかい? v] to [0]\nset [許してやってもいいだろう... v] to [0]\n\nwhen I receive [ええと v]\nrepeat (2)\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nrepeat (2)\n repeat (15)\n change [ghost v] effect by (4)\n end\n repeat (15)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [ええと v]\n\nwhen I receive [ええと v]\nstart sound [power-down v]\nset [触れたかい? v] to [0]\nrepeat (2)\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nrepeat (2)\n repeat (20)\n change [ghost v] effect by (2)\n end\n repeat (20)\n change [ghost v] effect by (-2)\n end\nend\nset [許してやってもいいだろう... v] to [0]\n\nwhen I receive [隠す v]\nset [復活x v] to [0]\nset [復活y v] to [0]\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\nset [触れたかい? v] to [1]\nset [camera_x v] to [5200]\n\nwait (12.5) seconds\nbroadcast (message1 v)\n\nwhen I receive [messege2 v]\ngo to [back v] layer\nset size to (130) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen I receive [messege2 v]\nshow\nforever\n wait until <touching (水 v)?>\n play sound [水1 v] until done\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\n@地面\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [0] [0] [12]\nステージ配置 [480] [0] [13]\nステージ配置 [480] [-200] [26]\nステージ配置 [300] [-300] [27]\nステージ配置 [960] [300] [14]\nステージ配置 [1440] [0] [15]\nステージ配置 [1700] [0] [16]\nステージ配置 [2100] [0] [17]\nステージ配置 [2600] [0] [18]\nステージ配置 [3000] [0] [19]\nステージ配置 [3400] [0] [20]\nステージ配置 [4000] [0] [21]\nステージ配置 [4500] [0] [22]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [5740] [0] [13]\nステージ配置 [6220] [0] [14]\nステージ配置 [6700] [0] [15]\nステージ配置 [7180] [0] [16]\nステージ配置 [7660] [0] [17]\nステージ配置 [8120] [0] [18]\n\nステージ配置 [7180] [0] [16]\nステージ配置 [7660] [0] [17]\nステージ配置 [8120] [0] [18]\n\nステージ配置 [2600] [0] [18]\nステージ配置 [3200] [0] [19]\nステージ配置 [3800] [0] [20]\nステージ配置 [4320] [0] [21]\nステージ配置 [4800] [0] [22]\nステージ配置 [5280] [0] [23]\nステージ配置 [5740] [0] [24]\nステージ配置 [6220] [0] [25]\n\nwhen I receive [goal v]\ndelete this clone\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n broadcast (プログラム v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [復活 v] to [0]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nステージ配置 [1700] [400] [5]\nステージ配置 [2100] [0] [6]\nステージ配置 [2600] [0] [7]\nステージ配置 [3200] [0] [8]\nステージ配置 [3800] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@背景\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [0] [0] [11]\nステージ配置 [480] [0] [12]\nステージ配置 [480] [-200] [25]\nステージ配置 [300] [-300] [26]\nステージ配置 [571] [345] [27]\nステージ配置 [960] [300] [13]\nステージ配置 [1440] [0] [14]\nステージ配置 [1700] [0] [15]\nステージ配置 [2100] [0] [16]\nステージ配置 [2600] [0] [17]\nステージ配置 [3200] [0] [18]\nステージ配置 [3800] [0] [19]\nステージ配置 [4320] [0] [20]\nステージ配置 [4800] [0] [21]\nステージ配置 [5280] [0] [22]\nステージ配置 [5740] [0] [23]\nステージ配置 [6220] [0] [24]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nset [camera_x v] to [2400]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen flag clicked\nset [復活 v] to [0]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム4 v)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@影\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景3 v]\ngo to [back v] layer\nshow\nforever\n go to (プレイヤー v)\n point towards (プレイヤー v)\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\n@針\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [0] [0] [8]\nステージ配置 [480] [0] [9]\nステージ配置 [1440] [0] [11]\nステージ配置 [2400] [0] [12]\nステージ配置 [480] [-300] [16]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [3000] [0] [14]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [復活 v] to [0]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I receive [message1 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nステージ配置 [1920] [50] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [3000] [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\nset [復活x v] to [0]\nset [復活y v] to [0]\n\nwhen I receive [プログラム2 v]\nif <(ステージナンバー) = [1]> then\n 移動 ((3370) - (Camera_x)) ((50) - (Camera _y))\nelse\n 移動 ((2475) - (Camera_x)) ((100) - (Camera _y))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (プレイヤー v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n if <(ステージナンバー) = [1]> then\n set [復活x v] to [3370]\n set [復活y v] to [100]\n start sound [チェック v]\n else\n if <(ステージナンバー) = [2]> then\n set [復活x v] to [2475]\n set [復活y v] to [100]\n start sound [チェック v]\n end\n end\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [隠す v]\nset [復活x v] to [0]\nset [復活y v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [キャラクターセレクト v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\nset [復活x v] to [0]\nset [復活y v] to [0]\n\nwhen I receive [message1 v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\nset [復活x v] to [0]\nset [復活y v] to [0]\n\nwhen I receive [messege2 v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\nset [復活x v] to [0]\nset [復活y v] to [0]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@水\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [480] [0] [5]\nステージ配置 [2630] [0] [6]\nステージ配置 [3620] [0] [7]\nステージ配置 [4220] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [960] [0] [7]\nステージ配置 [1440] [100] [8]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5740] [0] [13]\nステージ配置 [6220] [0] [14]\nステージ配置 [6700] [0] [15]\nステージ配置 [7180] [0] [16]\nステージ配置 [7660] [0] [17]\nステージ配置 [8120] [0] [18]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n broadcast (プログラム v)\nend\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [100] [4]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\n@動く地面\n\nwhen I start as a clone\nforever\n if <(ステージナンバー) = [1]> then\n repeat (30)\n change [my_x v] by (6)\n end\n wait (2.5) seconds\n repeat (30)\n change [my_x v] by (-6)\n end\n wait (2.5) seconds\n end\n if <(ステージナンバー) = [2]> then\n repeat (50)\n change [my_y v] by (-5)\n end\n repeat (50)\n change [my_y v] by (5)\n end\n end\nend\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [1100] [269] [2]\nswitch costume to (none v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nset [復活 v] to [0]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I receive [message1 v]\nhide\nステージ配置 [2440] [76] [1]\nswitch costume to (none v)\n\n@ぼうし配置\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n start sound [new power-up v]\n set [触れたかい? v] to [1]\n set [許してやってもいいだろう... v] to [1]\n else\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n end\nend\n\nwhen flag clicked\nhide\nset [触れたかい? v] to [0]\nset [許してやってもいいだろう... v] to [0]\n\nwhen I start as a clone\nforever\n repeat (20)\n change [my_y v] by (1)\n wait (0.01) seconds\n end\n repeat (20)\n change [my_y v] by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [隠す v]\nset [触れたかい? v] to [0]\nset [許してやってもいいだろう... v] to [0]\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [459] [-377] [1]\nステージ配置 [1399] [-29] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> or <(触れたかい?) = [1]>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I receive [message1 v]\nhide\nステージ配置 [1200] [10] [1]\nステージ配置 [4250] [400] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@ぼうし\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nforever\n if <(触れたかい?) = [1]> then\n go to [front v] layer\n show\n repeat until <not <(触れたかい?) = [1]>>\n go to (プレイヤー v)\n point towards (プレイヤー v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (watermelon v)\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\n\nwhen I receive [キャラクターセレクト v]\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\n\nwhen I receive [message1 v]\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\n\nwhen I receive [messege2 v]\nset [許してやってもいいだろう... v] to [0]\nset [触れたかい? v] to [0]\n\nwhen I receive [messege2 v]\nforever\n if <(触れたかい?) = [1]> then\n go to [front v] layer\n show\n repeat until <not <(触れたかい?) = [1]>>\n go to (プレイヤー v)\n point towards (プレイヤー v)\n end\n else\n hide\n end\nend\n\n@コインのカウント\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nset [a v] to (桁)\nchange x by ((桁) * (16))\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n switch costume to (letter (桁) of (コインの枚数))\n if <<((20) - (aa)) = ((20) - (a))> or <((20) - (aa)) < ((20) - (a))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [message1 v]\nset [桁 v] to [1]\ngo to x: (-20) y: (150)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I receive [message1 v]\nset [変数 v] to [0]\nforever\n set [aa v] to (length of (コインの枚数))\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [messege2 v]\nset [桁 v] to [1]\ngo to x: (-20) y: (150)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I receive [messege2 v]\nset [変数 v] to [0]\nforever\n set [aa v] to (length of (コインの枚数))\nend\n\n@敵\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set size to (200) %\n switch costume to (コスチューム1 v)\n go to x: (((1) + (+X)) - (Camera_x)) y: ((2) - (Camera _y))\n if <<(x position) = (((1) + (+X)) - (Camera_x))> and <<(OK?) = [0]> and <(y position) = ((2) - (Camera _y))>>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\n if <[0] < (monster X)> then\n switch costume to ((3) + (2))\n else\n switch costume to ((3) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [monster x v] to [0]\nforever\n repeat (+)\n change [monster x v] by (1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n end\n repeat (+)\n change [monster x v] by (-1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (プレイヤー v)?> then\n if <(yの力) < [0]> then\n start sound [つぶれる v]\n set [yの力 v] to [10]\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n change [ok? v] by (1)\n else\n if <(許してやってもいいだろう...) = [0]> then\n broadcast (初期化して! v)\n end\n if <(触れたかい?) = [1]> then\n broadcast (ええと v)\n end\n end\n end\nend\n\nwhen I receive [初期化 v]\nset [ok? v] to [0]\n\nwhen I receive [message1 v]\nhide\n配置 [1400] [-200] [8] [30]\n配置 [1600] [-220] [11] [20]\n配置 [3020] [150] [1] [30]\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [goal v]\nchange [ゴールの回数 v] by (-1)\n\nwhen I receive [messege2 v]\nhide\n配置 [2043] [-20] [1] [30]\n配置 [3530] [-100] [8] [30]\n配置 [3650] [-140] [11] [40]\n配置 [3900] [-120] [11] [35]\n配置 [4000] [-100] [8] [30]\n配置 [4200] [-100] [8] [25]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@かざり\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [2 v]\nwait (10) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [プログラム2 v]\nif <[1.1] > (制限時間・カウント)> then\n go to [front v] layer\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [messege2 v]\nshow\n\n@回る針\n\nwhen I start as a clone\nshow\nforever\n if <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [3]>>> then\n turn left (3) degrees\n else\n if <(costume [number v]) = [5]> then\n turn right (3) degrees\n end\n if <(costume [number v]) = [6]> then\n turn left (3) degrees\n end\n end\nend\n\nwhen I receive [goal v]\ndelete this clone\n\nbroadcast (キャラクターセレクト v)\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [3000] [98] [5]\nステージ配置 [] [] []\nステージ配置 [] [] []\nステージ配置 [] [] []\nswitch costume to (none v)\n\nrepeat (30)\n change [my_x v] by (5)\nend\nwait (0.1) seconds\nrepeat (30)\n change [my_x v] by (-5)\nend\nwait (0.1) seconds\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [3]> then\n repeat (30)\n change [my_x v] by (5)\n end\n wait (0.1) seconds\n repeat (30)\n change [my_x v] by (-5)\n end\n wait (0.1) seconds\n else\n if <(costume [number v]) = [4]> then\n repeat (75)\n change [my_y v] by (2)\n end\n wait (0.1) seconds\n repeat (75)\n change [my_y v] by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nset [復活 v] to [0]\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nhide\nステージ配置 [1825] [30] [1]\nステージ配置 [3730] [2] [2]\nステージ配置 [5745] [-100] [3]\nステージ配置 [2098] [40] [4]\nswitch costume to (none v)\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen I receive [バネ2 v]\nif <(ステージナンバー) = [1]> then\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\nelse\n if <(ステージナンバー) = [2]> then\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [message1 v]\nset [ステージナンバー v] to [1]\n\nwhen I receive [messege2 v]\nset [ステージナンバー v] to [2]\n\nwhen I start as a clone\nshow\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n if <(ステージナンバー) = [1]> then\n 移動 ((4700) - (Camera_x)) ((385) - (Camera _y))\n else\n if <(ステージナンバー) = [2]> then\n 移動 ((4370) - (Camera_x)) ((150) - (Camera _y))\n end\n end\nend\n\nwhen I receive [message1 v]\nhide\nステージ配置 [4700] [385] [1]\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [4370] [150] [4]\nbroadcast (プログラム v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(ステージナンバー) = [1]> then\n switch costume to (コスチューム4 v)\nend\nif <(ステージナンバー) = [2]> then\n switch costume to (コスチューム1 v)\nend\n\n@ゴール\n\nwhen flag clicked\nhide\n\ndefine clone at (x) (y) (costume)\nswitch costume to (costume)\nset [my_x v] to (x)\nset [my_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n go to x: ((My_x) - (Camera_x)) y: ((My_y) - (Camera _y))\n if <<([abs v] of ((My_y) - (Camera _y)) ) > ([abs v] of (y position) )> or <([abs v] of ((My_x) - (Camera_x)) ) > ([abs v] of (x position) )>> then\n hide\n else\n show\n end\n if <touching (プレイヤー v)?> then\n broadcast (GOAL v)\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n set size to (200) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nclone at [5050] [300] [1]\n\nwhen I receive [messege2 v]\nclone at [4800] [70] [1]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@あざす\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nshow\nforever\n if <(language::translate) = [日本語]> then\n if <(プレイヤーコスチューム) = [1]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日mizustar v)\n else\n switch costume to (日mizu v)\n end\n else\n if <(プレイヤーコスチューム) = [2]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日りんごstar v)\n else\n switch costume to (日りんご v)\n end\n else\n if <(プレイヤーコスチューム) = [3]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日水猫s v)\n else\n switch costume to (日水猫 v)\n end\n else\n if <(プレイヤーコスチューム) = [4]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日黄緑s v)\n else\n switch costume to (日黃 v)\n end\n else\n if <(プレイヤーコスチューム) = [5]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日黄緑s v)\n else\n switch costume to (日黄緑 v)\n end\n else\n if <(プレイヤーコスチューム) = [6]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日ぶどうs v)\n else\n switch costume to (日ぶどう v)\n end\n else\n if <(プレイヤーコスチューム) = [7]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日くろs v)\n else\n switch costume to (日黒 v)\n end\n else\n if <(プレイヤーコスチューム) = [8]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日緑s v)\n else\n switch costume to (日緑 v)\n end\n else\n if <(プレイヤーコスチューム) = [9]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日りんご猫s v)\n else\n switch costume to (日りんご猫 v)\n end\n else\n if <(プレイヤーコスチューム) = [10]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (日みかんs v)\n else\n switch costume to (日みかん v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(プレイヤーコスチューム) = [1]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (外mizustar v)\n else\n switch costume to (外mizu v)\n end\n else\n if <(プレイヤーコスチューム) = [2]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (りんご v)\n else\n switch costume to (りんごs v)\n end\n else\n if <(プレイヤーコスチューム) = [3]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (水猫s v)\n else\n switch costume to (水猫 v)\n end\n else\n if <(プレイヤーコスチューム) = [4]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (黄s v)\n else\n switch costume to (黄 v)\n end\n else\n if <(プレイヤーコスチューム) = [5]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (黄緑s v)\n else\n switch costume to (黄緑 v)\n end\n else\n if <(プレイヤーコスチューム) = [6]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (ぶどうs v)\n else\n switch costume to (ぶどう v)\n end\n else\n if <(プレイヤーコスチューム) = [7]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (くろs v)\n else\n switch costume to (くろ v)\n end\n else\n if <(プレイヤーコスチューム) = [8]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (みどりs v)\n else\n switch costume to (みどり v)\n end\n else\n if <(プレイヤーコスチューム) = [9]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (り猫s v)\n else\n switch costume to (り猫 v)\n end\n else\n if <(プレイヤーコスチューム) = [10]> then\n if <<(スター1) = [1]> and <<(スター2) = [1]> and <(スター3) = [1]>>> then\n switch costume to (みかんs v)\n else\n switch costume to (みかん 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\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\n@リプレイ\n\nwhen flag clicked\ngo to x: (100) y: (-110)\nhide\n\nwhen I receive [goal v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (12)\n change [brightness v] effect by (2.5)\n change size by (2.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (80) %\n set [brightness v] effect to (-30)\n end\nend\n\nwhen this sprite clicked\nbroadcast (隠す v)\nif <(ステージナンバー) = [1]> then\n broadcast (message1 v)\nelse\n if <(ステージナンバー) = [2]> then\n broadcast (messege2 v)\n end\nend\n\nwhen I receive [隠す v]\nhide\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\n@スタ3\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\n\nwhen I start as a clone\nforever\n if <(ステージナンバー) = [1]> then\n go to x: ((4250) - (Camera_x)) y: ((320) - (Camera _y))\n if <<(x position) = ((4250) - (Camera_x))> and <(y position) = ((320) - (Camera _y))>> then\n show\n else\n hide\n end\n else\n go to x: ((2790) - (Camera_x)) y: ((-155) - (Camera _y))\n if <<(x position) = ((2790) - (Camera_x))> and <(y position) = ((-155) - (Camera _y))>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [message1 v]\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\nhide\n配置 [4250] [380] [1]\n\nwhen I start as a clone\nforever\n set size to (150) %\n set volume to (80) %\n if <touching (プレイヤー v)?> then\n set [スター3 v] to [1]\n start sound [Coin v]\n stop [other scripts in sprite v]\n change [2 v] by (30)\n clear graphic effects\n switch costume to (+1 v)\n go to [front v] layer\n set size to (100) %\n repeat (20)\n 移動 ((1) - ()) ((2) - ())\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [10]>> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen I receive [messege2 v]\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\nhide\n配置 [2790] [-150] [1]\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@すたーせんたー\n\nwhen flag clicked\ngo to x: (-185) y: (158)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n go to [front v] layer\n if <<<(スター1) = [0]> and <(スター2) = [0]>> and <(スター3) = [0]>> then\n switch costume to (ある,ある,ある v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [0]>> and <(スター3) = [1]>> then\n switch costume to (ある,ある,ない v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [1]>> and <(スター3) = [0]>> then\n switch costume to (ある,ない,ある v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [0]>> and <(スター3) = [0]>> then\n switch costume to (ない,ある,ある v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [1]>> and <(スター3) = [1]>> then\n switch costume to (ある,ない,ない v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [0]>> and <(スター3) = [1]>> then\n switch costume to (ない,ある,ない v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [1]>> and <(スター3) = [0]>> then\n switch costume to (ない,ない,ある v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [1]>> and <(スター3) = [1]>> then\n switch costume to (ない,ない,ない v)\n end\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [messege2 v]\nshow\nforever\n go to [front v] layer\n if <<<(スター1) = [0]> and <(スター2) = [0]>> and <(スター3) = [0]>> then\n switch costume to (ある,ある,ある v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [0]>> and <(スター3) = [1]>> then\n switch costume to (ある,ある,ない v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [1]>> and <(スター3) = [0]>> then\n switch costume to (ある,ない,ある v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [0]>> and <(スター3) = [0]>> then\n switch costume to (ない,ある,ある v)\n end\n if <<<(スター1) = [0]> and <(スター2) = [1]>> and <(スター3) = [1]>> then\n switch costume to (ある,ない,ない v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [0]>> and <(スター3) = [1]>> then\n switch costume to (ない,ある,ない v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [1]>> and <(スター3) = [0]>> then\n switch costume to (ない,ない,ある v)\n end\n if <<<(スター1) = [1]> and <(スター2) = [1]>> and <(スター3) = [1]>> then\n switch costume to (ない,ない,ない v)\n end\nend\n\n@隠し地面\n\nwhen flag clicked\nhide\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\nshow\ngo to [front v] layer\nforever\n\nrepeat (10)\n\nwhen I receive [プログラム2 v]\nif <[1] > (制限時間・カウント)> then\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (none v)\nhide\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [157] [-493] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [2770] [-125] [5]\nswitch costume to (none v)\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I start as a clone\n\nwhen flag clicked\nset [復活 v] to [0]\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nhide\nステージ配置 [1305] [-274] [1]\nステージ配置 [2955] [-50] [2]\nswitch costume to (none v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@スタ2\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\n\nwhen I start as a clone\nforever\n if <(ステージナンバー) = [1]> then\n go to x: ((2800) - (Camera_x)) y: ((10) - (Camera _y))\n end\n if <<(x position) = ((2800) - (Camera_x))> and <(y position) = ((10) - (Camera _y))>> then\n show\n else\n hide\n end\n if <(ステージナンバー) = [2]> then\n go to x: ((1418) - (Camera_x)) y: ((-144) - (Camera _y))\n if <<(x position) = ((1418) - (Camera_x))> and <(y position) = ((-144) - (Camera _y))>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [message1 v]\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\nhide\n配置 [2800] [10] []\n\nwhen I start as a clone\nforever\n set size to (150) %\n set volume to (80) %\n if <touching (プレイヤー v)?> then\n set [スター2 v] to [1]\n start sound [Coin v]\n stop [other scripts in sprite v]\n change [2 v] by (30)\n clear graphic effects\n switch costume to (+1 v)\n go to [front v] layer\n set size to (100) %\n repeat (20)\n 移動 ((1) - ()) ((2) - ())\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [10]>> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen I receive [messege2 v]\nhide\n配置 [1418] [-144] []\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@スタ1\n\nwhen I receive [messege2 v]\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\nhide\n配置 [139] [-493] []\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\n\nwhen I start as a clone\nforever\n if <(ステージナンバー) = [1]> then\n go to x: ((1280) - (Camera_x)) y: ((-276) - (Camera _y))\n if <<(x position) = ((1280) - (Camera_x))> and <(y position) = ((-276) - (Camera _y))>> then\n show\n else\n hide\n end\n else\n if <(ステージナンバー) = [2]> then\n go to x: ((140) - (Camera_x)) y: ((-493) - (Camera _y))\n if <<(x position) = ((140) - (Camera_x))> and <(y position) = ((-493) - (Camera _y))>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nset [スター1 v] to [0]\nset [スター2 v] to [0]\nset [スター3 v] to [0]\nhide\n配置 [1280] [-276] []\n\nwhen I start as a clone\nforever\n set size to (150) %\n set volume to (80) %\n if <touching (プレイヤー v)?> then\n set [スター1 v] to [1]\n start sound [Coin v]\n stop [other scripts in sprite v]\n change [2 v] by (30)\n clear graphic effects\n switch costume to (+1 v)\n go to [front v] layer\n set size to (100) %\n repeat (20)\n 移動 ((1) - (Camera_x)) ((2) - (Camera _y))\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n end\nend\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [10]>> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@コイン\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\nwhen I receive [初期化 v]\nset [ok? v] to [0]\nset [ok? v] to [0]\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (monster coin X) ((monster coin Y) + (10)) [1]\nend\n\nwhen I start as a clone\nshow\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nset [camera_x v] to [1950]\nset [camera _y v] to [30]\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen flag clicked\nset [コインの枚数 v] to [0]\nset [ok? v] to [0]\nset [ok? v] to [0]\n\nwhen I receive [messege2 v]\nset [コインの枚数 v] to [0]\nhide\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [messege2 v]\n配置 [10] [-105] [1]\n配置 [60] [-55] [1]\n配置 [110] [-5] [1]\n配置 [160] [-5] [1]\n配置 [210] [-55] [1]\n配置 [415] [-39] [1]\n配置 [415] [-89] [1]\n配置 [415] [-139] [1]\n配置 [415] [-189] [1]\n配置 [415] [-239] [1]\n配置 [440] [-255] [1]\n配置 [465] [-271] [1]\n配置 [493] [-378] [1]\n配置 [443] [-378] [1]\n配置 [393] [-378] [1]\n配置 [343] [-428] [1]\n配置 [293] [-478] [1]\n配置 [243] [-478] [1]\n配置 [140] [-420] [1]\n配置 [370] [21] [1]\n配置 [320] [21] [1]\n配置 [270] [1] [1]\n配置 [660] [-372] [1]\n配置 [710] [-322] [1]\n配置 [760] [-272] [1]\n配置 [810] [-322] [1]\n配置 [860] [-372] [1]\n配置 [910] [-372] [1]\n配置 [960] [-372] [1]\n配置 [660] [-300] [1]\n配置 [660] [-250] [1]\n配置 [660] [-200] [1]\n配置 [660] [-150] [1]\n配置 [660] [-100] [1]\n配置 [660] [-50] [1]\n配置 [660] [0] [1]\n配置 [660] [50] [1]\n配置 [660] [100] [1]\n配置 [660] [150] [1]\n配置 [660] [200] [1]\n配置 [660] [250] [1]\n配置 [660] [300] [1]\n配置 [576] [345] [1]\n配置 [576] [395] [1]\n配置 [576] [445] [1]\n配置 [748] [272] [1]\n配置 [798] [272] [1]\n配置 [848] [272] [1]\n配置 [898] [272] [1]\n配置 [948] [272] [1]\n配置 [1111] [210] [1]\n配置 [1111] [160] [1]\n配置 [1111] [110] [1]\n配置 [1111] [60] [1]\n配置 [1111] [10] [1]\n配置 [1386] [-32] [1]\n配置 [1436] [-32] [1]\n配置 [1486] [-32] [1]\n配置 [1511] [-82] [1]\n配置 [1486] [-132] [1]\n配置 [1690] [-100] [1]\n配置 [1690] [-50] [1]\n配置 [1690] [0] [1]\n配置 [1690] [50] [1]\n配置 [1690] [100] [1]\n配置 [1740] [100] [1]\n配置 [1790] [100] [1]\n配置 [1840] [100] [1]\n配置 [1935] [-6] [1]\n配置 [1985] [-6] [1]\n配置 [2035] [-6] [1]\n配置 [2085] [-6] [1]\n配置 [2135] [-6] [1]\n配置 [2185] [-6] [1]\n配置 [2235] [-56] [1]\n配置 [2285] [-106] [1]\n配置 [2335] [-106] [1]\n配置 [2375] [100] [1]\n配置 [2375] [50] [1]\n配置 [2375] [0] [1]\n配置 [2375] [-50] [1]\n配置 [2554] [63] [1]\n配置 [2554] [13] [1]\n配置 [2554] [-37] [1]\n配置 [2554] [-87] [1]\n配置 [2554] [-137] [1]\n配置 [2614] [63] [1]\n配置 [2614] [13] [1]\n配置 [2614] [-37] [1]\n配置 [2614] [-87] [1]\n配置 [2614] [-137] [1]\n配置 [2664] [-153] [1]\n配置 [2714] [-153] [1]\n配置 [2645] [-7] [1]\n配置 [2695] [-7] [1]\n配置 [2745] [-7] [1]\n配置 [2795] [-7] [1]\n配置 [2845] [-7] [1]\n配置 [2902] [8] [1]\n配置 [2952] [58] [1]\n配置 [3002] [58] [1]\n配置 [3052] [58] [1]\n配置 [3209] [-49] [1]\n配置 [3259] [-24] [1]\n配置 [3309] [1] [1]\n配置 [3359] [26] [1]\n配置 [3409] [51] [1]\n配置 [3480] [-150] [1]\n配置 [3480] [-100] [1]\n配置 [3530] [-150] [1]\n配置 [3530] [-100] [1]\n配置 [3580] [-150] [1]\n配置 [3580] [-100] [1]\n配置 [3630] [-150] [1]\n配置 [3630] [-100] [1]\n配置 [3680] [-150] [1]\n配置 [3680] [-100] [1]\n配置 [3730] [-150] [1]\n配置 [3730] [-100] [1]\n配置 [3780] [-150] [1]\n配置 [3780] [-100] [1]\n配置 [3830] [-150] [1]\n配置 [3830] [-100] [1]\n配置 [3880] [-150] [1]\n配置 [3880] [-100] [1]\n配置 [3930] [-150] [1]\n配置 [3930] [-100] [1]\n配置 [3980] [-150] [1]\n配置 [3980] [-100] [1]\n配置 [4030] [-150] [1]\n配置 [4030] [-100] [1]\n配置 [4080] [-150] [1]\n配置 [4080] [-100] [1]\n配置 [4130] [-150] [1]\n配置 [4130] [-100] [1]\n配置 [4180] [-150] [1]\n配置 [4180] [-100] [1]\n配置 [4230] [-150] [1]\n配置 [4230] [-100] [1]\n配置 [4280] [-150] [1]\n配置 [4280] [-100] [1]\n配置 [4330] [-150] [1]\n配置 [4330] [-100] [1]\n配置 [4380] [-150] [1]\n配置 [4380] [-100] [1]\n配置 [4430] [-150] [1]\n配置 [4430] [-100] [1]\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [10]>> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((1) - (Camera_x)) y: ((2) - (Camera _y))\n if <<(x position) = ((1) - (Camera_x))> and <<(OK?) = [0]> and <(y position) = ((2) - (Camera _y))>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [message1 v]\n配置 [-300] [0] [1]\n配置 [-300] [50] [1]\n配置 [-300] [100] [1]\n配置 [101] [-45] [1]\n配置 [151] [5] [1]\n配置 [201] [55] [1]\n配置 [251] [5] [1]\n配置 [311] [20] [1]\n配置 [376] [70] [1]\n配置 [441] [20] [1]\n配置 [800] [-58] [1]\n配置 [800] [-8] [1]\n配置 [800] [42] [1]\n配置 [862] [-8] [1]\n配置 [912] [20] [1]\n配置 [962] [0] [1]\n配置 [1012] [-50] [1]\n配置 [1384] [-118] [1]\n配置 [1434] [-118] [1]\n配置 [1484] [-118] [1]\n配置 [1534] [-118] [1]\n配置 [1584] [-118] [1]\n配置 [1634] [-118] [1]\n配置 [1684] [-118] [1]\n配置 [1734] [-118] [1]\n配置 [1384] [-168] [1]\n配置 [1434] [-168] [1]\n配置 [1484] [-168] [1]\n配置 [1534] [-168] [1]\n配置 [1584] [-168] [1]\n配置 [1634] [-168] [1]\n配置 [1684] [-168] [1]\n配置 [1384] [-218] [1]\n配置 [1434] [-218] [1]\n配置 [1484] [-218] [1]\n配置 [1534] [-218] [1]\n配置 [1584] [-218] [1]\n配置 [1634] [-218] [1]\n配置 [1684] [-218] [1]\n配置 [1384] [-268] [1]\n配置 [1434] [-268] [1]\n配置 [1484] [-268] [1]\n配置 [1534] [-268] [1]\n配置 [1584] [-268] [1]\n配置 [1634] [-268] [1]\n配置 [1684] [-268] [1]\n配置 [1783] [-111] [1]\n配置 [1833] [-111] [1]\n配置 [1883] [-65] [1]\n配置 [1933] [-15] [1]\n配置 [2007] [80] [1]\n配置 [2057] [130] [1]\n配置 [2107] [180] [1]\n配置 [2157] [130] [1]\n配置 [2209] [112] [1]\n配置 [2259] [112] [1]\n配置 [2309] [112] [1]\n配置 [2359] [112] [1]\n配置 [2409] [112] [1]\n配置 [2459] [112] [1]\n配置 [2509] [112] [1]\n配置 [2559] [112] [1]\n配置 [2609] [112] [1]\n配置 [2940] [19] [1]\n配置 [2940] [69] [1]\n配置 [2940] [119] [1]\n配置 [2940] [169] [1]\n配置 [3361] [62] [1]\n配置 [3411] [112] [1]\n配置 [3461] [112] [1]\n配置 [3511] [112] [1]\n配置 [3561] [112] [1]\n配置 [3611] [62] [1]\n配置 [4025] [105] [1]\n配置 [4025] [155] [1]\n配置 [4025] [205] [1]\n配置 [4025] [255] [1]\nset [コインの枚数 v] to [0]\nhide\n\nwhen I start as a clone\nforever\n set size to (100) %\n set volume to (80) %\n if <touching (プレイヤー v)?> then\n set [ok? v] to [1]\n set [ok? v] to [1]\n start sound [Coin v]\n change [コインの枚数 v] by (1)\n end\nend\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\n@制限時間\n\nwhen I receive [message1 v]\nset [制限時間・カウント v] to [0]\nset [信仰具合(進行具合ですよwww) v] to [Yes]\nset [制限時間・カウント v] to [0]\nif <<not <(信仰具合(進行具合ですよwww)) = [No]>> and <(信仰具合(進行具合ですよwww)) = [Yes]>> then\n repeat until <(信仰具合(進行具合ですよwww)) = [No]>\n wait (1) seconds\n change [制限時間・カウント v] by (1)\n end\nend\n\nwhen I receive [ステージを消す v]\nset [信仰具合(進行具合ですよwww) v] to [No]\n\nwhen flag clicked\nset [信仰具合(進行具合ですよwww) v] to [No]\n\nwhen I receive [goal v]\nset [信仰具合(進行具合ですよwww) v] to [No]\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nset [a v] to (桁)\nchange x by ((桁) * (16))\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n switch costume to (letter (桁) of (制限時間・カウント))\n if <<((20) - (長さ)) = ((20) - (a))> or <((20) - (長さ)) < ((20) - (a))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [message1 v]\nset [桁 v] to [1]\ngo to x: (165) y: (130)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I receive [message1 v]\nset [変数 v] to [0]\nforever\n set [長さ v] to (length of (制限時間・カウント))\nend\n\nwhen I receive [messege2 v]\nset [桁 v] to [1]\ngo to x: (165) y: (130)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I receive [messege2 v]\nset [制限時間・カウント v] to [0]\nset [信仰具合(進行具合ですよwww) v] to [Yes]\nset [制限時間・カウント v] to [0]\nif <<not <(信仰具合(進行具合ですよwww)) = [No]>> and <(信仰具合(進行具合ですよwww)) = [Yes]>> then\n repeat until <(信仰具合(進行具合ですよwww)) = [No]>\n wait (1) seconds\n change [制限時間・カウント v] by (1)\n end\nend\n\nwhen I receive [messege2 v]\nset [変数 v] to [0]\nforever\n set [長さ v] to (length of (制限時間・カウント))\nend\n\n@日の丸からのヒント1\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [829] [-372] [1]\nswitch costume to (none v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nif <touching (プレイヤー v)?> then\n if <(language::translate) = [日本語]> then\n say [一つ目のスターコインは近いです!]\n else\n say (translate [一つ目のスターコインは近いです!] to ((language::translate) v)::translate)\n end\nelse\n say []\nend\nswitch costume to (My_n)\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [message1 v]\nhide\nステージ配置 [1100] [-100] [1]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n if <(ステージナンバー) = [1]> then\n 移動 ((1100) - (Camera_x)) ((-100) - (Camera _y))\n else\n if <(ステージナンバー) = [2]> then\n 移動 ((690) - (Camera_x)) ((-372) - (Camera _y))\n end\n end\nend\nbroadcast (プログラム v)\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@日の丸からのヒント2\n\nwhen I receive [messege2 v]\nhide\nステージ配置 [1240] [-32] [1]\nステージ配置 [2880] [-9] [2]\nswitch costume to (none v)\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n if <<<(ステージナンバー) = [2]> or <(ステージナンバー) = [1]>> and <(costume [number v]) = [2]>> then\n if <(language::translate) = [日本語]> then\n say [二つ目のスターコインは近いです!]\n else\n say (translate [二つ目のスターコインは近いです!] to ((language::translate) v)::translate)\n end\n end\n if <<(ステージナンバー) = [2]> and <(costume [number v]) = [3]>> then\n if <(language::translate) = [日本語]> then\n say [三つ目のスターコインは近いです!]\n else\n say (translate [三つ目のスターコインは近いです!] to ((language::translate) v)::translate)\n end\n end\n else\n say []\n end\n switch costume to (My_n)\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [message1 v]\nhide\nステージ配置 [2668] [200] [1]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n if <(ステージナンバー) = [1]> then\n 移動 ((2668) - (Camera_x)) ((200) - (Camera _y))\n else\n if <(ステージナンバー) = [2]> then\n if <(costume [number v]) = [2]> then\n 移動 ((1240) - (Camera_x)) ((-32) - (Camera _y))\n end\n if <(costume [number v]) = [3]> then\n 移動 ((2880) - (Camera_x)) ((-9) - (Camera _y))\n end\n end\n end\nend\nbroadcast (プログラム v)\n\n@ intro\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (0) y: (0)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n set size to (100) %\n show\n point in direction (90)\n go to x: (1) y: (350)\n repeat until <(y position) < [1]>\n change y by ((y position) / (-7))\n end\n wait (2) seconds\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (100) %\n show\n point in direction (90)\n go to x: (-303) y: (30)\n repeat until <(x position) > [1]>\n change x by (((2) - (x position)) / (7))\n end\n wait (0.1) seconds\n repeat (7)\n point in direction (-90)\n set size to (100) %\n set [変数2 v] to [0]\n repeat (46)\n set [変数2 v] to (((変数2) * (0.2)) + (((90) - (direction)) * (0.1)))\n turn right (変数2) degrees\n end\n wait (0.28) seconds\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n set size to (100) %\n show\n point in direction (90)\n go to x: (303) y: (-88)\n repeat until <[-1] > (x position)>\n change x by (((-2) - (x position)) / (7))\n end\n repeat (7)\n point in direction (90)\n set [変数 v] to [0]\n set size to (0) %\n repeat (50)\n set [変数 v] to (((変数) * (0.75)) + (((120) - (size)) * (0.3)))\n change size by (変数)\n end\n wait (0.18) seconds\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.2) seconds\n show\n set size to (60) %\n go to [front v] layer\n go [backward v] (3) layers\n set [brightness v] effect to (20)\n point in direction (pick random (0) to (360))\n repeat until <touching (_edge_ v)?>\n change size by (-2)\n switch costume to (pick random (4) to (5))\n move (10) steps\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n wait (0.95) seconds\n show\n point in direction (90)\n go to x: (-473) y: (-5)\n repeat until <(x position) > [0]>\n change x by (((2) - (x position)) / (7))\n end\n wait (13) seconds\n broadcast (1 v)\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go [backward v] (2) layers\n wait (0.5) seconds\n show\n point in direction (90)\n go to x: (437) y: (-5)\n repeat until <(x position) < [0]>\n change x by (((2) - (x position)) / (7))\n end\n wait (13) seconds\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n wait (2) seconds\n show\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (350)\n broadcast (2 v)\n set [イントロ v] to [0]\n repeat until <(y position) < [1]>\n change y by ((y position) / (-7))\n end\n repeat until <[400] < (y position)>\n change y by ((y position) / (7))\n end\nend\nif <(costume [number v]) = [9]> then\n wait (2) seconds\n show\n go [forward v] (3) layers\n go to x: (0) y: (0)\n set size to (150) %\n set [brightness v] effect to (-4)\n switch costume to (コスチューム8 v)\n create clone of (_myself_ v)\n repeat (3)\n repeat (9)\n change size by (10)\n end\n repeat (7)\n change size by (6)\n end\n end\n repeat (5)\n repeat (9)\n switch costume to (コスチューム11 v)\n change size by (((size) / (100)) * (4.2))\n switch costume to (コスチューム8 v)\n end\n repeat (7)\n switch costume to (コスチューム11 v)\n change size by (((size) / (100)) * (1))\n switch costume to (コスチューム8 v)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n wait (1.9) seconds\n show\n set size to (60) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (30)\n go to (random position v)\n point in direction (pick random (0) to (360))\n switch costume to (pick random (11) to (13))\n repeat until <touching (_edge_ v)?>\n move (1) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nwait (1) seconds\nbroadcast (イントロ v)\n\nwhen I receive [1 v]\nif <(costume [number v]) = [7]> then\n delete this clone\nend\n\nwhen I receive [2 v]\nwait (2.7) seconds\ndelete this clone\n\nwhen I receive [イントロ v]\nhide\nstart sound [electro-light-discovery-vyW3wznZ v]\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム8 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム10 v)\ncreate clone of (_myself_ v)\nブロック名\nswitch costume to (コスチューム7 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム14 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nbroadcast (start v)\n\nwhen I receive [2 v]\nif <(costume [number v]) = [9]> then\n delete this clone\nend\n\ndefine ブロック名\nrepeat (350)\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\nend\n\nwhen I receive [イントロ v]\nrepeat (60)\n create clone of (_myself_ v)\n switch costume to (コスチューム9 v)\nend\n\nwhen I receive [2 v]\nwait (3) seconds\nbroadcast (キャラクターセレクト v)\n\nwhen I receive [イントロ v]\nset [イントロ v] to [1]\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(イントロ) = [1]>> then\n stop [other scripts in sprite v]\n broadcast (! v)\n delete this clone\n end\nend\n\nwhen I receive [! v]\nstop all sounds\nshow\nswitch costume to (コスチューム7 v)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (350)\nbroadcast (2 v)\nset [イントロ v] to [0]\nrepeat until <(y position) < [1]>\n change y by ((y position) / (-7))\nend\nrepeat until <[400] < (y position)>\n change y by ((y position) / (7))\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@ホーム画面\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <(costume [name v]) = [2]> then\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n else\n if <(costume [name v]) = [3]> then\n set y to (([cos v] of ((timer) * (100)) ) * (10))\n else\n if <not <(costume [name v]) = [1]>> then\n set y to (([sin v] of ((timer) * (100)) ) * (20))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine クローン\nswitch costume to (1 v)\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nset size to (80) %\nrepeat (4)\n create clone of (_myself_ v)\n switch costume to ((costume [name v]) - (1))\nend\n\nwhen I start as a clone\nforever\n if <[4] < (costume [name v])> then\n switch costume to (5 v)\n repeat until <(costume [number v]) = [12]>\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen I receive [キャラクターセレクト v]\nクローン\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [messege2 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@はてな\n\nwhen I receive [ステージセレクト v]\nset [ghost v] effect to (0)\nset size to (100) %\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nhide\n\nwhen this sprite clicked\nstart sound [選択 v]\nbroadcast (説明 v)\n\nwhen I receive [キャラクターセレクト v]\nset [ghost v] effect to (0)\nshow\ngo to x: (120) y: (-150)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\nend\n\n@前\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージセレクト v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (前 v)\n\nwhen I receive [キャラクターセレクト v]\nshow\n\n@次\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージセレクト v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (次 v)\n\nwhen I receive [キャラクターセレクト v]\nshow\n\n@説明\n\nwhen flag clicked\nhide\n\nwhen I receive [説明 v]\nstop [other scripts in sprite v]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset size to (5) %\ngo to [front v] layer\nshow\nrepeat (8)\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [戻る v]\nstop [other scripts in sprite v]\nif <(costume [name v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n repeat (10)\n change size by ((((0) - (size)) + (-5)) / (4))\n end\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (3 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nstart sound [次 v]\nif <not <(costume [number v]) = [3]>> then\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n set [なめらか v] to [0]\n set size to (80) %\n set [なめらか v] to ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n repeat (20)\n change size by (なめらか)\n change [なめらか v] by ((((100) - (size)) / (4)) - ((なめらか) / (3)))\n end\n set size to (100) %\nend\n\n@セレクト\n\nwhen flag clicked\nhide\n\nwhen I receive [キャラクターセレクト v]\nswitch costume to (コスチューム1 v)\ngo to x: (120) y: (35)\nset [brightness v] effect to (0)\nshow\n\nwhen I receive [ステージセレクト v]\nhide\n\nwhen I receive [前 v]\nset [セレクト: ムーブ v] to [0]\nset size to (30) %\nset [セレクト: ムーブ v] to ((((100) - (size)) / (4)) - ((セレクト: ムーブ) / (3)))\nif <(ゴールの回数) > [3]> then\n if <not <(costume [number v]) = [7]>> then\n if <not <(costume [number v]) = [11]>> then\n if <not <(costume [number v]) = [13]>> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (コスチューム11 v)\n end\n else\n switch costume to (コスチューム9 v)\n end\n else\n switch costume to (コスチューム5 v)\n end\nelse\n if <(ゴールの回数) > [2]> then\n if <not <(costume [number v]) = [7]>> then\n if <not <(costume [number v]) = [13]>> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (コスチューム10 v)\n end\n else\n switch costume to (コスチューム5 v)\n end\n else\n if <(ゴールの回数) > [0]> then\n if <not <(costume [number v]) = [8]>> then\n if <not <(costume [number v]) = [13]>> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (コスチューム10 v)\n end\n else\n switch costume to (コスチューム6 v)\n end\n else\n if <not <(costume [number v]) = [8]>> then\n if <not <(costume [number v]) = [12]>> then\n if <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n else\n switch costume to (コスチューム12 v)\n end\n else\n switch costume to (コスチューム10 v)\n end\n else\n switch costume to (コスチューム6 v)\n end\n end\n end\nend\nrepeat (20)\n change size by (セレクト: ムーブ)\n change [セレクト: ムーブ v] by ((((100) - (size)) / (4)) - ((セレクト: ムーブ) / (3)))\nend\nset size to (100) %\n\nwhen I receive [次 v]\nset [セレクト: ムーブ v] to [0]\nset size to (30) %\nset [セレクト: ムーブ v] to ((((100) - (size)) / (4)) - ((セレクト: ムーブ) / (3)))\nif <(ゴールの回数) > [3]> then\n if <not <(costume [number v]) = [5]>> then\n if <not <(costume [number v]) = [9]>> then\n if <not <(costume [number v]) = [11]>> then\n next costume\n else\n switch costume to (コスチューム13 v)\n end\n else\n switch costume to (コスチューム11 v)\n end\n else\n switch costume to (コスチューム7 v)\n end\nelse\n if <(ゴールの回数) > [2]> then\n if <not <(costume [number v]) = [5]>> then\n if <not <(costume [number v]) = [10]>> then\n next costume\n else\n switch costume to (コスチューム13 v)\n end\n else\n switch costume to (コスチューム7 v)\n end\n else\n if <(ゴールの回数) > [0]> then\n if <not <(costume [number v]) = [6]>> then\n if <not <(costume [number v]) = [10]>> then\n next costume\n else\n switch costume to (コスチューム13 v)\n end\n else\n switch costume to (コスチューム8 v)\n end\n else\n if <not <(costume [number v]) = [6]>> then\n if <not <(costume [number v]) = [10]>> then\n if <not <(costume [number v]) = [12]>> then\n next costume\n else\n switch costume to (コスチューム1 v)\n end\n else\n switch costume to (コスチューム12 v)\n end\n else\n switch costume to (コスチューム8 v)\n end\n end\n end\nend\nrepeat (20)\n change size by (セレクト: ムーブ)\n change [セレクト: ムーブ v] by ((((100) - (size)) / (4)) - ((セレクト: ムーブ) / (3)))\nend\nset size to (100) %\n\nwhen I receive [コスチューム v]\nif <(costume [number v]) = [1]> then\n set [プレイヤーコスチューム v] to [1]\nelse\n if <(costume [number v]) = [2]> then\n set [プレイヤーコスチューム v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [プレイヤーコスチューム v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [プレイヤーコスチューム v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [プレイヤーコスチューム v] to [5]\n else\n if <<(costume [number v]) = [6]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [12]>>> then\n stop [this script v]\n end\n if <(costume [number v]) = [7]> then\n broadcast (念のため v)\n else\n if <(costume [number v]) = [8]> then\n set [プレイヤーコスチューム v] to [7]\n else\n if <(costume [number v]) = [9]> then\n set [プレイヤーコスチューム v] to [8]\n else\n if <(costume [number v]) = [11]> then\n set [プレイヤーコスチューム v] to [9]\n else\n if <(costume [number v]) = [13]> then\n set [プレイヤーコスチューム v] to [10]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (ステージセレクト v)\n\nwhen flag clicked\nset [ゴールの回数 v] to [0]\n\nwhen I receive [ゴール v]\nchange [ゴールの回数 v] by (1)\n\nwhen I receive [念のため v]\nswitch costume to (コスチューム7 v)\nset [プレイヤーコスチューム v] to [6]\nbroadcast (ステージセレクト v)\n\n@決定ボタン\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nhide\n\nwhen I receive [ステージセレクト v]\nset [ghost v] effect to (0)\nset size to (100) %\nhide\n\nwhen I receive [キャラクターセレクト v]\nset [ghost v] effect to (0)\nshow\ngo to x: (120) y: (-90)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n if <([costume # v] of [セレクト v]) = [12]> then\n switch costume to (コスチューム1 v)\n else\n if <([costume # v] of [セレクト v]) = [10]> then\n switch costume to (コスチューム3 v)\n else\n if <([costume # v] of [セレクト v]) = [6]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (ボタン v)\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (0.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nplay sound [決定、ボタン押下33 v] until done\nbroadcast (コスチューム v)\n\nwhen I receive [キャラクターセレクト v]\nset [ghost v] effect to (0)\nshow\ngo to x: (120) y: (-90)\nforever\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\nend\n\n@題名\n\nwhen flag clicked\nhide\n\nwhen I receive [キャラクターセレクト v]\ngo to x: (85) y: (80)\ngo to [front v] layer\nset size to (5) %\nshow\nrepeat (23)\n change size by (((80) - (size)) / (4))\nend\n\nwhen I receive [キャラクターセレクト v]\nforever\n set y to ((80) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [messege2 v]\nhide\n\nwhen I receive [ステージセレクト v]\nstop [other scripts in sprite v]\nhide\n\n@戻るボタン\n\nwhen I receive [説明 v]\nwait (0.1) seconds\ngo to x: (-200) y: (-189)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nbroadcast (大きさ v)\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\nwhen this sprite clicked\nstart sound [選択 v]\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nstart sound [キャンセル v]\nswitch costume to (1 v)\nbroadcast (戻る v)\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-210) - (y position)) / (4))\nend\nhide\n\nwhen flag clicked\nhide\n\n@ステージセレクト2\n\nwhen flag clicked\nset size to (85) %\nhide\n\nwhen I receive [ステージセレクト v]\nstop [other scripts in sprite v]\nshow\ngo to x: (-150) y: (0)\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (0.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (0)\n set size to (85) %\n end\n switch costume to (コスチューム1 v)\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nplay sound [決定 v] until done\nset [ステージセレクト v] to [2]\nhide\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [messege2 v]\nhide\n\nwhen I receive [messege2 v]\nforever\n hide\nend\n\nwhen I receive [messege2 v]\nforever\n hide\nend\n\n@ステージセレクト3\n\nwhen flag clicked\nset size to (85) %\nhide\n\nwhen I receive [ステージセレクト v]\nstop [other scripts in sprite v]\nshow\ngo to x: (150) y: (0)\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n change [ghost v] effect by (0.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [ghost v] effect to (0)\n set size to (85) %\n end\n if <[1] < (ゴールの回数)> then\n switch costume to (コスチューム1 v)\n else\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen this sprite clicked\nif <[1] < (ゴールの回数)> then\n stop [other scripts in sprite v]\n play sound [決定 v] until done\n set [ステージセレクト v] to [2]\n hide\n broadcast (messege2 v)\nelse\n stop [this script v]\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [messege2 v]\nhide\n\nwhen I receive [messege2 v]\nforever\n hide\nend\n\nwhen I receive [messege2 v]\nforever\n hide\nend\n\n@ホームボタン\n\nwhen flag clicked\ngo to x: (-210) y: (-155)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nshow\nforever\n go to [front v] layer\n set [ホームボタン: ムーブ v] to [0]\n set size to (30) %\n set [ホームボタン: ムーブ v] to ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n repeat (20)\n change size by (ホームボタン: ムーブ)\n change [ホームボタン: ムーブ v] by ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n end\n set size to (100) %\nend\n\nwhen this sprite clicked\nstart sound [選択 v]\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nstart sound [キャンセル v]\nswitch costume to (1 v)\nbroadcast (ステージを消す v)\nwait (0.1) seconds\nbroadcast (キャラクターセレクト v)\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-210) - (y position)) / (4))\nend\nhide\n\nwhen I receive [ゴール v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [messege2 v]\nshow\nforever\n go to [front v] layer\n set [ホームボタン: ムーブ v] to [0]\n set size to (30) %\n set [ホームボタン: ムーブ v] to ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n repeat (20)\n change size by (ホームボタン: ムーブ)\n change [ホームボタン: ムーブ v] by ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n end\n set size to (100) %\nend\n\nwhen I receive [message1 v]\nwait (0.1) seconds\ngo to x: (-210) y: (-155)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\nwhen I receive [gameover v]\ngo to x: (-210) y: (-155)\nhide\n\nwhen I receive [ゴール v]\nshow\nforever\n go to [front v] layer\n set [ホームボタン: ムーブ v] to [0]\n set size to (30) %\n set [ホームボタン: ムーブ v] to ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n repeat (20)\n change size by (ホームボタン: ムーブ)\n change [ホームボタン: ムーブ v] by ((((100) - (size)) / (4)) - ((ホームボタン: ムーブ) / (3)))\n end\n set size to (100) %\nend\n\nwhen I receive [キャラクターセレクト v]\ngo to x: (-210) y: (-155)\nhide\n\nwhen I receive [messege2 v]\nwait (0.1) seconds\ngo to x: (-210) y: (-155)\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\nend\n\nwhen I receive [ゴール v]\nwait (0.1) seconds\ngo to x: (-210) y: (-155)\nset size to (100) %\nswitch costume to (1 v)\nrepeat (10)\n go to [front v] layer\nend\nshow\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (((-150) - (y position)) / (4))\n go to [front v] layer\nend\nforever\n go to [front v] layer\nend\n\n@Wind\n\nwhen I start as a clone\npoint in direction (pick random (-180) to (180))\ngo to x: (240) y: (pick random (-240) to (240))\nset size to (pick random (140) to (40)) %\nset [brightness v] effect to (200)\nshow\npoint in direction (pick random (75) to (105))\nrepeat until <<(x position) < [-220]> and <touching (_edge_ v)?>>\n change x by ((size) / (-20))\nend\ndelete this clone\n\nwhen I receive [messege2 v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [キャラクターセレクト v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\ndelete this clone\n\n
IF YOU JUMP OFF FROM HIGH PLACES, YOU WILL DIE!\nUse arrow keys to move.\nI hope you like this scrolling platformer.\nMade for SDS GROW...\nGo to my profile for much much more.\nI have 30 platformers on this account.\n
Minecraft Platformer 5 - Mobile Friendly Platformer- マインクラフトプラットフォーマー
@Stage\n\nwhen flag clicked\nset [mosaic v] effect to (200)\nforever\n repeat (20)\n change [mosaic v] effect by (10)\n wait (0.1) seconds\n end\n set [mosaic v] effect to (200)\nend\n\nchange [brightness v] effect by (0.1)\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n play sound [Mystery v] until done\nend\n\nset [mosaic v] effect to (0)\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to [230]\nset [scroll y v] to [30]\nset size to (100) %\nshow\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen flag clicked\n\nif <touching (spikes v)?> then\n\nbroadcast (dead v)\nset [x v] to [0]\nset [y v] to [0]\n\nif <touching color (#fffa00)?> then\n set [yv v] to [19]\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\n\nwhen flag clicked\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [pixelate v] effect to (0)\nforever\n switch costume to (pick random (1) to (5))\n if <(glitch) = [1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n if 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 change [yv v] by (-1)\n change y by (Yv)\n if then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if 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 change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (spikes v)?> then\n broadcast (dead v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (pick random (1) to (5))\n if <(glitch) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level 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 change [yv v] by (-1)\n change y by (Yv)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (floor v)?> or <touching (level v)?>> 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 change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (spikes v)?> then\n broadcast (dead v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (next v)?> then\n wait () seconds\n set size to (100) %\n point in direction (90)\n set [pixelate v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next v)\n wait () seconds\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (tick v)\nend\n\nwhen I receive [start v]\nforever\n if <key (z v) pressed?> then\n set [ghost v] effect to (50)\n start sound [buzz2 v]\n wait (0.01) seconds\n set [glitch v] to [1]\n else\n set [ghost v] effect to (0)\n set [glitch v] to [0]\n end\nend\n\n@floor\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\ngo to x: (0) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <key (z v) pressed?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\n\n@next\n\nwhen flag clicked\nshow\ngo to x: (240) y: (21)\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\ngo to x: ((Scroll X) + (300)) y: ((Scroll Y) + (-50))\n\nwhen I receive [end v]\nhide\n\n@Static\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (120) %\nforever\n next costume\nend\n\nwhen flag clicked\n\nwhen I receive [dead v]\nshow\nstart sound [TV_Static_sound_effect v]\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nwait (0.1) seconds\nbroadcast (reset v)\nrepeat (20)\n change [ghost v] effect by (4)\nend\nset [ghost v] effect to (100)\nhide\n\n@Sprite1\n\n@spikes\n\nwhen I receive [tick v]\ngo to x: (Scroll X) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.01) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@words\n\nwhen I receive [tick v]\ngo to x: ((Scroll X) + (pick random (-1) to (1))) y: ((Scroll Y) + (pick random (-1) to (1)))\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite2\n\n@words2\n\nwhen I receive [tick v]\ngo to x: ((Scroll X) + (pick random (-1) to (1))) y: ((Scroll Y) + (pick random (-1) to (1)))\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n set [my variable v] to [0]\n set size to (100) %\n forever\n change [my variable v] by (15)\n change y by ([cos v] of (my variable) )\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n
HEY! READ THIS IF YOU WANT TO BEAT YOUR FRIEND! >>>>\n\nOkay, first, grab a friend. Don't have one? :'( Challenge yourself by controlling both players at the same time!\n\nHere's the buttons and stuff:\n\nPLAYER 1-\nRed player\nBlue is good. Red is bad.\nTop screen\nArrow keys to move and jump.\n\nPLAYER 2-\nBlue player\nRed is good. Blue is bad.\nBottom screen\nWAD to move and jump.\n\n\n\n\n\n\n\n\n\n\nAnd yes, it's all fair and all possible.\n\nI'll be adding more levels soon.
Multiplayer Scrolling Platformer Engine!
@Stage\n\nwhen I receive [intro done v]\nforever\n play sound [Vexento - Lights v] until done\n play sound [Vexento - Happy Robot v] until done\n play sound [Vexento - Sad Robot v] until done\nend\n\nwhen I receive [intro done v]\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nset [volume v] to [100]\nstop all sounds\n\n@Ground\n\nwhen I receive [green flag v]\ngo [forward v] (1) layers\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nrepeat (10)\n delete this clone\nend\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n repeat (10)\n delete this clone\n end\n switch costume to (level 1 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nelse\n if <(Level) = [2]> then\n repeat (10)\n delete this clone\n end\n switch costume to (2 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n if <(Level) = [3]> then\n repeat (10)\n delete this clone\n end\n switch costume to (3 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n hide\n delete this clone\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag v]\nset [coins collected v] to (join (join [0] [/]) [4])\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((((Y) + ((5) * ([sin v] of (((X) + (game tick)) * (10)) ))) - (10)) - (Scroll Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n Show Total\n if <(Collected) = (Collected Max)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (costume1 v)\n Clone at X: [55] Y: [-56]\n Clone at X: [824] Y: [-111]\n Clone at X: [1679] Y: [-80]\nelse\n if <(Level) = [2]> then\n switch costume to (costume1 v)\n Clone at X: [232] Y: [-106]\n Clone at X: [1505] Y: [-136]\n Clone at X: [358] Y: [119]\n else\n if <(Level) = [3]> then\n switch costume to (costume1 v)\n Clone at X: [550] Y: [168]\n Clone at X: [1305] Y: [-59]\n Clone at X: [3316] Y: [25]\n end\n end\nend\nset [x v] to [-99999]\nset [y v] to [322]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <<(username) = [UnstripedZebra]> or <(username) = [UnstripedZebraTest]>> then\n set [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\n show variable [mouse v]\nend\n\ndefine Show Total\nset [coins collected v] to (join (join (Collected) [/]) (Collected Max))\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (spike v)\n Clone at X: [226] Y: [-82]\n Clone at X: [267] Y: [-82]\n Clone at X: [777] Y: [-13]\n Clone at X: [1391] Y: [0]\n Clone at X: [1421] Y: [0]\n Clone at X: [1451] Y: [0]\n Clone at X: [1929] Y: [127]\nelse\n if <(Level) = [2]> then\n switch costume to (spike v)\n Clone at X: [98] Y: [17]\n Clone at X: [331] Y: [-136]\n Clone at X: [366] Y: [-136]\n Clone at X: [401] Y: [-136]\n Clone at X: [1186] Y: [12]\n Clone at X: [1290] Y: [15]\n Clone at X: [1325] Y: [18]\n else\n if <(Level) = [3]> then\n switch costume to (spike v)\n Clone at X: [45] Y: [-87]\n Clone at X: [242] Y: [45]\n Clone at X: [267] Y: [45]\n Clone at X: [415] Y: [26]\n Clone at X: [515] Y: [-41]\n Clone at X: [543] Y: [-50]\n Clone at X: [575] Y: [-48]\n Clone at X: [1087] Y: [-72]\n Clone at X: [1443] Y: [158]\n Clone at X: [1475] Y: [159]\n Clone at X: [1776] Y: [-13]\n Clone at X: [1810] Y: [-13]\n else\n end\n end\nend\nset [x v] to [-99999]\nset [y v] to [322]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Exit\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <<touching (player v)?> and <(costume [name v]) = [Open]>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n show\n switch costume to (closed v)\n Go to X: [2040] Y: [242]\nelse\n if <(Level) = [2]> then\n show\n switch costume to (closed v)\n Go to X: [2040] Y: [242]\n else\n if <(Level) = [3]> then\n show\n switch costume to (closed v)\n Go to X: [3590] Y: [173]\n else\n hide\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Go to X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu\n\nwhen flag clicked\nstop all sounds\nDelete\n\ndefine Reset\nset size to (100) %\nswitch costume to (full v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nshow\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\nrepeat (3)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (sound1 v)\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nswitch costume to (sound0 v)\nrepeat (2)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n forever\n point in direction ((90) + ((2) * ([sin v] of (((timer) - (2)) * (275)) )))\n end\nelse\n if <(id) = [2]> then\nend\n\nwhen this sprite clicked\nif <(id) = [1]> then\n\nwhen I receive [play game v]\nDelete\n\ndefine Delete\nhide\ndelete this clone\n\nwhen I receive [menu v]\nReset\nwait (0.01) seconds\nhide\n\nwhen I receive [credits v]\nDelete\n\nwhen I receive [questions v]\nDelete\n\nwhen I receive [level select v]\nDelete\n\n@In-game Buttons\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to [front v] layer\n go to x: (-204) y: (150)\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (10)\n end\n end\nelse\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-167) y: (150)\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (10)\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (-130) y: (150)\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (10)\n end\n end\n else\n if <(id) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n end\n end\n end\nend\n\ndefine Delete\nhide\ndelete this clone\n\nwhen flag clicked\nset [id v] to [0]\nDelete\n\nwhen I receive [menu v]\nDelete\n\ndefine Reset\nset size to (100) %\nswitch costume to (full v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nshow\nclear graphic effects\ngo to [front v] layer\npoint in direction (90)\nrepeat (2)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nnext costume\nrepeat (2)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I receive [play game v]\nDelete\nReset\n\nwhen this sprite clicked\nif <(id) = [1]> then\n broadcast (Play Game v)\nelse\n if <(id) = [2]> then\n if < (costume [name v]) contains [1]?> then\n set [volume v] to [0]\n switch costume to (sound0 v)\n else\n set [volume v] to [100]\n switch costume to (sound1 v)\n end\n else\n if <(id) = [3]> then\n broadcast (Menu v)\n broadcast (Stop Game v)\n else\n if <(id) = [4]> then\n end\n end\nend\n\nwhen I receive [level select v]\nDelete\n\n@Questions/Instructions\n\nwhen flag clicked\nset [id v] to [0]\nDelete\n\ndefine Delete\nhide\ndelete this clone\n\nwhen I receive [menu v]\nDelete\n\nwhen I receive [questions v]\nReset\n\ndefine Reset\ngo to [front v] layer\nset [id v] to [0]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nswitch costume to (full v)\nrepeat (2)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to x: (0) y: (0)\nelse\n if <(id) = [2]> then\n clear graphic effects\n go to x: (-210) y: (-159)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen this sprite clicked\nif <(id) = [1]> then\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@mist\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nrepeat (10)\n delete this clone\nend\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n repeat (10)\n delete this clone\n end\n switch costume to (level 1 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nelse\n if <(Level) = [2]> then\n repeat (10)\n delete this clone\n end\n switch costume to (2 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n if <(Level) = [3]> then\n repeat (10)\n delete this clone\n end\n switch costume to (3 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n else\n hide\n delete this clone\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@level select\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level select v]\nClone\n\ndefine Clone\nrepeat (10)\n delete this clone\nend\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [0]\nhide\nclear graphic effects\ngo to [front v] layer\nswitch costume to (full v)\nrepeat (6)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(id) = [1]> then\n go to x: (0) y: (0)\n go to [back v] layer\nelse\n if <(id) = [2]> then\n go to x: (0) y: (0)\n repeat (30)\n set y to (((y position) - (-130)) / (3))\n end\n forever\n point in direction ((90) + ((3) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n repeat (30)\n set x to (((x position) - (130)) / (3))\n end\n set size to (100) %\n forever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\n end\n end\n else\n if <(id) = [4]> then\n go to x: (0) y: (0)\n set size to (100) %\n forever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\n end\n end\n else\n if <(id) = [5]> then\n go to x: (0) y: (0)\n repeat (30)\n set x to (((x position) - (-130)) / (3))\n end\n set size to (100) %\n forever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\n end\n end\n else\n if <(id) = [6]> then\n go to x: (-199) y: (-137)\n set size to (100) %\n forever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(id) = [1]> then\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\ngo to x: (0) y: (150)\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Exit) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nswitch costume to (idle v)\nset [x v] to [0]\nset [y v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [game tick v] to [0]\nset [frame v] to [0]\nshow\npoint in direction (90)\nset size to (95) %\nclear graphic effects\n\ndefine Tick\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <not <<<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> or <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>>>> then\n set [frame v] to [0]\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n change [frame v] by (0.5)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n change [frame v] by (0.5)\n point in direction (90)\nend\nset [speed x v] to ((Speed X) * (0.8))\nif <([abs v] of (Speed X) ) > [0.9]> then\n Change Player X by (round (Speed X))\nend\nif <<<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(In Air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <key (r v) pressed?> then\n broadcast (Play Game v) and wait\nend\nchange [speed y v] by (-2)\nChange Player Y by (Speed Y)\nTest - Die\nset [scroll x v] to (X)\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (Scroll Y)) / (10)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-230]> then\n set [exit v] to [Die]\nend\nchange [game tick v] by (1)\nAnimate\n\ndefine Change Player Y by (speed y)\nchange [y v] by (speed y)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player X by (speed x)\nchange [x v] by (speed x)\nPosition\nif <touching (ground v)?> then\n repeat (20)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-20)\n repeat until <not <touching (ground v)?>>\n if <(speed x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Stop Game v)\nbroadcast (Level Select v)\nwait (1) seconds\n\nwhen I receive [stop game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Animate\nif <(In Air) < [6]> then\n if <(frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (7))) )\n end\nelse\n if <(Speed Y) > [-2]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen I receive [hop v]\nset [speed y v] to [16]\n\n@enemies\n\ndefine move enemy\nset rotation style [left-right v]\nset size to (100) %\nnext costume\nset [old x v] to (X)\nset [x v] to (round ((origin x) + ((move x) * ([abs v] of (((((game tick) / (divider)) + (offset)) mod (2)) - (1)) ))))\nset [y v] to (round ((origin y) + ((move y) * ([abs v] of (((((game tick) / (divider)) + (offset)) mod (2)) - (1)) ))))\nif <touching (player v)?> then\n if <<([y v] of [player v]) > (Y)> and <([speed y v] of [player v]) < [0]>> then\n broadcast (hop v)\n delete this clone\n else\n set [exit v] to [DIE]\n end\nend\nposition\nif <(old x) > (X)> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine enemy at X: (x) and y: (y)\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [origin x v] to (x)\nset [origin y v] to (y)\nset [offset v] to [0]\n\ndefine then glide (n) secs to x: (x) and y: (y)\nset [origin x v] to (x)\nset [origin y v] to (y)\nset [move x v] to ((X) - (x))\nset [move y v] to ((Y) - (y))\nset [divider v] to ((30) * (n))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n enemy at X: [1475] and y: [10]\n then glide [3] secs to x: [1600] and y: [10]\n enemy at X: [1725] and y: [45]\n then glide [2] secs to x: [1805] and y: [45]\n bye bye, screen\nelse\n if <(Level) = [2]> then\n enemy at X: [-135] and y: [-9]\n then glide [2] secs to x: [-57] and y: [-9]\n enemy at X: [1024] and y: [12]\n then glide [2] secs to x: [1101] and y: [12]\n bye bye, screen\n else\n if <(Level) = [3]> then\n enemy at X: [-90] and y: [-82]\n then glide [2] secs to x: [0] and y: [-82]\n enemy at X: [785] and y: [-43]\n then glide [2] secs to x: [889] and y: [-43]\n enemy at X: [1853] and y: [-13]\n then glide [2] secs to x: [1954] and y: [-13]\n bye bye, screen\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine position\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [tick v]\nmove enemy\n\ndefine bye bye, screen\nenemy at X: [-99999] and y: [-99999]\nthen glide [9] secs to x: [-99999] and y: [-99999]\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\n@Credits\n\nwhen flag clicked\nset [id v] to [0]\nDelete\n\ndefine Delete\nhide\ndelete this clone\n\nwhen I receive [menu v]\nDelete\n\nwhen I receive [credits v]\nReset\n\ndefine Reset\ngo to [front v] layer\nset [id v] to [0]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nswitch costume to (full v)\nrepeat (2)\n next costume\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to x: (0) y: (0)\nelse\n if <(id) = [2]> then\n clear graphic effects\n go to x: (-210) y: (-159)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (10)\n end\n end\nend\n\nwhen this sprite clicked\nif <(id) = [1]> then\n\n@intro\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (text \(intro\) v)\n\nwhen flag clicked\nwait (0.001) seconds\nreset timer\ngo to x: (0) y: (0)\npoint in direction (90)\nstart sound [Intro Music v]\nswitch costume to (star v)\nset [id2 v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (l v)\nhide\nwait until <(timer) > [4.5]>\nforever\n repeat until <(timer) > [7.5]>\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [bw v] to [1]\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [bw v] to [2]\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (100) %\nif <<(id) = [1]> and <(costume [name v]) = [L]>> then\n if <(bw) = [1]> then\n switch costume to (l v)\n else\n switch costume to (l2 v)\n end\n set x to (-120)\n wait until <(timer) > [4.5]>\n set [# v] to [22]\n repeat (22)\n set x to (item (#) of [r v])\n change [# v] by (-1)\n point in direction (((2) * ([sin v] of ((timer) * (80)) )) + (90))\n change size by (0)\n end\n delete this clone\nend\nif <<(id) = [2]> and <(costume [name v]) = [L]>> then\n if <(bw) = [1]> then\n switch costume to (l v)\n else\n switch costume to (l2 v)\n end\n set x to (120)\n wait until <(timer) > [4.5]>\n set [# v] to [22]\n repeat (22)\n change size by (0)\n point in direction (((2) * ([sin v] of ((timer) * (80)) )) + (90))\n set x to ((item (#) of [r v]) * (-1))\n change [# v] by (-1)\n end\n delete this clone\nend\nif <<(id2) = [2]> and <not <(costume [number v]) = [22]>>> then\n set x to (500)\n go to [front v] layer\n if <<(costume [number v]) < [12]> and <(costume [number v]) > [2]>> then\n set y to (25)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait (0.3) seconds\n set [# v] to [23]\n repeat (23)\n set x to ((item (#) of [r2 \(d2\) v]) + (0))\n change [# v] by (-1)\n end\n delete this clone\n else\n set y to (-25)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait (0.3) seconds\n set [# v] to [23]\n repeat (23)\n set x to ((item (#) of [r2 \(d2\) v]) - (0))\n change [# v] by (-1)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [22]> then\n switch costume to (dot v)\n set size to (pick random (10) to (50)) %\n set [brightness v] effect to (pick random (0) to (100))\n set [y v] to (pick random (0.) to (20.))\n set [x v] to (pick random (-10.) to (10.))\n repeat until <(y position) < [-179]>\n change y by (y)\n change x by (x)\n change [y v] by (-1)\n end\n delete this clone\nend\nif <(id2) = [3]> then\n switch costume to (logo v)\n hide\n wait until <(timer) > [4.5]>\n go to x: (0) y: (0)\n set size to (0) %\n go to [front v] layer\n point in direction (0)\n switch costume to (logo v)\n show\n r\n repeat until <<(round (size)) = [100]> and <(round (direction)) = [90]>>\n set [i v] to ((((100) - (size)) * (0.1)) + ((i) * (0.8)))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (i)\n end\n wait (0.2) seconds\n set [# v] to [22]\n repeat (22)\n set x to (item (#) of [r4 v])\n change [# v] by (-1)\n end\n set x to (-500)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait (0.1) seconds\n set [# v] to [19]\n repeat (19)\n set size to (item (#) of [r5 v]) %\n change [# v] by (-1)\n end\n broadcast (Scroll \(Intro\) v)\n delete this clone\nend\nif <(costume [name v]) = [cover]> then\n go to [front v] layer\n point in direction (90)\n if <(id2) = [4]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (100)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (2))\n change y by (((0) - (y position)) / (2))\n end\n end\n if <(id2) = [5]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (84)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\n end\n end\n if <(id2) = [6]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (68)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (4))\n change y by (((0) - (y position)) / (4))\n end\n end\n if <(id2) = [7]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (52)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n end\n if <(id2) = [8]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (36)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (6))\n change y by (((0) - (y position)) / (6))\n end\n end\n if <(id2) = [9]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (20)\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (7))\n change y by (((0) - (y position)) / (7))\n end\n end\n if <(id2) = [10]> then\n go to x: (500) y: (500)\n set [brightness v] effect to (0)\n set size to (101) %\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (8))\n change y by (((0) - (y position)) / (8))\n end\n end\n wait (0.2) seconds\n broadcast (delete \(intro\) v)\nend\n\nwhen I receive [text \(intro\) v]\nset [id2 v] to [2]\nswitch costume to (1 v)\nrepeat (14)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (l v)\n\nswitch costume to (logo v)\nset size to (0) %\nrepeat until <(round (size)) = [100]>\n add (size) to [r5 v]\n change size by (((100) - (size)) / (4))\nend\n\ndefine r\nswitch costume to (dot v)\nrepeat (60)\n create clone of (_myself_ v)\nend\nswitch costume to (logo v)\n\nwhen I receive [scroll \(intro\) v]\ns\n\ndefine s\nswitch costume to (cover v)\nset [id2 v] to [4]\nrepeat (7)\n create clone of (_myself_ v)\n change [id2 v] by (1)\nend\nswitch costume to (l v)\n\nwhen I receive [delete \(intro\) v]\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Intro Done v)\nbroadcast (Menu v)\ndelete this clone\n\n
Use the arrow keys, was or tap to move\nShort and sweet XD\nThere are now 10 levels!!!\nWoohoo! Top loved!\n4th on trending!\nCHECK OUT MY NEW PLATFORMER!!\nhttps://scratch.mit.edu/projects/330168754/
Purple Ninja (Scrolling platformer)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@Player\n\nwhen flag clicked\nhide\nforever\n if <touching (trampoline v)?> then\n set [yv v] to [17]\n end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction (friction) Slope: (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (XV)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-203) y: (-50)\nset [xv v] to [0]\nset [yv v] to [1]\nforever\n if <(level) < [10]> then\n Platform Gravity: [-1] Jump Height: [13] Side Movement Speed: [3] Friction [.75] Slope: [8]\n else\n Platform Gravity: [-1.5] Jump Height: [13] Side Movement Speed: [3] Friction [.6] Slope: [8]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-203) y: (-50)\n\nwhen I receive [next level v]\ngo to x: (-203) y: (-50)\n\nforever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n stop [all 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 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 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 end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (player4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (player5 v)\n end\n if <<key (up arrow v) pressed?> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (player6 v)\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\nend\n\n@Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n play sound [Summertime - K-2 v] until done\nend\n\n@Intruh\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\nhide\nswitch costume to (profile pic v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nrepeat (190)\n switch costume to (bubble v)\n create clone of (_myself_ v)\nend\n\nSmooth Glide x position: [0] Y position: [0] Smoothness: [10] Direction: [70] Size: [100]\nSmooth Glide x position: [0] Y position: [0] Smoothness: [10] Direction: [110] Size: [100]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n point in direction (90)\n set [timer v] to [0]\n set [brakes v] to [200]\n repeat (40)\n change [timer v] by (40)\n change [brakes v] by (-5)\n set size to (((((([sin v] of (timer) ) * (brakes)) / (timer)) * (100)) * (-1)) + (90)) %\n end\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (100)) ) * (10)))\n end\nend\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go [forward v] (1) layers\n switch costume to (bubble v)\n set [ghost v] effect to (pick random (20) to (50))\n set size to (pick random (40) to (80)) %\n point in direction (pick random (-60) to (-90))\n go to [front v] layer\n set [intro v] to [20]\n set [ghost v] effect to (pick random (40) to (82))\n go to x: (238) y: (pick random (18) to (-182))\n show\n forever\n repeat until <<(x position) = [-246]> or <(x position) < [-230]>>\n move (Intro) steps\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [3]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + (([cos v] of (((timer) - (4)) * (100)) ) * (25)))\n end\nend\nif <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (3)\n wait (1.5) seconds\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n broadcast (start v)\n delete this clone\nend\n\nwhen flag clicked\nstart sound [AP Intro v]\nwait (7.5) seconds\nswitch costume to (end v)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Menu\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo to x: (0) y: (140)\nshow\npoint in direction (82)\nset [turn v] to [0]\nrepeat (4)\n change [turn v] by (1)\n turn right (Turn) degrees\nend\nforever\n repeat (8)\n change [turn v] by (-1)\n turn right (Turn) degrees\n end\n repeat (8)\n change [turn v] by (1)\n turn right (Turn) degrees\n end\nend\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (play v)\n hide\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (20) to (40))\ngo to [back v] layer\ngo to x: (200) y: (pick random (50) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\nend\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) < [10]> then\n wait (3) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Danger\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <(level) = [1]> then\n go to x: (-60) y: (-97)\n end\n if <(level) = [3]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\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\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Sprite1\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-200) to (200)) y: (189)\nset size to (pick random (50) to (100)) %\nrepeat until <(y position) < [-150]>\n change y by (pick random (-5) to (-10))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (7) degrees\n if <touching (player v)?> then\n broadcast (Restart v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(level) = [8]> then\n create clone of (_myself_ v)\n wait (.6) seconds\n end\nend\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [level v] to [1]\nshow\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n change [level v] by (1)\n start sound [Nestlevel v]\n wait until <not <touching (player v)?>>\n end\n if <(level) = [12]> then\n hide\n end\nend\n\n
hello hello hello, roxy here again with my first platformer!\n\n. not mobile friendly, I apologize. .\n\n- unlike most among us platformers made so far, I would like to mention this one has somewhat of a storyline, all art by me, original characters, and small mini games.\n\n- first, show the flag no mercy! c:<\n\n .. click the arrows to change your character\n\n - controls (in project)\n- wad + arrows\n- space to climb the ladder\n- go right to touch the wall for next level\n ...\n- avoid orange's spilled eggs!\n\n- have fun!\n\n...\n\nhi\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI assume you are down here because you are in need of help. to skip a level click see inside, go to the cheat sprite, and click 'broadcast next'.\n\n\n\n\n\n\n\n\n\nyou have now reached the bottom.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\njk this is the real bottom\n\n\n\n\n\n\n\n\n\n\nI swear\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ndon't press u\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nuwu\n
- Fire - A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nswitch backdrop to (backdrop2 v)\n\n@Reset\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (-158) y: (-152)\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Skip\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (158) y: (-152)\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n@Player\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spike v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\n if <touching (pad v)?> then\n change [y v] by (20)\n broadcast (Pad v)\n end\nend\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [BachtoukbikScratch - Night Song \(original\) v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-193) y: (161)\n\nwhen I receive [reset v]\ngo to x: (-193) y: (161)\n\n@ \n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nend\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo [forward v] (50) layers\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (11.47) seconds\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\ngo to x: (36) y: (28)\n\nwhen I receive [skip v]\nnext costume\n\n@Pad\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (0) y: (-114)\nswitch costume to (costume1 v)\n\nwhen I receive [pad v]\nnext costume\nwait (0.2) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [1]> then\n go to x: (0) y: (-114)\n end\n if <([costume # v] of [level v]) = [2]> then\n go to x: (-50) y: (-114)\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (-175) y: (-114)\n end\n if <([costume # v] of [level v]) = [7]> then\n go to x: (-175) y: (-114)\n end\n if <([costume # v] of [level v]) = [8]> then\n go to x: (160) y: (-114)\n end\nend\n\nwhen I receive [skip v]\nforever\n if <([costume # v] of [level v]) = [1]> then\n go to x: (0) y: (-114)\n end\n if <([costume # v] of [level v]) = [2]> then\n go to x: (-50) y: (-114)\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (-175) y: (-114)\n end\n if <([costume # v] of [level v]) = [7]> then\n go to x: (-175) y: (-114)\n end\nend\n\n@Spike\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\n\n
this is not a game.\narrow keys to move.\nmouse to make a star/delete a star.\nIt is written as a platformer, but please think of it as a demo.\n\nこれはゲームではありません\n矢印キーで自機を動かします\n自機が星についてるところを足だと思ってください\nマウスで星を作ったり消したりします\n\n大変でした…自信作です
Explore : A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music Number) = [1]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n repeat until <(TotalStars) > [7]>\n play sound [Dreamlands v] until done\n end\n stop [this script v]\nelse\n if <(Music Number) = [2]> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n repeat until <(Level) = [19]>\n play sound [Droughty Desert v] until done\n end\n stop [this script v]\n else\n if <(Music Number) = [3]> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n \n play sound [Cosmic Endurance v] until done\n end\n stop [this script v]\n end\n end\nend\n\nplay sound [Rainy Dreams v] until done\nplay sound [Droughty Desert v] until done\n\nwhen I receive [particles v]\nrepeat (10)\n change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [show intro v]\nwait until <(TotalStars) > [7]>\nstop all sounds\nset volume to (0) %\nstop [this script v]\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (round 1 v)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nswitch backdrop to (round 2 v)\n\nbroadcast (Play Music v)\n\nset volume to (100) %\n\nrepeat (10)\n change [pitch v] effect by (-2)\nend\n\nclear sound effects\n\nwhen I receive [round 3 v]\nwait (2) seconds\nswitch backdrop to (round 3 v)\n\nwhen I receive [win3 v]\nstop all sounds\nset volume to (0) %\n\nstop all sounds\n\nset volume to (26) %\n\nplay sound [Cosmic Endurance v] until done\n\n@Blank\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n if <(id) = [2]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((92) - (direction)) / (5)) degrees\n end\n repeat (23)\n change size by (((100) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n show\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n set [1 v] to (pick random (-15) to (15))\n set [2 v] to (pick random (-15) to (15))\n set [3 v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (0) y: (0)\n repeat (25)\n go to [front v] layer\n switch costume to (thing 1 v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (1)\n change y by (2)\n turn right (3) degrees\n set [1 v] to ((1) * (0.9))\n set [2 v] to ((2) * (0.9))\n switch costume to (pick random (6) to (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n forever\n change [yv v] by (-0.1)\n change y by (YV)\n end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n delete this clone\nelse\n if <(id) = [2]> then\n delete this clone\n else\n if <(id) = [3]> then\n delete this clone\n else\n if <(id) = [5]> then\n delete this clone\n else\n if <(id) = [6]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n else\n if <(id) = [7]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (1000)\n change [ghost v] effect by (1)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (50)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nwait (2) seconds\ndelete this clone\n\n@Player\n\nwhen I receive [animation v]\n\nwhen I receive [move player v]\nif <not <touching (danger v)?>> then\n change x by (10)\n change y by (10)\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [gravity v] to [1]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n Ground Touch <(Y Velocity) > [0]>\n if <(Gravity) = [1]> then\n switch costume to (idle v)\n else\n switch costume to (upsidedownidle v)\n end\n if <not <touching (water v)?>> then\n if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n if <not <(Dashing?) = [1]>> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (1)\n end\n end\n end\n end\n if <touching (vines v)?> then\n Ladders\n end\n if <(STICK X) > [0.3]> then\n change [x velocity v] by (1.85)\n end\n if <(STICK X) < [-0.3]> then\n change [x velocity v] by (-1.85)\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <<<touching (level v)?> or <touching (coinlock v)?>> or <<touching (blocks v)?> or <touching (lockclones v)?>>> then\n repeat until <<not <<<touching (level v)?> or <touching (coinlock v)?>> or <<touching (blocks v)?> or <touching (lockclones v)?>>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >> then\n repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> and <not <(Round) = [3]>>>>> or <<touching (blocks v)?> or >>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [falling? v] to [-1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<touching (level v)?> or <<touching (blocks v)?> or <touching (jumpable v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n if <(Able to Jump) = [1]> then\n if <(Jumping?) = [False]> then\n set [jumping? v] to [True]\n set [holding v] to [True]\n end\n if <<(Jump) = [0]> and <(Jump) < [3]>> then\n if <(Jumps) < (TotalJumps)> then\n change [jumps v] by (1)\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n if <(Gravity) = [1]> then\n set [y velocity v] to ((jump height) + (0.1))\n else\n set [y velocity v] to [-12.8]\n end\n end\n if <(Falling?) < [7]> then\n if <<touching (left v)?> or <touching (right v)?>> then\n start sound (pick random (34) to (36))\n else\n start sound (pick random (27) to (33))\n end\n end\n else\n broadcast (Shake v)\n end\n end\n end\n if <(Able to Jump) = [0]> then\n broadcast (Show Jump v)\n end\n else\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump v] to [0]\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n if <(Y Velocity) < [11]> then\n change [y velocity v] by (0.8)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.1)\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jumprings v)?>> then\n set [y velocity v] to [13]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\n end\n if <not <<touching (water v)?> or <touching (vines v)?>>> then\n if <(Gravity) = [1]> then\n if <(Y Velocity) > [0]> then\n switch costume to (jump v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (fall v)\n end\n else\n if <(Y Velocity) > [0]> then\n switch costume to (upsidedownfall v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (upsidedownjump v)\n end\n end\n end\nend\nset [playery v] to (round (y position))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [18]> or <(Level) = [24]>>>>> then\n broadcast (ResetLava v)\n broadcast (Next Level v)\n broadcast (Swich to black v)\n broadcast (Create Clone v)\n broadcast (Next v)\n broadcast (Animation v)\n broadcast (Start Keys v)\n broadcast (Lock v)\n start sound [Checkpoint v]\n set size to (100) %\n wait (.04) seconds\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n Spawn Position\n JumpCount\n broadcast (Reset orb v)\n broadcast (Next Level v)\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<(y position) < [-166]> or <<<(y position) > [165]> and <(Gravity) = [2]>> or <<touching (movingspikes v)?> or <<touching (movingspikes2 v)?> or >>>>>> and <not <(CHEAT) = [1]>>> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n JumpCount\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <(CanMovePlayer) = [1]> then\n if <(STICK X) < [-0.3]> then\n point in direction (-90)\n end\n if <(STICK X) > [0.3]> then\n point in direction (90)\n end\n set rotation style [left-right v]\nend\nif <touching (bounce part v)?> then\n if <(Level) = [8]> then\n set [y velocity v] to [18]\n else\n set [y velocity v] to [17.5]\n end\n start sound [spring v]\nend\nif <touching (left v)?> then\n change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n if <(Level) > [22]> then\n change [x velocity v] by (1.34)\n else\n change [x velocity v] by (1.1)\n end\nend\nif <touching (gravityup v)?> then\n set [gravity v] to [2]\nend\nif <touching (gravitydown v)?> then\n set [gravity v] to [1]\nend\nif <touching (bouncepad v)?> then\n if <(Gravity) = [1]> then\n set [y velocity v] to [16]\n else\n set [y velocity v] to [-16]\n end\nend\nif <touching (oppositebounce v)?> then\n if <(Gravity) = [1]> then\n set [y velocity v] to [-11]\n else\n set [y velocity v] to [11]\n end\nend\n\nbroadcast (Stop Sounds v)\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nbroadcast (Swich to black v)\n\nwhen I receive [intro done v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-47)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nrepeat (20)\n go [backward v] (1) layers\nend\nforever\n Check if on JT\n if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n if <(Jumping Higher) = [1]> then\n Platformer Physics [1.85] [0.7] [15]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n else\n if <(Jumping Higher) = [1]> then\n Platformer Physics [1.85] [0.8] [15]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n end\n Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [10]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nset [speed? v] to [0]\nif then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or <<(Level) = [9]> or <(Level) = [10]>>> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nRespawn Position 2\n\ndefine Ladders\nif <touching (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (1.6)\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (-1.6)\n end\n end\n end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n wait until <touching (vines v)?>\n set [viney v] to [3]\n wait until <not <touching (vines v)?>>\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 set [y velocity v] to [8]\n end\nend\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nforever\n wait until <touching (high gravity v)?>\n broadcast (Show Red v)\n wait until <not <touching (high gravity v)?>>\n broadcast (Hide Red v)\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n broadcast (Water v)\n start sound [In Water v]\n wait until <not <touching (water v)?>>\n if <(x position) > [-215]> then\n set [y velocity v] to [7.5]\n end\nend\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nhide\n\nwhen I receive [count v]\n\nshow\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nwhen flag clicked\nforever\n if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n play sound (pick random (20) to (25)) until done\n end\n if <(Level) > [15]> then\n set [totaljumps v] to [999]\n end\nend\n\nif <touching (left v)?> then\n change x by (-4.8)\nend\nif <touching (right v)?> then\n change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\nif <(Speed?) = [1]> then\n Platformer Physics [2] [0.8] [14]\n Detection\nend\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <<(Level) < [6]> or > then\n go to x: (-215) y: (-43)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (5)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [7]> or > then\n go to x: (-215) y: (-43)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [10]> or > then\n go to x: (-215) y: (-89)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n if <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope v] to [0]\n repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope)))\n repeat until <not <touching (jump through v)?>>\n change y by (1)\n switch costume to (idle v)\n set [falling? v] to [0]\n set [y velocity v] to [0]\n end\n else\n if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope)))\n end\n end\n end\n end\nend\n\nif <touching (jump through v)?> then\n repeat until <not <touching (jump through v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to [12.8]\n end\n if <(Falling?) < [7]> then\n start sound (pick random (27) to (33))\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n end\nend\nchange y by (1)\n\nforever\n Jump\nend\n\nbroadcast (Animation v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(TotalStars) > [7]>\ngo [backward v] (3) layers\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [stars count v]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\n\nwhen I receive [round 2 v]\nset [canmoveplayer v] to [0]\ngo to x: (-215) y: (-23)\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n Respawn\nend\n\ndefine JumpCount\nif <(Level) = [8]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\nif <(Level) = [10]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\n\nwhen flag clicked\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nbroadcast (Next v)\n\nset [canmoveplayer v] to [1]\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\nplay sound [3 v] until done\n\nwhen I receive [countdown4 v]\ngo to x: (-215) y: (-37)\npoint in direction (90)\nswitch costume to (idle v)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\ndefine Respawn Position 2\nif <<(Level) = [12]> or <<(Level) = [13]> or <(Level) = [15]>>> then\n go to x: (-215) y: (20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [14]> or > then\n go to x: (-215) y: (90)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [18]> or > then\n go to x: (-215) y: (50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <<(Level) = [20]> or <<(Level) = [21]> or >> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <<(Level) = [23]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\n\ndefine Spawn2\nif <<(Level) = [11]> or > then\n go to x: (-215) y: (-29)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif then\n go to x: (-215) y: (20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [totaljumps v] to [6]\nend\nif then\n go to x: (-215) y: (-79)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (78)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n go to x: (-215) y: (-44)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (-36)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (21)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nSpawn 3\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[] > [50]> then\nend\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (20)\n change size by (((100) - (size)) / (10))\nend\nrepeat (30)\n change size by (((100) - (size)) / (10))\nend\n\nrepeat (80)\n change size by (((100) - (size)) / (10))\nend\n\ndefine Bars\n\nif <touching (grabbars v)?> then\n set [y velocity v] to [0]\nend\n\nstart sound (pick random (27) to (33))\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n set [y velocity v] to [12]\nend\n\nwait (1) seconds\nwait until <<touching (coins v)?> and <(Level) = [13]>>\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\nwhen I receive [countdown2 v]\nforever\n if <<touching (toxicwater v)?> and <not <(CHEAT) = [1]>>> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Next v)\n start sound [Splash v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n JumpCount\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nif <touching (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [5]\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [-5]\n end\n end\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <[] = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[] = [1]>>>> then\n\ndefine Check if on JT\nif <(y position) > [-160]> then\n change y by (-30)\n if <touching (jump through v)?> then\n set [on jt? v] to [1]\n else\n set [on jt? v] to [0]\n end\n change y by (30)\nend\n\nchange y by (-30)\n\nwait until <not <touching (vines v)?>>\n\nwhen flag clicked\nforever\n set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <<(On JT?) = [1]> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(STICK Y) < [-0.1]>>> then\n set [ablejt? v] to [0]\n wait (0.2) seconds\n set [ablejt? v] to [1]\nend\n\nwhen flag clicked\nset [ablejt? v] to [1]\nforever\n Drop Down\nend\n\ndefine Hold to Jump Higher\nif <(Device) = [1]> then\n if <(Y Velocity) < [-5]> then\n set [jumping? v] to [False]\n end\n if <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>>> and <(Holding) = [True]>> then\n set [y velocity v] to ((Y Velocity) / (1.3))\n set [holding v] to [False]\n end\nend\n\nset [jumping? v] to [False]\nset [holding v] to [False]\n\nwait (0.1) seconds\nset [ablejt? v] to [1]\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.3) seconds\nset [canmoveplayer v] to [1]\n\nforever\n if <(STICK X) > [0.3]> then\n if <(STICK X) < [-0.3]> then\nend\n\nset [cheat v] to [1]\nset [win v] to [1]\ngo to x: (-215) y: (-30)\nset [ghost v] effect to (100)\nswitch costume to (idle v)\nswitch costume to (idle v)\nset [canmoveplayer v] to [0]\nbroadcast (Win 1 v)\nwait (0) seconds\nset volume to (100) %\nstart sound [Qualified v]\n\nwhen I receive [countdown2 v]\n\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-34)\nif <(TotalStars) = [0]> then\n set [jumping? v] to [False]\n set [holding v] to [False]\n set [speed? v] to [0]\n set [canmoveplayer v] to [0]\n set [totaljumps v] to [999]\n point in direction (90)\n set size to (100) %\n set [cheat v] to [0]\n wait (0.1) seconds\n show\n switch costume to (idle v)\n set rotation style [left-right v]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n forever\n Check if on JT\n if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n if <(Jumping Higher) = [1]> then\n Platformer Physics [1.85] [0.7] [15]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n else\n if <(Jumping Higher) = [1]> then\n Platformer Physics [1.85] [0.8] [15]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n end\n Ground Touch <(Y Velocity) > [0]>\n end\nend\n\nwhen I receive [round 2 v]\ngo to x: (-215) y: (-36)\n\nwhen I receive [countdown2 v]\nset [able to jump v] to [0]\n\nwhen flag clicked\nset [dashing? v] to [0]\nforever\n Dashing\nend\n\ndefine Dashing\nif <(Purchased3) = [1]> then\n if <key (space v) pressed?> then\n if <(DashCooldown) = [0]> then\n start sound [Dash v]\n set [dashing? v] to [1]\n set [y velocity v] to [0]\n broadcast (Cooldown v)\n set [dashcooldown v] to [1]\n if <(direction) = [90]> then\n set [x velocity v] to [30]\n end\n if <(direction) = [-90]> then\n set [x velocity v] to [-30]\n end\n set [dashing? v] to [0]\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nset [x velocity v] to [0]\n\nset [dashing? v] to [0]\n\nwhen I receive [cooldown v]\nrepeat until <(DashCooldown) = [0]>\n wait (1) seconds\n change [dashcooldown v] by (-1)\nend\n\nwhen I receive [cooldown v]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (ResetLava v)\nbroadcast (Swich to black v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\nbroadcast (Animation v)\nbroadcast (Start Keys v)\nbroadcast (Lock v)\nbroadcast (Reset orb v)\nbroadcast (Next Level v)\nstart sound [Checkpoint v]\nset size to (100) %\nset [level v] to ((Level) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nSpawn Position\nJumpCount\n\nwhen flag clicked\n\nwhen I receive [countdown3 v]\nstop [other scripts in sprite v]\ngo to x: (-215) y: (-36)\nclear graphic effects\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [speed? v] to [0]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\nset [jumping higher v] to [0]\nset [purchased3 v] to [0]\nset [able to jump v] to [1]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Check if on JT\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen I receive [countdown3 v]\ngo [forward v] (100) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nset [able to jump v] to [1]\n\ndefine Spawn 3\nif then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <<(Level) = [21]> or <<(Level) = [22]> or <<(Level) = [23]> or >>> then\n go to x: (-215) y: (20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\n\nSpawn 3\n\nwhen I receive [switchgravity v]\nif <(Gravity) = [1]> then\n set [gravity v] to [2]\n set [y velocity v] to [0.5]\nelse\n set [gravity v] to [1]\n set [y velocity v] to [-0.5]\nend\n\nif <(Gravity) = [1]> then\n\nwhen I receive [countdown3 v]\ngo [backward v] (5) layers\nclear graphic effects\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nbroadcast (Create Clone v)\n\nwhen I receive [bounce v]\nif <(Gravity) = [1]> then\n set [y velocity v] to [15]\nelse\n set [y velocity v] to [-14]\nend\n\nwhen flag clicked\n\nwhen I receive [countdown3 v]\nrepeat (10)\n go to x: (-215) y: (-34)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0) seconds\nwait until <<touching (stars v)?> and <(Level) = [24]>>\nswitch costume to (idle v)\ngo [backward v] (3) layers\nwait (0) seconds\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win3 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n\nwhen I receive [round 2 v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [18]>>\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [coinspurchasecount v]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\ngo to x: (-215) y: (-30)\n\nwhen I receive [round 3 v]\ngo [forward v] (10) layers\n\ngo [backward v] (1) layers\n\nswitch costume to (idle v)\nwait (0) seconds\nset [canmoveplayer v] to [0]\nhide variable [coinspurchasecount v]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\ngo to x: (-215) y: (-30)\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [round 2 v]\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [next v]\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nforever\n if <<touching (stars v)?> and <(Level) = [24]>> then\n switch costume to (idle v)\n go [backward v] (3) layers\n wait (0) seconds\n set [canmoveplayer v] to [0]\n start sound [Qualified v]\n broadcast (Win3 v)\n repeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\n end\n wait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\n\nforever\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen I receive [countdown 1 v]\ngo [backward v] (5) layers\n\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (e v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (e v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (0)\n switch costume to (Level)\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [21]> then\n Clone At X: [-190] [133] At Size [100]\nend\nif <(Level) = [22]> then\n Clone At X: [95] [-174] At Size [100]\nend\nif <(Level) = [23]> then\n Clone At X: [-40] [106] At Size [100]\nend\nif <(Level) = [24]> then\n Clone At X: [-60] [20] At Size [90]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (20) layers\nforever\n turn right (4) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\n\nwhen I receive [hide saw v]\ndelete this clone\n\nClone At X: [-190] [137] At Size [100]\n\nClone At X: [-80] [20] At Size [100]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <<(LostGame) = [0]> or <(Win) = [1]>> then\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\nset size to (100) %\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\nhide\n\nshow\n\nclear graphic effects\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n change size by (1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n change [ghost v] effect by (-20)\n change size by (1)\nend\n\nwhen I receive [in v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n switch costume to (Level)\n set [ghost v] effect to (50)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\n\ngo [forward v] (3) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n switch costume to (Level)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (50)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation start v]\nhide\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\n\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (Next v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n set volume to (100) %\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n start sound [Click v]\n broadcast (LevelSelect v)\n set [inlevelselect v] to [1]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstart sound [Click v]\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [animation start v]\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (IN v)\nstart sound [Click v]\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n set volume to (100) %\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <(Instructions) = [0]> then\n start sound [Click v]\n set [instructions v] to [1]\n broadcast (IN v)\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n set volume to (100) %\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <(InCredits) = [0]> then\n start sound [Click v]\n broadcast (CreditsShow v)\n set [incredits v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\n@SelecttDevice\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(Instructions) = [1]>> and <<not <(InCredits) = [1]>> and <not <(InLevelSelect) = [1]>>>>> then\n set volume to (100) %\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\nset [device v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [play scene v]\n\nset [screen v] to [1]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n start sound [Click v]\n if <(Device) = [1]> then\n set [device v] to [2]\n switch costume to (2 v)\n else\n set [device v] to [1]\n switch costume to (1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [animation start v]\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (10) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [1]\nwait (0.2) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nbroadcast (Round 4 v)\n\nbroadcast (Countdown4 v)\n\nwhen I receive [show intro v]\n\nwhen I receive [round 2 v]\n\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\n\ngo [forward v] (5) layers\nswitch costume to (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 v)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nwhen I receive [round 2 v]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (10) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [2]\nwait (0.2) seconds\nbroadcast (Countdown2 v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [music# v] to [0]\n\nwhen I receive [round 3 v]\nswitch costume to (3 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (10) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [3]\nwait (0.2) seconds\nbroadcast (Countdown3 v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [in v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (HideTitleScreen v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nbroadcast (HideTitleScreen v)\n\n@LevelSelectScreen\n\nwhen I receive [levelselect v]\nset [selectedlevel v] to [1]\nset [titlescrenid v] to [Black]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Text]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Left]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Right]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Level1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Play]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Back]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [Black]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [Text]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Left]> then\n go to x: (-185) y: (0)\n go to [front v] layer\n switch costume to (left v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Right]> then\n go to [front v] layer\n go to x: (185) y: (0)\n switch costume to (right v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Level1]> then\n set size to (80) %\n go to [front v] layer\n go to x: (0) y: (-10)\n switch costume to (level1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Play]> then\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-130)\n switch costume to (play v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Back]> then\n set size to (100) %\n go to [front v] layer\n go to x: (-205) y: (-145)\n switch costume to (back v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <(SelectedLevel) = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <(SelectedLevel) = [3]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nbroadcast (LevelSelect v)\n\nwhen I receive [levelchange+1 v]\nif <(TitleScrenID) = [Level1]> then\n next costume\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [levelchange-1 v]\nif <(TitleScrenID) = [Level1]> then\n switch costume to ((costume [number v]) - (1))\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Play]> then\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <(SelectedLevel) = [1]> then\n wait (0.5) seconds\n start sound [Selected v]\n broadcast (Show Intro v)\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n else\n if <(SelectedLevel) = [2]> then\n wait (0.5) seconds\n start sound [Selected v]\n broadcast (Round 2 v)\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n else\n if <(SelectedLevel) = [3]> then\n wait (0.5) seconds\n start sound [Selected v]\n broadcast (Round 3 v)\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n end\n wait until <not <mouse down?>>\n end\n wait until <not <mouse down?>>\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [hidelevelselect v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nbroadcast (HideLevelSelect v)\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Back]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (back v)\n if <mouse down?> then\n set [inlevelselect v] to [0]\n broadcast (HideLevelSelect v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (back v)\n end\n end\nend\n\nwhen I receive [animation v]\n\nwhen I receive [show intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [Back]> then\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n start sound [MouseHover v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <not <(SelectedLevel) = [1]>> then\n change [selectedlevel v] by (-1)\n broadcast (LevelChange-1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n switch costume to (costume1 v)\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <not <(SelectedLevel) = [3]>> then\n change [selectedlevel v] by (1)\n broadcast (LevelChange+1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [Play]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\nend\n\nbroadcast (HideLevelSelect v)\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [creditsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [incredits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (HideCreditsScreen v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\nend\n\nif <touching (mouse-pointer v)?> then\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nbroadcast (HideCreditsScreen v)\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\n@Particle\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.85))\n set [b v] to ((b) * (0.85))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [particles v]\n\nif then\n delete this clone\nend\ngo to (player v)\nParticle [40]\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\nrepeat (10)\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [countdown3 v]\ngo [forward v] (3) layers\n\ngo [forward v] (25) layers\n\ngo [forward v] (3) layers\n\n@Hidden2\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\ngo [forward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (100) to (150)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack v)\n change [ghost v] effect by (0)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.8))\n set [b v] to ((b) * (0.8))\n switch costume to (particle v)\n end\n delete this clone\nend\n\nwhen I receive [water v]\nif then\n delete this clone\nend\ngo to (player v)\nParticle [10]\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n change [change y v] by (-0.2)\n change y by (Change Y)\nend\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n Clone At X: [6] [105] At Size: [100] [0]\nend\nif <(Level) = [3]> then\n Clone At X: [131] [155] At Size: [100] [0]\n Clone At X: [-99] [-155] At Size: [100] [0]\nend\nif <(Level) = [5]> then\n Clone At X: [-194] [80] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n Clone At X: [223] [-113] At Size: [100] [0]\n Clone At X: [-89] [100] At Size: [100] [0]\nend\nif <(Level) = [20]> then\n Clone At X: [-110] [-105] At Size: [100] [0]\n Clone At X: [-220] [110] At Size: [100] [0]\nend\nif <(Level) = [21]> then\n Clone At X: [149] [85] At Size: [100] [0]\n Clone At X: [-2] [-142] At Size: [100] [0]\n Clone At X: [69] [113] At Size: [100] [0]\nend\nif <(Level) = [22]> then\n Clone At X: [88] [-115] At Size: [100] [0]\n Clone At X: [-212] [150] At Size: [100] [0]\nend\nif <(Level) = [23]> then\n Clone At X: [-118] [105] At Size: [100] [0]\nend\nif <(Level) = [24]> then\n Clone At X: [-215] [112] At Size: [100] [0]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (2) layers\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n change [coinmovey v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I receive [countdown2 v]\n\nif then\n delete this clone\nend\nClone At X: [124] [150] At Size: [100] [0.2]\nClone At X: [-128] [141] At Size: [100] [0.2]\n\nwhen [e v] key pressed\ndelete this clone\n\nstart sound [4 v]\nClone At X: [-221] [10] At Size: [100] [0]\n\nwhen I receive [round 2 v]\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nbroadcast (Delete Coins v)\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Delete Coins v)\n\nwhen I receive [coins2 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-123] [-33] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-74] [144] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [22] [35] At Size: [100] [0]\nwait (SecondsWait) seconds\n\n@CoinsPurchase\n\ndefine Spin\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [countdown2 v]\nset [coins: frame v] to [0]\nif then\n delete this clone\nend\nshow variable [coinspurchasecount v]\nwait until <(Level) = [9]>\nClone At X: [-36] [-80] At Size: [100] [0]\nClone At X: [4] [-80] At Size: [100] [0.2]\nClone At X: [44] [-80] At Size: [100] [0.4]\nwait until <(Level) = [10]>\nClone At X: [-150] [-81] At Size: [100] [0]\nClone At X: [-110] [-81] At Size: [100] [0.2]\nClone At X: [-70] [-81] At Size: [100] [0.4]\nwait until <(Level) = [11]>\nClone At X: [-122] [64] At Size: [100] [0]\nClone At X: [84] [-64] At Size: [100] [0]\nClone At X: [-46] [106] At Size: [100] [0.2]\nClone At X: [33] [129] At Size: [100] [0.4]\nClone At X: [73] [129] At Size: [100] [0.6]\nClone At X: [113] [129] At Size: [100] [0.8]\nwait until <(Level) = [12]>\nClone At X: [-1] [94] At Size: [100] [0]\nClone At X: [39] [94] At Size: [100] [0.2]\nClone At X: [79] [94] At Size: [100] [0.4]\nwait until <(Level) = [13]>\nClone At X: [29] [-153] At Size: [100] [0]\nClone At X: [160] [-153] At Size: [100] [0.2]\nClone At X: [-29] [96] At Size: [100] [0.4]\nClone At X: [88] [135] At Size: [100] [0.4]\nwait until <(Level) = [14]>\nClone At X: [-73] [-156] At Size: [100] [0]\nClone At X: [59] [126] At Size: [100] [0]\nClone At X: [99] [126] At Size: [100] [0.2]\nClone At X: [139] [126] At Size: [100] [0.4]\nwait until <(Level) = [15]>\nClone At X: [19] [139] At Size: [100] [0]\nClone At X: [76] [10] At Size: [100] [0]\nClone At X: [116] [10] At Size: [100] [0.2]\nClone At X: [156] [10] At Size: [100] [0.4]\nClone At X: [196] [10] At Size: [100] [0.6]\nwait until <(Level) = [16]>\nClone At X: [-122] [115] At Size: [100] [0]\nClone At X: [-72] [-60] At Size: [100] [0]\nClone At X: [30] [-60] At Size: [100] [0.2]\nClone At X: [3] [160] At Size: [100] [0]\nClone At X: [46] [149] At Size: [100] [0]\nClone At X: [80] [126] At Size: [100] [0.2]\nClone At X: [196] [-130] At Size: [100] [0]\nClone At X: [196] [-170] At Size: [100] [0]\nwait until <(Level) = [17]>\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [152] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nwhen I start as a clone\nshow\ngo [backward v] (10) layers\nwait until <touching (player v)?>\nif <(Level) = [12]> then\n change [collectedlevel12 v] by (1)\nelse\n if <(Level) = [17]> then\n change [collectedlevel17 v] by (1)\n end\nend\nchange [coinspurchasecount v] by (1)\nchange [coinchangey v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinchangey v] to [10]\nrepeat (20)\n change [coinchangey v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (CoinChangeY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nbroadcast (Next v)\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\n\nset [coinspurchasecount v] to [0]\n\ndelete this clone\n\nwhen I receive [countdown2 v]\nshow variable [coinspurchasecount v]\n\nwait (SecondsWait) seconds\n\nset [pressedlevel10 v] to [0]\n\ndefine Coins\n\nCoins\n\nwhen I start as a clone\nwait until <touching (player v)?>\n\nwhen flag clicked\nset [collectedlevel12 v] to [0]\n\nwhen I receive [next level v]\ndelete this clone\n\nClone At X: [30] [-60] At Size: [100] [0.2]\n\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nClone At X: [32] [30] At Size: [100] [0]\nClone At X: [72] [30] At Size: [100] [0.2]\nClone At X: [112] [30] At Size: [100] [0.4]\nClone At X: [152] [30] At Size: [100] [0.4]\nClone At X: [-105] [131] At Size: [100] [0]\n\nwhen I receive [win 2 v]\nhide variable [coinspurchasecount v]\n\nClone At X: [140] [-19] At Size: [100] [0]\n\nClone At X: [140] [-19] At Size: [100] [0.2]\nClone At X: [180] [-19] At Size: [100] [0.4]\n\nwhen I receive [coins3 v]\nif <(PressedLevel10) = [0]> then\n set [secondswait v] to [0.4]\n wait (SecondsWait) seconds\n start sound [1 v]\n Clone At X: [25] [141] At Size: [100] [0]\n wait (SecondsWait) seconds\n start sound [2 v]\n Clone At X: [65] [144] At Size: [100] [0]\n wait (SecondsWait) seconds\n start sound [3 v]\n Clone At X: [105] [144] At Size: [100] [0]\n wait (SecondsWait) seconds\n set [pressedlevel10 v] to [1]\nend\n\n@Flash\n\nwhen I receive [swich to black v]\nset [brightness v] effect to (90)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n next costume\n go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif then\n delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset [a v] to (pick random (-15) to (15))\nset [b v] to (pick random (-15) to (15))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LAST DEATH X) y: (LAST DEATH Y)\nrepeat (25)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (pick random (1) to (2))\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [particles v]\n\nset [player x v] to ([x position v] of [player v])\nset [player y v] to ([y position v] of [player v])\n\nwhen I receive [countdown3 v]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\nwhen I receive [countdown2 v]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\n@Slippery\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\ngo [backward v] (3) layers\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nforever\n wait until <touching (player v)?>\n broadcast (Speed Up v)\n wait until <not <touching (player v)?>>\nend\n\nbroadcast (Speed Up v)\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [7]>\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (0.8) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [can move? v] to [1]\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [win 1 v]\ngo to [front v] layer\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\n\nswitch costume to (untitled drawing \(3\) v)\n\nwait (5) seconds\nset [win v] to [1]\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nset [brightness v] effect to (100)\nnext costume\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\n\nbroadcast (Win3 v)\n\nwait (2) seconds\n\nrepeat (10)\n change [ghost v] effect by (16)\nend\n\nwhen I receive [win4 v]\nset [canmoveplayer v] to [0]\nswitch costume to (level 3 win v)\ngo to [front v] layer\nset [can move? v] to [0]\nhide variable [counter collect v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\ngo to [front v] layer\n\nstop [all v]\n\nstop [all v]\n\nbroadcast (Next Level v)\n\nwhen I receive [win 2 v]\ngo to [front v] layer\nswitch costume to (level 2 win v)\nset [can move? v] to [0]\nhide variable [coinspurchasecount v]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 3 v)\n\nwhen I receive [win3 v]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Timer (Level Changing)\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n show\n set size to (120) %\n go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n if <(length of (round (TIME))) < (Timer: Clone #)> then\n hide\n else\n show\n switch costume to (letter (Timer: Clone #) of (TIME))\n end\nend\n\nwhen I receive [show intro v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown4 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [level v] to [9]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 2 v]\n\nwhen I receive [round 3 v]\nset [level v] to [19]\nset [time v] to [9]\nwait (1) seconds\nrepeat (9)\n wait (1) seconds\n change [time v] by (-1)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\n\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [intro done v]\nif <(Device) = [2]> then\n show\n go to [front v] layer\n set [ghost v] effect to (80)\n set [range v] to ((size) / (2.5))\n forever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\n end\nend\n\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\n\n\nwhen flag clicked\nforever\n Keyboard controls\nend\n\nwhen flag clicked\n\nforever\nend\n\nhide\n\nStick Activated\n\nset [device v] to [2]\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nset [round v] to [1]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [1]\nbroadcast (Play Music v)\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nset [round v] to [0]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown2 v]\nbroadcast (Delete Coins v)\nset [round v] to [2]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [2]\nbroadcast (Play Music v)\n\nwhen I receive [countdown3 v]\ngo to [front v] layer\nset [round v] to [3]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [music number v] to [3]\nset [canmoveplayer v] to [1]\nbroadcast (Play Music v)\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nbroadcast (Shots1 v)\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\n@CoinLock\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [2]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@CoinLock2\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [3]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@Stars\n\ndefine Spin\n\nwhen flag clicked\nhide variable [stars count v]\nset [totalstars v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [intro done v]\nset [coins: frame v] to [0]\nif then\n delete this clone\nend\nshow variable [stars count v]\nwait until <(Level) = [1]>\nClone At X: [-56] [100] At Size: [100] [0]\nwait until <(Level) = [2]>\nClone At X: [128] [150] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [97] [-155] At Size: [100] [0]\nwait until <(Level) = [4]>\nClone At X: [-201] [80] At Size: [100] [0]\nwait until <(Level) = [5]>\nClone At X: [23] [155] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [141] [149] At Size: [100] [0]\nwait until <(Level) = [8]>\nClone At X: [-206] [82] At Size: [100] [0]\nClone At X: [212] [140] At Size: [100] [0]\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nwait until <touching (player v)?>\nchange [totalstars v] by (1)\nstart sound [Collect v]\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n change y by (0.5)\n change [ghost v] effect by (5)\nend\n\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n change [coin y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Coin Y)\nend\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nset [collected? v] to [0]\ngo [backward v] (10) layers\nforever\n if <(collected?) = [0]> then\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\n end\nend\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown 1 v]\nshow variable [stars count v]\n\nwhen [e v] key pressed\ndelete this clone\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [stars count v] to (join (TotalStars) (join [ / ] [8]))\nend\n\nset [totalstars v] to [0]\n\nset [totalstars v] to [5]\n\nwhen I receive [coins1 v]\nwait (0.4) seconds\nif <(TotalStars) < [6]> then\n Clone At X: [105] [-90] At Size: [100] [0]\nend\n\nwhen I receive [coins1 v]\ndelete this clone\n\nClone At X: [100] [-40] At Size: [150] [0]\n\nwhen I receive [round 2 v]\nwait until <(Level) = [18]>\nClone At X: [100] [-40] At Size: [150] [0]\n\nClone At X: [100] [-40] At Size: [150] [0]\n\nwhen I receive [round 3 v]\nwait until <(Level) = [24]>\nClone At X: [212] [5] At Size: [150] [0]\n\nClone At X: [212] [5] At Size: [150] [0]\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [next v]\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif then\n delete this clone\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n set [coinspawn v] to [1]\n else\n if <(Level) = []> then\n end\nend\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nSpin\n\nbroadcast (Next v)\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nClone At X: [-68] [106] At Size: [100] [0]\n\nbroadcast (Countdown2 v)\n\nstart sound [Collect v]\nset rotation style [all around v]\nset [coin y v] to [10]\nrepeat (20)\n change [coin y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Coin Y)\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by (-1)\n if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n broadcast (Open v)\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [6]> then\n broadcast (Coins1 v)\nelse\n if <(Level) = [7]> then\n broadcast (Coins2 v)\n else\n if <(Level) = [10]> then\n broadcast (Coins3 v)\n else\n if <(Level) = [15]> then\n broadcast (Coin4 v)\n end\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange size by (2)\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nset [raining v] to [0]\n\nwhen I receive [coins1 v]\nwait (0.4) seconds\nstart sound [1 v]\n\nwhen flag clicked\nset [pressedlevel10 v] to [0]\n\nClone At X: [128] [100] At Size: [100] [0]\n\nwhen I receive [next v]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone At X: [19] [150] At Size: [100] [0]\nend\nif <(Level) = [7]> then\n Clone At X: [128] [100] At Size: [100] [0]\nend\nif <(Level) = [10]> then\n Clone At X: [69] [38] At Size: [100] [0]\nend\nif <(Level) = [15]> then\n Clone At X: [-83] [40] At Size: [100] [0]\nend\n\nwhen I receive [next v]\nif then\n delete this clone\nend\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n go to x: (0) y: (0)\n if <(Level) = [5]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [backward v] (3) layers\n\n@Shine\n\nwhen I receive [play scene v]\nset size to (100) %\nshow\ngo to [back v] layer\nforever\n go to x: (145) y: (50)\n turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show intro v]\nhide\n\nwhen I receive [hidelevelselect v]\nshow\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n change [ghost v] effect by (-20)\n change size by (1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n change size by (1)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [round 2 v]\nrepeat (10)\n hide\nend\n\nwhen I receive [intro done v]\nhide\n\nwhen I receive [round 3 v]\n\nwhen I receive [countdown3 v]\nhide\n\n@CoinLock3\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (2 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [5]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\ngo [forward v] (4) layers\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n@CoinLock4\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [7]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\nwhen I receive [next v]\nwait until <(Level) = [9]>\nhide\n\ngo to [front v] layer\n\n@Shop\n\nwhen I receive [play scene v]\nforever\n if <(Round) = [2]> then\n if <<touching (mouse-pointer v)?> and <not <(InShop) = [1]>>> then\n set volume to (100) %\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nset [inshop v] to [0]\nhide variable [coinspurchasecount v]\ngo to [front v] layer\n\nwhen I receive [countdown2 v]\nhide variable [coinspurchasecount v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <not <(InShop) = [1]>>> then\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n broadcast (ShopScreenSHow v)\n set [inshop v] to [1]\n wait until <not <mouse down?>>\n end\n else\n change size by (((60) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nbroadcast (Swich to black v)\n\nwhen I receive [show jump v]\nset size to (70) %\n\nwhen I receive [countdown3 v]\nhide\n\n hide\n delete this clone\nend\n\n@Shop Screen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [shopscreenshow v]\nset [canmoveplayer v] to [0]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [4]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [5]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [6]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [purchased1 v] to [0]\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n else\n if <(TitleScrenID) = [3]> then\n set size to (75) %\n go to x: (-157) y: (-90)\n switch costume to (3 v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n else\n if <(TitleScrenID) = [4]> then\n set size to (70) %\n go to x: (135) y: (45)\n switch costume to (green v)\n if <(Purchased1) = [0]> then\n switch costume to (green v)\n else\n switch costume to (grey v)\n end\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n else\n if <(TitleScrenID) = [5]> then\n set size to (70) %\n go to x: (135) y: (10)\n switch costume to (green v)\n if <(Purchased2) = [0]> then\n switch costume to (green v)\n else\n switch costume to (grey v)\n end\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n else\n if <(TitleScrenID) = [6]> then\n set size to (70) %\n go to x: (135) y: (-25)\n switch costume to (green v)\n show\n if <(Purchased3) = [0]> then\n switch costume to (green v)\n else\n switch costume to (grey v)\n end\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shopscreenhide v]\nset [canmoveplayer v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [inshop v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (ShopScreenHide v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\n else\n if <(TitleScrenID) = [4]> then\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <<(CoinsPurchaseCount) > [4]> and <(Able to Jump) = [0]>> then\n start sound [Success v]\n broadcast (Purchase Sucess v)\n switch costume to (grey v)\n set [able to jump v] to [1]\n set [coinspurchasecount v] to ((CoinsPurchaseCount) - (5))\n set [purchased1 v] to [1]\n else\n broadcast (Purchase Unsucessful v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [5]> then\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(CoinsPurchaseCount) > [14]> then\n start sound [Success v]\n broadcast (Purchase Sucess v)\n switch costume to (grey v)\n set [jumping higher v] to [1]\n set [coinspurchasecount v] to ((CoinsPurchaseCount) - (15))\n set [purchased2 v] to [1]\n else\n broadcast (Purchase Unsucessful v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(CoinsPurchaseCount) > [19]> then\n start sound [Success v]\n broadcast (Purchase Sucess v)\n switch costume to (grey v)\n set [coinspurchasecount v] to ((CoinsPurchaseCount) - (20))\n set [purchased3 v] to [1]\n else\n broadcast (Purchase Unsucessful v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [4]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [5]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [6]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\n end\nend\n\nbroadcast (ShopScreenHide v)\n\nset [coinspurchasecount v] to [5]\nset [able to jump v] to [0]\nset [purchased1 v] to [0]\n\nset [coinspurchasecount v] to [15]\n\nwhen flag clicked\nset [purchased1 v] to [0]\nset [purchased2 v] to [0]\nset [jumping higher v] to [0]\n\nset [jumping higher v] to [1]\n\nset [jumping higher v] to [0]\n\nwhen flag clicked\nset [purchased3 v] to [0]\n\n@Arrow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [animation v]\n\nwhen I receive [countdown2 v]\ngo to x: (0) y: (-84)\nforever\n set x to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\n\nswitch costume to (1 v)\n\nwhen I receive [countdown2 v]\nswitch costume to (1 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [14]>\nswitch costume to (2 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nwait until <(CoinsPurchaseCount) > [14]>\ngo to x: (0) y: (-84)\nforever\n set x to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [4]>\nswitch costume to (3 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [coinspurchasecount v] to [0]\nwait until <(CoinsPurchaseCount) > [19]>\nswitch costume to (4 v)\nwait (0.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (-84)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@PSuccess\n\nwhen I receive [purchase sucess v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@CoinLock5\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Level) = [12]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CollectedLevel12) = [3]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n next costume\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat (10)\n hide\nend\n\nwhen I receive [intro done v]\n\nshow\n\nwhen I receive [round 2 v]\nforever\n go to x: (-45) y: (0)\n if <(Level) = [16]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [backward v] (3) layers\n\nswitch costume to (1 v)\n\n@CoinLock6\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Level) = [17]>\ngo to [back v] layer\nclear graphic effects\nshow\nwait until <(CollectedLevel17) = [5]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset [collectedlevel17 v] to [0]\n\n@Earth\n\nwhen I receive [round 3 v]\nwait (1) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [4]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [5]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [6]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [7]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [cloneid v] to [8]\n\nwhen I start as a clone\nclear graphic effects\nif <(CloneID) = [1]> then\n switch costume to (1 v)\n show\n repeat (5)\n go to [back v] layer\n end\nelse\n if <(CloneID) = [2]> then\n switch costume to (2 v)\n show\n else\n if <(CloneID) = [3]> then\n switch costume to (3 v)\n show\n else\n if <(CloneID) = [4]> then\n switch costume to (4 v)\n show\n else\n if <(CloneID) = [5]> then\n switch costume to (5 v)\n show\n else\n if <(CloneID) = [6]> then\n switch costume to (6 v)\n show\n else\n if <(CloneID) = [7]> then\n switch costume to (glow v)\n go [backward v] (30) layers\n show\n go to [back v] layer\n else\n if <(CloneID) = [8]> then\n go [forward v] (25) layers\n switch costume to (stars v)\n show\n forever\n turn right (0.3) degrees\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (10) layers\n\nwhen I start as a clone\nif <<(CloneID) > [1]> and <(CloneID) < [7]>> then\n set [random v] to (pick random (90) to (150))\n set [random2 v] to (pick random (3) to (6))\n forever\n set y to (([sin v] of ((timer) * (Random)) ) * (8))\n end\nend\n\nwhen I receive [countdown 3 v]\ndelete this clone\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if then\n delete this clone\n end\n create clone of (_myself_ v)\n set [cloneid v] to [1]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [2]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [3]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [4]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [5]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [6]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [7]\n wait (0) seconds\n create clone of (_myself_ v)\n set [cloneid v] to [8]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\n\ndelete this clone\n\n@LockClones\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [20]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [21]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [23]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (10) layers\nif <(Level) = [19]> then\n wait until <(CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [20]> then\n wait until <(CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [20]> then\n wait until <(CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [21]> then\n wait until <(CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [22]> then\n wait until <(CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [23]> then\n wait until <(CoinsCollected) = [1]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [24]> then\n wait until <(CoinsCollected) = [1]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [countdown3 v]\nClone At X: [0] Y: [0] Costume: [1] Size: [100]\n\nwhen I receive [next v]\nif <(LockOpened) = [1]> then\n set [lockopened v] to [0]\n if then\n delete this clone\n end\n if <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n end\n if <(Level) = [20]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n end\n if <(Level) = [21]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n end\n if <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n end\n if <(Level) = [23]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n end\n if <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n end\n if <(Level) = [25]> then\n if <(Level) = [26]> then\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\nwait (0) seconds\nif then\n delete this clone\nend\n\nClone At X: [0] Y: [0] Costume: [6] Size: [100]\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [19]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [20]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [21]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [22]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [23]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [24]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [25]> then\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo [backward v] (23) layers\nclear graphic effects\nif <(Level) = [19]> then\n go to x: (210) y: (-40)\nelse\n if <(Level) = [20]> then\n go to x: (68) y: (-40)\n else\n if <(Level) = [21]> then\n go to x: (210) y: (-40)\n else\n if <(Level) = [22]> then\n go to x: (210) y: (-150)\n else\n if <(Level) = [23]> then\n go to x: (210) y: (-150)\n else\n if <(Level) = [24]> then\n go to x: (210) y: (-50)\n end\n end\n end\n end\n end\nend\nforever\n if <(Level) = [19]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [20]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [21]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [22]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [23]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [24]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [lockopen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\ngo [forward v] (4) layers\nclear graphic effects\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\n@GravityUp\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\n\ngo [backward v] (3) layers\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n start sound [Switch v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\ngo [backward v] (5) layers\n\n@GravityDown\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\ngo [backward v] (3) layers\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n start sound [Switch v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo [forward v] (7) layers\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (25) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Glow\n\nwhen flag clicked\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset size to (size) %\n\nwhen I receive [next level v]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [19]> then\n Clone At X: [103] [-25] At Size [80] [1]\n Clone At X: [-87] [144] At Size [80] [1]\n Clone At X: [-6] [-140] At Size [80] [1]\nend\nif <(Level) = [20]> then\n Clone At X: [118] [-30] At Size [80] [2]\n Clone At X: [22] [-132] At Size [80] [1]\nend\nif <(Level) = [21]> then\n Clone At X: [-107] [135] At Size [80] [2]\n Clone At X: [-160] [21] At Size [80] [1]\nend\nif <(Level) = [22]> then\n Clone At X: [-121] [65] At Size [80] [2]\n Clone At X: [92] [2] At Size [80] [2]\nend\nif <(Level) = [23]> then\n Clone At X: [46] [-60] At Size [80] [1]\n Clone At X: [46] [75] At Size [80] [2]\nend\nif <(Level) = [24]> then\n Clone At X: [22] [-123] At Size [80] [2]\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nif <(Level) = [25]> then\n go [forward v] (10) layers\nelse\n if <(Level) = [23]> then\n go [forward v] (12) layers\n else\n go [forward v] (4) layers\n end\nend\nforever\n turn right (2) degrees\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen flag clicked\nwait (1) seconds\nif then\n delete this clone\nend\nwait until <(Level) = [19]>\nClone At X: [103] [-25] At Size [80] [1]\nClone At X: [-87] [144] At Size [80] [1]\nClone At X: [-6] [-140] At Size [80] [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if then\n delete this clone\n end\n if <(Level) = [19]> then\n Clone At X: [103] [-25] At Size [80] [1]\n Clone At X: [-87] [144] At Size [80] [1]\n Clone At X: [-6] [-140] At Size [80] [1]\n end\n if <(Level) = [20]> then\n Clone At X: [118] [-30] At Size [80] [2]\n Clone At X: [22] [-132] At Size [80] [1]\n end\n if <(Level) = [21]> then\n Clone At X: [-107] [135] At Size [80] [2]\n Clone At X: [-160] [21] At Size [80] [1]\n end\nend\n\nif <(username) = [250119code2]> then\n\nClone At X: [22] [-123] At Size [80] [2]\n\nbroadcast (Next Level v)\n\nClone At X: [46] [-60] At Size [80] [1]\nClone At X: [46] [75] At Size [80] [2]\n\n@BouncePad\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n start sound [Bounce v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@AntiGravRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [20]> then\n Clone At X: [120] [134] At Size: [90]\nend\nif <(Level) = [22]> then\n Clone At X: [14] [150] At Size: [90]\n Clone At X: [100] [150] At Size: [90]\nend\nif <(Level) = [23]> then\n Clone At X: [-190] [156] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (25) layers\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n broadcast (SwitchGravity v)\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\nClone At X: [-113] [8] At Size: [90]\n\nbroadcast (Reset orb v)\n\nif <(Level) = [24]> then\n Clone At X: [14] [45] At Size: [90]\nend\n\n@MovingSpikes\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n Clone At X: [0] [0] At Size [100] [1]\nend\nif <(Level) = [23]> then\n Clone At X: [0] [0] At Size [100] [2]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\nforever\n if <(Level) = [21]> then\n change x by ((2.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n else\n if <(Level) = [23]> then\n change x by ((5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\n end\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\nend\n\nwhen I receive [hide saw v]\ndelete this clone\n\nset [movesize v] to [0]\n\nchange x by ((2.5) * ([sin v] of (frame) ))\nchange [frame v] by (5)\n\n@MovingSpikes2\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n Clone At X: [0] [0] At Size [100] [1]\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (12) layers\nforever\n if <(Level) = [21]> then\n change y by ((2.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\nend\n\nwhen I receive [hide saw v]\ndelete this clone\n\nset [movesize v] to [0]\n\nchange x by ((2.5) * ([sin v] of (frame) ))\nchange [frame v] by (5)\n\nClone At X: [0] [0] At Size [100] [1]\n\n@OppositeBounce\n\nwhen flag clicked\nhide\n\ngo [forward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n start sound [Bounce v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@LaserCannon\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\ngo [backward v] (25) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [laser v]\nrepeat (4)\n change y by (2)\nend\nrepeat (8)\n change y by (-1)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n if <(Level) = [20]> then\n wait (1.5) seconds\n broadcast (Laser v)\n create clone of (lasers v)\n else\n if <(Level) = [22]> then\n wait (1.5) seconds\n broadcast (Laser v)\n create clone of (lasers v)\n else\n if <(Level) = [24]> then\n wait (1.5) seconds\n broadcast (Laser v)\n create clone of (lasers v)\n else\n broadcast (DeleteLasers v)\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\n\n@Lasers\n\nwhen I start as a clone\nshow\ngo [forward v] (12) layers\nif <(Level) = [20]> then\n go to x: (-189) y: (125)\n repeat until <<touching (player v)?> or >\n change y by (-15)\n end\n set [laserx v] to (x position)\n set [lasery v] to (y position)\n broadcast (LaserParticle v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nelse\n if <(Level) = [22]> then\n go to x: (212) y: (176)\n repeat until <<touching (player v)?> or >\n change y by (-15)\n end\n set [laserx v] to (x position)\n set [lasery v] to (y position)\n broadcast (LaserParticle v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n if <(Level) = [24]> then\n go to x: (70) y: (190)\n repeat until <<touching (player v)?> or >\n change y by (-15)\n end\n set [laserx v] to (x position)\n set [lasery v] to (y position)\n broadcast (LaserParticle v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (-200) y: (200)\n\nwhen [a v] key pressed\n\nwhen I receive [next level v]\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [deletelasers v]\ndelete this clone\n\ndelete this clone\n\n@LaserParticle\n\nwhen I receive [laserparticle v]\nif then\n delete this clone\nend\nParticle [15]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to (LaserX)\n set [player y v] to (LaserY)\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (0)\ngo [backward v] (2) layers\nset [ghost v] effect to (100)\nset [a v] to (pick random (-8) to (8))\nset [b v] to (pick random (-8) to (8))\nset [c v] to (pick random (-50) to (50))\nset size to (pick random (50) to (300)) %\ngo to x: (LaserX) y: (LaserY)\nrepeat (25)\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (pick random (1) to (2))\nend\ndelete this clone\n\nwhen I receive [particles v]\n\nset [last death x v] to (LaserX)\nset [last death y v] to (LaserY)\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@YellowRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [23]> then\n Clone At X: [123] [136] At Size: [90]\nend\nif <(Level) = [24]> then\n Clone At X: [14] [45] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (25) layers\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n broadcast (Bounce v)\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\nend\n\n@TreadmillClones\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) Dir (dir)\npoint in direction (dir)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [24]> then\n Clones\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (20) layers\nforever\n next costume\n set [brightness v] effect to (-5)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndefine Clones\nif <(Level) = [24]> then\n Clone At X: [-116] [-128] At Size: [100] [0] Dir [90]\n Clone At X: [-56] [-128] At Size: [100] [0] Dir [90]\n Clone At X: [4] [-128] At Size: [100] [0] Dir [90]\n Clone At X: [64] [-128] At Size: [100] [0] Dir [90]\nend\n\nnext costume\nnext costume\n\nClones\n\nbroadcast (Next v)\n\n
Grassly - A Classic Platformer
@Stage\n\nwhen flag clicked\nset [music v] to []\nset [level v] to [1]\nset [time v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nwait until <<(Mobile mode y/n) = [y]> or <(Mobile mode y/n) = [n]>>\nbroadcast (Play 2 v)\n\nwhen flag clicked\nforever\n set [your time v] to (join [You finished the game in ] (join (Time) [ seconds]))\n if <(Level) = [11]> then\n show variable [your time v]\n stop [other scripts in sprite v]\n if <(Time) < (☁ Cloud)> then\n set [☁ cloud v] to (Time)\n end\n end\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n wait (1) seconds\n change [time v] by (1)\n else\n wait until <(Trans.) = [0]>\n end\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\n\n@Music selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-109) y: (-50)\nhide\n\nwhen I receive [animation finished v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Music v)\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play 2 v]\nset volume to (100) %\nset [volume v] to [100]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (12)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [thefatrat-xenogenesis-youtubemp3free v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [Revenge v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [Vexento - We Are One v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [TheFatRat - Time Lapse v] until done\n end\n else\n if <(MUSIC) = [5]> then\n forever\n play sound [Hello v] until done\n end\n else\n if <(MUSIC) = [6]> then\n forever\n play sound [Avicii - Levels 2 v] until done\n end\n else\n if <(MUSIC) = [7]> then\n forever\n play sound [??? v] until done\n end\n else\n if <(MUSIC) = [8]> then\n forever\n play sound [Never gonna give you up v] until done\n end\n else\n if <(MUSIC) = [9]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [10]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [11]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n forever\n play sound [Modulation - On The Move v] until done\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 [u v] key pressed\nset volume to (100) %\nset [volume v] to [100]\n\nwhen [m v] key pressed\nset volume to (0) %\nset [volume v] to [0]\n\nwhen I receive [paused v]\nset volume to (0) %\n\nwhen I receive [unpased v]\nset volume to (Volume) %\n\n@Play\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (-50)\nhide\n\nwhen I receive [animation finished v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Play v)\n\n@Back button\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (140)\nhide\n\nwhen I receive [cloud v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [instructions v]\nshow\n\n@Cloud\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (250) %\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-144)\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen this sprite clicked\nbroadcast (Cloud v)\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nset [random variable1 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n set size to (190) %\n point in direction (90)\nend\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable1 v] to [0]\nswitch costume to (costume1 v)\nshow\n\n@Costume selection\n\nwhen I receive [animation finished v]\nshow\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-56)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Costumes v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (-100)\nset [timer v] to [0]\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nset [timer v] to [0]\nrepeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.097)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Instructions\n\nwhen flag clicked\nset [random variable2 v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-58) y: (-144)\nhide\n\nwhen I receive [animation finished v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\nwhen I receive [instructions v]\nset [random variable2 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable2 v] to [0]\nswitch costume to (costume1 v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n point in direction (90)\n go to x: (-50) y: (0)\nend\n\nwhen I receive [cloud v]\nhide\n\n@TheFatRat - Xenogenesis\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [1]\n\n@Revenge\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-60) y: (80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [2]\n\n@Vexento - We Are One\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (70) y: (80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [3]\n\n@TheFatRat - Time Lapse\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [4]\n\n@Hello\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (0)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [5]\n\n@Avicci - Levels\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-60) y: (0)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [6]\n\n@???\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (70) y: (0)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [7]\n\n@Never gonna give you up\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (0)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [8]\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (-80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [9]\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (30)\ngo to [front v] layer\nif <touching (skip v)?> then\n switch costume to (skip v)\nelse\n if <touching (retry v)?> then\n switch costume to (retry v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (cloud v)\n else\n if <touching (play v)?> then\n switch costume to (play v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costumes selection v)\n else\n if <touching (music selection v)?> then\n switch costume to (music selection v)\n else\n if <touching (thefatrat - xenogenesis v)?> then\n switch costume to (xenogenesis - thefatrat v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (hello v)?> then\n switch costume to (hello v)\n else\n if <touching (avicci - levels v)?> then\n switch costume to (avicii - levels v)\n else\n if <touching (??? v)?> then\n switch costume to (??? v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (lights \[tream trance\] v)?> then\n switch costume to (lights \[tream trance\] v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <<<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> and <(Random variable ¯\_\(ツ\)_/¯) = [0]>> then\n switch costume to (pause v)\n else\n if <(LOL variable) = [1]> then\n switch costume to (resume v)\n go to [front v] layer\n else\n if <touching (modulation - on the move v)?> then\n switch costume to (modulation - on the move v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [paused v]\nrepeat until <(Paused? y/n) = [n]>\n go [forward v] (1) layers\n go to [front v] layer\nend\n\n@Lights [Tream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-60) y: (-80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [10]\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (70) y: (-80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [11]\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (200) y: (-80)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to []\n\n@Text engine\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [cloud v]\nwait (.3) seconds\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (250) %\n go to x: (((digits) * (30)) - (55)) y: (-12)\n if <(length of (☁ Cloud)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (☁ Cloud))\n end\nend\n\nwhen I receive [back v]\nhide\ndelete this clone\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\nset [fisheye v] effect to (100)\nset size to (100) %\nhide\n\nwhen I receive [animation finished v]\nshow\nwait (.1) seconds\nrepeat (20)\n change [fisheye v] effect by (-5)\nend\nforever\n set size to ((95) + (([cos v] of (((timer) - (0)) * (100)) ) * (10))) %\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Costumes selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [change costume -1 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [change costume +1 v]\nnext costume\n\n@Arrow\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable) = [0]> then\n broadcast (Change costume -1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [1]> then\n set [my variable v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Arrow2\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable 2) = [0]> then\n broadcast (Change costume +1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [6]> then\n set [my variable 2 v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable 2 v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play 2 v]\nhide\n\nwhen I receive [play 2 v]\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (11)\n if <(Paused? y/n) = [n]> then\n change [ghost v] effect by (5)\n change size by (-5)\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\ndelete this clone\n\nwhen flag clicked\nwait (0.001) seconds\nclear graphic effects\nset [dead? v] to [0]\nhide\n\nwhen I receive [play 2 v]\nshow\nswitch costume to ([costume # v] of [costumes selection v])\nReset\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n if <(Dead?) = [0]> then\n if <(Mobile mode y/n) = [n]> then\n set rotation style [left-right v]\n create clone of (_myself_ v)\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 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 set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (5)\n if <<key (down arrow v) pressed?> or <key (s 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) * (-1))\n if <touching (level v)?> then\n change y by (y)\n set [y v] to [0]\n end\n change y by (1)\n if <touching (level v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (-1)\n else\n set rotation style [left-right v]\n create clone of (_myself_ v)\n if <<mouse down?> and <(mouse x) > (x position)>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change y by (-1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (5)\n if <<mouse down?> and <(mouse y) < (y position)>> 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) * (-1))\n if <touching (level v)?> then\n change y by (y)\n set [y v] to [0]\n end\n change y by (1)\n if <touching (level v)?> then\n if <<mouse down?> and <(mouse y) < (y position)>> then\n change [y v] by (15)\n end\n end\n change y by (-1)\n end\n end\n end\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\n\ndefine Reset\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (214) y: (90)\npoint in direction (-90)\nif <(costume [number v]) = [7]> then\n switch costume to (costume1 v)\nelse\n if <(costume [number v]) = [8]> then\n switch costume to (costume2 v)\n else\n if <(costume [number v]) = [9]> then\n switch costume to (costume3 v)\n else\n if <(costume [number v]) = [10]> then\n switch costume to (costume4 v)\n else\n if <(costume [number v]) = [11]> then\n switch costume to (costume5 v)\n else\n if <(costume [number v]) = [12]> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n if <(Dead?) = [0]> then\n if <(Mobile mode y/n) = [n]> then\n if <(costume [number v]) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch1 v)\n end\n end\n if <(costume [number v]) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch2 v)\n end\n end\n if <(costume [number v]) = [3]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch3 v)\n end\n end\n if <(costume [number v]) = [4]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch4 v)\n end\n end\n if <(costume [number v]) = [5]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch5 v)\n end\n end\n if <(costume [number v]) = [6]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (crunch6 v)\n end\n end\n if <(costume [number v]) = [7]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume1 v)\n end\n end\n if <(costume [number v]) = [8]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume2 v)\n end\n end\n if <(costume [number v]) = [9]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume3 v)\n end\n end\n if <(costume [number v]) = [10]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume4 v)\n end\n end\n if <(costume [number v]) = [11]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume5 v)\n end\n end\n if <(costume [number v]) = [12]> then\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume6 v)\n end\n end\n else\n if <(costume [number v]) = [1]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch1 v)\n end\n end\n if <(costume [number v]) = [2]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch2 v)\n end\n end\n if <(costume [number v]) = [3]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch3 v)\n end\n end\n if <(costume [number v]) = [4]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch4 v)\n end\n end\n if <(costume [number v]) = [5]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch5 v)\n end\n end\n if <(costume [number v]) = [6]> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n switch costume to (crunch6 v)\n end\n end\n if <(costume [number v]) = [7]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume1 v)\n end\n end\n if <(costume [number v]) = [8]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume2 v)\n end\n end\n if <(costume [number v]) = [9]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume3 v)\n end\n end\n if <(costume [number v]) = [10]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume4 v)\n end\n end\n if <(costume [number v]) = [11]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume5 v)\n end\n end\n if <(costume [number v]) = [12]> then\n if <not <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\n\nwhen I receive [play 2 v]\nforever\n if <<touching (spikes v)?> or <touching (trampoline v)?>> then\n if <(Paused? y/n) = [n]> then\n Death animation1\n Reset\n Death animation2\n else\n wait until <(Paused? y/n) = [n]>\n end\n end\n if <(x position) < [-220]> then\n if <not <(Level) = [11]>> then\n broadcast (Next? v) and wait\n end\n end\n if <(y position) > [160]> then\n set [y v] to [25]\n end\n if <touching (portal2 v)?> then\n go to (portal1 v)\n start sound [Teleport2 v]\n end\nend\n\ndefine Death animation1\nset [dead? v] to [1]\nrepeat (20)\n if <(Paused? y/n) = [n]> then\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (costume1 v)\nelse\n if <(costume [number v]) = [8]> then\n switch costume to (costume2 v)\n else\n if <(costume [number v]) = [9]> then\n switch costume to (costume3 v)\n else\n if <(costume [number v]) = [10]> then\n switch costume to (costume4 v)\n else\n if <(costume [number v]) = [11]> then\n switch costume to (costume5 v)\n else\n if <(costume [number v]) = [12]> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\nend\n\ndefine Death animation2\nrepeat (20)\n if <(Paused? y/n) = [n]> then\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\nset [dead? v] to [0]\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [next v]\nchange [level v] by (1)\nReset\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play 2 v]\nforever\n show\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen I receive [unpased v]\nrepeat until <(Paused? y/n) = [y]>\n go to [front v] layer\n set [brightness v] effect to (0)\n if <(Trans.) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [paused v]\nrepeat until <(Paused? y/n) = [n]>\n set [brightness v] effect to (-30)\nend\n\nwhen flag clicked\nforever\n if <(Trans.) = [0]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\n@trampoline\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nhide\nforever\n go to [back v] layer\n hide\n if <(Level) = [6]> then\n go to x: (-22) y: (168)\n Trampoline\n end\nend\n\ndefine Trampoline\nshow\nif <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n if <(Paused? y/n) = [n]> then\n next costume\n wait (0.001) seconds\n else\n wait until <(Paused? y/n) = [n]>\n end\n end\n repeat (3)\n if <(Paused? y/n) = [n]> then\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n else\n wait until <(Paused? y/n) = [n]>\n end\n end\n wait until <([dead? v] of [player v]) = [0]>\nend\n\nwhen I start as a clone\nrepeat until <not <(Level) = (LeVeL)>>\n Trampoline\nend\ndelete this clone\n\n@intro\n\nwhen flag clicked\nstart sound [Vicetone - United We Dance3 v]\nswitch costume to (j v)\nhide\nset size to (75) %\nset size to (2) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (2.3) seconds\nshow\nrepeat until <(size) > [84]>\n change size by (10)\nend\nset size to (90) %\nwait (1) seconds\nglide (1) secs to x: (-110) y: (0)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (22)\n turn right (12) degrees\n change x by (10)\nend\nbroadcast (Intro1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nswitch backdrop to (backdrop2 v)\nstop [other scripts in sprite v]\nbroadcast (Animation finished v)\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (j2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change y by (5)\n end\n wait (.7) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nelse\n switch costume to (j3 v)\n go to x: (-110) y: (-55)\n go to [back v] layer\n glide (.7) secs to x: (115) y: (-55)\nend\n\nwhen flag clicked\nset [cloneid v] to [0]\nset volume to (100) %\ngo to [front v] layer\nclear graphic effects\nwait (1) seconds\nforever\n repeat (5)\n change size by (-2.5)\n end\n repeat (5)\n change size by (2.5)\n end\nend\n\nwhen I receive [intro1 v]\ndelete this clone\n\nwhen I receive [intro1 v]\nforever\n turn right (12) degrees\n change x by (10)\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Pause/Play button\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-208) y: (-153)\nswitch costume to (costume1 v)\nset [lol variable v] to [0]\nset [cloneid v] to [0]\nset [paused? y/n v] to [n]\nset size to (175) %\nhide\n\nwhen I receive [play 2 v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-65)\n switch costume to (costume2 v)\n set size to (350) %\n go to [front v] layer\n set [paused? y/n v] to [y]\n broadcast (Paused v)\n repeat until <(Paused? y/n) = [n]>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [lol variable v] to [1]\n else\n set [lol variable v] to [0]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n set [lol variable v] to [0]\n go to x: (-208) y: (-153)\n switch costume to (costume1 v)\n set size to (175) %\n set [paused? y/n v] to [n]\n clear graphic effects\n broadcast (Unpased v)\n end\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n set [ghost v] effect to (50)\n go to [back v] layer\nelse\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume4 v)\n clear graphic effects\nend\n\nwhen I receive [unpased v]\ndelete this clone\n\nwhen I receive [paused v]\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [2]> then\n repeat until <(Paused? y/n) = [n]>\n go to [front v] layer\n end\nend\n\n@Trans.\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (500) y: (0)\nset [brightness effect v] to [0]\nset [trans. v] to [0]\nset [random variable ¯\_\(ツ\)_/¯ v] to [0]\nclear graphic effects\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (500) y: (0)\nset [brightness v] effect to (brightness effect)\nrepeat (12)\n change x by (-40)\nend\nwait (.6) seconds\nif <(brightness effect) = [45]> then\n delete this clone\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [next? v]\ngo to [front v] layer\nset [trans. v] to [1]\nset [random variable ¯\_\(ツ\)_/¯ v] to [1]\ngo to x: (500) y: (0)\nset [brightness effect v] to [0]\nclear graphic effects\nshow\nrepeat (12)\n if <(Paused? y/n) = [n]> then\n change x by (-40)\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\nchange [brightness effect v] by (45)\ncreate clone of (_myself_ v)\nwait (.4) seconds\nchange [brightness effect v] by (45)\ncreate clone of (_myself_ v)\nhide\nset [next? v] to [1]\nwait (1.5) seconds\nset [trans. v] to [0]\nset [random variable ¯\_\(ツ\)_/¯ v] to [0]\n\nwhen flag clicked\nforever\n if <(Next?) = [1]> then\n broadcast (Next v)\n set [next? v] to [0]\n end\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\n@Portal1\n\nwhen flag clicked\ngo to x: (-107) y: (-130)\nset [whirl v] effect to (500)\nhide\nforever\n if <(Paused? y/n) = [n]> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (-75) y: (23)\n show\n else\n if <(Level) = [10]> then\n go to x: (190) y: (-10)\n show\n else\n if <(Level) = [11]> then\n go to x: (190) y: (-10)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n go to [front v] layer\n end\n else\n go to [back v] layer\n end\nend\n\n@Portal2\n\nwhen flag clicked\ngo to x: (11) y: (-54)\nset [whirl v] effect to (500)\nhide\nforever\n if <(Paused? y/n) = [n]> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (75) y: (23)\n show\n else\n if <(Level) = [10]> then\n go to x: (-221) y: (121)\n show\n else\n if <(Level) = [11]> then\n go to x: (-221) y: (121)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n go to [front v] layer\n end\n else\n go to [back v] layer\n end\nend\n\n@Modulation - On the move\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (-150)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\nset [music v] to [12]\n\n@thx\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (10)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide variable [your time v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [11]> then\n wait (1) seconds\n show\n repeat (10)\n if <(Paused? y/n) = [n]> then\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\n else\n wait until <(Paused? y/n) = [n]>\n end\n end\n stop [this script v]\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n go to [front v] layer\nend\n\n
WASD Space and arrow keys to move.\nTouch controlls for mobile.\n\nGet to the spinny thing to win the level.\n\nThere are 8 levels currently.
Factory - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n play sound [Undertale - Megalovania.mp3 v] until done\nend\n\nwhen [timer v] > (0)\nstart sound [click v]\nwait (1.5) seconds\nstart sound [click v]\nswitch backdrop to (背景2 v)\n\n@Player\n\ndefine 初期化\nset [ok v] to [1]\nshow\nswitch costume to (ソウル v)\nset size to (50) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: ((0) + (<(L) = [4]> * (100)))\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Program\nif <(OK) = [1]> then\n show\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1.1)\n point in direction ([abs v] of (direction) )\n end\n if <<<mouse down?> and <[0] > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1.1)\n point in direction (() - ([abs v] of (direction) ))\n end\n set [x v] to ((X) * (0.888))\n change x by (X)\n repeat (8)\n if <touching (platformer v)?> then\n change y by (1)\n end\n end\n if <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n if <(X) = ([abs v] of (X) )> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <touching (platformer v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\nend\n\nProgram\n\nwhen flag clicked\n初期化\nset [ok v] to [1]\nforever\n if <(OK) = [1]> then\n Program\n end\nend\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n set [ok v] to [1]\n change [l v] by (1)\n 初期化\n set [ok v] to [1]\n end\n if <(y position) < [-180]> then\n change [☁ みんなが死んだ回数 v] by (1)\n 初期化\n end\n if <touching (スプライト18 v)?> then\n change [☁ みんなが死んだ回数 v] by (1)\n broadcast (GAMEOVER v)\n broadcast (tya v)\n end\nend\n\nwhen I receive [gameover v]\nset [ok v] to [0]\nswitch costume to (ソウル v)\nshow\nrepeat (10)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\nchange [死亡回数 v] by (1)\nswitch costume to (ソウル タヒ v)\nwait (0) seconds\npoint in direction (0)\nswitch costume to (「パキッ…」赤 v)\nstart sound [heartbeatbreaker v]\nset [ソウル落ちろ v] to [5]\nwait (1) seconds\nstart sound [ソウル 壊れる v]\nhide\nset [dame v] to [1]\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nset [ソウル落ちろ v] to [5]\nrepeat (25)\n change [ソウル落ちろ v] by (-1)\nend\nwait (1) seconds\nset [ok v] to [1]\n初期化\nbroadcast (hone v)\n\nif <not <(dame) = [1]>> then\n\nwhen I start as a clone\nshow\npoint in direction (pick random (-90) to (90))\nrepeat until <(y position) < [-170]>\n change y by (ソウル落ちろ)\n move (4) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\n@Platformer\n\nwhen flag clicked\nset [l v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\ngo [forward v] (7) layers\nforever\n switch costume to (L)\nend\n\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\n@スプライト18\n\nwhen flag clicked\ngo to x: (-150) y: (-96)\nshow\nforever\n switch costume to ([costume # v] of [platformer v])\nend\n\nwhen I receive [hone v]\nshow\n\nwhen I receive [tya v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n
It's time to show off your Ninja Skills. Help Scratch Cat fight rats, solve puzzles, and find fish to eat!\n\nControls for keyboard:\n- WASD / arrow keys: move, jump, climb, push.\n- SPACE: interact, attack.\n- R: reset\n- M: return to main menu\n\nControls for mobile:\n- Press your finger in the direction you want to move, jump, climb, or push.\n- Tap near Scratch Cat to interact or attack.
0D Platformer
@Stage\n\nwhen flag clicked\nplay sound [Alan Walker - Faded v] until done\nforever\n play sound [Mike Williams - Wait For You v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait (15) seconds\nshow\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Trail\n Death\n Trampoline Jump\n Speed\n Level Change\nend\n\ndefine X velocity\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Trail\ncreate clone of (trail v)\n\ndefine Death\nif <touching (spikes. lava, holes, etc. v)?> then\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [13]> then\n go to x: (-190) y: (55)\n change [level v] by (1)\n end\nend\n\ndefine Speed\nif <touching (sprite3 v)?> then\n set [x velocity v] to [18]\nend\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nhide\nwait (15) seconds\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (15) seconds\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to x: (-240) y: (pick random (-180) to (180))\n go to [back v] layer\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (100))\nrepeat until <(x position) > [230]>\n change x by (pick random (3) to (30))\n if <(pick random (1) to (10)) = [7]> then\n change y by (pick random (-30) to (30))\n change [ghost v] effect by (pick random (-30) to (30))\n end\nend\ndelete this clone\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\n if <(LEVEL) = [7]> then\n go to x: (0) y: (-90)\n turn right (15) degrees\n else\n if <(LEVEL) = [8]> then\n go to x: (-75) y: (-75)\n turn right (15) degrees\n else\n if <(LEVEL) = [9]> then\n go to x: (0) y: (0)\n turn left (1) degrees\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Time\n\nwhen flag clicked\nhide\nreset timer\nset [time v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\ngo to [front v] layer\nshow\n\nwait (15) seconds\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nerase all\nwait (15) seconds\nReset Character Data\nLoad Font | Name [Parabolic]\nforever\n erase all\n if <(LEVEL) = [1]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [l] Text [Hello!]\n end\n if <(LEVEL) = [2]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [l] Text [We're at the moon!]\n end\n if <(LEVEL) = [3]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [l] Text [Your friend got lost!]\n end\n if <(LEVEL) = [13]> then\n Print | Pos (-50) (90) Size (10) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [You found your friend!]\n Print | Pos (-50) (60) Size (15) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Love, favorite and follow!]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nreset timer\npoint in direction (90)\nhide\ngo to x: (0) y: (0)\nwait (2.6) seconds\nshow\nrepeat (10)\n repeat (10)\n change [color v] effect by (10)\n end\nend\nrepeat (10)\n turn right (36) degrees\nend\nset [color v] effect to (0)\nwait (7) seconds\nhide\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (TIMER)\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (-240) y: (0)\nset [x v] to [0]\nrepeat (60)\n change x by (0.5)\nend\nrepeat (30)\n change [x v] by (1)\n change x by (x)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [-40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to x: (240) y: (0)\nset [x v] to [0]\nrepeat (60)\n change x by (-0.5)\nend\nrepeat (30)\n change [x v] by (-1)\n change x by (x)\nend\n\nwhen flag clicked\nforever\n if <(x position) < [40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (0) y: (240)\nset [y v] to [0]\nrepeat (60)\n change y by (-0.5)\nend\nrepeat (30)\n change [y v] by (-1)\n change y by (y)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-240)\nset [y v] to [0]\nrepeat (60)\n change y by (0.5)\nend\nrepeat (30)\n change [y v] by (1)\n change y by (y)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [-40]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (60)\n turn right (6) degrees\nend\nrepeat (30)\n turn right (45) degrees\nend\n\n@REMOVE THIS SPRITE4\n\nwhen flag clicked\ngo to x: (0) y: (-30000)\nhide\nrepeat (100)\n go to x: (pick random (-200) to (-100)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [y v] to (pick random (10) to (15))\nshow\ngo to [back v] layer\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\n@REMOVE THIS SPRITE2\n\nwhen flag clicked\ngo to x: (0) y: (-30000)\nhide\nrepeat (100)\n go to x: (pick random (100) to (200)) y: (-3000)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [y v] to (pick random (10) to (15))\nshow\ngo to [back v] layer\neff (pick random (-3) to (3))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (pick random (40) to (80))\nset [brightness v] effect to (0)\nset size to (pick random (60) to (120)) %\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\n@PTE Ultra+2\n\nwhen [timer v] > (TIMER)\nerase all\nPrint | Pos (0) (0) Size (20) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [10 FOLLOWERS!]\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nerase all\nReset Character Data\nLoad Font | Name [Parabolic]\nwait (7) seconds\nerase all\nSlow Print | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXYZ]\nwait (5) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareXY]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [SquareX]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Square]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squar]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squa]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Squ]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Sq]\nwait (0.1) seconds\nerase all\nPrint | Pos (0) (-125) Size (25) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [S]\nwait (0.1) seconds\nerase all\n\n
WASD - move 移動 (zqsd)\nSPACE - jump ジャンプ\nARROW KEYS or MOUSE - rotate camera\n矢印キーまたはマウス - カメラを回転\nPress top right button to enable MOBILE MODE\nPress top left button to switch WASD and ARROW KEYS\n\n(japanese is translated)
Pen Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [160]> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-91)\n end\nend\n\nwhen flag clicked\nif <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-214) y: (-97)\n else\n go to x: (x position) y: (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n forever\n set [level v] to [10]\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [12]>\n wait (0.03) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-1) to (1)) y: (pick random (49) to (51))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [8]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
\n\n日本語は下\n【English】\nThis platform was made with a forest theme\nAim for the goal while avoiding the needles!\nIf you find it even a little interesting, press the stars and hearts!\nYou can operate it by pressing the arrow keys or tapping\n\n\n\n【日本語】\nこのプラットフォーマーは森をテーマにして作りました\n針をよけてゴールを目指しましょう!\n少しでも面白いと感じたら是非星とハートを押してください!\n矢印キーまたはタップして操作してください\n\n\n\n\n\n\n\nゴールした状態で星とハートを押すと…?
Pixel Land || a platformer (mobile friendly) (games)
@Stage\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\n@map\n\ndefine platform\nchange y by (y SPEED)\nif <touching (player2 v)?> then\n repeat ([abs v] of (y SPEED) )\n if <touching (player2 v)?> then\n change y by ((-1) * (([abs v] of (y SPEED) ) / (y SPEED)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y SPEED) < [0]>>> then\n set [y speed v] to [-17]\n else\n set [y speed v] to [0]\n end\nelse\n change [y speed v] by (1)\nend\nif <key (right arrow v) pressed?> then\n change [x speed v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [x speed v] by (1)\nend\nchange x by (x SPEED)\nif <touching (player2 v)?> then\n set [oldy v] to (y position)\n repeat ([abs v] of ((x SPEED) + (-1)) )\n if <touching (player2 v)?> then\n change y by (1)\n end\n end\n if <touching (player2 v)?> then\n set y to (oldy)\n repeat ([ceiling v] of ([abs v] of (x SPEED) ) )\n if <touching (player2 v)?> then\n change x by ((-1) * (([abs v] of (x SPEED) ) / (x SPEED)))\n end\n end\n set [x speed v] to [0]\n end\nend\nset [x speed v] to ((x SPEED) * (0.9))\n\nwhen I receive [play v]\nset [y speed v] to [0]\ngo to x: (14) y: (-33)\nforever\n platform\nend\n\nwhen I receive [play v]\nforever\n set [x of map v] to (x position)\n set [y of map v] to (y position)\nend\n\nwhen I receive [play v]\nshow\nset [dead? v] to [0]\nforever\n if <(y position) > [80]> then\n set [dead? v] to [1]\n broadcast (dead v)\n wait (0) seconds\n repeat (80)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n broadcast (play v) and wait\n end\nend\n\nwhen I receive [play v]\nforever\n set [1 v] to [0]\n set [2 v] to [0]\n if <<(y position) > [-560]> and <[-380] > (y position)>> then\n wait (0) seconds\n set [1 v] to [1]\n if <<(x position) > [-1276]> and <[-585] > (x position)>> then\n set [2 v] to [1]\n end\n if <<(1) = [1]> and <(2) = [1]>> then\n set [dead? v] to [1]\n broadcast (dead v)\n wait (0) seconds\n repeat (80)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n broadcast (play v) and wait\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<(x position) > [166]> and <(y position) > [-700]>> then\n set [dead? v] to [1]\n broadcast (dead v)\n wait (0) seconds\n repeat (80)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n broadcast (play v) and wait\n end\nend\n\nwhen I receive [escape v]\nforever\n play sound [bensound-memories v] until done\nend\n\nwhen I receive [play v]\nforever\n set [3 v] to [0]\n set [4 v] to [0]\n if <<(y position) = [-1060]> or <(y position) = [-1059]>> then\n wait (0) seconds\n set [3 v] to [1]\n if <<(x position) > [-1069]> and <[-868] > (x position)>> then\n set [4 v] to [1]\n end\n if <<(3) = [1]> and <(4) = [1]>> then\n set [dead? v] to [1]\n broadcast (dead v)\n wait (0) seconds\n repeat (80)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n broadcast (play v) and wait\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<[-1221] > (x position)> and <[-1685] > (y position)>> then\n broadcast (win v) and wait\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\n@player2\n\nwhen I receive [dead v]\nhide\n\nwhen I receive [play v]\nshow\nforever\n if <(x SPEED) > [1]> then\n wait (((4) - (x SPEED)) * (0.1)) seconds\n next costume\n else\n if <[-1] > (x SPEED)> then\n wait (((4) + (x SPEED)) * (0.1)) seconds\n next costume\n else\n switch costume to (stay v)\n end\n end\nend\n\nwhen I receive [play v]\npoint in direction (90)\nforever\n if <(x SPEED) > [0]> then\n point in direction (-90)\n else\n if <(x SPEED) < [0]> then\n point in direction (90)\n end\n end\nend\n\nwhen I receive [play v]\ngo to x: (0) y: (-20)\n\nwhen I receive [play v]\nforever\n if <key (up arrow v) pressed?> then\n set [in air ? v] to [1]\n end\n wait (0.1) seconds\n wait until <touching (map v)?>\n set [in air ? v] to [0]\nend\n\nwhen I receive [play v]\nforever\n if <touching color (#ff7400)?> then\n set [dead? v] to [1]\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to x: (X OF MAP) y: (Y OF MAP)\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\n@player3\n\nwhen I receive [dead v]\nshow\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [play v]\nhide\ngo to x: (0) y: (-20)\nset [ghost v] effect to (0)\n\n@ground 1\n\nwhen flag clicked\nshow\ngo to x: (10) y: (-927)\nshow\ngo to [front v] layer\nwait (0) seconds\nglide (0.9) secs to x: (10) y: (-917)\nglide (0.6) secs to x: (10) y: (-907)\nglide (0.4) secs to x: (10) y: (-897)\nglide (0.4) secs to x: (10) y: (-880)\nglide (0.5) secs to x: (10) y: (-850)\nglide (0.5) secs to x: (10) y: (-810)\nglide (0.9) secs to x: (10) y: (-700)\nglide (1.7) secs to x: (10) y: (-450)\nglide (1.5) secs to x: (10) y: (-200)\nglide (5) secs to x: (10) y: (800)\nglide (0.5) secs to x: (10) y: (850)\nglide (1) secs to x: (10) y: (900)\nglide (1.1) secs to x: (10) y: (930)\nbroadcast (escape v) and wait\n\nwhen I receive [play v]\nhide\n\n@escape\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [escape v]\nwait (1) seconds\nshow\ngo to [front v] layer\nset [ghost v] effect to (80)\nwait (0.2) seconds\nset [ghost v] effect to (55)\nwait (0.2) seconds\nset [ghost v] effect to (80)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nwait (0.1) seconds\nset [ghost v] effect to (70)\nwait (0.1) seconds\nset [ghost v] effect to (50)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nwait (0.1) seconds\nrepeat (20)\n change [ghost v] effect by (-1)\nend\nrepeat (30)\n change [ghost v] effect by (-1.5)\nend\nbroadcast (start v)\n\nwhen I receive [play v]\nhide\n\n@start\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (45) %\n else\n set size to (40) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (play v) and wait\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@final ending\n\nwhen I receive [win v]\nwait (3) seconds\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (escaped v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [brightness v] effect to (5)\nwait (1) seconds\ngo to [front v] layer\n\n@Sprite2\n\nwhen I receive [play v]\nset [time v] to [0]\nforever\n wait (0.05) seconds\n change [time v] by (0.1)\nend\n\nwhen I receive [win v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [start v]\nshow variable [time v]\n\n@picture escaped\n\nshow\ngo to [front v] layer\nshow variable [time v]\n\nwhen flag clicked\nhide\n\n
Saving the Platformers - A Platformer #games
@Stage\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n if <not <(Level) = [20]>> then\n set volume to (Voliume) %\n end\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [mute v] to [-1]\nforever\n if <key (m v) pressed?> then\n set [mute v] to ((-1) * (Mute))\n wait (1) seconds\n end\nend\n\nwhen I receive [ending v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro end v]\nforever\n play sound [The Cranberries - Zombie Piano Tutorial Midi v] until done\n play sound [\[HQ\] Adam Lambert - Whataya Want From Me \(Piano cover\) v] until done\n play sound [Boulevard Of Broken Dreams - Green Day - \(Piano Cover\) v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nset [voliume v] to [100]\nforever\n if <(Level) = [20]> then\n repeat (50)\n change volume by (-2)\n change [voliume v] by (-2)\n end\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (Next Songf v)\n repeat until <(Level) = [21]>\n play sound [The Cranberries - Zombie \(Instrumental\) v] until done\n end\n end\nend\n\nwhen I receive [next songf v]\nwait (1) seconds\nrepeat (75)\n change volume by (1)\n change [voliume v] by (1)\nend\nwait until <(Level) = [21]>\nrepeat (50)\n change volume by (-2)\n change [voliume v] by (-2)\nend\nstop all sounds\nset volume to (100) %\nset [voliume v] to [100]\nforever\n play sound [The Cranberries - Zombie Piano Tutorial Midi v] until done\nend\n\nwhen I receive [next songf v]\nswitch backdrop to (backdrop1 v)\nset [mute v] to [-1]\nforever\n if <key (m v) pressed?> then\n set [mute v] to ((-1) * (Mute))\n wait (1) seconds\n end\nend\n\nwhen I receive [next songf v]\nforever\n if <(Mute) = [-1]> then\n set volume to (Voliume) %\n else\n set volume to (0) %\n end\nend\n\n@Intro_INFNTY\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (-7) y: (-17)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nstart sound [Breaker Light v]\nstart sound [Light-Electric-Buzzing-www v]\nshow\nwait (1) seconds\nrepeat (22)\n next costume\nend\nbroadcast (message1 v)\n\nwhen flag clicked\nwait (7.25) seconds\nstart sound [Fade v]\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Intro_INFNTY_logo\n\nwhen I receive [message1 v]\nwait (1) seconds\nshow\nglide (0.2) secs to x: (4) y: (-10)\nstart sound [Boom v]\n\nwhen flag clicked\nswitch costume to (infntyframed v)\nset [ghost v] effect to (0)\nhide\ngo to x: (-4) y: (253)\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Intro_Arm\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset [intro y v] to [15]\nhide\nwait (1) seconds\ngo to [front v] layer\nshow\ngo to (intro_infnty v)\npoint in direction (90)\nwait (1) seconds\nrepeat (15)\n turn right (11) degrees\nend\nrepeat (4)\n repeat (5)\n turn left (10) degrees\n end\n repeat (5)\n turn left (-10) degrees\n end\nend\n\nwhen I receive [message1 v]\nwait until <touching (intro_infnty_logo v)?>\nif <touching (intro_infnty_logo v)?> then\n switch costume to (costume2 v)\n repeat (33)\n turn left (15.9) degrees\n change x by (-5)\n change y by (Intro y)\n change [intro y v] by (-1.15)\n end\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Intro_Blind\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (-84) y: (-146)\nwait (3) seconds\ngo to [front v] layer\nwait until <touching (intro_arm v)?>\nif <touching (intro_arm v)?> then\n repeat (20)\n change x by (10)\n end\nend\nhide\nwait (1) seconds\nbroadcast (Intro End v)\n\n@Player\n\nwhen flag clicked\nhide\nset [allow move v] to [0]\n\nwhen I receive [begin v]\nset [allow move v] to [0]\nset [allow portal v] to [1]\nset [auto-right v] to [0]\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-192) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> or <(Auto-Right) = [1]>> then\n change [x2 v] by (1)\n point in direction (90)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n change [x2 v] by (-1)\n point in direction (-90)\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\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 if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n change x by ((x2) * (-1))\n change y by (-5)\n if <(x2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to ((x2) * (-1.3))\n change x by (x2)\n set [x2 v] to [0]\n change x by ((x2) / (5))\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n if <touching (ground v)?> then\n change y by ((y2) * (-1))\n set [y2 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?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n set [y2 v] to [15]\n end\n end\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x2) * (-1))\n change y by (-5)\n end\n if <touching (ground v)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n if <<touching (portal v)?> and <(Allow Portal) = [1]>> then\n if <(Level) = [20]> then\n broadcast (End v)\n set [allow move v] to [0]\n wait (2) seconds\n end\n broadcast (Next v)\n end\n if <<(Die Again) = [1]> and <<touching (spikes v)?> or <<touching (fireball v)?> or <<<touching (head v)?> or <touching (boss v)?>> or <[-185] > (y position)>>>>> then\n broadcast (Pre-Death v)\n set [die again v] to [0]\n wait until <(Die Again) = [1]>\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n switch costume to (jumping v)\n else\n if <<<(Text) = [0]> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <(Allow Move) = [1]>>> or <(Auto-Right) = [1]>> then\n if <(costume [name v]) = [Standing 10]> then\n switch costume to (standing 1 v)\n else\n next costume\n end\n wait (0.01) seconds\n else\n switch costume to (standing 1 v)\n end\n end\nend\n\nwhen I receive [begin v]\nchange [☁ amount of people v] by (1)\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen I receive [next v]\nif <(Level) = [20]> then\n hide\n set [y2 v] to [0]\n set [x2 v] to [0]\n set [arm side v] to [-5]\n point in direction (90)\n wait (2) seconds\n go to x: (-250) y: (-100)\n show\n set [auto-right v] to [1]\n wait (0.5) seconds\n set [auto-right v] to [0]\nelse\n go to x: (-192) y: (-100)\n set [y2 v] to [0]\n set [x2 v] to [0]\n set [arm side v] to [-5]\n point in direction (90)\nend\n\nwhen I receive [death v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\ngo to x: (-192) y: (-100)\nset [y2 v] to [0]\nset [x2 v] to [0]\nset [arm side v] to [-5]\npoint in direction (90)\n\nwhen [r v] key pressed\nbroadcast (Pre-Death v)\n\nwhen I receive [follow v]\nset [allow move v] to [0]\nwait (3) seconds\nset [auto-right v] to [1]\nwait until <touching (_edge_ v)?>\nbroadcast (Ending v)\ngo to x: (-250) y: (-127)\nset [auto-right v] to [0]\n\nwhen I receive [endinging v]\nset [auto-right v] to [1]\nwait until <touching (_edge_ v)?>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [almost leave v]\nset [auto-right v] to [1]\nwait (0.5) seconds\nset [auto-right v] to [0]\npoint in direction (-90)\n\nwhen I receive [begin v]\nforever\n if <key (p v) pressed?> then\n if <<(Text) = [0]> and <(Allow Portal) = [1]>> then\n go to (portal v)\n wait (3) seconds\n end\n end\n if <(Level) = [21]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [pre-death v]\nset [die again v] to [0]\nset [allow move v] to [0]\nset [x2 v] to [0]\nset [y2 v] to [0]\nstart sound [Hit Enemy v]\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Death v)\nset [die again v] to [1]\n\n@Arm\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\npoint in direction (90)\nset [arm side v] to [-5]\nset [allow weapon v] to [0]\nset [weapon v] to [0]\nshow\nforever\n go to x: ((Player x) + (Arm Side)) y: ((player y) - (1))\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> then\n set [arm side v] to [5]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> then\n set [arm side v] to [-5]\n end\n change x by (x2)\n change y by (y2)\nend\n\nwhen I receive [begin v]\nforever\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 <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> then\n repeat (2)\n turn left (10) degrees\n wait (0.01) seconds\n end\n repeat (4)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n repeat (2)\n turn left (10) degrees\n wait (0.01) seconds\n end\n point in direction (90)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> or <(Auto-Right) = [1]>> then\n repeat (2)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n repeat (4)\n turn left (10) degrees\n wait (0.01) seconds\n end\n repeat (2)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n point in direction (90)\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<key (space v) pressed?> and <(Allow Move) = [1]>> then\n if <<(Weapon) = [1]> or <(Weapon) = [0]>> then\n if <(Arm Side) = [5]> then\n if <(Weapon) = [1]> then\n set [sword damage v] to [1]\n start sound [Sword Swing v]\n end\n repeat (10)\n turn left (36) degrees\n end\n wait (0.1) seconds\n set [sword damage v] to [0]\n else\n if <(Weapon) = [1]> then\n set [sword damage v] to [1]\n start sound [Sword Swing v]\n end\n repeat (10)\n turn left (-36) degrees\n end\n wait (0.1) seconds\n set [sword damage v] to [0]\n end\n point in direction (90)\n wait (0.4) seconds\n end\n end\n if <<(Text) = [0]> and <<<key (space v) pressed?> and <(Weapon) = [2]>> and <(Arrow Allow) = [1]>>> then\n set [arm direction v] to ((direction) + (90))\n set [allow move v] to [0]\n broadcast (Arrow v)\n switch costume to (bow 2 v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn left (5) degrees\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn left (-5) degrees\n end\n if <not <<key (space v) pressed?> and <(Weapon) = [2]>>> then\n point in direction (90)\n end\n else\n if <<(Die Again) = [0]> or <<(Text) = [1]> or <(Level) = [21]>>> then\n set [allow move v] to [0]\n else\n set [allow move v] to [1]\n end\n end\n if <(Level) = [21]> then\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(Weapon) = [0]> then\n switch costume to (costume1 v)\n else\n if <(Weapon) = [1]> then\n if <(Arm Side) = [5]> then\n switch costume to (sword 2 v)\n else\n switch costume to (sword 1 v)\n end\n else\n if <<(Weapon) = [2]> and <not <key (space v) pressed?>>> then\n switch costume to (bow 1 v)\n end\n end\n end\nend\n\nwhen I receive [pre-death v]\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [death v]\nif <(Level) = [5]> then\n set [allow weapon v] to [0]\n set [weapon v] to [0]\nend\nif <(Level) = [10]> then\n set [allow weapon v] to [1]\n set [weapon v] to [1]\nend\n\nwhen I receive [begin v]\nforever\n if <(Allow Weapon) = [0]> then\n set [weapon v] to [0]\n else\n if <(Allow Weapon) = [1]> then\n if <(Allow Move) = [1]> then\n if <key (0 v) pressed?> then\n point in direction (90)\n set [weapon v] to [0]\n end\n if <key (1 v) pressed?> then\n point in direction (90)\n set [weapon v] to [1]\n end\n end\n else\n if <(Allow Weapon) = [2]> then\n if <(Allow Move) = [1]> then\n if <key (0 v) pressed?> then\n set [weapon v] to [0]\n end\n if <key (1 v) pressed?> then\n set [weapon v] to [1]\n end\n if <key (2 v) pressed?> then\n set [weapon v] to [2]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\npoint in direction (90)\nif <(Level) = [20]> then\n hide\n point in direction (90)\n wait (2) seconds\n show\nend\n\nwhen I receive [endinging v]\nwait until <touching (_edge_ v)?>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [almost leave v]\nwait (0.5) seconds\nset [arm side v] to [5]\n\nwhen I receive [endinging v]\nset [arm side v] to [-5]\n\nwhen I receive [end v]\nforever\n set [allow move v] to [0]\nend\n\nwhen I receive [player wave v]\nwait (1) seconds\nrepeat (10)\n turn right (36) degrees\nend\n\nwhen I receive [player small wave v]\nwait (1) seconds\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n turn right (-5) degrees\nend\n\nwhen I receive [death v]\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Particles\n\nwhen flag clicked\nrepeat (10)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (-200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n change x by (4)\n change y by (-1)\n change [ghost v] effect by (1)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\n@Mountains2\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\nforever\n go to x: ((Player x) / (15)) y: ((player y) / (12))\nend\n\n@Mountains\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\nforever\n go to x: ((Player x) / (10)) y: ((player y) / (10))\nend\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to x: (204) y: (-109)\nforever\n repeat (40)\n change y by (0.1)\n turn right (1) degrees\n wait until <(Text) = [0]>\n end\n repeat (40)\n change y by (-0.1)\n turn right (1) degrees\n wait until <(Text) = [0]>\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [5]> then\n go to x: (207) y: (104)\nelse\n if <(Level) = [7]> then\n go to x: (-199) y: (96)\n else\n if <(Level) = [10]> then\n go to x: (193) y: (140)\n else\n if <(Level) = [12]> then\n go to x: (202) y: (105)\n else\n if <(Level) = [15]> then\n go to x: (-195) y: (137)\n else\n if <(Level) = [19]> then\n go to x: (208) y: (128)\n else\n if <(Level) = [20]> then\n hide\n change [☁ amount of pass v] by (1)\n stop [other scripts in sprite v]\n else\n go to x: (204) y: (-107)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [4]> then\n set [allow portal v] to [0]\nelse\n if <(Level) = [9]> then\n set [allow portal v] to [0]\n else\n if <(Level) = [19]> then\n set [allow portal v] to [0]\n wait until <[2] > (Life)>\n set [allow portal v] to [1]\n else\n if <(Level) = [20]> then\n hide\n else\n set [allow portal v] to [1]\n end\n end\n end\nend\n\nwhen I receive [death v]\nif <(Level) = [5]> then\n set [allow portal v] to [0]\nelse\n if <(Level) = [10]> then\n set [allow portal v] to [0]\n else\n if <<(Level) = [20]> and <(Life) > [2]>> then\n set [allow portal v] to [0]\n else\n set [allow portal v] to [1]\n end\n end\nend\n\n@Backdrop\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [begin v]\nshow\nforever\n if <not <(Level) = [21]>> then\n go to [back v] layer\n end\nend\n\nwhen I receive [next v]\nchange [ghost v] effect by (1)\n\nwhen I receive [ending v]\nswitch costume to (costume2 v)\ngo to [front v] layer\n\nwhen I receive [endinging v]\nwait (7) seconds\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nEnemy Code\nset [clone death v] to [1]\nset [clone death v] to [0]\n\ndefine Enemy Code\nstop [other scripts in sprite v]\nset [enemy 1 harm v] to [1]\nbroadcast (kill v)\nif <(Level) = [4]> then\n Enemy [-42] [-83] [10] [90] [1]\nelse\n if <(Level) = [5]> then\n Enemy [0] [-127] [10] [90] [1]\n else\n if <(Level) = [6]> then\n Enemy [40] [-7] [9] [90] [1]\n else\n if <(Level) = [8]> then\n Enemy [0] [-127] [20] [-90] [1]\n else\n if <(Level) = [9]> then\n Enemy [200] [107] [70] [0] [2]\n else\n if <(Level) = [10]> then\n Enemy [200] [0] [70] [0] [2]\n else\n if <(Level) = [11]> then\n Enemy [0] [100] [70] [0] [2]\n else\n if <(Level) = [13]> then\n Enemy [-40] [50] [70] [0] [2]\n else\n if <(Level) = [14]> then\n Enemy [-40] [63] [3] [90] [1]\n else\n if <(Level) = [15]> then\n Enemy [200] [70] [50] [0] [2]\n else\n if <(Level) = [16]> then\n Enemy [188] [43] [1] [90] [1]\n else\n if <(Level) = [17]> then\n Enemy [56] [-2] [5] [-90] [1]\n else\n if <(Level) = [18]> then\n Enemy [40] [50] [30] [0] [2]\n else\n if <(Level) = [19]> then\n Enemy [20] [-127] [7] [-90] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy (xpos) (ypos) (steps) ( direction) (w/g)\nshow\ngo to x: (xpos) y: (ypos)\nset [enmy steps 1 v] to (steps)\npoint in direction ( direction)\nset [ghost v] effect to (0)\nif <(w/g) = [1]> then\n switch costume to (walker 1 v)\n set size to (100) %\n wait until <(Text) = [0]>\n broadcast (Enemy Walk v)\nelse\n if <(w/g) = [2]> then\n switch costume to (glider 1 v)\n set size to (50) %\n set rotation style [all around v]\n broadcast (Enemy Fly v)\n set [enemy; glide x 1 v] to [-2]\n wait until <(Text) = [0]>\n end\nend\n\nwhen I receive [death v]\nwait (0.2) seconds\nEnemy Code\n\nwhen I receive [enemy walk v]\nset rotation style [left-right v]\nrepeat (Enmy Steps 1)\n switch costume to (walker 1 v)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\nend\nturn right (180) degrees\nbroadcast (Enemy Walk v)\n\nwhen I receive [enemy fly v]\nrepeat (Enmy Steps 1)\n change x by (Enemy; Glide x 1)\n if <(costume [number v]) = [16]> then\n switch costume to (glider 1 v)\n else\n next costume\n end\n wait (0.05) seconds\n wait until <(Text) = [0]>\nend\nset [enemy; glide x 1 v] to ((Enemy; Glide x 1) * (-1))\nbroadcast (Enemy Fly v)\n\nwhen I receive [enemy fly v]\nwait until <(distance to [player v]) < [170]>\nstop [other scripts in sprite v]\nbroadcast (kill v)\ncreate clone of (_myself_ v)\nrepeat (10)\n turn right (Enemy; Glider clone Direction) degrees\n wait until <(Text) = [0]>\nend\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n wait until <(Text) = [0]>\nend\nhide\n\nwhen I start as a clone\nhide\npoint towards (player v)\nset [enemy; glider clone direction v] to ((direction) / (10))\ndelete this clone\n\nwhen I receive [kill v]\nforever\n if <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <touching (arrows v)?>> then\n set [enemy 1 harm v] to [0]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\n if <<touching (player v)?> and <(Enemy 1 Harm) = [1]>> then\n broadcast (Pre-Death v)\n stop [this script v]\n end\nend\n\n@Enemy2\n\nwhen flag clicked\nhide\nswitch costume to (walker 1 v)\n\nwhen I receive [next v]\nwait (0.01) seconds\nEnemy Code\n\ndefine Enemy Code\nset [enemy 2 harm v] to [1]\nif <(Level) = [8]> then\n Enemy [-30] [40] [5] [90] [1]\nelse\n if <(Level) = [10]> then\n Enemy [-80] [-127] [8] [90] [1]\n else\n if <(Level) = [11]> then\n Enemy [100] [-1] [9] [90] [1]\n else\n if <(Level) = [12]> then\n Enemy [132] [18] [8] [90] [1]\n else\n if <(Level) = [13]> then\n Enemy [40] [88] [8] [90] [9]\n else\n if <(Level) = [16]> then\n Enemy [20] [103] [6] [90] [9]\n else\n if <(Level) = [17]> then\n Enemy [-150] [114] [30] [90] [1]\n else\n if <(Level) = [18]> then\n Enemy [40] [132] [2] [-90] [9]\n else\n if <(Level) = [19]> then\n Enemy [130] [58] [3] [90] [9]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy (xpos) (ypos) (steps) (direction) (w/g)\nshow\nset rotation style [left-right v]\ngo to x: (xpos) y: (ypos)\nset [enmy steps 2 v] to (steps)\nset [enemy 2; type v] to (w/g)\npoint in direction (direction)\nset [ghost v] effect to (0)\nwait until <(Text) = [0]>\nbroadcast (Enemy Walk 2 v)\n\nwhen I receive [death v]\nwait (0.2) seconds\nEnemy Code\n\nwhen I receive [enemy walk 2 v]\nrepeat (Enmy Steps 2)\n switch costume to (Enemy 2; Type)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\nend\nturn right (180) degrees\nbroadcast (Enemy Walk 2 v)\n\nwhen I receive [kill v]\nforever\n if <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<touching (arrows v)?> and <(Enemy 2; Type) = [1]>>> then\n set [enemy 2 harm v] to [0]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\n if <<touching (player v)?> and <(Enemy 2 Harm) = [1]>> then\n broadcast (Pre-Death v)\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nwait until <<touching (arrows v)?> and <(Enemy 2; Type) = [9]>>\nbroadcast (Enenmy Text v)\n\n@Chest\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(Level) = [4]> then\n switch costume to (closed v)\n show\n go to x: (184) y: (109)\nelse\n if <(Level) = [9]> then\n switch costume to (closed v)\n show\n go to x: (55) y: (91)\n else\n hide\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\n if <<(Text) = [0]> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <<touching (player v)?> and <(costume [number v]) = [1]>>>> then\n switch costume to (opened v)\n broadcast (Loot v)\n end\nend\n\nwhen I receive [death v]\nif <(Level) = [5]> then\n switch costume to (closed v)\n show\n go to x: (184) y: (109)\nelse\n if <(Level) = [10]> then\n switch costume to (closed v)\n show\n go to x: (55) y: (91)\n else\n hide\n end\nend\n\nwhen I receive [begin v]\nwait until <touching (player v)?>\nset [x2 v] to [0]\nset [y2 v] to [0]\nbroadcast (Chest instructions v)\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(Level) = [19]> then\n point in direction (-90)\n set [ghost v] effect to (0)\n show\n set [life v] to [11]\n broadcast (Boss Show v)\n forever\n if <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<touching (arrows v)?> and <not <(Boss Arrow Chance) = [1]>>>> then\n change [life v] by (-1)\n wait (0.1) seconds\n end\n if <[2] > (Life)> then\n repeat (10)\n change [ghost v] effect by (10)\n set [allow portal v] to [1]\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nelse\n hide\nend\n\nwhen I receive [boss show v]\nset [attack v] to [0]\ngo to x: (101) y: (114)\npoint in direction (90)\nbroadcast (Boss Walk v)\n\nwhen I receive [boss walk v]\nset rotation style [left-right v]\nrepeat until <<(x position) > [161]> or <[101] > (x position)>>\n switch costume to (walker 1 v)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\n if <(Attack) = [1]> then\n switch costume to (standing v)\n broadcast (Attack v)\n stop [this script v]\n end\nend\nturn right (180) degrees\nswitch costume to (walker 1 v)\nmove (10) steps\nwait (0.05) seconds\nrepeat (7)\n next costume\n wait (0.05) seconds\nend\nif <(Attack) = [1]> then\n set [attack; head v] to (direction)\n switch costume to (standing v)\n broadcast (Attack v)\n stop [this script v]\nend\nbroadcast (Boss Walk v)\n\nwhen I receive [boss show v]\nforever\n wait (pick random (3) to (6)) seconds\n wait until <(Text) = [0]>\n if <[1] < (Life)> then\n set [attack v] to [1]\n end\nend\n\nwhen I receive [boss show v]\nwait until <[2] > (Life)>\nrepeat until <(Level) = [21]>\n set [allow portal v] to [1]\nend\n\nset [allow weapon v] to [2]\n\n@Fireball\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\nset [attack type v] to (pick random (1) to (4))\nhide\nwait (1) seconds\ngo to (boss v)\nif <(Attack type) = [1]> then\n point in direction (Attack; Head)\nelse\n point in direction ((Attack; Head) + (8))\nend\nset [fireball damage v] to [0]\nif <(Attack type) = [1]> then\n create clone of (_myself_ v)\nelse\n repeat (5)\n wait until <(Text) = [0]>\n create clone of (_myself_ v)\n turn left (4) degrees\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nif <(Mute) = [-1]> then\n start sound [FireIgnite v]\nend\nif <(Attack type) = [1]> then\n set size to (200) %\n set [color v] effect to (100)\nelse\n set size to (100) %\n set [color v] effect to (0)\nend\nshow\nrepeat until <<<touching (boss v)?> and <(Fireball Damage) = [1]>> or <<touching (player v)?> or >>\n if <(Attack type) = [1]> then\n move (17) steps\n else\n move (15) steps\n end\n wait until <(Text) = [0]>\n if <<not <(Attack type) = [1]>> and <<touching (arm v)?> and <(Sword Damage) = [1]>>> then\n turn right (180) degrees\n set [fireball damage v] to [1]\n end\n if <<<touching (boss v)?> or <touching (head v)?>> and <(Fireball Damage) = [1]>> then\n change [life v] by (-1)\n end\nend\nif <(Attack type) = [1]> then\n if <(Mute) = [-1]> then\n start sound [e4_b v]\n end\n repeat (11)\n next costume\n change size by (7)\n wait (0.0001) seconds\n end\nend\ndelete this clone\n\n@Health Bar\n\nwhen I receive [boss show v]\nshow\nif <(Allow Move) = [1]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [boss show v]\nforever\n go to (boss v)\n if <[2] > (Life)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [allow portal v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (1)\nhide\n\nwhen I receive [boss show v]\nforever\n switch costume to (Life)\nend\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset [text v] to [1]\nwait (2) seconds\nText [1]\n\nwhen I receive [next v]\nif <(Level) = [1]> then\n Text [2]\n Text [3]\nelse\n if <(Level) = [2]> then\n Text [4]\n Text [5]\n Text [6]\n else\n if <(Level) = [3]> then\n Text [7]\n else\n if <(Level) = [4]> then\n Text [8]\n else\n if <(Level) = [5]> then\n Text [10]\n else\n if <(Level) = [7]> then\n Text [11]\n Text [12]\n else\n if <(Level) = [8]> then\n Text [13]\n else\n if <(Level) = [10]> then\n Text [14]\n Text [15]\n Text [16]\n else\n if <(Level) = [11]> then\n Text [20]\n Text [21]\n else\n if <(Level) = [17]> then\n Text [22]\n else\n if <(Level) = [18]> then\n Text [23]\n else\n if <(Level) = [19]> then\n wait (1) seconds\n Text [24]\n Text [25]\n Text [26]\n Text [27]\n Text [28]\n Text [29]\n Text [30]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Text (costume)\nif <(Toggle Text) = [-1]> then\n set [text v] to [1]\n switch costume to (costume)\n set [pixelate v] effect to (100)\n show\n repeat (50)\n change [pixelate v] effect by (-2)\n end\n wait (3) seconds\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n set [text v] to [0]\n set [allow move v] to [1]\nend\n\nwhen I receive [chest instructions v]\nText [9]\n\nwhen I receive [loot text v]\nText [17]\n\nwhen I receive [enenmy text v]\nText [18]\nText [19]\n\nwhen I receive [end v]\nwait (3) seconds\nText [31]\nText [32]\nText [33]\nbroadcast (Res Wave v)\nText [34]\nbroadcast (Player Wave v)\nText [35]\nbroadcast (Follow v)\nText [36]\n\nwhen I receive [follow v]\nwait (8) seconds\ngo to [front v] layer\nText [37]\nText [38]\nText [39]\nText [40]\nText [41]\nText [42]\nText [43]\nbroadcast (Almost Leave v)\nText [44]\nbroadcast (Res Wave v)\nText [45]\nbroadcast (Player Small Wave v)\nText [46]\nbroadcast (Endinging v)\nwait (3) seconds\nText [47]\n\nwhen I receive [begin v]\nset [toggle text v] to [-1]\nforever\n if <key (t v) pressed?> then\n set [toggle text v] to ((Toggle Text) * (-1))\n if <(Toggle Text) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n wait (0.5) seconds\n end\n if <(Toggle Text) = [1]> then\n set [text v] to [0]\n switch costume to (nada v)\n show\n clear graphic effects\n end\n if <<(Toggle Text) = [-1]> and <(Text) = [0]>> then\n hide\n end\n if <(Level) = [21]> then\n set [toggle text v] to [-1]\n stop [this script v]\n end\nend\n\n@Res\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (2) seconds\nswitch costume to (costume1 v)\ngo to x: (89) y: (-128)\nshow\nset rotation style [left-right v]\npoint in direction (-90)\n\nwhen I receive [follow v]\nwait (1.5) seconds\nrepeat until <touching (_edge_ v)?>\n next costume\n wait (0.01) seconds\nend\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [follow v]\nwait (1.5) seconds\npoint in direction (90)\nrepeat until <touching (_edge_ v)?>\n move (5) steps\nend\nhide\n\nwhen I receive [ending v]\nshow\ngo to x: (-100) y: (-127)\n\nwhen I receive [res wave v]\nwait (1) seconds\nswitch costume to (wave 1 v)\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\nend\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [endinging v]\nwait (7) seconds\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nset [allow weapon v] to [2]\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (3) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Story Slide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [intro end v]\nwait (2) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (6)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\n if <(costume [number v]) = [6]> then\n broadcast (Begin v)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n next costume\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (costume7 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [endinging v]\nwait (5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [intro end v]\nset [begin v] to [0]\nrepeat until <(Begin) = [1]>\n if <key (s v) pressed?> then\n broadcast (Begin v)\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nset [begin v] to [1]\n\n@Loot\n\nwhen flag clicked\nhide\n\nwhen I receive [loot v]\nif <(Level) = [5]> then\n switch costume to (costume1 v)\nend\nif <(Level) = [10]> then\n switch costume to (costume2 v)\nend\nshow\nset [brightness v] effect to (100)\ngo to (chest v)\nset [loot y v] to [10]\nrepeat (20)\n change y by (Loot y)\n change [brightness v] effect by (-5)\n change [loot y v] by (-1)\nend\nhide\nif <(Level) = [5]> then\n set [allow weapon v] to [1]\n set [allow portal v] to [1]\n set [weapon v] to [1]\nend\nif <(Level) = [10]> then\n set [allow weapon v] to [2]\n set [allow portal v] to [1]\n set [weapon v] to [2]\nend\n\nwhen I receive [death v]\nhide\n\nwhen I receive [begin v]\nwait until <(Allow Weapon) = [2]>\nset [player x v] to [0]\nset [player y v] to [0]\nbroadcast (Loot Text v)\nset [arrow allow v] to [1]\n\n@Arrows\n\nwhen I start as a clone\nset [boss arrow chance v] to (pick random (1) to (3))\nif <(Arrow Allow) = [1]> then\n if <(Mute) = [-1]> then\n start sound [Arrow Fly v]\n end\n set [arrow allow v] to [0]\n show\n repeat until <<touching (fireball v)?> or <<touching (head v)?> or <<touching (boss v)?> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (enemy v)?> or <touching (enemy2 v)?>>>>>>>\n if <(Arrow Side) = [right]> then\n move ((15) - (Angle)) steps\n turn right (Angle) degrees\n if <(direction) > [90]> then\n change [angle v] by ((Angle) * ((-1) * (0.1)))\n else\n change [angle v] by ((Angle) * (0.1))\n end\n else\n move ((15) - ((-1) * (Angle))) steps\n turn left (Angle) degrees\n if <(direction) > [90]> then\n change [angle v] by ((Angle) * ((-1) * (0.1)))\n else\n change [angle v] by ((Angle) * (0.1))\n end\n end\n end\n if <<<touching (_edge_ v)?> or <touching (ground v)?>> and <(Mute) = [-1]>> then\n start sound [Arrow Hit Ground v]\n end\n if <<(Mute) = [-1]> and <<<touching (enemy2 v)?> and <(Enemy 2; Type) = [9]>> or <<<touching (head v)?> or <touching (boss v)?>> and <(Boss Arrow Chance) = [1]>>>> then\n set [arrow bounce y v] to [7]\n set [pitch v] effect to (10)\n start sound [Arrow Deflected v]\n repeat (10)\n change y by (Arrow Bounce y)\n change [ghost v] effect by (10)\n change [arrow bounce y v] by (-1)\n turn right (5) degrees\n end\n else\n if <<touching (enemy v)?> or <<touching (enemy2 v)?> or <<touching (boss v)?> or <touching (head v)?>>>> then\n if <(Mute) = [-1]> then\n start sound [Hit Enemy v]\n end\n end\n end\n set [arrow allow v] to [1]\n delete this clone\nend\n\nwhen I receive [arrow v]\nif <(Arrow Allow) = [1]> then\n set [angle v] to [0.5]\n go to (arm v)\n repeat until <not <key (space v) pressed?>>\n point in direction (Arm Direction)\n end\n if <(direction) > [0]> then\n set [arrow side v] to [right]\n else\n set [arrow side v] to [left]\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin v]\nforever\n if <<(Text) = [0]> and <<(Weapon) = [2]> and <key (space v) pressed?>>> then\n show\n else\n hide\n end\nend\n\nset [allow weapon v] to [1]\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Head\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\npoint in direction (0)\ngo to (boss v)\nchange y by (8)\ncreate clone of (_myself_ v)\nshow\nif <(Attack) = [1]> then\n repeat (20)\n turn right (Boss; Direction) degrees\n wait until <(Text) = [0]>\n set [attack; head v] to (direction)\n end\n wait (1) seconds\n set [attack v] to [0]\n wait until <(Text) = [0]>\n broadcast (Boss Walk v)\n hide\nelse\n hide\nend\n\nwhen I start as a clone\nhide\ngo to (boss v)\npoint towards (player v)\nset [boss; direction v] to ((direction) / (20))\ndelete this clone\n\nwhen I receive [attack v]\nforever\n if <(direction) > [0]> then\n switch costume to (right v)\n else\n switch costume to (left v)\n end\n if <[2] > (Life)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [boss show v]\nset [ghost v] effect to (0)\nforever\n if <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<<touching (arrows v)?> and <not <(Boss Arrow Chance) = [1]>>> or <<touching (fireball v)?> and <(Fireball Damage) = [1]>>>> then\n change [life v] by (-1)\n wait (0.5) seconds\n end\nend\n\n
Dawn 2 - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(Level) = [21]> then\n if <(y position) < [-170]> then\n change [level v] by (1)\n end\n else\n if <(Level) = [26]> then\n if <[167] < (y position)> then\n change [level v] by (1)\n end\n else\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n end\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (arrow v)?> or <<touching (saws v)?> or <<touching (enemy v)?> or <touching (lava v)?>>>>> then\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <touching (back ups v)?> then\n set [xs v] to [-20]\n end\n if <touching (small become v)?> then\n set size to (50) %\n end\n if <touching (large become v)?> then\n set size to (100) %\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-190) y: (50)\nchange [level v] by (1)\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\n@Ground\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [85]\n\nchange [level v] by (1)\n\nchange [level v] by (-1)\n\n@Spikes\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (3) seconds\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Speed Ups\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Back Ups\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Small become\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Large become\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@FL. Extra\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@BL. Extra\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (5))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen flag clicked\nforever\n if then\n hide\n delete this clone\n else\n hide\n end\nend\n\n@cave coverage\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n go to x: (0) y: (0)\n show\n go to [back v] layer\n end\n if <(Level) = [27]> then\n hide\n end\n if <(Level) = [49]> then\n go to x: (0) y: (0)\n show\n go to [back v] layer\n end\n if <(Level) = [55]> then\n hide\n end\nend\n\n@Intro\n\ndefine smooth size to (size) speed (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\n\ndefine smooth glide to x (x) y (y) speed (speed) turn (turn) size (size)\nrepeat until <<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (turn))>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((turn) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\nwhen I start as a clone\nif <(my variable) = [shocksquare]> then\n point in direction (90)\n go to x: (x2) y: (y2)\n switch costume to (shockwave 1 v)\n clear graphic effects\n set size to (0) %\n show\n repeat (5)\n go to [front v] layer\n go [forward v] (1) layers\n next costume\n change size by (((size2) - (size)) / (5))\n end\n repeat (7)\n go to [front v] layer\n go [forward v] (1) layers\n next costume\n change size by (((size2) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n hide\nend\n\ndefine clone square shocks (x) (y) (size)\nset [x2 v] to (x)\nset [y2 v] to (y)\nset [size2 v] to (size)\nset [my variable v] to [shocksquare]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(my variable) = [arrows]> then\n point in direction (90)\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (arrows v)\n clear graphic effects\n go to x: (0) y: (-1000)\n go to [back v] layer\n show\n forever\n repeat (400)\n change y by (5)\n end\n end\nend\n\nwhen flag clicked\nreset timer\nhide\ngo to x: (-299) y: (0)\nset size to (30) %\npoint in direction (-150)\nstart sound [Vexento - Time Goes By v]\nclone [arrows]\nclone square shocks [-150] [-50] [150]\nwait (0) seconds\nclone square shocks [0] [-50] [150]\nwait (0) seconds\nclone square shocks [150] [-50] [150]\nwait (0) seconds\nclone square shocks [-150] [100] [150]\nwait (0) seconds\nclone square shocks [0] [100] [150]\nwait (0) seconds\nclone square shocks [150] [100] [150]\nwait (2) seconds\nclone [bar]\nwait (0.1) seconds\nclone [bar2]\nwait (1) seconds\nclone [circle]\nwait (1) seconds\nclone [slider]\nshow\nswitch costume to (username v)\ngo to [front v] layer\nsmooth glide to x [0] y [0] speed [15] turn [90] size [140]\nsmooth size to [170] speed [3]\nbroadcast (message1 v)\nsmooth size to [80] speed [10]\nhide\nwait (1) seconds\nbroadcast (Start v)\n\nclone square shocks [0] [0] [200]\n\ndefine clone (id)\nset [my variable v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(my variable) = [bar]> then\n switch costume to (bar v)\n go to x: (0) y: (-900)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n show\n repeat (50)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [bar2]> then\n switch costume to (bar v)\n go to x: (240) y: (-900)\n point in direction (90)\n set size to (100) %\n show\n repeat (50)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [circle]> then\n point in direction (90)\n set size to (0) %\n switch costume to (circle v)\n clear graphic effects\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n switch costume to (size hack v)\n change size by (((998) - (size)) / (10))\n switch costume to (circle v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [slider]> then\n point in direction (90)\n set size to (100) %\n switch costume to (slide v)\n clear graphic effects\n go to x: (-550) y: (0)\n go to [front v] layer\n show\n smooth glide to x [0] y [0] speed [10] turn [90] size [100]\nend\n\nwhen I receive [message1 v]\nwait (0.3) seconds\nclone [circle]\n\nwhen [timer v] > (10)\ndelete this clone\n\n@Shine\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@#1 easter egg\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(Level) = [40]> then\n if <touching (player v)?> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nchange [level v] by (1)\n\n@#2 easter egg\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(Level) = [40]> then\n if <touching (player v)?> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nchange [level v] by (1)\n\n@#3 easter egg\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n if <(Level) = [52]> then\n if <touching (player v)?> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nchange [level v] by (1)\n\n@Thumb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Restart v)\n\nwhen [k v] key pressed\nif <not <(Level) = [100]>> then\n change [level v] by (1)\n broadcast (Restart v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (poop v) and wait\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n clear graphic effects\n end\n if <(Level) = [100]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen [m v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Tip: easier with no jump boost. Move with arrow keys or swipe with mobile controls. \nPlease love and follow!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\n
Noon || An Online Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (MAIN MENU v)\nset volume to (80) %\nforever\n play sound [bensound-perception v] until done\nend\n\nwhen I receive [tick v]\nset volume to (80) %\nif <([isdead v] of [player v]) = [1]> then\n set volume to (45) %\nend\n\n@Blank\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Editor\n\nwhen I receive [pre animate v]\nif <(GAME MODE) = [2]> then\n change [i v] by (1)\n set [editor x v] to (([floor v] of (((round ((mouse x) + (SCROLL X))) / (TILE SIZE)) + (0.6)) ) + (5))\n set [editor y v] to (([floor v] of (((round ((mouse y) + (SCROLL Y))) / (TILE SIZE)) + (0.4)) ) + (4))\n set [selected block in level v] to ((((editor x) * (MAP HEIGHT)) + (editor y)) + (1))\n if <<(i) > [4]> and <not <touching (mouse-pointer v)?>>> then\n if <<<mouse down?> and <(mouse x) < [195]>> and <not <<(SELECTED TILE) = [3]> and <(SELECTED BLOCK IN LEVEL) = [204]>>>> then\n delete (item # of (SELECTED BLOCK IN LEVEL) in [collected coins v]) of [collected coins v]\n if <not <(item (SELECTED BLOCK IN LEVEL) of [~current 𝗠𝗔𝗣~ v]) = (SELECTED TILE)>> then\n start sound (pick random (1) to (4))\n replace item (SELECTED BLOCK IN LEVEL) of [~current 𝗠𝗔𝗣~ v] with (SELECTED TILE)\n Fix level replacement tiles\n end\n end\n end\nend\n\nwhen this sprite clicked\nset [i v] to [0]\nstart sound [Pop v]\ndelete all of [collected coins v]\nif <(GAME MODE) = [1]> then\n set [game mode v] to [2]\nelse\n set [game mode v] to [1]\n broadcast (RESTART PLAYER v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to x: (-190) y: (147)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nif <(GAME MODE) = [2]> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\ndefine Reset Current Level\nset [item sorter v] to [0]\ndelete all of [~current 𝗠𝗔𝗣~ v]\nif <(GAME LEVEL) = [1]> then\n repeat (length of [~𝗠𝗔𝗣 1~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 1~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\nelse\n if <(GAME LEVEL) = [2]> then\n repeat (length of [~𝗠𝗔𝗣 2~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 2~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [3]> then\n repeat (length of [~𝗠𝗔𝗣 3~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 3~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [4]> then\n repeat (length of [~𝗠𝗔𝗣 4~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 4~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [5]> then\n repeat (length of [~𝗠𝗔𝗣 5~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 5~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n else\n if <(GAME LEVEL) = [6]> then\n repeat (length of [~𝗠𝗔𝗣 6~ v])\n change [item sorter v] by (1)\n add (item (item sorter) of [~𝗠𝗔𝗣 6~ v]) to [~current 𝗠𝗔𝗣~ v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nReset Current Level\n\ndefine Fix level replacement tiles\nif <(GAME LEVEL) = [1]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 1~ v] with (SELECTED TILE)\nelse\n if <(GAME LEVEL) = [2]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 2~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [3]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 3~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [4]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 4~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [5]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 5~ v] with (SELECTED TILE)\n else\n if <(GAME LEVEL) = [6]> then\n replace item (SELECTED BLOCK IN LEVEL) of [~𝗠𝗔𝗣 6~ v] with (SELECTED TILE)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <(GAME LEVEL) < [6]> then\n change [game level v] by (1)\n Reset Current Level\n broadcast (RESTART PLAYER v) and wait\n broadcast (remove screen effect v)\nelse\n broadcast (MAIN MENU v)\n broadcast (remove screen effect v)\nend\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Get Tile | x: (x) y: (y)\nset [tile # v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nset [tile type v] to (item (tile #) of [~current 𝗠𝗔𝗣~ v])\nif <((round ((y) / (TILE SIZE))) + (1)) > [0]> then\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Individual]>> then\n set [touching level v] to [true]\n end\n if <<<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> and <(hitbox level) = [1]>> then\n set [isdead v] to [1]\n end\nend\n\ndefine Discover if Touching Level\nset [touching level v] to [false]\nset [isdead v] to [0]\nset [hitbox level v] to [1]\nGet Tile | x: ((x) - ((player width) / (8))) y: (y)\nGet Tile | x: ((x) + ((player width) / (8))) y: (y)\nset [hitbox level v] to [2]\nGet Tile | x: ((x) - ((player width) / (2))) y: ((y) - ((player height) / (2)))\nGet Tile | x: ((x) + ((player width) / (2))) y: ((y) - ((player height) / (2)))\nset [hitbox level v] to [3]\nGet Tile | x: ((x) - ((player width) / (2))) y: (((y) + ((player height) / (2))) - (14))\nGet Tile | x: ((x) + ((player width) / (2))) y: (((y) + ((player height) / (2))) - (14))\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) - (240)) y: (((y) - (SCROLL Y)) - (180))\n\ndefine Rise\nyv\nchange [y v] by (yv)\nchange [in air v] by (1)\nDiscover if Touching Level\nrepeat until <not <(touching level) = [true]>>\n if <(yv) > [0]> then\n change [y v] by ((-1) * (yv))\n else\n change [y v] by (1)\n if <(in air) > [5]> then\n start sound [Land v]\n end\n set [in air v] to [0]\n end\n set [yv v] to [0]\n Discover if Touching Level\nend\n\ndefine Change X by: (x)\nchange [x v] by (x)\nDiscover if Touching Level\nif <(touching level) = [true]> then\n change [x v] by ((-1) * (x))\n if <<<<(yv) > [2]> and <(in air) > [7]>> and <([abs v] of (xv) ) > [1]>> and <[game rules v] contains [Wall Cling]?>> then\n if <(isControls) > [-1]> then\n delete all of [player movements v]\n end\n set [wall cling - previous xv v] to (xv)\n set [iscontrols v] to [-1]\n else\n set [xv v] to [0]\n end\n Discover if Touching Level\nend\n\ndefine Controls | Speed (x speed) Jump Height (height) <left> <right>\nif <left> then\n add [Left] to [player movements v]\nend\nif <right> then\n add [Right] to [player movements v]\nend\nif <(isControls) = [1]> then\n if <right> then\n change [xv v] by (x speed)\n end\n if <left> then\n change [xv v] by ((-1) * (x speed))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air) < [3]>> then\n change [yv v] by (height)\n add [Up] to [player movements v]\n end\nelse\n if <(isControls) = [-1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(wall cling - previous xv) > [0]> then\n set [xv v] to [-18]\n else\n set [xv v] to [18]\n end\n set [yv v] to [16]\n set [iscontrols v] to [0]\n end\n end\nend\n\ndefine Reset Scrolling\nchange [scroll x v] by (round ((((x) - (240)) - (SCROLL X)) / (6)))\nchange [scroll y v] by (round ((((y) - (180)) - (SCROLL Y)) / (6)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(SCROLL Y) > [4592]> then\n set [scroll y v] to [4592]\nend\nif <(SCROLL X) > [14488]> then\n set [scroll x v] to [14488]\nend\nif <(x) < (((player width) / (2)) + (3))> then\n set [x v] to (((player width) / (2)) + (3))\n set [xv v] to [0]\nend\n\ndefine Set Correct Costume\nchange [animation frame v] by ((1) / (3))\nif <(animation frame) > [4.75]> then\n set [animation frame v] to [1]\nend\nif <([abs v] of (xv) ) > [1]> then\n set [costume # v] to ([floor v] of (animation frame) )\nelse\n set [costume # v] to [1]\nend\nif <(in air) > [4]> then\n if <(yv) > [0]> then\n set [costume # v] to [5]\n else\n set [costume # v] to [6]\n end\nend\nif <(isControls) = [-1]> then\n set [costume # v] to [7]\nend\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Begin\nset [x v] to (item (1) of [checkpoint v])\nset [y v] to (item (2) of [checkpoint v])\nset [yv v] to [0]\nset [xv v] to [0]\nset [player width v] to [20]\nset [player height v] to [42]\nset [in air v] to [0]\nPosition\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\ndelete all of [game rules v]\ndelete all of [entity tiles v]\nset [isdead v] to [0]\nset [player tile v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nset [effect v] to [100]\nset [isend v] to [0]\nhide\n\ndefine die\nbroadcast (TICK v)\nstart sound [Lose v]\nset [yv v] to [10]\nset [xv v] to ((xv) * (1.3))\nif <(xv) < [0]> then\n set [costume # v] to [9]\nelse\n set [costume # v] to [8]\nend\nset rotation style [all around v]\nrepeat until <(y position) < [-190]>\n change x by (xv)\n turn right (xv) degrees\n set [xv v] to ((xv) * (0.9))\n change y by (yv)\n change [yv v] by (-1)\nend\nhide\nwait (1) seconds\nBegin\n\nwhen I receive [start game v]\nset [iscontrols v] to [1]\nset [i v] to [0]\nset [game mode v] to [1]\ndelete all of [checkpoint v]\nadd [90] to [checkpoint v]\nadd [186] to [checkpoint v]\nBegin\nset [scroll x v] to ((x) - (240))\nset [scroll y v] to ((y) - (180))\n\nwhen I receive [restart player v]\nset [isend v] to [0]\ndelete all of [checkpoint v]\nadd [90] to [checkpoint v]\nadd [186] to [checkpoint v]\ndelete all of [collected coins v]\nBegin\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(GAME MODE) = [1]> then\n if <(isEnd) = [0]> then\n change [effect v] by (-5)\n if <(effect) < [0]> then\n set [effect v] to [0]\n end\n else\n change [effect v] by (5)\n go to [front v] layer\n go [backward v] (5) layers\n if <(effect) > [100]> then\n set [effect v] to [100]\n wait (1) seconds\n broadcast (NEXT LEVEL v)\n stop [this script v]\n end\n end\n set [ghost v] effect to (effect)\n set [brightness v] effect to (effect)\n if <not <(costume [number v]) = (costume #)>> then\n switch costume to (costume #)\n end\n if <(xv) > [0]> then\n point in direction (90)\n else\n if <(xv) < [0]> then\n point in direction (-90)\n end\n end\n set [ghost v] effect to (effect)\n if <not <(costume [number v]) = (costume #)>> then\n switch costume to (costume #)\n end\n if <(xv) > [0]> then\n point in direction (90)\n else\n if <(xv) < [0]> then\n point in direction (-90)\n end\n end\nelse\n switch costume to (stand v)\n clear graphic effects\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\nshow\nPosition\n\nwhen I receive [pre animate v]\ndelete all of [player movements v]\nif <(isEnd) = [0]> then\n if <(GAME MODE) = [1]> then\n set [isplayeronscreen v] to [0]\n if <<<(((x) - (SCROLL X)) - (240)) > [-240]> and <(((x) - (SCROLL X)) - (240)) < [240]>> and <<(((y) - (SCROLL Y)) - (180)) > [-180]> and <(((y) - (SCROLL Y)) - (180)) < [180]>>> then\n set [isplayeronscreen v] to [1]\n Controls | Speed [2.8] Jump Height [5.5] <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n end\n if <(isControls) = [0]> then\n change [i v] by (1)\n if <(i) > [13]> then\n set [iscontrols v] to [1]\n set [i v] to [0]\n end\n Change X by: ((xv) * (0.8))\n set [xv v] to ((xv) * (0.97))\n else\n Change X by: (xv)\n set [xv v] to ((xv) * (0.7))\n end\n Rise\n Reset Scrolling\n if <(y) < [-30]> then\n set [isdead v] to [1]\n end\n if <[entity tiles v] contains (PLAYER TILE)?> then\n set [isdead v] to [1]\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (8)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-8)\n end\n Reset Scrolling\n end\nend\nset [player tile v] to (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1)))\nif <(isDead) = [1]> then\n die\nend\nSet Correct Costume\n\ndefine yv\nif <(isControls) > [-1]> then\n change [yv v] by (-1)\n if <(yv) < [-15]> then\n set [yv v] to [-15]\n end\nelse\n change [yv v] by (-1)\n if <(yv) < [-3]> then\n set [yv v] to [-3]\n end\n if <<(in air) = [0]> or <<<[player movements v] contains [Right]?> and <(wall cling - previous xv) < [0]>> or <<[player movements v] contains [Left]?> and <(wall cling - previous xv) > [0]>>>> then\n set [iscontrols v] to [1]\n set [xv v] to [0]\n end\nend\n\nwhen I receive [start game v]\ndelete all of [collected coins v]\n\nwhen I receive [end level v]\nif <(isEnd) = [0]> then\n start sound [Win v]\n set [isend v] to [1]\nend\n\nwhen I receive [remove screen effect v]\nset [scroll x v] to ((x) - (240))\nset [scroll y v] to ((y) - (180))\n\nwait (1) seconds\n\nwhen I receive [player bounce v]\nif <(yv) < [0]> then\n start sound [Drum Boing v]\nend\nset [yv v] to [19]\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Tile Set\n\ndefine Create Grid | Length: (length) Height: (height)\ndelete all of [collected coins v]\nset [grid height v] to (height)\nset [grid length v] to (length)\nset [y v] to [0]\nset [x v] to [0]\nset [liquid y v] to [0]\nshow\nrepeat (height)\n repeat (length)\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n set [x v] to [0]\n change [y v] by (1)\nend\nhide\n\ndefine Position\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n go to x: ((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) y: (((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) + (liquid y))\nelse\n go to x: ((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) y: ((((y) * (TILE SIZE)) - (SCROLL Y)) - (180))\nend\nif <(y dir) = [1]> then\n change [liquid y v] by ((1) / (5))\n if <(liquid y) > [2]> then\n set [y dir v] to [0]\n end\nelse\n change [liquid y v] by ((-1) / (5))\n if <(liquid y) < [-2]> then\n set [y dir v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Reset Map | Fill Block: (block type)\nif <not <(block type) = []>> then\n delete all of [~𝗠𝗔𝗣 1~ v]\n repeat (MAP HEIGHT)\n repeat (MAP WIDTH)\n add (block type) to [~𝗠𝗔𝗣 1~ v]\n end\n end\nend\n\ndefine Handle Tile Replacements | Extra Room: (extra)\nrepeat until <not <((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) < [-240]>>\n change [x v] by (grid length)\nend\nrepeat until <not <((((x) * (TILE SIZE)) - (SCROLL X)) - (240)) > ((256) + (extra))>>\n change [x v] by ((-1) * (grid length))\nend\nrepeat until <not <((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) < [-180]>>\n change [y v] by (grid height)\nend\nrepeat until <not <((((y) * (TILE SIZE)) - (SCROLL Y)) - (180)) > ((196) + (extra))>>\n change [y v] by ((-1) * (grid height))\nend\n\nwhen I receive [tick v]\nPosition\nclear graphic effects\nset size to (((TILE SIZE) * (3.333)) + (1)) %\nSet Correct Costume\nif <not <(costume?) = (costume [name v])>> then\n switch costume to (costume?)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n go to [back v] layer\n if <(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]> then\n next costume\n end\nend\nif <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [15]> and <<<(distance to [player v]) < [35]> and <([isplayeronscreen v] of [player v]) > [0]>> and <([yv v] of [player v]) < [-1]>>> then\n broadcast (player bounce v)\n next costume\nend\nif <<(SELECTED BLOCK IN LEVEL) = (my item)> and <(GAME MODE) = [2]>> then\n set [brightness v] effect to (20)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> then\n set size to ((((TILE SIZE) * (3.33)) + (1)) / (1.3)) %\n if <[collected coins v] contains (my item)?> then\n hide\n else\n show\n if <<<(distance to [player v]) < [35]> and <([isplayeronscreen v] of [player v]) > [0]>> and <(GAME MODE) = [1]>> then\n start sound [Coin v]\n add (my item) to [collected coins v]\n end\n end\nelse\n show\nend\nif <<(GAME MODE) = [1]> and <<(distance to [player v]) < [40]> and <([isplayeronscreen v] of [player v]) > [0]>>> then\n if <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [13]> and <not <<(item (1) of [checkpoint v]) = ((x) * (TILE SIZE))> and <(item (2) of [checkpoint v]) = ((y) * (TILE SIZE))>>>> then\n start sound [Low Whoosh v]\n delete all of [checkpoint v]\n add ((x) * (TILE SIZE)) to [checkpoint v]\n add ((y) * (TILE SIZE)) to [checkpoint v]\n end\n if <<(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [14]> and <([isend v] of [player v]) = [0]>> then\n broadcast (end level v)\n end\nend\nif <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [17]> then\n turn right (13) degrees\nelse\n point in direction (90)\nend\n\ndefine Find Block Surroundings Code\nset [block costume code v] to []\nif <<(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) + (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) + (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) + (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) - (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) - (1)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\nif <<(item (item ((my item) - (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item ((my item) - (MAP HEIGHT)) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad Liquid]>> then\n set [block costume code v] to (join (block costume code) [5])\nelse\n set [block costume code v] to (join (block costume code) [0])\nend\n\ndefine Set My Item\nset [my item v] to (((x) * (MAP HEIGHT)) + ((y) + (1)))\n\ndefine Set Correct Costume\nchange [tile animation v] by ((1) / (2))\nif <(tile animation) > [8]> then\n set [tile animation v] to [1]\nend\nset [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> then\n Find Block Surroundings Code\n set [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\n switch costume to (costume?)\n set [costume? v] to ((costume [number v]) + ((item # of (block costume code) in [block costume codes v]) - (1)))\nelse\n if <<(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> and <(GAME MODE) = [1]>> then\n set [costume? v] to ([floor v] of ((tile animation) + (34)) )\n else\n if <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [13]> then\n if <<(item (1) of [checkpoint v]) = ((x) * (TILE SIZE))> and <(item (2) of [checkpoint v]) = ((y) * (TILE SIZE))>> then\n set [costume? v] to ([floor v] of ((tile animation) + (51)) )\n else\n set [costume? v] to [13]\n end\n else\n if <(item (my item) of [~current 𝗠𝗔𝗣~ v]) = [14]> then\n set [costume? v] to ([floor v] of ((tile animation) + (59)) )\n else\n set [costume? v] to (item (my item) of [~current 𝗠𝗔𝗣~ v])\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [start game v]\nrepeat (1)\n delete this clone\nend\nset [tile size v] to [47]\nset [map height v] to [100]\nset [map width v] to [300]\nCreate Grid | Length: [12] Height: [9]\n\nwhen I receive [pre animate v]\nHandle Tile Replacements | Extra Room: [11]\nSet My Item\n\nReset Map | Fill Block: [3]\n\nwhen I start as a clone\nSet My Item\nSet Correct Costume\nshow\nif <not <(costume?) = (costume [name v])>> then\n switch costume to (costume?)\nend\nif <(item (item (my item) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Collectable]> then\n set size to ((((TILE SIZE) * (3.33)) + (1)) / (1.3)) %\nend\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Options\n\nwhen I receive [tick v]\nif <(GAME MODE) = [2]> then\n if <(clone) = [1]> then\n show\n if <(item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v]) = []> then\n hide\n end\n Position\n switch costume to (3 v)\n switch costume to (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n say []\n if <touching (mouse-pointer v)?> then\n say (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory labels v])\n end\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (5) layers\n if <(SELECTED TILE) = (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])> then\n set [brightness v] effect to (20)\n end\n set size to (101) %\n else\n switch costume to (arrows v)\n go to x: (214) y: (0)\n go to [front v] layer\n show\n set size to (100) %\n change [i v] by (1)\n end\nelse\n hide\nend\n\ndefine Create menu\nset [y v] to [0]\nset [inventory column v] to [0]\nset [clone v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n change [y v] by (1)\nend\nset [clone v] to [0]\n\ndefine Position\ngo to x: (214) y: (((y) * (-35)) + (130))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nCreate menu\n\nwhen this sprite clicked\nif <(clone) = [0]> then\n if <(i) > [8]> then\n set [i v] to [0]\n if <(mouse y) > [0]> then\n if <(INVENTORY COLUMN) > [0]> then\n change [inventory column v] by (-1)\n set [selected tile v] to (item ((1) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\n else\n if <(INVENTORY COLUMN) < ((round ((length of [inventory v]) / (8))) - (1))> then\n change [inventory column v] by (1)\n set [selected tile v] to (item ((1) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <<(GAME MODE) = [2]> and <(clone) = [1]>> then\n if <<mouse down?> and <not <(item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v]) = []>>> then\n set [selected tile v] to (item (((y) + (1)) + ((INVENTORY COLUMN) * (8))) of [inventory v])\n end\nend\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Game Loop\n\nwhen I receive [start game v]\nforever\n broadcast (PRE ANIMATE v) and wait\n set [entities onscreen v] to [0]\n delete all of [entity tiles v]\n delete all of [tiles onscreen v]\n broadcast (TICK v) and wait\nend\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu\n\nwhen I receive [main menu v]\nSet Buttons\nforever\n broadcast (MENU TICK v) and wait\nend\n\ndefine Create Button | X: (x) Y: (y) Type: (type)\nset [clone? v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [button type v] to (type)\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\n\nwhen I receive [menu tick v]\nif <(clone?) = [1]> then\n go to x: (((x) * (60)) - (150)) y: (y)\n switch costume to (button type)\n show\n clear graphic effects\n set size to (101) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change y by (3)\n if <mouse down?> then\n set [game level v] to ((x) + (1))\n start sound [pop v]\n broadcast (START GAME v)\n end\n end\nelse\n go to x: (0) y: (0)\n switch costume to (7 v)\n set size to (101) %\n show\nend\n\ndefine Set Buttons\nset [x v] to [0]\nrepeat (6)\n Create Button | X: (x) Y: [50] Type: ((x) + (1))\n change [x v] by (1)\nend\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Levl_Labl\n\nwhen I receive [restart player v]\nset [ghost effect v] to [-220]\n\nwhen I receive [tick v]\nchange [ghost effect v] by (7)\nswitch costume to (GAME LEVEL)\nset [ghost v] effect to ((ghost effect) * (2))\ngo to [front v] layer\ngo [backward v] (3) layers\nset x to (0)\nset y to (ghost effect)\nif <(y position) < [0]> then\n set y to (0)\nend\nset size to (100) %\nshow\n\nwhen I receive [start game v]\nset [ghost effect v] to [-220]\n\nwhen flag clicked\nhide\n\n@Screen Effect\n\nwhen I receive [end level v]\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nshow\ngo to x: (0) y: (-352)\ngo to [front v] layer\nrepeat (15)\n go to [front v] layer\n change y by (24)\n change [ghost v] effect by (-8)\n change [brightness v] effect by (7)\nend\n\nwhen I receive [remove screen effect v]\ngo to [front v] layer\nwait (0.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\n\n@World Scanner\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Scan Tiles | Starting X (x)\nrepeat (LOADED CHUNK SIZE)\n set [scanner x v] to (x)\n repeat (LOADED CHUNK SIZE)\n change [scanner x v] by (1)\n set [my item v] to (((round (scanner x)) * (MAP HEIGHT)) + ((round (scanner y)) + (1)))\n add (my item) to [loaded tiles v]\n if <[entities to un-delete later v] contains (my item)?> then\n add (my item) to [un delete these entities v]\n delete (item # of (my item) in [entities to un-delete later v]) of [entities to un-delete later v]\n end\n end\n change [scanner y v] by (-1)\nend\n\ndelete all of [loaded tiles v]\nif <(GAME MODE) = [1]> then\n Get Coordinates (PLAYER TILE)\n set [scanner y v] to ((targeted y) + ((LOADED CHUNK SIZE) / (2)))\n set [loaded chunk size v] to [19]\n Scan Tiles | Starting X ((targeted x) - ((LOADED CHUNK SIZE) / (2)))\nend\n\n@Enemies\n\nwhen flag clicked\nset [x v] to [100]\nset [y v] to [100]\nset [yv v] to [0]\nset [npc width v] to [20]\nset [npc height v] to [42]\nset [clone? v] to [0]\ndelete all of [entities to un-delete later v]\ndelete all of [un delete these entities v]\nswitch costume to (enemy1 v)\nhide\n\ndefine Get Tile | x: (x) y: (y)\nset [tile # v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\nset [tile type v] to (item (tile #) of [~current 𝗠𝗔𝗣~ v])\nif <((round ((y) / (TILE SIZE))) + (1)) > [0]> then\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Solid]> or <(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Individual]>> then\n set [touching level v] to [true]\n end\n if <<(item (item (tile #) of [~current 𝗠𝗔𝗣~ v]) of [tile types v]) = [Bad]> and <not <(hitbox level) = [1]>>> then\n set [dead? v] to [1]\n end\nend\n\ndefine Discover if Touching Level\nset [touching level v] to [false]\nGet Tile | x: ((x) - ((npc width) / (2))) y: ((y) - ((npc height) / (2)))\nGet Tile | x: ((x) + ((npc width) / (2))) y: ((y) - ((npc height) / (2)))\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) - (240)) y: (((y) - (SCROLL Y)) - (180))\n\ndefine Rise\nchange [yv v] by (-1)\nchange [y v] by (yv)\nchange [in air v] by (1)\nset [rise i v] to [0]\nDiscover if Touching Level\nif <(touching level) = [true]> then\n change [y v] by ((-1) * (yv))\n if <(yv) < [1]> then\n set [in air v] to [0]\n end\n Discover if Touching Level\n set [yv v] to [0]\nend\n\ndefine Change X by: (x)\nchange [x v] by (x)\nDiscover if Touching Level\nif <(touching level) = [true]> then\n set [xv v] to [0]\n change [x v] by ((-1) * (x))\n if <(in air) < [2]> then\n set [yv v] to [9]\n end\n Discover if Touching Level\nend\n\ndefine Controls\nGet Coordinates (PLAYER TILE)\nif <<(targeted y) > ((round ((y) / (TILE SIZE))) + (2))> and <([in air v] of [player v]) < [2]>> then\n if <(in air) < [4]> then\n change [yv v] by (4.5)\n end\nend\nif <(targeted x) < ((round ((x) / (TILE SIZE))) - (0))> then\n change [xv v] by (-1)\n set [move type v] to [3]\nelse\n if <(targeted x) > ((round ((x) / (TILE SIZE))) + (0))> then\n change [xv v] by (1)\n set [move type v] to [0]\n else\n Assign random movements\n end\nend\n\nif <not <[loaded tiles v] contains (my item)?>> then\n add (my item) to [entities to un-delete later v]\n delete this clone\nend\n\nUn Delete Entities\n\nwhen [space v] key pressed\n\nif <(clone?) = [0]> then\n set [x v] to ([x v] of [player v])\n set [y v] to ([y v] of [player v])\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n create clone of (_myself_ v)\nend\n\ndefine Assign random movements\nchange [i v] by (1)\nif <(i) > [40]> then\n set [i v] to [0]\n set [move type v] to (pick random (1) to (3))\nend\nif <(move type) = [1]> then\n change [xv v] by (-1)\nelse\n if <(move type) = [2]> then\n change [xv v] by (1)\n else\n change [xv v] by (0)\n end\nend\n\ndefine Get Coordinates (item number)\nset [targeted x v] to (round ((item number) / (MAP HEIGHT)))\nset [targeted y v] to ((item number) - ((MAP HEIGHT) * (round ((item number) / (MAP HEIGHT)))))\n\ndefine Set Correct Costume\nswitch costume to (enemy1 v)\n\nwhen I start as a clone\nset [i v] to [41]\nAssign random movements\nset [clone? v] to [1]\nSet Correct Costume\n\ndefine Un Delete Entities\nrepeat (length of [un delete these entities v])\n Get Coordinates (item (1) of [un delete these entities v])\n set [x v] to ((targeted x) * (TILE SIZE))\n set [y v] to (((targeted y) - (1)) * (TILE SIZE))\n create clone of (_myself_ v)\n delete (1) of [un delete these entities v]\nend\n\nchange [animation frame v] by (0.25)\nif <(animation frame) > [4]> then\n set [animation frame v] to [1]\nend\nif <([abs v] of (xv) ) > [1]> then\n switch costume to (animation frame)\nend\n\nadd (my item) to [entities to un-delete later v]\n\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\nadd (my item) to [entities to un-delete later v]\ncreate clone of (_myself_ v)\n\nwhen I receive [pre animate v]\nif <(clone?) = [1]> then\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n Get Coordinates (PLAYER TILE)\n Change X by: (xv)\n set [xv v] to ((xv) * (0.7))\n Rise\n set [my item v] to ([ceiling v] of (((round ((x) / (TILE SIZE))) * (MAP HEIGHT)) + ((round ((y) / (TILE SIZE))) + (1))) )\n add (my item) to [entity tiles v]\n Controls\nelse\nend\n\nwhen I receive [tick v]\nif <(clone?) = [1]> then\n hide\n if <(round (xv)) > [0]> then\n point in direction (90)\n end\n if <(round (xv)) < [0]> then\n point in direction (-90)\n end\n go to [front v] layer\n go [backward v] ((ENTITIES ONSCREEN) + (5)) layers\n Position\n Set Correct Costume\n show\n change [entities onscreen v] by (1)\nelse\n hide\nend\n\n@fps\n\nwhen I receive [pre animate v]\nchange [fps count v] by (1)\nif <(timer) > [1]> then\n set [fps v] to (fps count)\n set [fps count v] to [0]\n reset timer\nend\n\n
Minecraft Platformer 4 may or may not come out when this hits 1M views ;) - 21k away as of 8/24\n\n• This game was messed up when it was transferred from scratch 2 to scratch 3. It is still fully possible, but a little harder and more glitchy. I will be making an updated version with no glitches when this hits 15,000 loves! •\n\nCurated by @Scottishdancer1 ! \n\nYou are a Minecraft pig!\nHere it is: after three tests on pixel platform games, I make one based off of the popular game Minecraft. This is the first version out, and does not include some things I will add. Read the Notes and Credits for upgrades.\n\nAll you need to do is use the arrow keys to move around. Avoid the lava, it obviously kills you.\n\nPlease leave a love, and a favorite if you really enjoyed it, and possibly follow for more cool stuff. If you want to add something, comment or remix.
(DARK!) (Mobile Friendly Platformer)
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <<(Speed Y) > [50]> or <touching (danger v)?>> then\n start sound [death v]\n broadcast (Level Reset v) and wait\n wait (1) seconds\n end\nend\n\nwait (.5) seconds\n\nwhen I receive [set up v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [ghost v] effect to (0)\nbroadcast (Reset v)\n\nwhen flag clicked\nbroadcast (Set up v)\n\nwhen I receive [level reset v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [pause v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Transition v)\n\nwhen flag clicked\nset [pause v] to [0]\nset [level complete v] to [0]\n\nif <touching ((join [] [portal]) v)?> then\n\nset [level complete v] to [1]\nbroadcast (Level Reset v) and wait\nset [speed x v] to [0]\nset [speed y v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n point in direction ((-1) * (Speed X))\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [water? v] to [1]\n else\n set [water? v] to [0]\n end\n if <touching (left bubbles v)?> then\n change [speed x v] by (-3)\n end\n if <touching (down bubbles v)?> then\n change [speed y v] by (-3)\n end\n if <touching (right bubbles v)?> then\n change [speed x v] by (3)\n end\nend\n\nset [speed y v] to [1]\n\nset [speed x v] to [-10]\n\nset [level v] to [3]\nbroadcast (Level Reset v)\n\nwhen flag clicked\nforever\n play sound [2019-09-29_-_Jump_Around_-_FesliyanStudios v] until done\nend\n\n@Platform\n\ndefine Platformer\nif <(Pause) = [0]> then\n if <(Water?) = [0]> then\n change [speed y v] by (1)\n else\n if <(Speed Y) < [5]> then\n change [speed y v] by (.1)\n end\n end\n change y by (Speed Y)\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n if <(Speed Y) < [0]> then\n change y by (1)\n end\n if <(Speed Y) > [0]> then\n change y by (-1)\n end\n end\n if <(Water?) = [0]> then\n set [speed y v] to ((-15) * <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(Speed Y) > [0]>>)\n else\n set [speed y v] to [0]\n end\n end\n if <(Water?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(Speed Y) > [-4]> then\n change [speed y v] by (-1.5)\n end\n end\n end\n if <(Water?) = [0]> then\n change [speed x v] by (((2) * <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>) + ((-2) * <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>))\n else\n change [speed x v] by (((1.25) * <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>) + ((-1.25) * <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>))\n end\n change x by (Speed X)\n set [speed x v] to ((Speed X) * (.7))\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (player v)?>>>\n change y by (-1)\n change [slope v] by (1)\n end\n if <touching (player v)?> then\n change y by (Slope)\n repeat until <not <touching (player v)?>>\n if <(Speed X) < [0]> then\n change x by (1)\n end\n if <(Speed X) > [0]> then\n change x by (-1)\n end\n end\n end\nend\nbroadcast (Sync v)\n\nset [speed y v] to [-5]\n\nwhen flag clicked\nset [speed x v] to [0]\nset [level v] to [1]\nset [speed y v] to [0]\nforever\n Platformer\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\n\nset [speed y v] to [-2]\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n switch costume to (join (Level) (join [-] (Key Collected?)))\nend\n\n@Transition\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition v]\nswitch costume to (0 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [level v] by (Level Complete)\nset [level complete v] to [0]\nbroadcast (Set up v)\nwait (.2) seconds\nset [pause v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (0)\n\nhide\n\nwait (.25) seconds\n\n@Portal\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set [x v] to [1458]\n set [y v] to [-60]\n else\n if <(Level) = [2]> then\n set [x v] to [1535]\n set [y v] to [-120]\n else\n if <(Level) = [3]> then\n set [x v] to [1790]\n set [y v] to [-310]\n else\n if <(Level) = [4]> then\n set [x v] to [123412342134]\n set [y v] to [123412341234]\n end\n end\n end\n end\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(Pause) = [0]> then\n set [offset y v] to [5]\n set [offset x v] to [-5]\n end\n repeat (10)\n if <(Pause) = [0]> then\n change [offset x v] by (1)\n end\n end\n repeat (10)\n if <(Pause) = [0]> then\n change [offset y v] by (-1)\n end\n end\n repeat (10)\n if <(Pause) = [0]> then\n change [offset x v] by (-1)\n end\n end\n repeat (10)\n if <(Pause) = [0]> then\n change [offset y v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [next level cobalt v]\n set [level complete v] to [1]\n broadcast (Level Reset v)\n wait (1) seconds\n end\nend\n\n@clouds\n\nwhen I start as a clone\ngo to [front v] layer\nchange [clone count v] by (1)\nshow\nset [brightness v] effect to (100)\nswitch costume to (pick random (1) to (4))\ngo to x: (0) y: (0)\nset [right? v] to (pick random (0) to (1))\ngo to (random position v)\nset [x v] to ((x position) + ((-1) * ([x position v] of [platform v])))\nset [y v] to ((y position) + ((-1) * ([y position v] of [platform v])))\nset [ghost v] effect to (100)\nset [ghost v] to [100]\nforever\n if <not <(Ghost) = [70]>> then\n change [ghost v] effect by (-1)\n change [ghost v] by (-1)\n end\n if <(Right?) = [0]> then\n change [x v] by (1)\n else\n change [x v] by (-1)\n end\n go to x: ((X) + ([x position v] of [platform v])) y: ((Y) + ([y position v] of [platform v]))\n if <<(round (x position)) = (round ((X) + ([x position v] of [platform v])))> and <(round (y position)) = (round ((Y) + ([y position v] of [platform v])))>> then\nend\n\nwhen flag clicked\nset [clone count v] to [0]\nhide\nforever\n if <not <(Clone Count) = [5]>> then\n wait (.5) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Danger\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction (90)\nswitch costume to (1 v)\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone level v] to (level)\nset [clone type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(Pause) = [0]> then\n turn right (6) degrees\n end\nend\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nCreate Clone: Clone Type: [1] Level: [1] X: [100] Y: [-35]\nCreate Clone: Clone Type: [1] Level: [1] X: [448] Y: [-100]\nCreate Clone: Clone Type: [2] Level: [1] X: [832] Y: [-163]\nCreate Clone: Clone Type: [1] Level: [1] X: [1200] Y: [-280]\nCreate Clone: Clone Type: [2] Level: [1] X: [1270] Y: [-425]\nCreate Clone: Clone Type: [1] Level: [2] X: [125] Y: [-166]\nCreate Clone: Clone Type: [1] Level: [2] X: [320] Y: [-65]\nCreate Clone: Clone Type: [1] Level: [2] X: [450] Y: [-135]\nCreate Clone: Clone Type: [1] Level: [2] X: [830] Y: [-120]\nCreate Clone: Clone Type: [1] Level: [2] X: [575] Y: [-230]\nCreate Clone: Clone Type: [2] Level: [2] X: [832] Y: [-420]\nCreate Clone: Clone Type: [1] Level: [2] X: [1230] Y: [-290]\nCreate Clone: Clone Type: [1] Level: [2] X: [1325] Y: [-290]\nCreate Clone: Clone Type: [1] Level: [3] X: [190] Y: [-165]\nCreate Clone: Clone Type: [2] Level: [3] X: [450] Y: [-100]\nCreate Clone: Clone Type: [2] Level: [3] X: [580] Y: [-355]\nCreate Clone: Clone Type: [1] Level: [3] X: [1155] Y: [-355]\nCreate Clone: Clone Type: [2] Level: [3] X: [1480] Y: [-355]\nCreate Clone: Clone Type: [1] Level: [3] X: [1620] Y: [-220]\nCreate Clone: Clone Type: [1] Level: [3] X: [1660] Y: [-485]\n\nwhen I receive [set up v]\ndelete this clone\n\ndefine Move 8\nset [offset x v] to [-80]\nrepeat (20)\n wait until <(Pause) = [0]>\n change [offset x v] by (8)\nend\nwait (1) seconds\nrepeat (20)\n wait until <(Pause) = [0]>\n change [offset x v] by (-8)\nend\nwait (1) seconds\n\nwhen I start as a clone\nforever\n if <(Clone Type) = [2]> then\n Move 8\n end\nend\n\nbroadcast (Level Reset v)\n\nbroadcast (Level Reset v)\n\nset [key collected? v] to [1]\n\nCreate Clone: Clone Type: [1] Level: [3] X: [1560] Y: [-220]\n\n@water\n\nwhen I receive [sync v]\nset [ghost v] effect to (50)\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n switch costume to (join (Level) (join [-] (Key Collected?)))\nend\n\n@left bubbles\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction ((pick random (1) to (4)) * (90))\nswitch costume to (1 v)\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nrepeat until <not <touching (platform v)?>>\n Movement\nend\nrepeat (40)\n Movement\nend\nrepeat (10)\n Movement\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone level v] to (level)\nset [clone type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nwait until <(Pause) = [0]>\nrepeat until <(Pause) = [1]>\n if <(Level) = [1]> then\n Create Clone: Clone Type: [right] Level: [1] X: [160] Y: [-100]\n wait (.25) seconds\n end\nend\n\nwhen I receive [set up v]\ndelete this clone\n\ndefine Movement\nif <(Pause) = [0]> then\n if <(Clone Type) = [up]> then\n change [offset y v] by (4)\n else\n if <(Clone Type) = [left]> then\n change [offset x v] by (-4)\n else\n if <(Clone Type) = [right]> then\n change [offset x v] by (4)\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nswitch costume to (costume6 v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (costume6 v)\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nwait (.5) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Key\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction (90)\nswitch costume to (1 v)\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone level v] to (level)\nset [clone type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n point in direction (75)\nend\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nCreate Clone: Clone Type: [1] Level: [2] X: [385] Y: [-190]\nCreate Clone: Clone Type: [1] Level: [3] X: [520] Y: [-270]\n\nwhen I receive [set up v]\nset [key collected? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [build-up v]\n repeat (20)\n change [brightness v] effect by (5)\n end\n set [key collected? v] to [1]\n start sound [unlockboom v]\n delete this clone\n end\nend\n\nif <(Clone Type) = [2]> then\n\nbroadcast (Level Reset v)\n\nset [level v] to [2]\n\n@down bubbles\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction ((pick random (1) to (4)) * (90))\nswitch costume to (1 v)\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nrepeat until <not <touching (platform v)?>>\n Movement\nend\nrepeat (40)\n Movement\nend\nrepeat (10)\n Movement\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone level v] to (level)\nset [clone type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nwait until <(Pause) = [0]>\nrepeat until <(Pause) = [1]>\n if <(Level) = [2]> then\n Create Clone: Clone Type: [down] Level: [2] X: [830] Y: [-280]\n wait (.25) seconds\n end\nend\n\nwhen I receive [set up v]\ndelete this clone\n\ndefine Movement\nif <(Pause) = [0]> then\n if <(Clone Type) = [up]> then\n change [offset y v] by (4)\n else\n if <(Clone Type) = [left]> then\n change [offset x v] by (-4)\n else\n if <(Clone Type) = [right]> then\n change [offset x v] by (4)\n else\n if <(Clone Type) = [down]> then\n change [offset y v] by (4)\n end\n end\n end\n end\nend\n\n@right bubbles\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction ((pick random (1) to (4)) * (90))\nswitch costume to (1 v)\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nrepeat until <not <touching (platform v)?>>\n Movement\nend\nrepeat (40)\n Movement\nend\nrepeat (10)\n Movement\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone level v] to (level)\nset [clone type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nwait until <(Pause) = [0]>\nrepeat until <(Pause) = [1]>\n if <(Level) = [3]> then\n Create Clone: Clone Type: [left] Level: [3] X: [770] Y: [-320]\n wait (.25) seconds\n end\nend\n\nwhen I receive [set up v]\ndelete this clone\n\ndefine Movement\nif <(Pause) = [0]> then\n if <(Clone Type) = [up]> then\n change [offset y v] by (4)\n else\n if <(Clone Type) = [left]> then\n change [offset x v] by (-4)\n else\n if <(Clone Type) = [right]> then\n change [offset x v] by (4)\n else\n if <(Clone Type) = [down]> then\n change [offset y v] by (4)\n end\n end\n end\n end\nend\n\n
~Dungeon Platformer~\nWelcome to my newest game! I hope you enjoy it!\n-Instructions-\nArrow keys to move left and right as well as jumping-\nSpace key to shrink your character-\n-Tips-\nUsing the shrink ability in midair is a useful strategy-\nIf you unshrink and you get stuck in a wall, simply shrink again to get out-\n\n
Powerups - a Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Explorer v] until done\nend\n\n@Player\n\nbroadcast (end v)\n\nwhen I start as a clone\nswitch costume to (light v)\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\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\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 <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen flag clicked\nswitch costume to (light v)\ngo to x: (-210) y: (-121)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n change [speed y v] by (-1.3)\n set [speed x v] to ((speed x) * (0.8))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1)\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 else\n set [jump key v] to [0]\n end\n if <<(y position) < [-175]> or <<touching (enemy v)?> or <touching (lava v)?>>> then\n go to x: (-220) y: (-121)\n set [speed y v] to [0]\n broadcast (Reset v)\n end\n if <touching (goal v)?> then\n go to x: (-220) y: (-121)\n set [speed y v] to [0]\n change [my variable v] by (1)\n broadcast (Next Level v)\n end\n switch costume to (classic v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nswitch costume to (classic v)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-220) y: (-121)\n set [speed y v] to [0]\n broadcast (Reset v)\n end\nend\n\nwhen I receive [cave v]\n\nswitch costume to (steel v)\nforever\n switch costume to (steel v)\nend\n\nwhen flag clicked\nforever\n if <touching (gem v)?> then\n broadcast (End v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (light v)\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n broadcast (cave v)\n end\nend\n\n@Goal\n\nwhen flag clicked\nshow\ndelete all of [goal places v]\nadd [210] to [goal places v]\nadd [-110] to [goal places v]\nadd [210] to [goal places v]\nadd [-114] to [goal places v]\nadd [210] to [goal places v]\nadd [-110] to [goal places v]\nadd [210] to [goal places v]\nadd [-117] to [goal places v]\nadd [210] to [goal places v]\nadd [-110] to [goal places v]\nadd [210] to [goal places v]\nadd [-110] to [goal places v]\nadd [210] to [goal places v]\nadd [-40] to [goal places v]\nwait (0.1) seconds\nset [level v] to [1]\nforever\n go to x: (item (((Level) * (2)) - (1)) of [goal places v]) y: (item ((Level) * (2)) of [goal places v])\nend\n\nif <(Level) > [7]> then\n hide\nend\n\nwhen flag clicked\nshow\nforever\n show\n go to x: (210) y: (-110)\n if <(Level) = [7]> then\n go to x: (210) y: (-40)\n end\n if <(Level) = [2]> then\n go to x: (210) y: (-115)\n end\n if <(Level) = [4]> then\n go to x: (210) y: (-117)\n end\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n if <<touching (player v)?> and <(Level) = [8]>> then\n broadcast (end v)\n end\nend\n\n@Enemy\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\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 <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen flag clicked\nhide\nwait (0.05) seconds\nforever\n if <(Level) = [5]> then\n go to x: (0) y: (-115)\n create clone of (_myself_ v)\n wait until <(Level) = [7]>\n end\n if <(Level) = [7]> then\n go to x: (130) y: (-45)\n create clone of (_myself_ v)\n wait until <(Level) = [8]>\n end\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n repeat (pick random (40) to (90))\n switch costume to (hitbox v)\n set [speed x v] to ((speed x) * (0.8))\n if <(x position) > ([x position v] of [player v])> then\n Walk (-90) (-1.8)\n else\n if <(x position) < ([x position v] of [player v])> then\n Walk (90) (1.8)\n else\n set [frame v] to [0]\n end\n end\n set [my c v] to [2]\n end\n set [my c v] to [3]\n wait (0.35) seconds\n set [my c v] to [4]\n wait (0.05) seconds\n set [my c v] to [5]\n wait (0.05) seconds\n set [my c v] to [6]\n wait (0.15) seconds\n set [my c v] to [7]\n wait (0.05) seconds\n set [my c v] to [3]\n wait (0.25) seconds\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [reset v]\nrepeat (1)\n delete this clone\nend\nif <(Level) = [5]> then\n go to x: (0) y: (-115)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (130) y: (-45)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n change [speed y v] by (-1.3)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n switch costume to (My C)\n if <<(y position) < [-175]> or <touching (lava v)?>> then\n delete this clone\n end\nend\n\n@Decorations\n\nwhen flag clicked\nset [my variable v] to [1]\nforever\n switch costume to (my variable)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\nforever\n set [ghost v] effect to (0)\n go to [front v] layer\n show\nend\n\n@Gem\n\nwhen flag clicked\nforever\n hide\n if <(Level) = [16]> then\n show\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud Side) = [1]> then\n go to x: (246) y: (pick random (131) to (0))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\n@Lava\n\nwhen flag clicked\nset [my variable v] to [1]\nforever\n switch costume to (my variable)\n go to [back v] layer\nend\n\n
Hello! This is a part 2 of my original project, Toast - Platformer || https://scratch.mit.edu/projects/603039933/\n\n▶Advertising is allowed\n▶No spamming or F4F\n▶No mean comments or else you'll be reported\n▶Please LOVE and FAVORITE ❤⭐\n▶If you enjoyed this project, please consider Following :)\n▶100 Likes for a part 3! \n▶Hope you enjoy! :D\n\nRULES:\n-Arrow keys or WAD to move\n-Down Arrow of S to get squished :p\n-The sink/hose/water thing will make you go higher...\n-Don't touch spikes or fall\n-Get to the Toaster to get to the other level\n\n\n
Stranded 2 | Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [Ping Pong v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes/enemies v)?> then\n broadcast (Reset v)\n change [deaths v] by (1)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n change [deaths v] by (1)\n end\n if <touching (spikes/enemies v)?> then\n broadcast (Reset v)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (40)\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <<mouse down?> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n switch costume to (player3 v)\n else\n switch costume to (player v)\n end\n else\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player4 v)\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nswitch costume to (player4 v)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n turn right (15) degrees\n else\n point in direction (90)\n end\nend\n\n@Spikes/Enemies\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Ground2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n turn right (15) degrees\n else\n point in direction (90)\n end\nend\n\n@Thumb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Counter\n\nwhen flag clicked\nhide\nset size to (65) %\ngo to x: (-220) y: (155)\nset [# v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2.5))\n change [# v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(Deaths) > [999]>> then\n Switch Costume to (join [#] (letter (#) of (round (Deaths))))\n else\n Switch Costume to (join [#] (letter (#) of (CompressedValue)))\n end\nend\n\ndefine Switch Costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (115) %\nend\n\nwhen I start as a clone\nforever\n change size by ((0.2) * ((100) - (size)))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n set [value v] to (round (Deaths))\nend\n\nwhen flag clicked\nset [compressedvalue v] to [0]\nforever\n If Greater Than [999] Sign [K] Length [4]\n If Greater Than [999999] Sign [M] Length [7]\n If Greater Than [999999999] Sign [B] Length [10]\n If Greater Than [999999999999] Sign [T] Length [13]\n If Greater Than [999999999999999] Sign [q] Length [16]\n If Greater Than [999999999999999999] Sign [Q] Length [19]\n If Greater Than [999999999999999999999] Sign [s] Length [22]\nend\n\ndefine If Greater Than (value) Sign (sign) Length (length)\nif <(Value) > (value)> then\n if <(length of (Value)) = (length)> then\n set [compressedvalue v] to (join (letter (1) of (Value)) (sign))\n else\n if <(length of (Value)) = ((length) + (1))> then\n set [compressedvalue v] to (join (letter (1) of (Value)) (join (letter (2) of (Value)) (sign)))\n else\n if <(length of (Value)) = ((length) + (2))> then\n set [compressedvalue v] to (join (letter (1) of (Value)) (join (letter (2) of (Value)) (join (letter (3) of (Value)) (sign))))\n end\n end\n end\nend\n\nIf Greater Than [999999999999999999999999] Sign [S] Length [25]\nIf Greater Than [999999999999999999999999999] Sign [O] Length [28]\nIf Greater Than [999999999999999999999999999999] Sign [N] Length [31]\nIf Greater Than [999999999999999999999999999999999] Sign [D] Length [34]\nIf Greater Than [99999999999999999999999999999999999] Sign [U] Length [37]\n\n
Welcome to Toast - Platformer!\n\n▶Advertising is allowed\n▶No spamming or F4F\n▶No mean comments or else you'll be reported\n▶Please LOVE, FAVORITE, and FOLLOW ❤⭐\n▶50 Likes for a part 2! \n▶Hope you enjoy! :D\n\nRULES:\n-Arrow keys or WAD to move\n-Don't touch spikes or fall\n-Get to the Toaster to get to the other level\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:p\n
Inspiration - A Platformer               #games
@Stage\n\nwhen stage clicked\nbroadcast (nxt v)\n\n@player\n\nwhen I start as a clone\nwait (0.15) seconds\nrepeat (5)\n change [ghost v] effect by (30)\nend\n\nwhen I start as a clone\nif <(skin) = [1]> then\n switch costume to (costume3 v)\nend\nif <(skin) = [2]> then\n switch costume to (costume10 v)\nend\nif <(skin) = [3]> then\n switch costume to (costume11 v)\nend\nif <(skin) = [4]> then\n switch costume to (costume12 v)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (12)\n change size by (-8)\nend\ndelete this clone\n\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\nwait (9) seconds\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (1))\n if <(skin) = [1]> then\n switch costume to (costume1 v)\n end\n if <(skin) = [2]> then\n switch costume to (costume4 v)\n end\n if <(skin) = [3]> then\n switch costume to (costume5 v)\n end\n if <(skin) = [4]> then\n switch costume to (costume6 v)\n end\n set size to (100) %\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n if <(skin) = [1]> then\n switch costume to (costume2 v)\n end\n if <(skin) = [2]> then\n switch costume to (costume7 v)\n end\n if <(skin) = [3]> then\n switch costume to (costume8 v)\n end\n if <(skin) = [4]> then\n switch costume to (costume9 v)\n end\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\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 (xvelocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (playery)>> or <touching (jump pad v)?>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (-202) y: (-40)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n platform [12] [-1] [0.7] [2.3]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <<touching (evil stuff v)?> or <<touching (le saw ppotato v)?> or <touching (le saw ppotato2 v)?>>> then\n broadcast (respawn muahaha v)\n end\nend\n\nwhen I receive [respawn muahaha v]\nset [coins v] to [0]\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\nforever\n if <<touching (goal v)?> and <(coins) = [3]>> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n if <(xvelocity) > [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (-1)\n end\n else\n if <(xvelocity) < [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [skin v] to [1]\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n if <touching (jump pad v)?> then\n change y by (2)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lvl 17 18 21 water v)?> then\n change y by (3)\n if <touching (lvl 17 18 21 water v)?> then\n change y by (3)\n if <touching (lvl 17 18 21 water v)?> then\n change y by (3)\n end\n end\n end\nend\n\nwhen flag clicked\ngo [backward v] (6) layers\n\nwhen flag clicked\ngo [forward v] (3) layers\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@2020_10_02_0k0_Kleki\n\nwhen flag clicked\ngo to [back v] layer\nset size to (110) %\nforever\n go to x: ((playerx) / (40)) y: ((playery) / (40))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@evil stuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@2020_10_02_0kg_Kleki\n\nwhen flag clicked\ngo [backward v] (6) layers\nset size to (110) %\nforever\n go to x: ((playerx) / (30)) y: ((playery) / (30))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@2020_10_02_0lq_Kleki\n\nwhen flag clicked\ngo [backward v] (5) layers\nset size to (110) %\nforever\n go to x: ((playerx) / (20)) y: ((playery) / (20))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (10) seconds\nforever\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nhide\npoint in direction (pick random (0) to (360))\ngo to x: (pick random (-240) to (240)) y: (pick random (-50) to (-120))\nset size to (pick random (20) to (80)) %\nshow\nrepeat (pick random (40) to (80))\n move (pick random (0.1) to (1)) steps\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (90) to (70))\nrepeat (10)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (9) seconds\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nhide\npoint in direction (pick random (0) to (360))\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\nset size to (pick random (40) to (80)) %\nshow\nrepeat (pick random (12) to (16))\n change size by (2)\nend\nrepeat (pick random (12) to (16))\n change size by (-2)\nend\ndelete this clone\n\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (90) to (70))\nrepeat (30)\n change [ghost v] effect by (-3)\nend\nrepeat (10)\n change [ghost v] effect by (9)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@goal\n\nwhen flag clicked\nshow\nset size to (100) %\ngo [forward v] (1) layers\nset size to (75) %\nset [brightness v] effect to (-20)\nset [ghost v] effect to (0)\npoint in direction (75)\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <(coins) < [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nwait (9) seconds\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\ngo to x: (212) y: (-85)\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-85)\n end\n if <(level #) = [4]> then\n go to x: (212) y: (-40)\n end\n if <(level #) = [5]> then\n go to x: (220) y: (-40)\n end\n if <(level #) = [6]> then\n go to x: (220) y: (-70)\n end\n if <(level #) = [7]> then\n go to x: (220) y: (100)\n end\n if <(level #) = [8]> then\n go to x: (212) y: (-85)\n end\n if <(level #) = [11]> then\n go to x: (220) y: (70)\n end\n if <(level #) = [12]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [13]> then\n go to x: (220) y: (70)\n end\n if <(level #) = [14]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [15]> then\n go to x: (220) y: (-30)\n end\n if <(level #) = [17]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [21]> then\n hide\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-85)\n end\n if <(level #) = [4]> then\n go to x: (212) y: (-40)\n end\n if <(level #) = [5]> then\n go to x: (220) y: (-40)\n end\n if <(level #) = [6]> then\n go to x: (220) y: (-70)\n end\n if <(level #) = [7]> then\n go to x: (220) y: (100)\n end\n if <(level #) = [8]> then\n go to x: (212) y: (-85)\n end\n if <(level #) = [11]> then\n go to x: (220) y: (70)\n end\n if <(level #) = [12]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [13]> then\n go to x: (220) y: (70)\n end\n if <(level #) = [14]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [15]> then\n go to x: (220) y: (-30)\n end\n if <(level #) = [17]> then\n go to x: (220) y: (-85)\n end\n if <(level #) = [21]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(coins) < [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nwait (9) seconds\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@SKIN SELECTOR\n\nwhen I receive [hi derr v]\nrepeat until <(idk) = [1]>\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (hi derr v)\n set [idk v] to [0]\n repeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\n end\n switch costume to (costume1 v)\n set size to (100) %\n go to x: (177) y: (150)\n broadcast (byee :\( v)\nend\n\nwhen this sprite clicked\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n broadcast (hi v)\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen flag clicked\nset [idk v] to [0]\nswitch costume to (costume1 v)\nbroadcast (hi derr v)\nshow\ngo to x: (177) y: (150)\npoint in direction (90)\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (9) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (9) seconds\nforever\n create clone of (_myself_ v)\n wait (20) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (3) layers\nshow\ngo to x: (-324) y: (pick random (85) to (170))\nset [ghost v] effect to (65)\nrepeat (1200)\n change x by (0.5)\nend\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (9) seconds\nforever\n create clone of (_myself_ v)\n wait (18) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (3) layers\nshow\ngo to x: (324) y: (pick random (85) to (170))\nset [ghost v] effect to (65)\nrepeat (1200)\n change x by (-0.5)\nend\ndelete this clone\n\n@cooltext-357180023871607\n\nwhen this sprite clicked\nif <<(skips) < [3]> and <not <(level #) = [21]>>> then\n broadcast (next level v)\n broadcast (respawn muahaha v)\n change [skips v] by (1)\nend\n\nwhen flag clicked\nset [skips v] to [0]\nshow\n\nforever\n if <(level #) = [21]> then\n hide\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (cooltext-357180023871607 v)\nforever\n if <<(skips) = [3]> or <(level #) = [21]>> then\n switch costume to (cooltext-2 v)\n end\nend\n\ngo [forward v] (11) layers\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (50) y: (150)\npoint in direction (90)\nset size to (100) %\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (9) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen this sprite clicked\nset [skin v] to [1]\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [2]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [4]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nset [y v] to [0]\nwait until <not <mouse down?>>\nif <(costume [number v]) = [1]> then\n show\n switch costume to (costume2 v)\n set [yyyyyyyyyyyyyy v] to [0]\n set [idk v] to [1]\n go to x: (-5) y: (210)\n set size to (200) %\n go to [front v] layer\n repeat (15)\n change [yyyyyyyyyyyyyy v] by (-1)\n change y by (yyyyyyyyyyyyyy)\n end\n set [yyyyyyyyyyyyyy v] to [10]\n wait (1) seconds\nend\n\nwhen I receive [hi derr v]\nset [idk v] to [0]\nrepeat (9)\n change [yyyyyyyyyyyyyy v] by (1)\n change y by (yyyyyyyyyyyyyy)\nend\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (177) y: (150)\nhide\n\nwhen this sprite clicked\nset [skin v] to [3]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@trees\n\nwhen flag clicked\ngo [backward v] (4) layers\nforever\n go to x: ((playerx) / (10)) y: ((playery) / (10))\n switch costume to (level #)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [y v] to [1.94]\nforever\n repeat (16)\n change [y v] by (-0.25)\n end\n repeat (16)\n change [y v] by (0.25)\n end\nend\n\nwhen flag clicked\nforever\n change y by (y)\nend\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\ngo [forward v] (10) layers\nforever\n switch costume to (level #)\nend\n\ngo to [front v] layer\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level #)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\nwhen flag clicked\ngo [forward v] (3) layers\n\nforever\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@coin 1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (80) %\nset [ghost v] effect to (0)\nforever\n change y by (y 2)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nfloat uwu\n\nwhen flag clicked\nif <(level #) = [1]> then\n go to x: (-100) y: (-85)\nend\n\nif <(level #) = [1]> then\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n go to x: (-100) y: (-80)\n end\n if <(level #) = [2]> then\n go to x: (-120) y: (-80)\n end\n if <(level #) = [3]> then\n go to x: (-150) y: (-80)\n end\n if <(level #) = [4]> then\n go to x: (-150) y: (-80)\n end\n if <(level #) = [5]> then\n go to x: (-75) y: (-25)\n end\n if <(level #) = [6]> then\n go to x: (-198) y: (10)\n end\n if <(level #) = [7]> then\n go to x: (-144) y: (-77)\n end\n if <(level #) = [8]> then\n go to x: (-91) y: (-104)\n end\n if <(level #) = [9]> then\n go to x: (-150) y: (-74)\n end\n if <(level #) = [10]> then\n go to x: (-118) y: (-61)\n end\n if <(level #) = [11]> then\n go to x: (-85) y: (-29)\n end\n if <(level #) = [12]> then\n go to x: (-53) y: (-93)\n end\n if <(level #) = [13]> then\n go to x: (-112) y: (20)\n end\n if <(level #) = [14]> then\n go to x: (-148) y: (45)\n end\n if <(level #) = [15]> then\n go to x: (-92) y: (91)\n end\n if <(level #) = [16]> then\n go to x: (-147) y: (-19)\n end\n if <(level #) = [17]> then\n go to x: (-39) y: (-70)\n end\n if <(level #) = [18]> then\n go to x: (-207) y: (127)\n end\n if <(level #) = [19]> then\n go to x: (-112) y: (-34)\n end\n if <(level #) = [20]> then\n go to x: (-91) y: (-9)\n end\n if <(level #) = [21]> then\n hide\n end\n forever\nend\n\nwhen flag clicked\nset [y 2 v] to [1.94]\nforever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\nend\n\nforever\n\ndefine float uwu\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@2020_10_20_0h3_Kleki (1)\n\n@coin 2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <(level #) = [1]> then\n go to x: (-100) y: (-85)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nset size to (80) %\nset [ghost v] effect to (0)\nforever\n change y by (yyyyyyyyyyyy)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nif <(level #) = [1]> then\n go to x: (0) y: (-80)\nend\nif <(level #) = [2]> then\n go to x: (-30) y: (-80)\nend\nif <(level #) = [3]> then\n go to x: (-50) y: (-80)\nend\nif <(level #) = [4]> then\n go to x: (26) y: (43)\nend\nif <(level #) = [5]> then\n go to x: (35) y: (-58)\nend\nif <(level #) = [6]> then\n go to x: (-15) y: (-13)\nend\nif <(level #) = [7]> then\n go to x: (9) y: (-2)\nend\nif <(level #) = [8]> then\n go to x: (68) y: (85)\nend\nif <(level #) = [9]> then\n go to x: (-51) y: (77)\nend\nif <(level #) = [10]> then\n go to x: (22) y: (-33)\nend\nif <(level #) = [11]> then\n go to x: (37) y: (33)\nend\nif <(level #) = [12]> then\n go to x: (65) y: (44)\nend\nif <(level #) = [13]> then\n go to x: (-61) y: (134)\nend\nif <(level #) = [14]> then\n go to x: (-51) y: (148)\nend\nif <(level #) = [15]> then\n go to x: (-74) y: (-101)\nend\nif <(level #) = [16]> then\n go to x: (122) y: (85)\nend\nif <(level #) = [17]> then\n go to x: (8) y: (70)\nend\nif <(level #) = [18]> then\n go to x: (28) y: (-77)\nend\nif <(level #) = [19]> then\n go to x: (-2) y: (-34)\nend\nif <(level #) = [20]> then\n go to x: (85) y: (-102)\nend\nif <(level #) = [21]> then\n hide\nend\n\nwhen flag clicked\nset [yyyyyyyyyyyy v] to [1.95]\nforever\n repeat (20)\n change [yyyyyyyyyyyy v] by (-0.2)\n end\n repeat (20)\n change [yyyyyyyyyyyy v] by (0.2)\n end\nend\n\nwhen I receive [respawn muahaha v]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nif <(level #) = [1]> then\n\nwhen flag clicked\nset [y 2 v] to [1.95]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@coin 3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <(level #) = [1]> then\n go to x: (-100) y: (-85)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n change [coins v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nset size to (80) %\nset [ghost v] effect to (0)\nforever\n change y by (yyyy)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nforever\n if <(level #) = [1]> then\n if <(level #) = [2]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [3]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [4]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [5]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [6]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [7]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\n if <(level #) = [8]> then\n forever\n repeat (20)\n change [y 2 v] by (-0.2)\n end\n repeat (20)\n change [y 2 v] by (0.2)\n end\n end\n end\nend\n\nwhen flag clicked\nif <(level #) = [1]> then\n go to x: (100) y: (-80)\nend\nif <(level #) = [2]> then\n go to x: (100) y: (-80)\nend\nif <(level #) = [3]> then\n go to x: (100) y: (-80)\nend\nif <(level #) = [4]> then\n go to x: (166) y: (-24)\nend\nif <(level #) = [5]> then\n go to x: (166) y: (-24)\nend\nif <(level #) = [6]> then\n go to x: (140) y: (-36)\nend\nif <(level #) = [7]> then\n go to x: (189) y: (108)\nend\nif <(level #) = [8]> then\n go to x: (165) y: (-88)\nend\nif <(level #) = [9]> then\n go to x: (55) y: (-99)\nend\nif <(level #) = [10]> then\n go to x: (180) y: (-45)\nend\nif <(level #) = [11]> then\n go to x: (-25) y: (74)\nend\nif <(level #) = [12]> then\n go to x: (175) y: (54)\nend\nif <(level #) = [13]> then\n go to x: (181) y: (107)\nend\nif <(level #) = [14]> then\n go to x: (111) y: (-23)\nend\nif <(level #) = [15]> then\n go to x: (81) y: (29)\nend\nif <(level #) = [16]> then\n go to x: (-109) y: (160)\nend\nif <(level #) = [17]> then\n go to x: (47) y: (-74)\nend\nif <(level #) = [18]> then\n go to x: (126) y: (-63)\nend\nif <(level #) = [19]> then\n go to x: (119) y: (-34)\nend\nif <(level #) = [20]> then\n go to x: (112) y: (55)\nend\nif <(level #) = [21]> then\n hide\nend\n\ndefine float uwu\nset [yyyy v] to [1.95]\nforever\n repeat (20)\n change [yyyy v] by (-0.2)\n end\n repeat (20)\n change [yyyy v] by (0.2)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [respawn muahaha v]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nset [yyyy v] to [1.95]\nforever\n repeat (20)\n change [yyyy v] by (-0.2)\n end\n repeat (20)\n change [yyyy v] by (0.2)\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [hi v]\nshow\n\nwhen I receive [byee :\( v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (60)\n\nwhen flag clicked\ngo to [front v] layer\n\n@le saw ppotato\n\nwhen flag clicked\nforever\n repeat (20)\n turn right (5) degrees\n end\nend\n\nrepeat (20)\n turn left (5) degrees\nend\n\nwhen flag clicked\nshow\nforever\n if <(level #) = [4]> then\n go to x: (25) y: (-55)\n end\n if <(level #) = [7]> then\n go to x: (220) y: (34)\n end\n if <(level #) = [9]> then\n go to x: (8) y: (-195)\n end\n if <(level #) = [11]> then\n go to x: (179) y: (26)\n end\n if <(level #) = [13]> then\n go to x: (-115) y: (-104)\n end\n if <(level #) = [14]> then\n go to x: (132) y: (140)\n end\n if <(level #) = [15]> then\n go to x: (110) y: (-92)\n end\n if <(level #) = [18]> then\n go to x: (-110) y: (161)\n end\n if <(level #) = [19]> then\n go to x: (-116) y: (-135)\n end\n if <(level #) = [20]> then\n go to x: (-88) y: (-178)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@lvl 17 18 21 water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo [forward v] (2) layers\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (50)\n\n@cooltext-3\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Vexento Tevo \[Xsongspk v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (-20) y: (150)\npoint in direction (90)\nset size to (100) %\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n wait until <not <mouse down?>>\n set volume to (0) %\n switch costume to (cooltext-2 v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n wait until <not <mouse down?>>\n set volume to (100) %\n switch costume to (cooltext-357180023871607 v)\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (cooltext-357180023871607 v)\nset [skips v] to [0]\nshow\n\nforever\n if <(level #) = [16]> then\n hide\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nwait (9) seconds\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@jump pad\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\n\ngo to [front v] layer\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [respawn muahaha v]\ngo to x: (2) y: (0)\nswitch costume to (costume1 v)\nrepeat (7)\n change [ghost v] effect by (-13)\nend\nrepeat (7)\n change [ghost v] effect by (13)\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (2) y: (0)\nrepeat (20)\n change y by (17.3)\nend\nset [ghost v] effect to (100)\n\nrepeat (20)\n change y by (-17.3)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\n@le saw ppotato2\n\nwhen flag clicked\nforever\n repeat (20)\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(level #) = [19]> then\n go to x: (122) y: (-136)\n end\nend\n\nwhen flag clicked\ngo [backward v] (5) layers\nforever\n switch costume to (level #)\nend\n\n@Sprite12\n\n@coin 4\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset size to (80) %\nset [ghost v] effect to (0)\nforever\n change y by (yyyy)\nend\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n go to x: (100) y: (-80)\n end\n if <(level #) = [2]> then\n go to x: (100) y: (-80)\n end\n if <(level #) = [3]> then\n go to x: (100) y: (-80)\n end\n if <(level #) = [4]> then\n go to x: (166) y: (-24)\n end\n if <(level #) = [5]> then\n go to x: (166) y: (-24)\n end\n if <(level #) = [6]> then\n go to x: (140) y: (-36)\n end\n if <(level #) = [7]> then\n go to x: (189) y: (108)\n end\n if <(level #) = [8]> then\n go to x: (165) y: (-88)\n end\n if <(level #) = [9]> then\n go to x: (55) y: (-99)\n end\n if <(level #) = [10]> then\n go to x: (120) y: (-45)\n end\n if <(level #) = [11]> then\n go to x: (-25) y: (74)\n end\n if <(level #) = [12]> then\n go to x: (175) y: (54)\n end\n if <(level #) = [13]> then\n go to x: (181) y: (107)\n end\n if <(level #) = [14]> then\n go to x: (111) y: (-23)\n end\n if <(level #) = [15]> then\n go to x: (81) y: (29)\n end\n if <(level #) = [16]> then\n go to x: (-109) y: (160)\n end\n if <(level #) = [17]> then\n go to x: (47) y: (-74)\n end\n if <(level #) = [18]> then\n go to x: (126) y: (-63)\n end\n if <(level #) = [19]> then\n go to x: (119) y: (-34)\n end\n if <(level #) = [20]> then\n go to x: (112) y: (55)\n end\n if <(level #) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [respawn muahaha v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nset size to (80) %\nwait (0.5) seconds\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n@coin 5\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n go to x: (0) y: (-80)\n end\n if <(level #) = [2]> then\n go to x: (-30) y: (-80)\n end\n if <(level #) = [3]> then\n go to x: (-50) y: (-80)\n end\n if <(level #) = [4]> then\n go to x: (26) y: (43)\n end\n if <(level #) = [5]> then\n go to x: (35) y: (-58)\n end\n if <(level #) = [6]> then\n go to x: (20) y: (-13)\n end\n if <(level #) = [7]> then\n go to x: (9) y: (-2)\n end\n if <(level #) = [8]> then\n go to x: (68) y: (85)\n end\n if <(level #) = [9]> then\n go to x: (-51) y: (77)\n end\n if <(level #) = [10]> then\n go to x: (22) y: (-33)\n end\n if <(level #) = [11]> then\n go to x: (37) y: (33)\n end\n if <(level #) = [12]> then\n go to x: (65) y: (44)\n end\n if <(level #) = [13]> then\n go to x: (-61) y: (134)\n end\n if <(level #) = [14]> then\n go to x: (-51) y: (148)\n end\n if <(level #) = [15]> then\n go to x: (-74) y: (-101)\n end\n if <(level #) = [16]> then\n go to x: (122) y: (85)\n end\n if <(level #) = [17]> then\n go to x: (8) y: (70)\n end\n if <(level #) = [18]> then\n go to x: (28) y: (-77)\n end\n if <(level #) = [19]> then\n go to x: (-2) y: (-34)\n end\n if <(level #) = [20]> then\n go to x: (85) y: (-102)\n end\n if <(level #) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [respawn muahaha v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nset size to (80) %\nwait (0.5) seconds\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@coin 6\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n play sound [Coin v] until done\n repeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset size to (80) %\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nset [coins v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\nwhen flag clicked\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <(level #) = [1]> then\n go to x: (-100) y: (-80)\n end\n if <(level #) = [2]> then\n go to x: (-120) y: (-80)\n end\n if <(level #) = [3]> then\n go to x: (-150) y: (-80)\n end\n if <(level #) = [4]> then\n go to x: (-150) y: (43)\n end\n if <(level #) = [5]> then\n go to x: (-75) y: (-25)\n end\n if <(level #) = [6]> then\n go to x: (-198) y: (10)\n end\n if <(level #) = [7]> then\n go to x: (-144) y: (-77)\n end\n if <(level #) = [8]> then\n go to x: (-91) y: (-104)\n end\n if <(level #) = [9]> then\n go to x: (-150) y: (0)\n end\n if <(level #) = [10]> then\n go to x: (-118) y: (-61)\n end\n if <(level #) = [11]> then\n go to x: (-85) y: (-29)\n end\n if <(level #) = [12]> then\n go to x: (-53) y: (-80)\n end\n if <(level #) = [13]> then\n go to x: (-112) y: (20)\n end\n if <(level #) = [14]> then\n go to x: (-148) y: (45)\n end\n if <(level #) = [15]> then\n go to x: (-92) y: (91)\n end\n if <(level #) = [16]> then\n go to x: (-147) y: (-19)\n end\n if <(level #) = [17]> then\n go to x: (-39) y: (-70)\n end\n if <(level #) = [18]> then\n go to x: (-207) y: (127)\n end\n if <(level #) = [19]> then\n go to x: (-112) y: (-34)\n end\n if <(level #) = [20]> then\n go to x: (-91) y: (-9)\n end\n if <(level #) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [respawn muahaha v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nset size to (80) %\nwait (0.5) seconds\nshow\nset [ghost v] effect to (0)\nset size to (80) %\n\n@Intro\n\nwhen flag clicked\nswitch costume to (background \[pen\] v)\nshow\ngo to [back v] layer\ngo to [back v] layer\ngo to x: (-235) y: (-200)\nclear sound effects\nstart sound [Plugged v]\nset [id v] to [0]\nset [count v] to [0]\nhide variable [id v]\nhide variable [count v]\nDraw background\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nforever\n set [id v] to [3]\n create clone of (_myself_ v)\n change [count v] by (1)\n if <(Count) = [135]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n end\n if <(Count) = [235]> then\n set [id v] to [5]\n create clone of (_myself_ v)\n end\n if <(Count) = [280]> then\n broadcast (Intro: Delete all clones v)\n end\nend\n\ndefine Draw background\nerase all\npen up\nset pen color to (#29c8ec)\nset pen size to (10)\npen down\nrepeat (20)\n change y by (10)\n change x by (-500)\n change pen (brightness v) by (-2)\n change y by (10)\n change x by (500)\n change pen (brightness v) by (-2)\nend\npen up\ngo to x: (-235) y: (-175)\nset pen size to (20)\nset pen color to (#2ac7ef)\npen down\nchange x by (500)\npen up\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (logo v)\n go to x: (0) y: (0)\n point in direction (60)\n set size to (10) %\n show\n repeat (6)\n turn right (5) degrees\n change size by (16)\n end\n repeat (3)\n change size by (-3)\n clear graphic effects\n end\n repeat (3)\n change size by (2)\n end\n repeat (3)\n change size by (-2)\n end\n repeat (3)\n change size by (1)\n end\n forever\n point in direction ((([tan v] of ((150) * (timer)) ) * (5)) + (90))\n change y by (([sin v] of ((200) * (timer)) ) * (5))\n end\nelse\n if <(id) = [2]> then\n switch costume to (lines v)\n go to x: (300) y: (0)\n repeat until <(x position) < [-255]>\n go to [back v] layer\n set [ghost v] effect to (15)\n change x by (-4)\n if <(x position) = [240]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n end\n end\n delete this clone\n else\n if <(id) = [3]> then\n switch costume to (particles v)\n go to x: (0) y: (0)\n go to [back v] layer\n point in direction (pick random (0) to (360))\n set size to (pick random (40) to (65)) %\n set [color v] effect to (0)\n set [ghost v] effect to (pick random (30) to (60))\n go to [back v] layer\n show\n repeat (100)\n change [ghost v] effect by (1)\n move (5) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\n else\n if <(id) = [4]> then\n go to [front v] layer\n switch costume to (tornadoyay1 v)\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (-180)\n go to [front v] layer\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n else\n if <(id) = [5]> then\n go to [front v] layer\n switch costume to (screen v)\n go to [front v] layer\n go to x: (0) y: (-400)\n point in direction (90)\n set [ghost v] effect to (0)\n set size to (100) %\n go to [front v] layer\n Smooth Glide to x: [0] y: [0] at speed [8]\n end\n end\n end\n end\nend\n\ndefine Smooth Glide to x: (x) y: (y) at speed (speed)\nrepeat until <<(x) = (x position)> and <(y) = (y position)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n go to [front v] layer\nend\n\nwhen I receive [intro: delete all clones v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite13\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\nhide\nwait (9) seconds\nforever\n if <<(mouse y) > [120]> and <(mouse x) < [-180]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite14\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@level2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level #)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nforever\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (9) seconds\nset [ghost v] effect to (0)\n\n
dusk|| platformer
@Stage\n\nwhen flag clicked\nbroadcast (LoadLevel v)\nforever\n set [system.framtime v] to (timer)\n reset timer\n FPS (System.FramTime) [0.5]\n switch costume to (join [Level] (Level))\nend\n\ndefine FPS (frametime) (updatetime)\nchange [system.updatefpstimer v] by (System.FramTime)\nif <not <(System.UpdateFPSTimer) < (updatetime)>> then\n set [system.updatefpstimer v] to [0]\n set [fps v] to (round ((1) / (System.FramTime)))\nend\n\nwhen I receive [loadlevel v]\nbroadcast (ResetPlayer v)\n\nwhen [timer v] > (1)\nbroadcast (Thumbnail.Show v)\nif <(username) = [Coltroc]> then\n set [level v] to [1]\nend\n\nwhen flag clicked\nforever\n play sound [\[Electro\] Hinkik - Skystrike v] until done\nend\n\nwhen I receive [sound.levelcomplete v]\nstart sound [Magic Spell v]\n\nwhen I receive [sound.death v]\nstart sound [Geometry Dash Explosion Sound Slowed Down 800 v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail.show v]\nshow\ngo to [front v] layer\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\n\n@Player\n\nwhen I receive [resetplayer v]\ngo to x: (-200) y: (-75)\nset [ghost v] effect to (0)\nset [player.xv v] to [0]\nset [player.yv v] to [0]\nset [player.jumpforce v] to [12]\nset [player.walljumpxforce v] to [10]\nset [player.walljumpyforce v] to [12]\nforever\n set [player.ycoll v] to [0]\n set [player.wall v] to [0]\n switch costume to (hitbox v)\n go to [front v] layer\n ChangeXv\n change x by (player.xv)\n if <touching color (#ffffff)?> then\n if <(player.xv) > [0]> then\n set [player.wall v] to [right]\n else\n set [player.wall v] to [left]\n end\n CheckForWall [5]\n end\n ChangYv\n change y by (player.yv)\n if <touching color (#ffffff)?> then\n ChangeY ((player.yv) / ([abs v] of (player.yv) ))\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n JumpCheck\n end\n set [player.x v] to (x position)\n set [player.y v] to (y position)\n if <(y position) < [-170]> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n end\n if <touching color (#abecff)?> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n end\nend\n\ndefine CheckForWall (length)\nrepeat (length)\n if <touching color (#ffffff)?> then\n change y by (1)\n end\nend\nif <touching color (#ffffff)?> then\n change y by (() - (length))\n if <(player.xv) > [0]> then\n ChangeX ([ceiling v] of ((player.xv) / ([abs v] of (player.xv) )) )\n else\n ChangeX ([floor v] of ((player.xv) / ([abs v] of (player.xv) )) )\n end\nend\n\ndefine ChangeY (power)\nif <(power) > [0]> then\n set [player.ycoll v] to [ceiling]\nelse\n set [player.ycoll v] to [ground]\nend\nrepeat ([abs v] of (player.yv) )\n if <touching color (#ffffff)?> then\n change y by (() - (power))\n end\nend\nset [player.yv v] to [0]\n\ndefine ChangeX (power)\nrepeat ([abs v] of (player.xv) )\n if <touching color (#ffffff)?> then\n change x by (() - (power))\n end\nend\nset [player.xv v] to [0]\n\ndefine ChangeXv\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Player.X) > (mouse x)> and <mouse down?>>> then\n change [player.xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Player.X)> and <mouse down?>>> then\n change [player.xv v] by (1)\nend\nset [player.xv v] to ((player.xv) * (0.85))\n\ndefine ChangYv\nchange [player.yv v] by (-1)\nif <not <(player.yv) > [-20]>> then\n set [player.yv v] to [-20]\nend\n\ndefine JumpCheck\nif <(player.ycoll) = [ground]> then\n change [player.yv v] by (player.jumpforce)\nelse\n if <(player.wall) = [right]> then\n change [player.xv v] by (() - (player.WallJumpXForce))\n set [player.yv v] to (player.WallJumpYForce)\n end\n if <(player.wall) = [left]> then\n change [player.xv v] by (player.WallJumpXForce)\n set [player.yv v] to (player.WallJumpYForce)\n end\nend\n\n@PlayerLight\n\nwhen I receive [resetplayer v]\nforever\n go to x: (Player.X) y: (Player.Y)\n go to [back v] layer\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (50) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (join [Level] (Level))\nend\n\n@Goal\n\nwhen flag clicked\nforever\n switch costume to (hitbox v)\n go to [front v] layer\n turn right (2) degrees\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (LoadLevel v)\n broadcast (Sound.LevelComplete v)\n wait (0.1) seconds\n end\n switch costume to (goal v)\nend\n\n
Arrow keys, WASD or mobile. PART 2 IS OUT! (See comments section).\n\nCan we get this featured? https://scratch.mit.edu/projects/701266664/\n\nI especially recommend this: https://scratch.mit.edu/projects/694428601/
The Emoji Platformer
@Stage\n\nwhen flag clicked\nhide variable [mouse v]\nforever\n wait (pick random (1.5) to (6)) seconds\n broadcast (ENEMY v) and wait\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((SCROLL X) + (mouse x)) (join [,] ((SCROLL Y) + (mouse y))))\nshow variable [mouse v]\n\nwait (0.5) seconds\nswitch backdrop to (blank v)\nbroadcast (ENEMY v)\n\nwhen I receive [loading v]\nrepeat (999)\n play sound [Popsicle v] until done\n play sound [Alan Walker - Force v] until done\nend\n\n@BLANK\n\nwhen [1 v] key pressed\nif <(username) = [quaxx]> then\n set [checkpoint v] to [1]\nend\n\nwhen [2 v] key pressed\nif <(username) = [quaxx]> then\n set [checkpoint v] to [2]\nend\n\nwhen [3 v] key pressed\nif <(username) = [quaxx]> then\n set [checkpoint v] to [3]\nend\n\nwhen [4 v] key pressed\nif <(username) = [quaxx]> then\n set [checkpoint v] to [4]\nend\n\n@Player\n\nwhen I receive [begin v]\nswitch costume to (player v)\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [frame time to show v] to [1]\n broadcast (Setup v) and wait\n set [frame time to show v] to [0]\n Game On\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n hide\n if <(EXIT) = [win]> then\n Game - Win\n end\n if <(EXIT) = [offline]> then\n Game - Win\n end\nend\n\nif <(EXIT) = [win]> then\n start sound [Teleport2 v]\n Game - Win\n wait (0.1) seconds\nelse\n Game - Die\nend\n\ndefine Game On\nshow\nset [sx v] to [0]\nset [sy v] to [0]\nset [gravity v] to [-12]\nset [in air v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nif <(Checkpoint) = [1]> then\n set [player2: x v] to [800]\n set [player2: y v] to [0]\nelse\n if <(Checkpoint) = [2]> then\n set [player2: x v] to [618]\n set [scroll y v] to [400]\n set [player2: y v] to [400]\n else\n if <(Checkpoint) = [3]> then\n set [player2: x v] to [1586]\n set [scroll y v] to [650]\n set [player2: y v] to [600]\n else\n if <(Checkpoint) = [4]> then\n set [player2: x v] to [2530]\n set [scroll y v] to [-80]\n set [player2: y v] to [-80]\n end\n end\n end\nend\nset [exit v] to []\n\nshow\n\ndefine Tick\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [sx v] by (-2)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (friction))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(in air) < [4]> then\n set [sy v] to [17]\n end\nend\nif <(sy) > [-17]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest - Die\nset [scroll x v] to (Player2: x)\nif <(SCROLL X) < [-100]> then\n set [scroll x v] to [-100]\n set [player2: x v] to [-100]\nend\nchange [scroll y v] by (round (((Player2: y) - (SCROLL Y)) / (2)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player2: y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (spring v)?> then\n set [sy v] to [25]\nend\nif <touching (ice v)?> then\n set [friction v] to [0.93]\nelse\n set [friction v] to [0.8]\nend\nif <touching (speed v)?> then\n set [sx v] to [13]\nend\nif <touching (slow v)?> then\n set [friction v] to [0.5]\nend\nif <touching (water v)?> then\n set [sy v] to [3]\n if <key (down arrow v) pressed?> then\n change [sy v] by (-4)\n end\n if <key (up arrow v) pressed?> then\n change [sy v] by (4)\n end\nend\n\nstart sound [bubbles v]\n\ndefine Change Player Y by (sy)\nchange [in air v] by (1)\nchange [player2: y v] by (sy)\nPosition\nrepeat until <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>>\n if <(sy) > [0]> then\n change [player2: y v] by (-1)\n else\n change [player2: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((Player2: x) - (SCROLL X)) y: ((Player2: y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [player2: x v] by (sx)\nPosition\nif <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>> then\n repeat (12)\n change [player2: y v] by (1)\n Position\n if <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>> then\n stop [this script v]\n end\n end\n change [player2: y v] by (GRAVITY)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<<touching (platforms v)?> or <touching (horizontal platforms v)?>> or <touching (horizontal platforms move v)?>>>\n if <(sx) > [0]> then\n change [player2: x v] by (-1)\n else\n change [player2: x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\n\nstart sound [Oops v]\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\n\ndefine Test - Die\nif <<<<<touching (acid v)?> or <touching (danger v)?>> or <touching (gears v)?>> or <touching (saws v)?>> or <touching (moving enemies v)?>> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Win\nhide\nset [my player # v] to []\nstop [all v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen flag clicked\nset [exit v] to []\ngo to x: (0) y: (0)\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Joined! v)\nelse\n broadcast (Game Full :\( v)\nend\nbroadcast (begin v)\n\nwhen I receive [begin v]\nset [frame time to show v] to [0]\nforever\n set [testoff v] to (OFF)\n wait (60) seconds\n if <(OFF) = (TestOFF)> then\n set [exit v] to [offline]\n end\nend\n\nforever\n\nif <(MY PLAYER #) > [0]> then\n send cloud data\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite ((x position) + (SCROLL X)) to encoded\nwrite ((y position) + (SCROLL Y)) to encoded\nwrite (round (Costume)) to encoded\nif <(MY PLAYER #) = [1]> then\n write ((FRAME) + (58)) to encoded\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [tick v]\nif <(Costume) = [2]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (up right2 v)\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (up left2 v)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right2 v)\n else\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (left2 v)\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (up2 v)\n else\n switch costume to (normal2 v)\n end\n end\n end\n end\n end\nelse\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>> then\n switch costume to (up right v)\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n switch costume to (up left v)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n else\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (up v)\n else\n switch costume to (normal v)\n end\n end\n end\n end\n end\nend\nif <<key (any v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [off v] to (pick random (0) to (99999))\nend\n\nchange [sy v] by (3)\n\nset [scroll y v] to [324]\n\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nset [scroll x v] to [618]\n\nbroadcast (SCROLL Y GLITCH.. :\( v) and wait\n\nwhen I receive [setup v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nif <(Checkpoint) = [1]> then\n set [player2: x v] to [800]\n set [player2: y v] to [0]\nelse\n if <(Checkpoint) = [2]> then\n set [player2: x v] to [618]\n set [scroll y v] to [400]\n set [player2: y v] to [400]\n else\n if <(Checkpoint) = [3]> then\n set [player2: x v] to [1586]\n set [scroll y v] to [650]\n set [player2: y v] to [600]\n end\n end\nend\nset [exit v] to []\n\nrepeat until <<(SCROLL Y) = [400]> and <(Player2: x) = [618]>>\n\nwhen I receive [setup v]\n\nset [checkpoint v] to [2]\n\nset [scroll y v] to (Player2: y)\n\nset [player2: y v] to [324]\n\nset [player2: y v] to [324]\nset [scroll y v] to [324]\nwait (1) seconds\nif <(Player2: y) > [9900]> then\n set [scroll y v] to [324]\n set [player2: y v] to [324]\nend\nwait (1) seconds\nif <(Player2: y) > [9900]> then\n set [scroll y v] to [324]\n set [player2: y v] to [324]\nend\n\nbroadcast (SCROLL Y GLITCH.. :\( v) and wait\n\nif <(Player2: y) > [1000]> then\n set [exit v] to [die]\n set [player2: y v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [reset v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [player2: x v] to [0]\nset [player2: y v] to [0]\n\nwhen I receive [tick v]\nif <<(MY PLAYER #) > [0]> and <(MY PLAYER #) < [10]>> then\n send cloud data\nend\n\nwhen I receive [tick v]\n\nif <(MY PLAYER #) = [1]> then\n change [frame v] by (1)\nend\n\nstart sound [bubbles v]\n\nforever\n\nset [frame v] to [0]\nreset timer\nset [old value v] to (encoded)\nwait (15) seconds\nset [frame v] to [0]\nreset timer\nif <(old value) = (encoded)> then\n set [exit v] to [offline]\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nclear graphic effects\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n set size to (400) %\n tick\n set size to (100) %\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nswitch costume to (value)\nif <(FRAME TIME TO SHOW) = [1]> then\n if <(MY PLAYER #) > [1]> then\n value = read from encoded\n set [frame v] to (value)\n end\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nbroadcast (Update Player v)\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [update player v]\n\nforever\n\nvalue = cloud # (player #)\nset [old value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (old value)> then\n set [my player # v] to (player #)\nend\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1700] y: [360]\n Clone at x: [-200] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [300] y: [-600]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\n@Join Game\n\nwhen flag clicked\nhide\n\nwhen I receive [setup - opponents v]\nwait (1.6) seconds\nbroadcast (LOADING v)\nshow\nswitch costume to (joining v)\n\nwhen I receive [joined! v]\nstart sound [Connect v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (joined v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full :\( v]\nstart sound [Disconnect v]\nset [ghost v] effect to (0)\nshow\nswitch costume to (game full v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Acid\n\nwhen I receive [tick v]\nchange [up/down lava v] by (2.5)\nPosition ((Danger: x) - (SCROLL X)) (((Danger: y) - (SCROLL Y)) + (([cos v] of (UP/DOWN LAVA) ) * (14)))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nset [danger: y v] to [0]\n\nwhen flag clicked\nhide\n\n@Horizontal Platforms\n\nwhen I receive [tick v]\nchange [frame v] by (1)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of (FRAME) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [975] y: [157]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Landscape\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1700] y: [360]\n Clone at x: [-200] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [1500] y: [-500]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-900] y: [600]\n Clone at x: [400] y: [0]\n Clone at x: [1250] y: [-700]\n Clone at x: [900] y: [0]\n Clone at x: [135] y: [300]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\n@Gears\n\nwhen I receive [tick v]\nturn right (3) degrees\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [597] y: [-50]\n Clone at x: [2360] y: [-100]\n Clone at x: [750] y: [185]\n Clone at x: [-110] y: [205]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [460] y: [0]\nClone at x: [460] y: [0]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [800] y: [-94]\n Clone at x: [600] y: [324]\n Clone at x: [1586] y: [602]\n Clone at x: [2530] y: [-100]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\n@Saws\n\nwhen I receive [green flag v]\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [2033] y: [-40]\n\nClone at x: [170] y: [-158]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Moving Enemies\n\nwhen I receive [green flag v]\n\nwhen I receive [tick v]\nchange [enemy v] by (1.5)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (1.5)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (enemy v)\nset [enemy v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [950] y: [-100]\nClone at x: [430] y: [600]\nClone at x: [2625] y: [93]\nClone at x: [3444] y: [267]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy v]\nswitch costume to (enemy v)\nrepeat (10)\n next costume\nend\nswitch costume to (enemy v)\n\n@ICE\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1200] y: [360]\n Clone at x: [800] y: [360]\n Clone at x: [1300] y: [-560]\n Clone at x: [600] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (SPRING v) and wait\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [380] y: [-132]\n Clone at x: [776] y: [198]\n Clone at x: [305] y: [274]\n Clone at x: [847] y: [547]\n Clone at x: [1720] y: [-55]\n Clone at x: [3267] y: [-69]\n Clone at x: [3625] y: [-90]\n Clone at x: [3710] y: [94]\nend\nset [checkpoint : x v] to [-99999]\n\nwhen I receive [spring v]\nstart sound [Big Boing v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\nswitch costume to (costume1 v)\n\n@Speed\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1750] y: [630]\n Clone at x: [400] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Slow\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [-1400] y: [600]\n Clone at x: [1700] y: [-600]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) (((Danger: y) - (SCROLL Y)) + (([cos v] of (UP/DOWN LAVA) ) * (5)))\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [up/down lava v] to [0]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nset [danger: y v] to [0]\n\nwhen flag clicked\nhide\n\n@Horizontal Platforms Move\n\nwhen I receive [tick v]\nPosition ((Moving Platforms: x) - (SCROLL X)) ((((Moving Platforms: y) - (SCROLL Y)) + (([cos v] of ((FRAME) * (2)) ) * (50))) + (50))\n\nwhen I receive [setup v]\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nshow\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [1332] y: [-58]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n set [ghost v] effect to (100)\n set [timer v] to ((timer) + (0.05))\nend\n\nwhen [timer v] > (TIMER)\nbroadcast (Reset v)\nshow\nset [red thing v] to [15]\ngo to [front v] layer\nif <(EXIT) = [win]> then\n if <(Costume) = [2]> then\n switch costume to (win minion v)\n END\n else\n switch costume to (win normal v)\n END\n end\nelse\n if <(EXIT) = [offline]> then\n switch costume to (offline v)\n repeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\n end\n else\n switch costume to (thumbnail v)\n repeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\n end\n end\nend\n\ndefine END\nstart sound [win v]\ngo to x: (300) y: (0)\nrepeat (10)\n change x by (-30)\nend\nrepeat ((RED THING) * (2))\n go to x: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING)) y: (pick random ((RED THING) - ((RED THING) * (2))) to (RED THING))\n change [red thing v] by (-0.5)\nend\nbroadcast (TIME v)\n\nwhen [timer v] > (TIMER)\nforever\n reset timer\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\n@Intro\n\nwhen flag clicked\npoint in direction (-90)\nset [intro v] to [0]\nhide\ngo to x: (0) y: (0)\nclear graphic effects\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [pitch v] effect to (0)\nstart sound [High Whoosh v]\npoint in direction (-90)\nset size to (100) %\nshow\nchange [intro v] by (1)\nif <(intro) = [1]> then\n go to [front v] layer\n switch costume to (q v)\n go to x: (-240) y: (180)\n glide (0.5) secs to x: (0) y: (0)\nelse\n if <(intro) = [2]> then\n switch costume to (back 1 v)\n go to x: (240) y: (-180)\n broadcast (message 2 v)\n glide (0.5) secs to x: (0) y: (0)\n else\n if <(intro) = [3]> then\n go [forward v] (1) layers\n switch costume to (back 2 v)\n go to x: (240) y: (180)\n glide (0.5) secs to x: (0) y: (0)\n else\n if <(intro) = [4]> then\n go [forward v] (1) layers\n switch costume to (move shadow v)\n go to x: (-240) y: (-180)\n glide (0.5) secs to x: (0) y: (0)\n switch costume to (main shadow v)\n end\n end\n end\nend\nswitch costume to (template v)\nwait (0.5) seconds\nbroadcast (BOOM v)\n\nwhen I receive [message 2 v]\nrepeat (15)\n turn right (12) degrees\nend\n\nwhen I receive [boom v]\nstart sound [boom v]\nrepeat (7)\n change [brightness v] effect by (16)\n change [ghost v] effect by (16)\n change size by (25)\nend\nhide\nbroadcast (Intro Over v)\ndelete this clone\n\n@Loading\n\nwhen I receive [loading v]\nshow\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\n@MinionSkin\n\nwhen I receive [minion v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait (0.02) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Costume) > [0.9]>\nrepeat (27)\n change y by (15)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nif <[] = [3]> then\nif <[] = [2]> then\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (MINION v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nturn right (2) degrees\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [color v] effect to (-5)\nset size to (300) %\nhide\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [3259] y: [250]\nend\nset [checkpoint : x v] to [-99999]\n\n@Number Engine\n\ndefine Type (size) (width between) (what they are writing) (x) (y)\ngo to [front v] layer\nerase all\nshow\nset size to (size) %\nset [counter v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (what they are writing))\n go to [front v] layer\n switch costume to (letter (counter) of (what they are writing))\n create clone of (_myself_ v)\n change x by (width between)\n change [counter v] by (1)\nend\nhide\n\nwhen I receive [time v]\nset [minutes v] to [0]\nset [ghost v] effect to (0)\nset [seconds v] to (time)\nrepeat until <(seconds) < [60]>\n change [seconds v] by (-60)\n change [minutes v] by (1)\nend\nif <(seconds) < [10]> then\n Type [150] [20] (join [Time: ] (join (minutes) (join [:] (join [0] (seconds))))) [-100] [-85]\nelse\n Type [150] [20] (join [Time: ] (join (minutes) (join [:] (seconds)))) [-100] [-85]\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nerase all\n\nwhen I start as a clone\ngo to [front v] layer\n\ngo to [front v] layer\nstamp\ngo to [back v] layer\n\nset [ghost v] effect to (100)\nrepeat (100)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [begin v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nset [time v] to [6043]\nset [exit v] to [win]\n\nif then\n\n@Sprite2\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\ngo to x: (50) y: (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change x by (-5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(x position) < [-150]>\n change x by (-15)\n end\n else\n repeat until <(x position) > [-1]>\n change x by (15)\n end\n end\nend\n\nstart sound [pop v]\n\n@Sprite3\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [time v]\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (10)\n change y by (5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(y position) > [50]>\n change y by (10)\n end\n else\n repeat until <(y position) < [1]>\n change y by (-10)\n end\n end\nend\n\nset [exit v] to [win]\n\n
Top Remixed\nThis doesn't even deserve 1000+ loves and favorites.\nArrow keys/wad/mobile to move.\nAvoid spikes and gaps.\nYou can wall jump.\nAlso don't spam the skip button :/\nWhy did this get on trending? I put 0 effort into this
The Eye (A Platformer)
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [H-Audio - Pixel Dungeons v] until done\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n change volume by (1)\n end\n if <key (2 v) pressed?> then\n change volume by (-1)\n end\nend\n\nwhen [d v] key pressed\nstop [all v]\n\n@Player\n\nwhen [d v] key pressed\nhide\n\nwhen [r v] key pressed\ngo to x: (-227) y: (-69)\n\nwhen flag clicked\npoint in direction (90)\npoint in direction (90)\ngo to x: (-217) y: (-69)\nshow\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#16c64d)?> or <touching color (#777777)?>> then\n change y by (1)\n end\n if <<touching color (#16c64d)?> or <touching color (#7b7b7b)?>> then\n change y by (1)\n end\n if <<touching color (#16c64d)?> or <touching color (#7f7f7f)?>> then\n change y by (1)\n end\n if <<touching color (#16c64d)?> or <touching color (#7f7f7f)?>> then\n change y by (1)\n end\n if <<touching color (#16c64d)?> or <touching color (#7f7f7f)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#16c64d)?> or <touching color (#7f7f7f)?>> 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 (#16c64d)?> or <touching color (#7f7f7f)?>>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching color (#e14731)?> then\n go to x: (-227) y: (-69)\n end\n if <touching color (#9770c9)?> then\n go to x: (-227) y: (-69)\n broadcast (Next Stage v)\n end\n if <touching color (#6f76d8)?> then\n set [y v] to [20]\n end\nend\n\n@Clouds\n\nwhen I start as a clone\ngo [backward v] (1) layers\nswitch costume to (Costume)\nshow\nglide (pick random (10) to (20)) secs to x: (230) y: (y position)\ndelete this clone\n\nwhen flag clicked\nset size to (60) %\nhide\nrepeat (2)\n set [costume v] to (pick random (1) to (3))\n go to x: (pick random (-240) to (240)) y: (pick random (0) to (140))\n create clone of (_myself_ v)\nend\nforever\n go to x: (-230) y: (pick random (0) to (140))\n create clone of (_myself_ v)\n set [costume v] to (pick random (1) to (3))\n wait (pick random (6) to (10)) seconds\nend\n\n@Stage\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n if <(costume [number v]) = [9]> then\n broadcast (Moving platform v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (Moving Magma v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (Fin game v)\n end\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen [d v] key pressed\nhide\n\nwhen I receive [next stage v]\nnext costume\n\n@Sprite1\n\nwhen I receive [moving platform v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [moving magma v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (127) y: (-80)\nforever\n glide (2) secs to x: (-103) y: (-80)\n wait (0.9) seconds\n glide (2) secs to x: (127) y: (-80)\n wait (0.9) seconds\nend\n\nwhen [d v] key pressed\nhide\n\nwhen I receive [fin game v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-103) y: (-80)\nforever\n glide (2) secs to x: (127) y: (-80)\n wait (0.9) seconds\n glide (2) secs to x: (-103) y: (-80)\n wait (0.9) seconds\nend\n\nwhen I receive [moving magma v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [moving platform v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fin game v]\nhide\n\nwhen [d v] key pressed\nhide\n\n@Thumbnail\n\nwhen [d v] key pressed\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Welcome to a little project I worked on called "Journal". If you have not played the first two games PLEASE DO SO. You play as a kids drawing as you explore his notebook. He communicates to you by writing in his journal, however he grew older and gave the journal to his young brother. Play this easy lighthearted platformer with simple WASD or Arrow keys to move.
Among Us Platformer | #games #all
@Stage\n\n@The Guy who likes to play platformers\n\ndefine Render Left Platforms 5\npen up\ngo to x: (0) y: (-75)\npen down\nchange x by (-45)\npen up\ngo to x: (-240) y: (0)\npen down\nchange x by (30)\npen up\ngo to x: (0) y: (90)\npen down\nchange x by (-125)\n\ndefine Render Lava 6\npen up\nset pen color to (#e81818)\nset pen size to (100)\ngo to x: (-135) y: (-260)\npen down\ngo to x: (135) y: (-260)\npen up\ngo to x: (-240) y: (20)\nset pen size to (20)\npen down\nchange y by (175)\npen up\ngo to x: (-10) y: (105)\npen down\ngo to x: (110) y: (105)\npen up\n\ndefine Render Layer 7\npen up\nset pen color to (#5cb712)\nset pen size to (20)\ngo to x: (-240) y: (110)\npen down\nchange x by (200)\nchange y by (-25)\npen up\nchange y by (-40)\npen down\nset pen color to (#e81818)\nchange y by (-165)\nchange x by (100)\npen up\n\ndefine Render Lava 8\nRender Lava 4\npen up\ngo to x: (-109) y: (100)\nset pen color to (#e81818)\nset pen size to (10)\npen down\nchange y by (45)\npen up\ngo to x: (-40) y: (180)\npen down\nchange y by (-45)\npen up\ngo to x: (20) y: (100)\npen down\nchange y by (45)\npen up\n\ndefine Render Layer 9\npen up\nset pen size to (20)\ngo to x: (-240) y: (100)\npen down\nchange x by (340)\npen up\nchange x by (-340)\nchange y by (10)\npen down\nchange x by (30)\npen up\n\ndefine Render Floor\npen up\nset pen color to (#5cb712)\nset pen size to (100)\ngo to x: (-240) y: (-260)\npen down\ngo to x: (240) y: (-260)\npen up\n\ndefine Render Flag 3\nRender Flag 1\n\ndefine Render Flag 7\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (-225) y: (120)\npen down\nchange y by (50)\nset pen color to (#ffff00)\nchange x by (35)\nchange y by (-10)\nchange x by (-35)\nchange y by (10)\n\ndefine Render Flag 8\nRender Flag 6\n\ndefine Render Flag 1\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (220) y: (-130)\npen down\nchange y by (50)\nset pen color to (#ffff00)\nchange x by (-35)\nchange y by (-10)\nchange x by (35)\nchange y by (10)\n\ndefine Render Hill 2\npen up\nset pen size to (100)\ngo to x: (-50) y: (100)\npen down\nchange y by (-250)\npen up\nchange y by (250)\npen down\nchange x by (200)\npen up\ngo to x: (240) y: (180)\n\ndefine THE END\nset [timer? v] to [Stop]\nerase all\nRender Floor\nRender Elevator 9\nset pen color to (#5cb712)\nset pen size to (20)\npen up\ngo to x: (130) y: (-80)\npen down\nchange y by (180)\nchange x by (-100)\nset pen color to (#e81818)\nchange x by (-80)\nset pen color to (#5cb712)\nchange x by (-100)\nchange y by (-180)\npen up\nset pen size to (50)\ngo to x: (-50) y: (-25)\npen down\nchange x by (75)\npen up\nset pen size to (20)\nset pen color to (#cc99ff)\ngo to x: (-45) y: (70)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\ngo to x: (-146) y: (175)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\ngo to x: (-225) y: (-90)\npen up\nsay (join [You took ] (join (timer) [ Seconds! Great Job!])) for (2) seconds\n\ndefine Render Lava 1\ngo to x: (-50) y: (-140)\nset pen size to (20)\nset pen color to (#e81818)\npen down\ngo to x: (20) y: (-140)\nchange y by (-20)\nchange x by (-70)\nchange y by (20)\nchange y by (-40)\nchange x by (70)\nchange y by (20)\npen up\ngo to x: (240) y: (180)\n\ndefine Render Flag 6\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (225) y: (110)\npen down\nchange y by (50)\nset pen color to (#ffff00)\nchange x by (-35)\nchange y by (-10)\nchange x by (35)\nchange y by (10)\n\ndefine Render Layer 6\npen up\ngo to x: (-240) y: (15)\npen down\ngo to x: (165) y: (15)\nchange y by (-70)\nchange x by (30)\npen up\ngo to x: (-190) y: (100)\npen down\ngo to x: (250) y: (100)\npen up\n\ndefine Render Platform 7\npen up\nset pen size to (10)\ngo to x: (0) y: (-75)\nset pen color to (#5cb712)\npen down\nchange x by (20)\npen up\n\ndefine Render Elevator 9\npen up\nset pen color to (#e1a91a)\nset pen size to (100)\ngo to x: (185) y: (200)\npen down\nchange y by (-400)\npen up\n\ndefine Render Lava 10\npen up\nset pen color to (#e81818)\nset pen size to (100)\ngo to x: (-100) y: (-260)\npen down\ngo to x: (240) y: (-260)\npen up\n\ndefine Render Flag 9\nRender Flag 7\n\ndefine Render Flag 10\nRender Flag 4\n\ndefine Render Hill 7\ngo to x: (-130) y: (-130)\nset pen color to (#5cb712)\npen down\nchange y by (70)\nchange x by (-30)\nchange x by (60)\npen up\n\ndefine None\nif <(level) = [1]> then\n erase all\n Render Floor\n Render Lava 1\n Render Flag 1\n pen up\n go to x: (-225) y: (-90)\nelse\n if <(level) = [2]> then\n erase all\n Render Floor\n Render Hill 2\n Render Flag 2\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [3]> then\n erase all\n Render Floor\n Render Barrier 3\n Render Lava 3\n Render Land 3\n Render Flag 3\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [4]> then\n erase all\n Render Floor\n Render Lava 4\n Render Platforms 4\n Render Flag 4\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [5]> then\n erase all\n Render Lava 5\n Render Floor\n Render Barrier 5\n Render Left Platforms 5\n Render Portal 5\n Render Flag 5\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [6]> then\n erase all\n Render Floor\n Render Lava 6\n Render Platform 6\n Render Layer 6\n Render Flag 6\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [7]> then\n erase all\n Render Floor\n Render Layer 7\n Render Hill 7\n Render Platform 7\n Render Barrier 7\n Render Flag 7\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [8]> then\n erase all\n Render Floor\n Render Lava 8\n Render Layer 8\n Render Dots 8\n Render Portal 8\n Render Flag 8\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [9]> then\n erase all\n Render Floor\n Render Layer 9\n Render Elevator 9\n Render Flag 9\n pen up\n go to x: (-225) y: (-90)\n else\n if <(level) = [10]> then\n erase all\n Render Floor\n Render Platform 10\n Render Lava 10\n Render Flag 10\n pen up\n go to x: (-225) y: (-90)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render Portal 5\npen up\nset pen color to (#cc99ff)\ngo to x: (-60) y: (170)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\ngo to x: (30) y: (-62.5)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\n\ndefine Render Platform 6\npen up\ngo to x: (0) y: (-100)\nset pen size to (20)\nset pen color to (#5cb712)\npen down\npen up\n\ndefine Render Lava 4\npen up\nset pen color to (#e81818)\nset pen size to (100)\ngo to x: (-100) y: (-260)\npen down\ngo to x: (240) y: (-260)\npen up\n\ndefine Render Barrier 5\npen up\nset pen color to (#5cb712)\ngo to x: (0) y: (-180)\nset pen size to (20)\npen down\nchange y by ((180) * (2))\npen up\ngo to x: (143) y: (-125)\npen down\nset y to (100)\n\ndefine Render Platforms 4\npen up\ngo to x: (-99) y: (-50)\nset pen color to (#5cb712)\nset pen size to (5)\npen down\nchange x by (10)\npen up\nchange x by (200)\nset pen size to (25)\npen down\nchange x by (150)\npen up\n\ndefine Render Barrier 3\ngo to x: (160) y: (-130)\nset pen color to (#5cb712)\nset pen size to (25)\npen down\nchange y by (200)\npen up\n\nwhen flag clicked\nReset\nset [level v] to [0]\nset [level v] to [1]\nRender Level (1)\nwait until <(Level) = [2]>\nRender Level (2)\nwait until <(Level) = [3]>\nRender Level (3)\nwait until <(Level) = [4]>\nRender Level (4)\nwait until <(Level) = [5]>\nRender Level (5)\nwait until <(Level) = [6]>\nRender Level (6)\nwait until <(Level) = [7]>\nRender Level (7)\nwait until <(Level) = [8]>\nRender Level (8)\nwait until <(Level) = [9]>\nRender Level (9)\nwait until <(Level) = [10]>\nRender Level (10)\nwait until <(Level) = ((10) + (1))>\nTHE END\n\ndefine Render Land 3\npen up\nset pen color to (#5cb712)\nset pen size to (25)\ngo to x: (-240) y: (-45)\npen down\nchange x by (300)\npen up\ngo to x: (160) y: (70)\npen down\nchange x by (-300)\npen up\n\ndefine Render Flag 5\nRender Flag 3\n\ndefine Render Layer 8\npen up\nset pen color to (#5cb712)\ngo to x: (-240) y: (90)\nset pen size to (20)\npen down\nchange x by (480)\npen up\ngo to x: (146) y: (88)\npen down\ngo to x: (146) y: (-38)\npen up\ngo to x: (200) y: (107)\npen down\nchange x by (35)\nchange x by (-35)\nchange y by (-5)\npen up\n\ndefine Render Platform 10\ngo to x: (100) y: (-50)\nset pen color to (#5cb712)\nset pen size to (25)\npen down\nchange x by (150)\npen up\n\ndefine Render Lava 3\ngo to x: (0) y: (80)\nset pen color to (#e81818)\npen down\nchange x by (70)\npen up\ngo to x: (240) y: (180)\n\ndefine Render Flag 4\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (220) y: (-40)\npen down\nchange y by (50)\nset pen color to (#ffff00)\nchange x by (-35)\nchange y by (-10)\nchange x by (35)\nchange y by (10)\n\ndefine Render Lava 5\npen up\ngo to x: (-155) y: (-130)\nset pen color to (#e81818)\nset pen size to (20)\npen down\ngo to x: (-10) y: (-130)\npen up\n\ndefine Render Dots 8\npen up\nset pen color to (#5cb712)\nset pen size to (10)\ngo to x: (-81) y: (-72)\npen down\npen up\ngo to x: (-11) y: (-25)\npen down\npen up\ngo to x: (109) y: (-114)\npen down\npen up\n\ndefine Render Portal 8\npen up\nset pen size to (20)\nset pen color to (#cc99ff)\ngo to x: (175) y: (-55)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\ngo to x: (-231) y: (169)\npen down\nchange x by (35)\nchange y by (-55)\nchange x by (-35)\nchange y by (55)\npen up\n\ndefine Render Flag 2\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (50) y: (-130)\npen down\nchange y by (50)\nset pen color to (#ffff00)\nchange x by (35)\nchange y by (-10)\nchange x by (-35)\nchange y by (10)\n\nwhen flag clicked\ngo to x: (-225) y: (-90)\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 (#5cb712)?> then\n change y by (1)\n if <touching color (#5cb712)?> then\n change y by (1)\n if <touching color (#5cb712)?> then\n change y by (1)\n if <touching color (#5cb712)?> then\n change y by (1)\n if <touching color (#5cb712)?> then\n change y by (1)\n if <touching color (#5cb712)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching color (#5cb712)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#5cb712)?> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\ndefine Reset\nshow variable [level v]\npen up\nerase all\nset pen size to (100)\ngo to x: (-240) y: (-260)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide variable [level v]\n end\nend\n\ndefine Render Barrier 7\npen up\nset pen color to (#5cb712)\nset pen size to (20)\ngo to x: (130) y: (110)\npen down\nchange y by (-200)\npen up\nchange y by (200)\npen down\nchange x by (-20)\nset pen color to (#e81818)\nchange x by (-75)\npen up\n\nwhen flag clicked\nforever\n play sound [Hexagon Force v] until done\nend\n\nwhen flag clicked\nset [timer? v] to [Go]\nset [timer v] to [0]\nforever\n if <(timer?) = [Stop]> then\n stop [this script v]\n end\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching color (#e81717)?> then\n go to x: (-225) y: (-90)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <touching color (#e81717)?>>\n end\n if <touching color (#cc99ff)?> then\n if <(Level) = [5]> then\n go to x: (65) y: (-90)\n end\n if <(Level) = [8]> then\n go to x: (-200) y: (134)\n end\n if <(Level) = [11]> then\n go to x: (-130) y: (144)\n end\n wait until <not <touching color (#cc99ff)?>>\n end\n if <touching color (#e1a91a)?> then\n set [yv v] to [5]\n end\n if <<touching color (#ffff00)?> or <touching color (#000000)?>> then\n change [level v] by (1)\n go to x: (-225) y: (-90)\n wait until <not <<touching color (#ffff00)?> or <touching color (#000000)?>>>\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n
This platformer finished. More platformer s like this coming soon.\n\nINSTRUCTIONS\nArrow keys to move.\n\nMY YT Channel\nhttps://www.youtube.com/channel/UCgidyiUnT3sJkP6w7SfFTLA/?sub_confirmation=1
3D platformer v1.1
@Stage\n\nwhen flag clicked\nwait (0.1) seconds\nstart sound [Electroman Adventures v]\nwait until <([costume # v] of [ground v]) = [9]>\nstop all sounds\nstart sound [dreamscape 009 v]\n\n@Character\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-200) y: (-50)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(Speed Y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(Speed Y) < [-16]> then\n set [speed y v] to [-16]\n end\n change y by (Speed Y)\n Touch Ground <(Speed Y) > [0]>\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (5)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling?) < [4]>> then\n set [speed y v] to [12]\n end\n if <touching (bad v)?> then\n go to x: (-200) y: (0)\n set [speed y v] to [0]\n set [falling? v] to [10]\n end\n if <touching (bouncy v)?> then\n set [speed y v] to [25]\n end\n if <touching (water v)?> then\n set [falling? v] to [0]\n end\n switch costume to (red square v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nset [falling? v] to [10]\n\n@Ground\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Goal\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (character v)?> then\n broadcast (next level v)\n wait until <not <touching (character v)?>>\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\n@Bad\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
▼遊び方\nマインクラフトの世界で冒険を楽しもう!\n矢印キー、WASDキーで操作。スペースキーで攻撃できます。\nモバイルはスタート画面の設定からモバイルモードにすることで、モバイルでも遊べます!モバイルの操作は、左右上下をタップで操作。左下の「剣」をタップで攻撃できます。\n⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶\n▼他の作品\n⇩Minecraft プラットフォーマー part1\nhttps://scratch.mit.edu/projects/676569542\n⇩Minecraft プラットフォーマー part2\nhttps://scratch.mit.edu/projects/699572928\n⇩Minecraft プラットフォーマー part3\nhttps://scratch.mit.edu/projects/700536522\n⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶\n▼難易度\nハードコアモード   ★★★★★5\n自動回復OFFモード  ★★★★☆4\n通常モード      ★★★☆☆3\nソニックブームモード ★★☆☆☆2\nピースモード     ★★☆☆☆2\n超回復モード     ★★☆☆☆2\n爆発剣モード     ★☆☆☆☆1\nネザライトモード   ★☆☆☆☆1\n⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶\n▼クレジット\nプレイヤープログラム参考・・・@TonSino様\nスカルクシュリーカー・・・@highpandapanda1様\nスカルクカタリスト・・・@highpandapanda1様\nくも・太陽・・・@-Jikky-様\nターボ対策プログラム・・・ @sosukeyamakawa様\nマイクラ素材・・・@-firstwave-様\n地面・体力ゲージ ・効果音・・・@griffpatch様\nサムネの文字・・・@Kensuke17様\nピカー・・・@Coltroc様\n歩行音 ・飛び散る粉・・・@TOMATONOHEYA様\n進捗・・・@nishintokoyasan様\nソニックブームの一部・・・@war_kun様\n⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶\n▼タグ\n#minecraft #game #games #all #platformer #minecraftplatformer #All \n⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶⩶\n▼情報\n49 sprites/49スプライト\n248 scripts/248スクリプト\n3954 block/3954ブロック\n製作期間 約1カ月
Jungle Platformer #games
@Stage\n\n@Player\n\nwhen flag clicked\nset [next v] to [0]\nset [ghost v] effect to (0)\nshow\ngo to x: (-179) y: (-112)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.6)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> 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 ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n change x by ((x) / (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 change [y v] by (-0.5)\n change y by (y)\n if <touching (base v)?> then\n set [y v] to ((y) * (-0.25))\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (base v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (danger v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-179) y: (-108)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nchange [next v] by (1)\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (-179) y: (-108)\n\nwhen flag clicked\nforever\n play sound [City Lights v] until done\nend\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@next level\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n broadcast (Next Level v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(next) = [12]> then\n hide\n else\n show\n end\nend\n\n@love\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (-139) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [12]> then\n show\n else\n hide\n end\nend\n\n@favorite\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (-50) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [12]> then\n show\n else\n hide\n end\nend\n\n@follow\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (41) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [12]> then\n show\n else\n hide\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [12]> then\n show\n else\n hide\n end\nend\n\n@Figur2\n\nwhen flag clicked\nhide\n\n
World | Platformer #Games
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [brightness v] effect to (10)\nforever\n play sound [Fortnite Squeaky Clean Lobby Music \(Season 6\) v] until done\nend\n\nwhen I receive [get lama v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [hide lamastuff v]\nwait (0.5) seconds\nrepeat (10)\n change volume by (10)\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n broadcast (Awesome fortnite music! v)\n stop [this script v]\n end\nend\n\nwhen I receive [awesome fortnite music! v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [The Fortnite Rap Battle NerdOut ft Ninja, CDNThe3rd, Dakotaz, H2O Delirious More2 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (67) y: (80)\nswitch costume to (costume4 v)\nhide\n\nwhen I receive [die v]\nset [dying v] to [1]\nwait (0.00001) seconds\nset [dying v] to [0]\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [2]> then\n set [big v] to [1]\n set [clone id spike v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone ID spike) = [1]> then\n point in direction (90)\n switch costume to (costume4 v)\n show\n go to x: (67) y: (80)\nend\nif <<(clone ID spike) = [2]> and <(Big) = [0]>> then\n point in direction (90)\n go to x: (-22) y: (-137)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [3]> and <(Big) = [0]>> then\n point in direction (90)\n set size to (80) %\n go to x: (135) y: (-75)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [4]> and <(Big) = [0]>> then\n point in direction (90)\n set size to (120) %\n go to x: (-9) y: (-143)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [5]> and <(Big) = [0]>> then\n set size to (60) %\n point in direction (90)\n go to x: (-53) y: (-51)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [6]> and <(Big) = [0]>> then\n set size to (80) %\n point in direction (-90)\n go to x: (183) y: (102)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [7]> and <(Big) = [1]>> then\n set size to (100) %\n point in direction (90)\n go to x: (-100) y: (-134)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [8]> and <(Big) = [1]>> then\n set size to (100) %\n point in direction (90)\n go to x: (28) y: (-135)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [9]> and <(Big) = [1]>> then\n set size to (80) %\n go to x: (220) y: (149)\n point in direction (-90)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [10]> and <(Big) = [1]>> then\n set size to (80) %\n go to x: (208) y: (35)\n point in direction (90)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [11]> and <(Big) = [1]>> then\n go to x: (-42) y: (50)\n set size to (80) %\n point in direction (0)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [12]> and <(Big) = [1]>> then\n go to x: (-20) y: (100)\n set size to (75) %\n point in direction (90)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [13]> and <(Big) = [1]>> then\n go to x: (-120) y: (-93)\n set size to (75) %\n point in direction (90)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [14]> and <(Big) = [1]>> then\n go to x: (-69) y: (-28)\n set size to (75) %\n point in direction (90)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [15]> and <(Big) = [0]>> then\n go to x: (101) y: (68)\n set size to (75) %\n point in direction (90)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [16]> and <(Big) = [1]>> then\n go to x: (222) y: (-7)\n set size to (100) %\n point in direction (0)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [17]> and <(Big) = [1]>> then\n go to x: (44) y: (-40)\n set size to (100) %\n point in direction (180)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [18]> and <(Big) = [0]>> then\n go to x: (222) y: (-83)\n set size to (80) %\n point in direction (0)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [19]> and <(Big) = [0]>> then\n go to x: (-115) y: (-113)\n set size to (90) %\n point in direction (90)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [20]> and <(Big) = [0]>> then\n go to x: (-56) y: (-147)\n set size to (100) %\n point in direction (90)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [21]> and <(Big) = [1]>> then\n go to x: (-120) y: (25)\n set size to (100) %\n point in direction (0)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [22]> and <(Big) = [1]>> then\n go to x: (-230) y: (48)\n set size to (85) %\n point in direction (180)\n switch costume to (costume4 v)\n show\nend\nif <<(clone ID spike) = [23]> and <(Big) = [0]>> then\n go to x: (-66) y: (112)\n set size to (100) %\n point in direction (90)\n switch costume to (costume2 v)\n show\nend\nif <<(clone ID spike) = [24]> and <(Big) = [0]>> then\n go to x: (174) y: (111)\n set size to (100) %\n point in direction (90)\n switch costume to (costume2 v)\n show\nend\n\nwhen I start as a clone\nforever\n if <<(Big) = [1]> and <(Dying) = [1]>> then\n start sound [Trap Deploy - SOUND EFFECT \(Fortnite Battle Royale\) v]\n switch costume to (costume5 v)\n wait (1.7) seconds\n switch costume to (costume4 v)\n wait until <(Dying) = [0]>\n end\n if <<(Big) = [0]> and <(Dying) = [1]>> then\n start sound [Trap Deploy - SOUND EFFECT \(Fortnite Battle Royale\) v]\n switch costume to (costume6 v)\n wait (1.7) seconds\n switch costume to (costume2 v)\n wait until <(Dying) = [0]>\n end\nend\n\nwhen flag clicked\nset [dying v] to [0]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [5]> then\n set [big v] to [0]\n set [clone id spike v] to [2]\n create clone of (_myself_ v)\n set [clone id spike v] to [3]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [6]> then\n set [big v] to [0]\n set [clone id spike v] to [4]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [7]> then\n set [big v] to [0]\n set [clone id spike v] to [5]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [get lama v]\ngo to [back v] layer\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [8]> then\n set [big v] to [0]\n set [clone id spike v] to [6]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [9]> then\n set [big v] to [1]\n set [clone id spike v] to [7]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [big v] to [1]\n set [clone id spike v] to [8]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [big v] to [1]\n set [clone id spike v] to [9]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [big v] to [1]\n set [clone id spike v] to [10]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [10]> then\n set [big v] to [1]\n set [clone id spike v] to [11]\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n set [big v] to [1]\n set [clone id spike v] to [12]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [11]> then\n set [big v] to [1]\n set [clone id spike v] to [13]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [big v] to [1]\n set [clone id spike v] to [14]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [big v] to [1]\n set [clone id spike v] to [16]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [big v] to [1]\n set [clone id spike v] to [17]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [big v] to [0]\n set [clone id spike v] to [15]\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n set [big v] to [0]\n set [clone id spike v] to [18]\n create clone of (_myself_ v)\nend\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [12]> then\n set [big v] to [0]\n set [clone id spike v] to [19]\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n set [big v] to [0]\n set [clone id spike v] to [20]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [13]> then\n set [big v] to [1]\n set [clone id spike v] to [21]\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n set [big v] to [1]\n set [clone id spike v] to [22]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nwait (0.000001) seconds\nif <(level) = [14]> then\n set [big v] to [0]\n set [clone id spike v] to [23]\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n set [big v] to [0]\n set [clone id spike v] to [24]\n create clone of (_myself_ v)\nend\n\n@Lazer gun\n\nwhen flag clicked\nset size to (12) %\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (12) %\nforever\n point towards (mouse-pointer v)\n if <(direction) < [0]> then\n switch costume to (lazer gun2 v)\n end\n if <not <(direction) < [0]>> then\n switch costume to (lazer gun v)\n end\nend\n\npoint in direction (90)\nset size to (12) %\nforever\n if <([direction v] of [craig v]) = [90]> then\n switch costume to (lazer gun v)\n point towards (mouse-pointer v)\n if <not <(direction) > [50]>> then\n point in direction (49)\n end\n if <(direction) > [120]> then\n point in direction (119)\n end\n end\n if <([direction v] of [craig v]) = [-90]> then\n switch costume to (lazer gun2 v)\n point towards (mouse-pointer v)\n if <not <(direction) < [-50]>> then\n point in direction (-49)\n end\n if <(direction) < [-120]> then\n point in direction (-119)\n end\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Go to command v)\nend\n\nwhen I receive [go to command v]\nforever\n go to (player v)\nend\n\nwhen flag clicked\n\nforever\n if <mouse down?> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\n\n\nshow\ngo to (player v)\nswitch costume to (costume1 v)\nrepeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [get lama v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [hide lamastuff v]\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\n@Player\n\nwhen flag clicked\nset [can move? v] to [1]\nset [air time v] to [0]\nset [max level v] to [15]\nset [level v] to [1]\nRespawn [-210] [-89]\nforever\n if <(can move?) = [1]> then\n change [air time v] by (1)\n if <(air time) > [100]> then\n set [air time v] to [100]\n end\n change [y speed v] by (-1)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [15]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n if <((frame counter) mod (3)) = [0]> then\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n if <not <(level) = (max level)>> then\n broadcast (next level v)\n Respawn [-210] [-89]\n change [level v] by (1)\n end\n end\n if <touching (sprite1 v)?> then\n broadcast (die v)\n end\n if <<<<touching (death v)?> or <touching (sprite1 v)?>> or <touching (shooters2 v)?>> or <touching (sprite4 v)?>> then\n change [death count v] by (1)\n broadcast (Respawn enemy v)\n start sound [Team Mate Down - SOUND EFFECT \(Fortnite Battle Royal\) v]\n Respawn [-210] [-89]\n end\n end\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset size to (125) %\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\ngo to x: (-210) y: (-89)\n\nwhen flag clicked\nset [can move? v] to [1]\n\nwhen I receive [skip v]\nRespawn [-210] [-89]\n\n@Platforms\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to ([sin v] of (90) )\nforever\n switch costume to (level)\nend\n\nset [level v] to [5]\n\nwhen I receive [get lama v]\ngo to [back v] layer\n\nset [level v] to [12]\n\n@clouds\n\nwhen flag clicked\nhide\nset size to (34) %\nset [useless clone id v] to [1]\ncreate clone of (_myself_ v)\nset [useless clone id v] to [2]\ncreate clone of (_myself_ v)\nset [useless clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(Useless clone ID) = [1]> then\n go to x: (-150) y: (112)\n set size to (34) %\nend\nif <(Useless clone ID) = [2]> then\n go to x: (150) y: (62)\n set size to (24) %\nend\nif <(Useless clone ID) = [3]> then\n go to x: (20) y: (130)\n set size to (39) %\nend\nset [ghost v] effect to (32)\nforever\n go to [back v] layer\n repeat (35)\n change x by (0.3)\n end\n repeat (35)\n change x by (-0.3)\n end\nend\n\n@Death\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(can move?) = [1]> then\n if <<mouse down?> or <key (space v) pressed?>> then\n start sound [Laser Gun Sound Effect \(1\) v]\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\nend\n\nwhen I start as a clone\nset size to (12) %\nshow\ngo to (lazer gun v)\npoint in direction ([direction v] of [lazer gun v])\nswitch costume to (costume1 v)\nrepeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n move (30) steps\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nset size to (125) %\nforever\n if <(touching ground) = [1]> then\n switch costume to (craig v)\n else\n switch costume to (craig2 v)\n end\nend\n\nwhen I receive [go to command v]\nif <(can move?) = [1]> then\n forever\n go to (player v)\n end\nend\n\nwhen I receive [get lama v]\ngo to [front v] layer\n\nwhen I receive [get lama v]\nglide (2) secs to x: (5) y: (-82)\n\nwhen I receive [hide lamastuff v]\ngo to (player v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(level) = [3]> then\n go to x: (163) y: (95)\n show\nend\nforever\n if <touching (sprite2 v)?> then\n start sound [Clapping v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n if <<(level) = [4]> or <(level) = [12]>> then\n broadcast (V-bucks v)\n broadcast (level up v)\n start sound [Connect v]\n start sound [Level-up Sound Effect #3 v]\n end\n if <<<<<<(Clone ID) = [6]> or <(Clone ID) = [15]>> or <(Clone ID) = [20]>> or <(Clone ID) = [17]>> or <(Clone ID) = [8]>> or <(Clone ID) = [11]>> then\n broadcast (Stop Shooting v)\n end\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (75)\n repeat (10)\n turn right (2.5) degrees\n end\n repeat (10)\n turn right (-2.5) degrees\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n set [clone id v] to [1]\n create clone of (_myself_ v)\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (-139) y: (-2)\n show\nend\nif <(Clone ID) = [2]> then\n go to x: (11) y: (73)\n show\nend\nif <(Clone ID) = [3]> then\n go to x: (176) y: (139)\n show\nend\nif <(Clone ID) = [4]> then\n go to x: (-110) y: (-44)\n show\nend\nif <(Clone ID) = [5]> then\n go to x: (149) y: (-49)\n show\nend\nif <(Clone ID) = [6]> then\n go to x: (4) y: (-109)\n show\nend\nif <(Clone ID) = [7]> then\n go to x: (160) y: (-119)\n show\nend\nif <(Clone ID) = [8]> then\n go to x: (-100) y: (99)\n show\nend\nif <(Clone ID) = [9]> then\n go to x: (181) y: (8)\n show\nend\nif <(Clone ID) = [10]> then\n go to x: (46) y: (128)\n show\nend\nif <(Clone ID) = [11]> then\n go to x: (212) y: (156)\n show\nend\nif <(Clone ID) = [12]> then\n go to x: (124) y: (-106)\n show\nend\nif <(Clone ID) = [13]> then\n go to x: (-25) y: (-105)\n show\nend\nif <(Clone ID) = [14]> then\n go to x: (188) y: (-114)\n show\nend\nif <(Clone ID) = [15]> then\n go to x: (70) y: (-5)\n show\nend\nif <(Clone ID) = [16]> then\n go to x: (190) y: (-116)\n show\nend\nif <(Clone ID) = [17]> then\n go to x: (126) y: (142)\n show\nend\nif <(Clone ID) = [18]> then\n go to x: (42) y: (24)\n show\nend\nif <(Clone ID) = [19]> then\n go to x: (196) y: (135)\n show\nend\nif <(Clone ID) = [20]> then\n go to x: (103) y: (-45)\n show\nend\n\nwhen flag clicked\nset [clone id v] to [0]\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n set [clone id v] to [4]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n set [clone id v] to [5]\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n set [clone id v] to [6]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\nif <(level) = [7]> then\n set [clone id v] to [7]\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n set [clone id v] to [8]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n set [clone id v] to [9]\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n set [clone id v] to [10]\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n set [clone id v] to [11]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [clone id v] to [12]\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n set [clone id v] to [13]\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n set [clone id v] to [14]\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n set [clone id v] to [15]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(level) = [12]> then\n set [clone id v] to [16]\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n set [clone id v] to [17]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(level) = [13]> then\n set [clone id v] to [18]\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n set [clone id v] to [19]\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(level) = [14]> then\n set [clone id v] to [20]\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to ([sin v] of (90) )\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [hide lamastuff v]\ngo to [front v] layer\n\n@vbucks\n\nwhen I receive [v-bucks v]\nset [clone id for vbuck v] to [1]\nrepeat (40)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone ID for vbuck) = [1]> then\n show\n go to x: (([x position v] of [sprite3 v]) + (pick random (40) to (-40))) y: (([y position v] of [sprite3 v]) + (pick random (80) to (-80)))\n glide (0.4) secs to (sprite3 v)\n delete this clone\nend\n\nset size to (20) %\n\ngo to (sprite3 v)\n\nwhen I receive [lama v-bucks v]\nwait (0.7) seconds\nset [clone id for vbuck v] to [2]\nrepeat (170)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (0.00001) seconds\nend\nstart sound [Cheer v]\nbroadcast (done with lama v)\n\nwhen I start as a clone\nif <(Clone ID for vbuck) = [2]> then\n go to [front v] layer\n show\n go to x: (([x position v] of [sprite3 v]) + (pick random (60) to (-60))) y: (([y position v] of [sprite3 v]) + (pick random (100) to (-100)))\n glide (0.2) secs to (sprite3 v)\n broadcast (play da sound v)\n delete this clone\nend\n\nwhen I receive [play da sound v]\nplay sound [Coin v] until done\n\n@levelup/lama\n\nwhen flag clicked\ngo to x: (1) y: (206)\nhide\n\nwhen I receive [level up v]\nset size to (100) %\ngo to x: (1) y: (206)\nshow\nrepeat (12)\n change y by (-6)\nend\nset [lama clone id v] to [0]\ncreate clone of (_myself_ v)\nrepeat (3)\n change y by (5)\nend\nrepeat (3)\n change y by (-5)\nend\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(Lama clone ID) = [0]> then\n go to x: (1) y: (130)\n switch costume to (bigger level up v)\n set size to (100) %\n set [brightness v] effect to (90)\nend\nwait (2.4) seconds\ndelete this clone\n\n@Sprite6\n\n@shooters2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n go to x: (4) y: (-112)\n hide\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\npoint in direction (90)\nshow\nif <(level) = [14]> then\n point in direction (0)\nelse\n point in direction (90)\nend\nif <not <(level) = [10]>> then\n if <not <(level) = [14]>> then\n repeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n change x by (-20)\n end\n delete this clone\n else\n repeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n change y by (20)\n end\n delete this clone\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n change x by (20)\n end\n delete this clone\nend\n\nwhen I receive [next level v]\nforever\n if <(level) = [6]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [7]> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [8]> then\n wait (2) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [10]> then\n wait (1.2) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [12]> then\n wait (2) seconds\n create clone of (_myself_ v)\n end\n if <(level) = [14]> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [stop shooting v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next level v]\nif <(level) = [7]> then\n go to x: (-114) y: (92)\n hide\nend\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n go to x: (213) y: (142)\n hide\nend\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n go to x: (73) y: (-17)\n hide\nend\n\nwhen I receive [next level v]\nif <(level) = [12]> then\n go to x: (127) y: (121)\n hide\nend\n\nwhen I receive [next level v]\nif <(level) = [14]> then\n go to x: (106) y: (-31)\n hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [8]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(level) = [8]> then\n go to x: (-41) y: (64)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (sprite2 v)?> then\n start sound [Goal Cheer v]\n hide\n set [can move? v] to [0]\n broadcast (GET LAMA v)\n delete this clone\n end\nend\n\n@Sprite8\n\nwhen I receive [get lama v]\ncreate clone of (_myself_ v)\nset size to (90) %\ngo to [front v] layer\ngo to x: (-140) y: (3)\nshow\ngo to [front v] layer\npoint in direction (90)\nforever\n go to [front v] layer\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (90) %\ngo to x: (127) y: (3)\ngo to [front v] layer\nshow\ngo to [front v] layer\npoint in direction (90)\nforever\n go to [front v] layer\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [get lama v]\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [done with lama v]\nstop [other scripts in sprite v]\n\nwhen I receive [hide lamastuff v]\nhide\ndelete this clone\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [get lama v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [get lama v]\nplay sound [Alia intro song v] until done\n\nwhen I receive [get lama v]\nwait (1.8) seconds\nswitch costume to (costume2 v)\nwait (5) seconds\nswitch costume to (costume3 v)\nbroadcast (Lama V-BUCKs v)\n\nwhen I receive [done with lama v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Hide lamastuff v)\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [can move? v] to [1]\ndelete this clone\n\nwhen I receive [hide lamastuff v]\nhide\n\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Hide lamastuff v)\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [hide lamastuff v]\nwait (0.5) seconds\nrepeat (10)\n change volume by (-10)\nend\n\n@Sprite10\n\nwhen flag clicked\nset [death count v] to [0]\nhide\nforever\n point in direction (79)\n repeat (40)\n turn right (0.7) degrees\n end\n repeat (40)\n turn right (-0.7) degrees\n end\nend\n\nwhen I receive [next level v]\nset [death count v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(Death count) > [5]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (skip v)\n broadcast (next level v)\n change [level v] by (1)\n hide\n wait (1) seconds\n end\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to ([sin v] of (90) )\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\nwhen I receive [get lama v]\nhide\n\nwhen I receive [hide lamastuff v]\nshow\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n
TOP LOVED! :O\n#4 ON TRENDING :O\nHello Everyone It has been months since I've made a game :D \nIf u get stuck use the restart button :P\nArrow keys to move| Also use the buttons down below to skip or restart a level! \n\nAre you up to the challenge| try to see if you can make it through all levels without skipping any at all!\n\nAll art and code was by me :P\nFollow meh @SonicBoom777\nNo advertising down in the comments no spamming or asking me to follow you cause I won't or maybe I will just don't do it! Don't forget to like fave and follow meh!\n\n#games #all #platformer #trending!\n\nScroll down :P\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLIKE AND FAVE ALREADY!\n\n\n\n
Pixel Jump 2~ A Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(Level) > [5]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nplay sound [Music v] until done\n\nwhen I receive [green flag clicked v]\nset size to (50) %\nset rotation style [don't rotate v]\ngo to x: (0) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nReset\nforever\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n if <touching (spikes v)?> then\n start sound [whoop v]\n switch costume to (die v)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n end\n Reset\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\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\ndefine Set costume\nif <(falling?) > [3]> then\n if <(speed y) > [0]> then\n switch costume to (up v)\n else\n switch costume to (down v)\n end\nelse\n if <(round (speed x)) = [0]> then\n switch costume to ((([floor v] of (idle frame) ) mod (50)) + (5))\n change [idle frame v] by (1)\n else\n set [idle frame v] to [0]\n if <(speed x) > [0]> then\n switch costume to (right v)\n else\n switch costume to (left v)\n end\n end\nend\nif <touching (portal v)?> then\n start sound [Connect v]\n if <not <(Level) = (Max Level)>> then\n change [level v] by (1)\n end\n Reset\nend\nif <touching (bounce v)?> then\n set [speed y v] to [20]\nend\n\nwhen flag clicked\nbroadcast (--Explosion-- v) and wait\nbroadcast (Menu v) and wait\nbroadcast (Intro v) and wait\nbroadcast (Green Flag clicked v)\n\ndefine Tick <<> <^> <>>\ncreate clone of (_myself_ v)\nif <touching (water v)?> then\n change [speed y v] by (1)\n if <^> then\n change [speed y v] by (2)\n end\nelse\n change [speed y v] by (-1)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<> then\n point in direction (-90)\n change [speed x v] by (-3)\nend\nif <>> then\n point in direction (90)\n change [speed x v] by (3)\nend\nset [speed x v] to ((speed x) * (0.7))\nWalk (direction) (speed x)\nif <<^> and <(falling?) < [3]>> then\n set [speed y v] to [12]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n change [speed y v] by (-1)\nend\nSet costume\n\nwhen I start as a clone\nswitch costume to (idle 7 v)\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Reset\ngo to [front v] layer\nclear graphic effects\nset size to (50) %\ngo to x: (-200) y: (0)\nset rotation style [don't rotate v]\nshow\nset [falling? v] to [10]\nset [speed y v] to [0]\nset [speed x v] to [0]\n\n@segoeui\n\ndefine render (string) in size (size) segoe ui\ngo to x: (-130) y: (0)\nset [count v] to [1]\nset [size v] to (size)\nclear graphic effects\ndelete (all) of [letters v]\nrepeat until <(count) = ((length of (string)) + (1))>\n add (letter (count) of (string)) to [letters v]\n change [count v] by (1)\nend\nswitch costume to (item (1) of [letters v])\nset size to (size) %\nhide\nset [count v] to [1]\nrepeat ((length of [letters v]) - (1))\n create clone of (_myself_ v)\n move (((item (costume [number v]) of [length v]) + (2)) * ((size) / (100))) steps\n change [count v] by (1)\n switch costume to (item (count) of [letters v])\n if <(x position) > [190]> then\n set x to (-212)\n change y by (-34)\n end\n wait (0.05) seconds\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstart sound (pick random (1) to (7))\nset size to (150) %\nswitch costume to (a v)\nset size to (size) %\nswitch costume to (item (count) of [letters v])\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [clear text v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [intro v]\nrender [The villagers have fled.] in size [80] segoe ui\nwait (5) seconds\nrender [Everything is in ruins.] in size [80] segoe ui\nwait (5) seconds\nrender [The epidemic did this.] in size [80] segoe ui\nwait (5) seconds\nrender [You can save them.] in size [80] segoe ui\nwait (5) seconds\nrender [Because you are different] in size [80] segoe ui\nwait (5) seconds\nrender [But the world is changing] in size [80] segoe ui\nwait (5) seconds\nrender [It will be hard.] in size [80] segoe ui\nwait (5) seconds\nrender [But they need you] in size [100] segoe ui\nwait (5) seconds\n\ngo to x: (-200) y: (0)\n\nwhen [9 v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nbroadcast (clear text v)\nbroadcast (Green Flag clicked v)\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [brightness v] effect to ((([sin v] of ((timer) * (200)) ) * (5)) - (10))\nend\n\nwhen I receive [green flag clicked v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Portal\n\nwhen flag clicked\npoint in direction (90)\ncreate clone of (_myself_ v)\nforever\n broadcast (TIck v)\n turn right (5) degrees\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n set [brightness v] effect to (-20)\n turn left (5) degrees\nend\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n go to x: (197) y: (-50)\nend\nif <(Level) = [2]> then\n go to x: (180) y: (100)\nend\nif <(Level) > [5]> then\n set [brightness v] effect to (-100)\nend\nif <(Level) = [3]> then\n go to x: (197) y: (-50)\nend\nif <(Level) = [4]> then\n go to x: (197) y: (-50)\nend\nif <(Level) = [5]> then\n go to x: (197) y: (-50)\nend\nif <(Level) = [6]> then\n go to x: (197) y: (-50)\nend\nif <(Level) = [7]> then\n go to x: (197) y: (50)\nend\nif <(Level) = [8]> then\n go to x: (197) y: (-20)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nhide\nforever\n set [my level v] to (Level)\n Spawn Level (My Level)\n wait until <not <(My Level) = (Level)>>\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nset [my level v] to (Level)\nrepeat until <not <(My Level) = (Level)>>\n if <touching (sprite1 v)?> then\n if <not < ([costume name v] of [sprite1 v]) contains [Die ]?>> then\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n end\n end\nend\ndelete this clone\n\ndefine Spawn Level (level)\nif <(level) = [1]> then\n go to x: (-120) y: (-70)\n create clone of (_myself_ v)\nend\n\n@Decor\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Skip\n\nwhen flag clicked\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [green flag clicked v]\nhide\n\n@Water\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [ghost v] effect to (0)\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (80))\ngo to x: (240) y: (pick random (50) to (180))\nglide (pick random (1) to (5.0)) secs to x: (-240) y: (y position)\ndelete this clone\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I start as a clone\nif <(Level) > [8]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(Level) > [5]> then\n delete this clone\n end\nend\n\n@Stars\n\n
Note: Platformer 6 will be the last platformer with the original dragonets! Starting with platf 7, the dragonets will be Moon <3 , Qibli, Turtle, Kinkajou, and Winter!\n\nWoF nº5\nWelcome to Wings of fire platformer 5!\n(you don't need to read the book to play this.)\nIn this platformer, you will need to deliver starflight with dragon keys, and escape the erupting volcano before it exploses! You can change dragonets by pressing 1,2,3,4,5,.\n\n1:Clay\n2:Tsunami\n3:Sunny\n4:Glory\n5:Fatespeaker\n\nPress R to reset!\n\nEach dragonet has a unique power:\nClay: Can stay in lava for 2 seconds\nTsunami: Can glow in the dark\nSunny: can squeeze into tiny places\nGlory: Throws spit\nFatespeaker: Reveals secret passages\nFor Sunny, Tsunami, Fatespeaker, Glory, hold "z" to activate the power.\n\nHave fun!\n\nLow budget animation at the end o.o\n
Fall Guys, platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [endintro v]\nswitch backdrop to (desert v)\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch backdrop to (thumbnail v)\n\nwhen I receive [endintro v]\nforever\n if <(level) = [14]> then\n switch backdrop to (forest v)\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nif <(level) = [2]> then\n set x to (-182)\n set y to (-77)\nelse\n if <<(level) = []> or <(level) = [14]>> then\n set x to (-210)\n set y to (-93)\n else\n set x to (-210)\n set y to (0)\n end\nend\nbroadcast (Game on v)\nstop [this script v]\n\nwhen I receive [game on v]\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n switch costume to (hitbox v)\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (door v)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w 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 [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n switch costume to (hitbox v)\n if <<touching (door v)?> or <touching (level v)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (door v)?> or <touching (level v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n if <(level) = [2]> then\n go to x: (-177) y: (-60)\n else\n if <<(level) = []> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (0)\n end\n end\n end\n if <(y position) < [-179]> then\n set [x v] to [0]\n set [y v] to [0]\n if <(level) = [2]> then\n go to x: (-177) y: (-60)\n else\n if <<(level) = []> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (-50)\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n Set Costume\nend\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (90)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (direction)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n switch costume to (player v)\n end\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (water v)?> then\n broadcast (In water v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n set [x v] to [-2]\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n set [x v] to [2]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>>> then\n change [y v] by (-1.5)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>>> then\n change [y v] by (1)\n end\n set [y v] to ((Y) * (0.8))\n change [y v] by (((Y) / (15)) + (0.5))\n end\nend\n\nwhen I receive [mati v]\nif <<touching (saw v)?> or <touching (spikes v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n set x to (-210)\n set y to (150)\n broadcast (Game on v)\n stop [this script v]\nend\n\nwhen I receive [game on v]\nforever\n if <not <touching (water v)?>> then\n broadcast (Out water v)\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (map v)?> then\n broadcast (MAP find v)\n end\nend\n\nwhen I receive [endintro v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen I receive [endintro v]\nforever\n if <<touching (cactus cut v)?> or <<touching (saw2 v)?> or <<touching (saw3 v)?> or <<<touching (saw v)?> or <<touching (spikes v)?> or <touching (lava v)?>>> or <touching (enemy v)?>>>>> then\n stop [other scripts in sprite v]\n set volume to (100) %\n start sound [GG v]\n broadcast (Hansd v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Mati v)\n end\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game on v]\nforever\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [y v] to [20]\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (doublejump v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [endintro v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game on v]\nforever\n if <touching (key v)?> then\n broadcast (Door Open v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [level] (level))\n\nwhen I receive [endintro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0) seconds\nSpawn [Spike 1] at [0] [0] at the direction of [90] at the level [2]\nSpawn [Spike 3] at [0] [0] at the direction of [90] at the level [4]\nSpawn [Spike 4] at [0] [0] at the direction of [90] at the level [5]\nSpawn [Spike 5] at [0] [0] at the direction of [90] at the level [6]\nSpawn [Spike 6] at [0] [0] at the direction of [90] at the level [7]\nSpawn [Spike 7] at [0] [0] at the direction of [90] at the level [9]\nSpawn [Spike 8] at [0] [0] at the direction of [90] at the level [10]\nSpawn [Spike 9] at [0] [0] at the direction of [90] at the level [12]\n\nwhen flag clicked\nhide\n\ndefine Spawn (name) at (x) (y) at the direction of (dir) at the level (level)\nif <(level) = (level)> then\n switch costume to (name)\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n switch costume to (saw v)\n show\n set size to (150) %\n go to x: (242) y: (109)\nelse\n if <(level) = [5]> then\n switch costume to (saw v)\n show\n set size to (150) %\n go to [back v] layer\n go to x: (180) y: (96)\n else\n if <(level) = [6]> then\n switch costume to (saw v)\n show\n set size to (80) %\n go to x: (-41) y: (-77)\n else\n if <(level) = [8]> then\n switch costume to (saw2 v)\n point in direction (90)\n show\n set size to (200) %\n go to x: (22) y: (-93)\n forever\n glide (1) secs to x: (22) y: (-180)\n wait (2) seconds\n glide (1) secs to x: (22) y: (-93)\n wait (2) seconds\n end\n else\n if <(level) = [12]> then\n switch costume to (saw v)\n show\n set size to (120) %\n go to x: (1) y: (-83)\n else\n if <(level) = []> then\n show\n set size to (150) %\n go to x: (-77) y: (-102)\n else\n if <(level) = [17]> then\n show\n set size to (150) %\n go to x: (154) y: (-68)\n else\n if <(level) = [20]> then\n show\n set size to (150) %\n go to x: (177) y: (-75)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n if <<(level) = [20]> or <<(level) = [15]> or <<(level) = [17]> or <<(level) = [12]> or <<(level) = [14]> or <<<(level) = [3]> or <(level) = [5]>> or <(level) = [6]>>>>>>> then\n go to [back v] layer\n turn right (15) degrees\n else\n hide\n end\nend\n\n@Hands\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [hansd v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Mati v)\n\nwhen I receive [mati v]\nshow\nclear graphic effects\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [endintro v]\nshow\nset size to (60) %\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset x to (240)\npoint in direction (pick random (-90) to (90))\nset rotation style [left-right v]\nset y to (pick random (50) to (180))\nset [ghost v] effect to (pick random (0) to (20))\nswitch costume to (costume8 v)\nset size to (pick random (90) to (100)) %\nrepeat (160)\n change x by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [endintro v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = []> then\n switch costume to (water2.0 v)\n go to [back v] layer\n set [ghost v] effect to (20)\n show\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = []> then\n switch costume to (water0 v)\n set [ghost v] effect to (20)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n switch costume to (water3.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water3.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [16]> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\n end\n end\nend\n\ngo [forward v] (1) layers\n\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\n\nwhen I receive [endintro v]\nforever\n go to [back v] layer\nend\n\n@MAP\n\nwhen I receive [map find v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nbroadcast (Credits v)\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@map\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n if <(level) = [14]> then\n show\n go to x: (0) y: (0)\n forever\n set [ghost v] effect to (100)\n end\n else\n hide\n end\nend\n\nwhen I receive [credits v]\nhide\n\n@Trampoline\n\ndefine Go to (x) (y) size (size) direction (dir) level (level)\nif <(level) = (level)> then\n go to x: (x) y: (y)\n set size to (size) %\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I receive [bounce v]\nswitch costume to (costume1 v)\nrepeat (6)\n wait (0) seconds\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0) seconds\nGo to [72] [-79] size [70] direction [90] level [5]\nGo to [-187] [-77] size [70] direction [90] level [6]\nGo to [107] [-70] size [70] direction [90] level [12]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nset rotation style [all around v]\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nshow\nrepeat (12)\n turn right (30) degrees\nend\nhide\n\nwhen I receive [hansd v]\nhide\nif <key (space v) pressed?> then\n hide\nend\n\nwhen I receive [credits v]\nforever\n hide\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nif <key (space v) pressed?> then\n hide\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nswitch costume to (download__1_-removebg-preview v)\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [bomb v]\nswitch costume to (costume3 v)\n\n@Enemy\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (10))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(level) = [4]> then\n Clone at [42] [146] [1]\n Clone at [123] [148] [1]\nelse\n if <(level) = [5]> then\n Clone at [-90] [108] [1]\n Clone at [-14] [115] [2]\n else\n if <(level) = [8]> then\n Clone at [179] [160] [1]\n Clone at [91] [161] [1]\n Clone at [-34] [137] [2]\n Clone at [-122] [55] [1]\n else\n if <(level) = [11]> then\n Clone at [-43] [-28] [1]\n Clone at [3] [-34] [2]\n Clone at [50] [-12] [2]\n Clone at [87] [-47] [1]\n Clone at [-27] [-69] [1]\n Clone at [48] [-39] [2]\n end\n end\n end\nend\n\ndefine Clone at (x) (y) (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [5]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [7] Speed [0.2] Friction [.75] Slope [2]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [16] Speed [0.7] Friction [.75] Slope [2]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [mati v]\nif then\n delete this clone\nend\nif <(level) = [4]> then\n Clone at [42] [146] [1]\n Clone at [123] [148] [1]\nelse\n if <(level) = [5]> then\n Clone at [-90] [108] [1]\n Clone at [-14] [115] [2]\n else\n if <(level) = [8]> then\n Clone at [179] [160] [1]\n Clone at [91] [161] [1]\n Clone at [-34] [137] [2]\n Clone at [-122] [55] [1]\n else\n if <(level) = [11]> then\n Clone at [-43] [-28] [1]\n Clone at [3] [-34] [2]\n Clone at [50] [-12] [2]\n Clone at [87] [-47] [1]\n Clone at [-27] [-69] [1]\n end\n end\n end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(HP) < [1]>\n wait (pick random (1) to (2)) seconds\n if <(pick random (0) to (3)) > [1]> then\n Clone at (pick random (100) to (200)) [-65] (pick random (1) to (3))\n else\n Clone at [-200] [-65] (pick random (2) to (3))\n end\nend\n\nif <(level) = [3]> then\n Clone at [200] [-50] [1]\n Clone at [65] [-40] [1]\nelse\n if <(level) = [4]> then\n Clone at [200] [-50] [2]\n Clone at [65] [-40] [2]\n Clone at [-20] [15] [2]\n else\n if <(level) = [5]> then\n Clone at [200] [-50] [3]\n Clone at [40] [-30] [3]\n else\n if <(level) = [8]> then\n Clone at [200] [-50] [3]\n Clone at [150] [-30] [2]\n Clone at [100] [0] [1]\n else\n if <(level) = [9]> then\n Clone at [200] [-50] [2]\n else\n if <(level) = [11]> then\n Clone at [-168] [80] [3]\n Clone at [-100] [80] [3]\n Clone at [105] [53] [3]\n else\n if <(level) = [12]> then\n Clone at [213] [61] [2]\n Clone at [-117] [88] [2]\n Clone at [-10] [88] [2]\n Clone at [130] [-68] [2]\n else\n if <(level) = [13]> then\n Clone at [-118] [116] [2]\n else\n if <(level) = [15]> then\n Clone at [47] [105] [3]\n else\n if <(level) = [19]> then\n Clone at [155] [-1] [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [7]> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = []> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [4]> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava3.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\n end\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\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\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (-999999)\ngo to [front v] layer\nshow\nrepeat (900)\n change y by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nif <(y position) > [566]> then\n hide\nend\n\n@DoubleJump\n\ndefine Spawn (name) go to (x) (y) point in the direction of (dir) in the level (level)\nif <(level) = (level)> then\n switch costume to (name)\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (100) %\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nSpawn [Double jump] go to [-52] [1] point in the direction of [90] in the level [4]\nSpawn [Double jump] go to [134] [-3] point in the direction of [90] in the level [6]\nSpawn [Double jump] go to [75] [61] point in the direction of [90] in the level [7]\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircleExplosion]> then\n set size to (100) %\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (costume5 v)\n wait until <(Zsxgdb) = [1]>\n show\n repeat (22)\n turn right (5) degrees\n move (Move) steps\n change [move v] by (-.04)\n change size by (-2)\n end\n repeat (12)\n turn right (5) degrees\n move (Move) steps\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n set size to (21) %\n clear graphic effects\n show\n repeat (30)\n change size by (10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n set size to (21) %\n show\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing1]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (217) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing2]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (122) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing3]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (28) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing4]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-65) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing5]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-158) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing6]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-250) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [x v] to [0]\n wait until <(Show) = [1]>\n clear graphic effects\n set size to (70) %\n set [x v] to [0]\n wait until <(Show) = [1]>\n show\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n move (8) steps\n change [y v] by (-.07)\n end\n delete this clone\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change [ghost v] effect by (-30)\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n switch costume to (bar v)\n show\n point in direction (51)\n set size to (34) %\n wait (.02) seconds\n change size by (20)\n turn right (12) degrees\n wait (.02) seconds\n change size by (14)\n turn right (9) degrees\n wait (.02) seconds\n change size by (12)\n turn right (6) degrees\n wait (.02) seconds\n change size by (7)\n turn right (3) degrees\n wait (.02) seconds\n change size by (5)\n turn right (3) degrees\n wait (.02) seconds\n change size by (3)\n turn right (2) degrees\n wait (.02) seconds\n change size by (2)\n turn right (1.5) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n point in direction (90)\n wait (.02) seconds\nend\n\nwhen flag clicked\nhide\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [y v] to [8]\nset [show v] to [0]\nwait (.5) seconds\nstart sound [Avicii - Broken Arrows v]\nwait (.5) seconds\nclear graphic effects\nset [size v] to [12]\nset [id v] to [Bars]\nrepeat (3)\n go to x: (-216) y: (0)\n hide\n repeat (10)\n create clone of (_myself_ v)\n change x by (48)\n end\n change [brightness v] effect by (50)\nend\nwait () seconds\nset [id v] to [Line]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Thing]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nclear graphic effects\nrepeat (10)\n set [id v] to [Square]\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (.02) seconds\nend\nset [id v] to [BarThing1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing3]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing4]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing5]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing6]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Circleeeee]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [id v] to [Circleeeee2]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nrepeat (10)\n set [id v] to [Particles]\n create clone of (_myself_ v)\n turn right (pick random (-90) to (90)) degrees\nend\nset [show v] to [1]\nset [id v] to [Text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ngo to x: (9) y: (91)\nset [id v] to [CoolThing]\nhide\nrepeat (7)\n create clone of (_myself_ v)\n change x by (36)\nend\ngo to x: (-25) y: (91)\nset [id v] to [CoolThing2]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-36)\nend\nwait (.2) seconds\nrepeat (15)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait () seconds\nset [zsxgdb v] to [0]\nset [id v] to [CircleExplosion]\ngo to x: (0) y: (0)\nset [move v] to [12]\nrepeat (12)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\nset [zsxgdb v] to [1]\nwait () seconds\nrepeat (30)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait (.05) seconds\nset [id v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Line]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (-480) y: (0)\n switch costume to (line v)\n set [ghost v] effect to (80)\n show\n set size to (100) %\n Smooth Glide x: (0) y: (0) speed: (3)\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.5))\n switch costume to (line v)\n turn left ((direction) * (.05)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Thing]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (-201)\n switch costume to (thing v)\n wait (.8) seconds\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n wait until <(Show) = [1]>\n wait (12) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Square]> then\n set size to (100) %\n point in direction (45)\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (costume2 v)\n turn left ((direction) * (.2)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing2 v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (20) %\n show\n switch costume to (text v)\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n set size to (80) %\n forever\n switch costume to (text v)\n set size to (300) %\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (15)\n change [ghost v] effect by (8)\n end\n repeat (50)\n wait (.3) seconds\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set size to (100) %\n forever\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n go to [front v] layer\n show\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n switch costume to (coolthing1 v)\n point in direction (90)\n set size to (100) %\n clear graphic effects\n set y to (255)\n wait (.2) seconds\n show\n point in direction (90)\n repeat (3)\n change y by (-40)\n end\n go to x: (x position) y: (91)\n repeat (17)\n next costume\n end\nelse\n if <(ID) = [CoolThing2]> then\n set size to (100) %\n point in direction (-90)\n switch costume to (coolthing1 v)\n clear graphic effects\n set y to (-255)\n show\n repeat (3)\n change y by (40)\n end\n go to x: (x position) y: (-91)\n repeat (17)\n next costume\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n repeat (100)\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n wait (8.1) seconds\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-4)\n end\n repeat (1)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n forever\n set size to (100) %\n end\nelse\n if <(ID) = [CoolThing2]> then\n forever\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [End]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (EndIntro v)\n wait (.3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [End]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [34]> then\n\nwhen I receive [endintro v]\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Satisfied v] until done\nend\n\nwhen I receive [endintro v]\nforever\n hide\n set volume to (50) %\n play sound [Lost and stoned v] until done\nend\n\nwhen I receive [map find v]\nrepeat (10)\n change volume by (-10)\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [door open v]\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n stop [other scripts in sprite v]\n go to x: (147) y: (99)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [5]> then\n stop [other scripts in sprite v]\n go to x: (-42) y: (112)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [7]> then\n stop [other scripts in sprite v]\n go to x: (-198) y: (147)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [10]> then\n stop [other scripts in sprite v]\n go to x: (72) y: (-65)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [mati v]\nif <(level) = [3]> then\n stop [other scripts in sprite v]\n go to x: (147) y: (99)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [5]> then\n stop [other scripts in sprite v]\n go to x: (-42) y: (112)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [7]> then\n stop [other scripts in sprite v]\n go to x: (-198) y: (147)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = [10]> then\n stop [other scripts in sprite v]\n go to x: (72) y: (-65)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\n end\nend\n\n@Door\n\ndefine Spawn (door) at x (x) y (y) direction (dir) size (size) level (level)\nif <(level) = (level)> then\n switch costume to (door)\n go to x: (x) y: (y)\n point in direction (dir)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [door open v]\ngo to [back v] layer\nshow\nstart sound [Buzz Whir v]\nswitch costume to (costume1 v)\nrepeat (11)\n wait (0.02) seconds\n next costume\nend\nhide\n\nswitch costume to (costume11 v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nSpawn [costume1] at x [62] y [-58] direction [90] size [100] level [3]\nSpawn [costume1] at x [209] y [-58] direction [90] size [100] level [5]\nSpawn [costume1] at x [218] y [129] direction [90] size [100] level [7]\nSpawn [costume1] at x [221] y [133] direction [90] size [100] level [10]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [mati v]\nSpawn [costume1] at x [62] y [-58] direction [90] size [100] level [3]\nSpawn [costume1] at x [209] y [-58] direction [90] size [100] level [5]\nSpawn [costume1] at x [218] y [129] direction [90] size [100] level [7]\nSpawn [costume1] at x [221] y [133] direction [90] size [100] level [10]\n\n
Arrow keys, WASD or mobile controls\n\nYou are Yellow, a crewposter who got lost on an imposter spaceship. Will you be able to find your way out before the imposters catch you? Follow me for Part 2!\nIf you advertise I will delete your comment\n\nPlease do not comment hate about this project being "unoriginal." That would not be the first time I've heard it and it will not be the last. I put a whole day's work into this platformer and I frankly don't care if you think one day is not enough. And how is it unoriginal if I added an entire original storyline and characters? Clearly, looking at the stats, some people like it. So if you don't like it, don't play it. No need to hate on something that other people enjoy just because it's popular. If you are interested in debating me on that, you can get involved in Scratch Politics here: https://scratch.mit.edu/studios/29980235/comments/
Super Mario Bros. 3 - A Scrolling Platformer
@Stage\n\nwhen I receive [next level v]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-212) y: (-64)\nforever\n change [y vel v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume 2 \(right\) v)\n change [x vel v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume 3 \(left\) v)\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.87))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-6)\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n change y by (y vel)\n if <touching (level 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 <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n switch costume to (costume 4 \(up\) v)\n set [y vel v] to [14.1]\n end\n change y by (1)\n if <(x position) > [210]> then\n broadcast (Next Level v)\n end\n if <touching (spikesssjiejisjiejses v)?> then\n if <<touching (spikesssjiejisjiejses v)?> and <(Level) = [5]>> then\n broadcast (lebron james v)\n end\n if <<touching (spikesssjiejisjiejses v)?> and <(Level) = [8]>> then\n broadcast (Eeee v)\n end\n if <<touching (spikesssjiejisjiejses v)?> and <(Level) = [7]>> then\n broadcast (aaaaa v)\n end\n if <<touching (spikesssjiejisjiejses v)?> and <(Level) = [9]>> then\n broadcast (43333 v)\n end\n if <<touching (spikesssjiejisjiejses v)?> and <(Level) = [10]>> then\n broadcast (omgogmogm v)\n end\n go to x: (-212) y: (-64)\n end\n if <[-180] > (y position)> then\n go to x: (-212) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume 1 \(normal\) v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume 1 \(normal\) v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (-212) y: (-64)\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n go to x: (-226) y: (-74)\nend\n\nwhen I receive [lebron james v]\ngo to x: (-225) y: (-74)\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n go to x: (-229) y: (-117)\nend\n\nwhen I receive [eeee v]\ngo to x: (-229) y: (-117)\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n go to x: (-231) y: (-91)\nend\n\nwhen I receive [aaaaa v]\ngo to x: (-231) y: (-91)\n\nwhen I receive [43333 v]\ngo to x: (-232) y: (-104)\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n go to x: (-232) y: (-104)\nend\n\nwhen I receive [omgogmogm v]\ngo to x: (-243) y: (-34)\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n go to x: (-243) y: (-34)\nend\n\n@Level\n\nwhen I receive [next level v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nswitch backdrop to (e7d156ee-d899-48b6-9699-2ae5099a1687 v)\n\n@Spikesssjiejisjiejses\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (ayyluvdoggos1 v)\n\nwhen I receive [next level v]\nif <<touching (spikesssjiejisjiejses v)?> and <(Level) = [9]>> then\n broadcast (lebron james v)\nend\n\n@music mwahahaa\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (16)\n change [ghost v] effect by (6.25)\nend\nforever\n show\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n@Trail\n\nwhen flag clicked\n\nwhen I start as a clone\n\nset [brightness v] effect to (pick random (60) to (15))\npoint in direction (pick random (290) to (70))\nrepeat (15)\n move (4) steps\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwait (0.8) seconds\ngo to [front v] layer\nshow\nset [brightness v] effect to (-30)\nforever\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\n
   ┌────────・ 。゚☆: *.☽ .* :☆゚. ───────┐\n        ⌨ ⁱ ᵃ ᵐ ᵗ ʸ ᵖ ⁱ ⁿ ᵍ┆april ²¹ ꒱ \n      »————— ⚝ —————«\n             — ˗ˋ e l l o ˊ˗ — \n⊹ ☎ ³ [] first platformer on this account! [] if you want a part 2 comment down below! [] coding creds down below!\n       ____ ____ ____ ____\n✈┆info ꒰・゚ ✧*˚✩・\n⤿ thank you sm for #4 on all trending <3\n⤿ all levels are possible!\n⤿ hi! Welcome to my first ever platformer on this account!\n⤿ it's a bit short so if you want a part 2 comment down below >:3\n⤿ this platformer story is pretty generic, it's not that special lol c:\n⤿ make sure to comment if you have any questions, and check out the controls below.\n\nupdate: added a little more to kitty + kitty's mom\n       ____ ____ ____ ____\n✈┆controls ꒰・゚ ✧*˚✩・\nR = reset level\nWASD = move\nARROW KEYS = move\n       ____ ____ ____ ____       \n✈┆credits ꒰・゚ ✧*˚✩・\n↳ music: tea time › daystar\n↳ platformer engine: @--AwesomeCode-- tweaked by me.\n↳ k!!! effect: @--AwesomeCode--\n↳ all art: @astro-tears (except for spikes)\n↳ desc layout: @astro-tears\n↳ thumbnail: me // pixlr e\n❏ ᶠᵒⁿᵗˢ ⁱⁿᶜˡᵘᵈᵉᵈ ⁻ ʰᵒⁿᵉʸ ᵃⁿᵈ ʳᵃˢᵇᵉʳʳⁱᵉˢ ⁺ ᵏᵍ ᶜʰᵃˢⁱⁿᵍ ᶜᵃʳˢ ୨୧\n       ____ ____ ____ ____\n✈┆contacts ꒰・゚ ✧*˚✩・\n୨ main: @astro-tears\n୨ main ALT: @kitten-\n୨ keyboard/asmr account: @tears-keyboards\n୨ roblox: queenhidder\nlink: https://web.roblox.com/users/547664069/profile\n➝ feel free to friend me but i won't accept it unless you tell me first! ♡\n       ____ ____ ____ ____\n✈┆extra ꒰・゚ ✧*˚✩・\n⌗ help recycle the world. ♻️ ⤵ \n○ black lives matter. Always.\n○ asian lives matter. Always.\n⌗ scratch on! (❁´◡`❁) \n       ____ ____ ____ ____\n✈┆✉ note ꒰・゚ ✧*˚✩・\n▹ wow you came down this far :0 tysm! <3\n▹ if you would like, go ahead and boop that love/fave for more like this! ♡\n▹ tankyu!! ⚘\n✎ love, astro ଘ(੭ˊ꒳ˋ)੭✧\n      »————— ⚝ —————«\n         ⚠ p o l i c y ˚₊· ꒰ \n  do not steal any of my content, including description    layouts, studio layouts, bio, coding, project ideas,  and thumbnails. Give credit if you are inspired in ANY           way. Thanks. ɞ\n       ˢᵉᶜᵗⁱᵒⁿ ⁱᵈᵉᵃ ⁱⁿˢᵖⁱʳᵉᵈ ᵇʸ @ᶜˣᵉʳʳʸᵇˡᵒˢˢᵒᵐ\n      »————— ⚝ —————«\n        © astro-tears 2021 ꒰ू•௰ू•๑꒱\n\n       ⌨ ˡ ᵉ ᵃ ᵛ ⁱ ⁿ ᵍ ᵗ ʰ ᵉ ᶜ ʰ ᵃ ᵗ \n   └────────・ 。゚☆: *.☽ .* :☆゚. ───────┘\n\nʰᵃᵛᵉ ᵃ ᶜᵒᵒᵏⁱᵉ ❍
sunset || mobile platformer
@Stage\n\nwhen flag clicked\nset [begin v] to [0]\nclear graphic effects\nswitch backdrop to (背景1 v)\nwait until <(begin) = [1]>\nset [ghost v] effect to (35)\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nset [dead v] to [0]\nforever\n if <(dead) = [1]> then\n set [yv v] to [0]\n hide\n repeat (12)\n create clone of (lava ball v)\n end\n wait (2) seconds\n set [dead v] to [0]\n go to x: (0) y: (94)\n show\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(ha!! hit u!!!!!!! :l) = [1]>\ngo to x: (0) y: (38)\nrepeat (25)\n change x by (3)\n create clone of (_myself_ v)\nend\nwait (2) seconds\nglide (1.6) secs to x: (242) y: (38)\nhide\nwait until <(talk) = [0]>\nchange [level v] by (1)\ngo to x: (0) y: (94)\nshow\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nwait until <<touching (end v)?> and <(level) = [6]>>\nset [end v] to [1]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nset [end v] to [0]\nset [level v] to [1]\nset [begin v] to [0]\nclear graphic effects\nhide\nwait until <(begin) = [1]>\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (94)\nset [yv v] to [0]\nforever\n if <(talk) = [0]> then\n go to [front v] layer\n change [yv v] by (-0.65)\n change y by (yv)\n if <<touching (level v)?> or <touching (boat v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <key (up arrow v) pressed?> then\n change y by (-1)\n if <<touching (level v)?> or <touching (boat v)?>> then\n change [yv v] by (10)\n end\n change y by (1)\n end\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <([x position v] of [level v]) < [-413]> then\n change x by (([xv v] of [level v]) * (-1))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change x by (1)\n change y by (-5)\n change x by (-1)\n change x by ([xv v] of [level v])\n end\n end\n end\n end\n end\n end\n if <[239] < (x position)> then\n if <not <(level) = [5]>> then\n change [level v] by (1)\n set [level changing v] to [1]\n hide\n wait until <(level changing) = [0]>\n show\n go to x: (0) y: (94)\n end\n end\n end\nend\n\n@Lava&intro\n\nwhen I start as a clone\nif <(CLONE) = [2]> then\n switch costume to (造型7 v)\n go to x: (pick random (-230) to (230)) y: (-110)\n go [backward v] (1) layers\n set [ghost v] effect to (pick random (30) to (62))\n repeat (30)\n change y by (pick random (1) to (2.3))\n change x by (pick random (-0.2) to (0.2))\n end\n delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nset [begin v] to [0]\nset [story v] to [0]\nerase all\nhide\npen up\nset pen color to (#cc7700)\nset pen size to (7)\ngo to x: (20) y: (20)\npen down\nglide (0.5) secs to x: (20) y: (-20)\nglide (0.5) secs to x: (-20) y: (-20)\nglide (0.5) secs to x: (-20) y: (20)\nglide (0.5) secs to x: (20) y: (20)\nwait (0.5) seconds\npen up\ngo to x: (4) y: (10)\npen down\nglide (0.2) secs to x: (19) y: (10)\nset pen size to (10)\npen up\ngo to x: (13) y: (1)\npen down\npen up\ngo to x: (13) y: (-44)\nset [clone v] to [1]\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nshow\ngo to x: (13) y: (-31)\nswitch costume to (造型2 v)\ngo to [front v] layer\nwait (1) seconds\nset [x v] to [20]\nrepeat until <(X) < [0.1]>\n set [x v] to ((X) * (0.9))\n change x by (X)\nend\nwait (2) seconds\nerase all\nhide\nset [story v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (造型3 v)\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nrepeat (4)\n change\nend\nwait (1) seconds\ngo to x: (0) y: (-20)\nset [begin v] to [1]\nforever\n set [ghost v] effect to (15)\n repeat (35)\n change y by (0.2)\n end\n repeat (35)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nset [begin v] to [0]\nwait until <(begin) = [1]>\nforever\n if <touching (player v)?> then\n set [dead v] to [1]\n end\nend\n\nwhen flag clicked\nset [begin v] to [0]\nwait until <(begin) = [1]>\nforever\n wait (pick random (0.001) to (0.1)) seconds\n set [clone v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CLONE) = [1]> then\n show\n wait until <(story) = [1]>\n delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(end) = [1]>\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (造型8 v)\nwait (1) seconds\nrepeat (2)\n change\nend\nstop [all v]\n\ndefine change\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nnext costume\n\n@Level\n\nwhen flag clicked\nforever\n if <([on boat v] of [boat v]) = [1]> then\n if <touching (boat v)?> then\n change y by (-1)\n if <touching (boat v)?> then\n change y by (-1)\n if <touching (boat v)?> then\n change y by (-1)\n if <touching (boat v)?> then\n change y by (-1)\n if <touching (boat v)?> then\n change y by (-1)\n end\n if <touching (boat v)?> then\n change x by (-1)\n change y by (5)\n change x by (1)\n change x by ((xv) * (-1))\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(end) = [1]>\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nset [level changing v] to [0]\nset [begin v] to [0]\nhide\nwait until <(begin) = [1]>\nshow\nset [xv v] to [0]\nswitch costume to (g48 v)\nset size to (480) %\nswitch costume to (g1 v)\ngo to x: (1122) y: (677)\nforever\n go [backward v] (1) layers\n if <(dead) = [0]> then\n if <(level changing) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (level complete v)\n go to [front v] layer\n wait (2) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n show\n switch costume to (g48 v)\n set size to (480) %\n go [backward v] (10) layers\n switch costume to (join [G] (level))\n go to x: (1122) y: (677)\n set [level changing v] to [0]\n set [flag on? v] to [0]\n end\n if <(talk) = [0]> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (0.82)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (-0.82)\n end\n set [xv v] to ((xv) * (0.82))\n if <(x position) > [-414]> then\n change x by (xv)\n end\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n end\n if <touching (player v)?> then\n change x by (-1)\n change y by (5)\n change x by (1)\n change x by ((xv) * (-1))\n end\n end\n end\n end\n end\n end\n else\n wait until <(dead) = [0]>\n if <(flag on?) = [0]> then\n go to x: (1122) y: (677)\n else\n if <(level) = [1]> then\n go to x: (298) y: (677)\n else\n if <(level) = [2]> then\n go to x: (224) y: (677)\n else\n if <(level) = [3]> then\n go to x: (-249) y: (677)\n else\n go to x: (190) y: (677)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-413]> then\n wait (1e-22) seconds\n wait until <([x position v] of [player v]) < [-4]>\n set x to (-413)\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nwait (1) seconds\nwait until <(level) = [5]>\nwait (6) seconds\nwait until <(x position) < [642]>\nset [talk v] to [1]\nwait until <(ha!! hit u!!!!!!! :l) = [1]>\nwait (4.3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nswitch costume to (g6 v)\ngo to x: (1122) y: (677)\nwait (1) seconds\nshow\nset [talk v] to [0]\nset [level changing v] to [0]\n\n@Flag\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(level) = [1]> then\n set y to (14)\n set x to (([x position v] of [level v]) - (260))\n else\n if <(level) = [2]> then\n set y to (-30)\n set x to (([x position v] of [level v]) - (204))\n else\n if <(level) = [3]> then\n set y to (-64)\n set x to (([x position v] of [level v]) - (-265))\n else\n if <(level) = [4]> then\n set y to (-26)\n set x to (([x position v] of [level v]) - (172))\n else\n end\n end\n end\n end\n if <<(x position) < [245]> and <<[-240] < (x position)> and <(level changing) = [0]>>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [flag on? v] to [1]\n end\n if <(flag on?) = [1]> then\n switch costume to (_f1c v)\n else\n switch costume to (_f2 v)\n end\nend\n\nwhen flag clicked\nset [begin v] to [0]\nhide\nswitch costume to (_f2 v)\nwait until <(begin) = [1]>\nset [flag on? v] to [0]\ncreate clone of (_myself_ v)\n\n@Blob\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [x v] to [0]\nif <(clone pos) = [1]> then\n set [distance v] to [200]\nelse\n if <(clone pos) = [2]> then\n set [distance v] to [120]\n else\n if <(clone pos) = [3]> then\n set [distance v] to [80]\n else\n if <(clone pos) = [4]> then\n set [distance v] to [90]\n else\n if <(clone pos) = [5]> then\n set [distance v] to [100]\n else\n if <(clone pos) = [6]> then\n set [distance v] to [60]\n else\n if <(clone pos) = [7]> then\n set [distance v] to [80]\n else\n if <(clone pos) = [8]> then\n set [distance v] to [130]\n else\n if <(clone pos) = [9]> then\n set [distance v] to [140]\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\nforever\n point in direction (90)\n repeat (distance)\n change [x v] by (1)\n end\n point in direction (-90)\n repeat (distance)\n change [x v] by (-1)\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.4) seconds\n switch costume to (costume1 v)\n wait (0.4) seconds\n switch costume to (costume2 v)\nend\n\nwhen I start as a clone\nforever\n if <(clone pos) = [1]> then\n set y to (-14)\n set x to ((([x position v] of [level v]) - (685.5)) + (x))\n end\n if <(clone pos) = [2]> then\n set y to (50)\n set x to ((([x position v] of [level v]) - (-136)) + (x))\n end\n if <(clone pos) = [3]> then\n set y to (-12)\n set x to ((([x position v] of [level v]) - (47)) + (x))\n end\n if <(clone pos) = [4]> then\n set y to (-2)\n set x to ((([x position v] of [level v]) - (207)) + (x))\n end\n if <(clone pos) = [5]> then\n set y to (-2)\n set x to ((([x position v] of [level v]) - (62)) + (x))\n end\n if <(clone pos) = [6]> then\n set y to (-2)\n set x to ((([x position v] of [level v]) - (-24)) + (x))\n end\n if <(clone pos) = [7]> then\n set y to (-10)\n set x to ((([x position v] of [level v]) - (82)) + (x))\n end\n if <(clone pos) = [8]> then\n set y to (-8)\n set x to ((([x position v] of [level v]) - (-55)) + (x))\n end\n if <(clone pos) = [9]> then\n set y to (50)\n set x to ((([x position v] of [level v]) - (-230)) + (x))\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(level) = [2]>\nset [clone pos v] to [1]\ncreate clone of (_myself_ v)\nset [clone pos v] to [2]\ncreate clone of (_myself_ v)\nset [clone pos v] to [3]\ncreate clone of (_myself_ v)\nwait until <(level) = [3]>\nset [clone pos v] to [4]\ncreate clone of (_myself_ v)\nset [clone pos v] to [5]\ncreate clone of (_myself_ v)\nset [clone pos v] to [6]\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone pos v] to [7]\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone pos v] to [8]\ncreate clone of (_myself_ v)\nset [clone pos v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <<[-240] < (x position)> and <<(x position) < [240]> and <(level changing) = [0]>>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [dead v] to [1]\n end\nend\n\nwhen I start as a clone\nwait (4) seconds\nwait until <<(level changing) = [1]> or <(end) = [1]>>\ndelete this clone\n\n@Boat\n\nwhen flag clicked\nhide\nset [on boat v] to [0]\nwait (1) seconds\nwait until <(level) = [3]>\nshow\nset y to (-86)\nset [t v] to [818]\nwait until <(level) = [4]>\nset [t v] to [534]\nwait until <(level) = [6]>\nset [t v] to [482]\n\nwhen flag clicked\nforever\n if <<<[2] < (level)> and <(level) < [5]>> or <(level) = [6]>> then\n if <<(round (([y position v] of [player v]) - (y position))) < [21]> and <(round ([abs v] of (([x position v] of [player v]) - (x position)) )) < [47]>> then\n set [t v] to (([x position v] of [level v]) - (x position))\n set [on boat v] to [1]\n else\n set [on boat v] to [0]\n set x to (([x position v] of [level v]) - (t))\n if <<(x position) < [271]> and <[-271] < (x position)>> then\n show\n else\n hide\n end\n end\n if <(dead) = [1]> then\n wait until <(dead) = [0]>\n if <(level) = [3]> then\n set [t v] to [818]\n else\n set [t v] to [534]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(boat sink) = [0]> then\n clear graphic effects\n set y to (-86)\n else\n repeat (10)\n change y by (-6)\n change [ghost v] effect by (10)\n end\n wait (3) seconds\n set [boat sink v] to [0]\n end\nend\n\nwhen flag clicked\n\n@lava ball\n\nwhen flag clicked\nforever\n hide\n go to (player v)\nend\n\nwhen I start as a clone\nswitch costume to (造型1 v)\nshow\nset [ghost v] effect to (pick random (20) to (40))\nset [xv v] to (pick random (40) to (-40))\nset [yv v] to (pick random (12) to (19))\nrepeat until <touching (_edge_ v)?>\n go to [front v] layer\n set [xv v] to ((xv) * (0.82))\n change [yv v] by (-0.65)\n change x by (xv)\n change y by (yv)\nend\ndelete this clone\n\n@Sigh\n\nwhen flag clicked\nhide\nswitch costume to (造型1 v)\nwait (1) seconds\nwait until <(begin) = [1]>\nwait (1) seconds\nsigh\nwait until <([x position v] of [level v]) < [537]>\nsigh\nwait until <(level) = [2]>\nwait (4.5) seconds\nwait until <([x position v] of [level v]) < [950]>\nsigh\nwait until <(level) = [3]>\nwait (3.5) seconds\nsigh\nwait until <(level) = [4]>\nwait (3) seconds\nsigh\nwait until <(level) = [6]>\nwait (1) seconds\nsigh\n\ndefine sigh\nshow\ngo to x: (0) y: (-25)\nwait (0.5) seconds\nrepeat (20)\n change y by (1)\n go to [front v] layer\nend\nwait (1) seconds\nrepeat (20)\n change y by (-1)\n go to [front v] layer\nend\nwait (0.5) seconds\nhide\nnext costume\n\n@gun guy\n\nwhen I start as a clone\nif <(clone tipe) = [2]> then\n wait until <(dead) = [1]>\n wait until <(dead) = [0]>\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(clone tipe) = [1]> then\n if <(ok) = [1]> then\n wait (pick random (0.9) to (1.5)) seconds\n switch costume to (mettoru1 v)\n wait (0.1) seconds\n switch costume to (mettoru2 v)\n wait (0.1) seconds\n switch costume to (mettoru3 v)\n set [clone tipe v] to [2]\n create clone of (_myself_ v)\n set [clone tipe v] to [1]\n wait (0.1) seconds\n switch costume to (mettoru2 v)\n wait (0.1) seconds\n switch costume to (mettoru1 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone tipe) = [2]> then\n switch costume to (generalea v)\n point towards (player v)\n set rotation style [all around v]\n repeat until <touching (_edge_ v)?>\n change x by ((([sin v] of (direction) ) * (4)) + ([xv v] of [level v]))\n change y by (([cos v] of (direction) ) * (4))\n if <touching (player v)?> then\n set [dead v] to [1]\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait (5) seconds\nwait until <(level changing) = [1]>\ndelete this clone\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(level) = [4]>\nset [clone tipe v] to [1]\nset [clone pos v] to [1]\ncreate clone of (_myself_ v)\nset [clone pos v] to [2]\ncreate clone of (_myself_ v)\nset [clone pos v] to [3]\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone pos v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone tipe) = [1]> then\n switch costume to (mettoru1 v)\n hide\n wait (3) seconds\n forever\n set rotation style [left-right v]\n point towards (player v)\n if <(clone pos) = [1]> then\n set x to (([x position v] of [level v]) - (867))\n set y to (76)\n else\n if <(clone pos) = [2]> then\n set x to (([x position v] of [level v]) - (509))\n set y to (85)\n else\n if <(clone pos) = [3]> then\n set x to (([x position v] of [level v]) - (-129))\n set y to (33)\n else\n set x to (([x position v] of [level v]) - (652))\n set y to (34)\n end\n end\n end\n if <<(x position) < [240]> and <[-240] < (x position)>> then\n show\n set [ok v] to [1]\n else\n hide\n set [ok v] to [0]\n end\n end\nend\n\n@Bad buy D:\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (241) y: (36)\nhide\nwait (1) seconds\nwait until <(talk) = [1]>\nwait (1) seconds\nshow\nglide (1) secs to x: (93) y: (36)\nwait until <(ha!! hit u!!!!!!! :l) = [1]>\nwait (1) seconds\nset [fy v] to [9]\nset [fx v] to [1]\nset rotation style [all around v]\nrepeat (100)\n turn right (15) degrees\n change x by (fx)\n change y by (fy)\n change [fx v] by (0.1)\n change [fy v] by (-0.4)\nend\nhide\n\n@Talking\n\nwhen flag clicked\nset [ha!! hit u!!!!!!! :l v] to [0]\nhide\nwait (1) seconds\nwait until <(talk) = [1]>\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (-5) y: (60)\ntalk\ngo to x: (90) y: (60)\ntalk\ngo to x: (-5) y: (60)\ntalk\ngo to x: (90) y: (60)\ntalk\ntalk\ngo to x: (-5) y: (60)\ntalk\nset [ha!! hit u!!!!!!! :l v] to [1]\nhide\n\ndefine talk\nset [ghost v] effect to (80)\nset size to (10) %\nrepeat (10)\n change size by (7)\n change [ghost v] effect by (-8)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change size by (-7)\n change [ghost v] effect by (8)\nend\nnext costume\nwait until <not <key (space v) pressed?>>\nwait (0.1) seconds\n\n@Crow\n\nwhen I start as a clone\nset [yv v] to [-0.4]\nset y to (110)\nforever\n go to [front v] layer\n if <(y position) < [60]> then\n change [yv v] by (0.6)\n end\n if <(y position) > [60]> then\n change [yv v] by (-0.6)\n end\n change y by (yv)\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(level) = [6]>\nset [clone pos v] to [1]\ncreate clone of (_myself_ v)\nset [clone pos v] to [2]\ncreate clone of (_myself_ v)\nset [clone pos v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(dead) = [1]> then\n wait until <(dead) = [0]>\n set [x v] to [0]\n end\nend\n\nwhen I start as a clone\nset [x v] to [0]\nwait (0.5) seconds\nwait until <([x position v] of [level v]) < (sx)>\nforever\n if <(dead) = [1]> then\n wait (0.5) seconds\n wait until <(dead) = [0]>\n repeat until <([x position v] of [level v]) < (sx)>\n set [x v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I start as a clone\nif <(clone pos) = [1]> then\n set [sx v] to [1054]\n set [lx v] to [650]\nelse\n if <(clone pos) = [2]> then\n set [sx v] to [24]\n set [lx v] to [-214]\n else\n set [sx v] to [24]\n set [lx v] to [-350]\n end\nend\nforever\n change [x v] by (-3)\n if <([abs v] of (x position) ) < [240]> then\n show\n else\n hide\n end\n set x to ((([x position v] of [level v]) - (lx)) + (x))\n if <touching (player v)?> then\n set [dead v] to [1]\n end\nend\n\n@Lava fish\n\nwhen flag clicked\nhide\nset [boat sink v] to [0]\nwait (1) seconds\nwait until <(level) = [6]>\nset [clone pos v] to [1]\ncreate clone of (_myself_ v)\nset [clone pos v] to [2]\ncreate clone of (_myself_ v)\nset [clone pos v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat until <(y position) < [-170]>\n change y by (-2)\nend\nforever\n repeat (34)\n change y by (2)\n end\n repeat (34)\n change y by (-2)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (1) layers\nif <(clone pos) = [1]> then\n set [a v] to [440]\n set y to (-105)\nelse\n if <(clone pos) = [2]> then\n set [a v] to [290]\n set y to (-133)\n else\n set [a v] to [120]\n set y to (-160)\n end\nend\nforever\n set rotation style [left-right v]\n point towards (player v)\n set x to (([x position v] of [level v]) - (a))\n if <([abs v] of (x position) ) < [240]> then\n show\n if <touching (boat v)?> then\n set [boat sink v] to [1]\n end\n else\n hide\n end\nend\n\n@End\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (1) seconds\nwait until <(level) = [6]>\nforever\n turn right (8) degrees\n set y to (21)\n set x to (([x position v] of [level v]) - (-560))\n if <([abs v] of (x position) ) < [240]> then\n show\n else\n hide\n end\n if <(end) = [1]> then\n repeat (50)\n change [ghost v] effect by (2)\n hide\n end\n end\nend\n\n@Logo\n\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n
-Instructions-\nHi ! Welcome to my new game, it's probably my best project. It contains 1.1k blocks!\nCreate platforms with the mouse!\nWhen you are in shopping ,click on the stickman to get coins!\nNew update! Click on the settings icon and you can now change the pen color! This game is now playable with ur phone! :D\nPress 1, 2, 3,4 or 5 to change the type of thing you wanna build.\n1 = Create platforms\n2 = Create conveyor belts\n3 = Create trampolines\n4 = Create poison\n5 = Create conveyor belts in the other direction!\nYou can even put a like and a favorite to this project!\nClick on the stickman to get coins !\nTrending? YEAH #1 on trendinggggg yas queen !!\nuh #yasqueen
~Dungeon Platformer~
@Stage\n\nwhen flag clicked\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (red v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n 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) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (impostor v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
~Use the arrow keys to play. Have fun!\n~If you are using full screen, and have lag, then press ctrl and m at the same time\n~Thank you so much for 1k views! I literally never thought I would even get 100 before September\nThank you for 10k views everybody!\nAnd thanks for 11k views!
▶Minecraft Platformer◀  ▶マインクラフトプラットフォーマー◀
@Stage\n\n@Tut\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [scroll y v] to [0]\nset [my y v] to [0]\nswitch costume to (i0 v)\nrepeat (21)\n create clone of (_myself_ v)\n change [my y v] by (-360)\n next costume\nend\nforever\n clear sound effects\n wait until <<mouse down?> and <(mouse x) < [200]>>\n set [initial mouse y v] to (mouse y)\n set [initial scroll y v] to (SCROLL Y)\n repeat until <not <<mouse down?> and <(mouse x) < [200]>>>\n set [scroll y v] to ((((Initial Mouse Y) - (mouse y)) * (4)) + (Initial Scroll Y))\n if <(SCROLL Y) < [-7200]> then\n set [scroll y v] to [-7200]\n end\n if <(SCROLL Y) > [0]> then\n set [scroll y v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set y to ((my y) - (SCROLL Y))\n if <(y position) = ((my y) - (SCROLL Y))> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n play sound [HEY LISTEN! by izioq v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n set volume to (G music volume) %\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [t v] key pressed\nif <(username) = [qucchia]> then\n show\n go to [front v] layer\n stop [all v]\nend\n\nwhen [timer v] > (0.5)\ngo to x: (0) y: (-180)\nshow\ngo to [front v] layer\nrepeat (100)\n change y by ((() - (y position)) / (10))\nend\n\n@Instructions\n\nwhen flag clicked\nset [done? v] to [0]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset [done? v] to [1]\nhide\n\n@Outline\n\nwhen flag clicked\nset [ghost v] effect to (40)\nwait until <(done?) = [1]>\nshow\ngo to [front v] layer\n\nset [scroll y v] to [-7200]\n\n@Scroll bar\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(done?) = [1]>\nshow\ngo to [front v] layer\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (front v)\ngo to [front v] layer\nforever\n go to [front v] layer\n if <<mouse down?> and <(mouse x) > [200]>> then\n change y by (((mouse y) - (y position)) / (3))\n set [scroll y v] to ((((y position) - (135)) / (250)) * (7200))\n if <(SCROLL Y) < [-7200]> then\n set [scroll y v] to [-7200]\n end\n if <(SCROLL Y) > [0]> then\n set [scroll y v] to [0]\n end\n change y by ((((((SCROLL Y) / (7200)) * (250)) + (135)) - (y position)) / (3))\n else\n change y by ((((((SCROLL Y) / (7200)) * (250)) + (135)) - (y position)) / (3))\n end\nend\n\n@musicoption\n\nwhen flag clicked\nset [g music volume v] to [50]\nswitch costume to (low v)\nset size to (30) %\ngo to x: (-200) y: (-140)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n set [g music volume v] to (((costume [number v]) - (1)) * (50))\n wait until <not <mouse down?>>\n else\n set size to (35) %\n end\n else\n set size to (30) %\n end\nend\n\n
Play with arrow keys, WASD keys, or tap.\n矢印キーかWASDキーかタップで操作!\nThere are 11 stages in all.\n全部で11ステージです!(ゴールは含めない)
3D Platformer Levels 1-4
@Stage\n\nwhen I receive [endintro v]\nswitch backdrop to (ice land v)\n\nwhen I receive [endintro v]\nforever\n if <(level) = [12]> then\n switch backdrop to (ice land v)\n end\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch backdrop to (thumbnail v)\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nif <<(level) = []> or <(level) = [14]>> then\n set x to (-210)\n set y to (-93)\nelse\n set x to (-210)\n set y to (0)\nend\nbroadcast (Game on v)\nstop [this script v]\n\nwhen I receive [game on v]\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n switch costume to (hitbox v)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w 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 [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n switch costume to (hitbox v)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n if <(level) = [9]> then\n go to x: (-190) y: (100)\n else\n if <<(level) = []> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (0)\n end\n end\n end\n if <(y position) < [-179]> then\n set [x v] to [0]\n set [y v] to [0]\n if <(level) = [9]> then\n go to x: (-190) y: (100)\n else\n if <<(level) = []> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (-50)\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n Set Costume\nend\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (90)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (direction)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n switch costume to (player v)\n end\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (water v)?> then\n broadcast (In water v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n set [x v] to [-2]\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n set [x v] to [2]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>>> then\n change [y v] by (-1)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>>> then\n change [y v] by (1)\n end\n set [y v] to ((Y) * (0.8))\n change [y v] by (((Y) / (15)) + (0.5))\n end\nend\n\nwhen I receive [mati v]\nif <<touching (saw v)?> or <touching (spikes v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n set x to (-210)\n set y to (150)\n broadcast (Game on v)\n stop [this script v]\nend\n\nwhen I receive [game on v]\nforever\n if <not <touching (water v)?>> then\n broadcast (Out water v)\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (map v)?> then\n broadcast (MAP find v)\n end\nend\n\nwhen I receive [endintro v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen I receive [game on v]\nforever\n if <<touching (smasher v)?> or <<touching (saw2 v)?> or <<touching (saw3 v)?> or <<<touching (saw v)?> or <<touching (spikes v)?> or <touching (lava v)?>>> or <touching (enemy v)?>>>>> then\n stop [other scripts in sprite v]\n set volume to (100) %\n start sound [GG v]\n broadcast (Hansd v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Mati v)\n end\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game on v]\nforever\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [y v] to [20]\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (doublejump v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [endintro v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game on v]\nforever\n if <touching (key v)?> then\n broadcast (Door Open v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [level] (level))\n\nwhen I receive [endintro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [endintro v]\nbroadcast (no rain v)\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n broadcast (| Snow On | | Rain Off | v)\nend\n\nbroadcast (no rain v)\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0) seconds\nSpawn [Spike 1] at [0] [0] at the direction of [90] at the level [2]\nSpawn [Spike 2] at [0] [0] at the direction of [90] at the level [5]\nSpawn [Spike 4] at [0] [0] at the direction of [90] at the level [7]\nSpawn [Spike 3] at [0] [0] at the direction of [90] at the level [6]\nSpawn [Spike 5] at [0] [0] at the direction of [90] at the level [11]\nSpawn [Spike 7] at [0] [0] at the direction of [90] at the level [9]\nSpawn [Spike 8] at [0] [0] at the direction of [90] at the level []\nSpawn [Spike 9] at [0] [0] at the direction of [90] at the level []\n\nwhen flag clicked\nhide\n\ndefine Spawn (name) at (x) (y) at the direction of (dir) at the level (level)\nif <(level) = (level)> then\n switch costume to (name)\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [next level v]\nif <(level) = []> then\n switch costume to (saw v)\n show\n set size to (150) %\n go to x: (10) y: (-72)\nelse\n if <(level) = [11]> then\n switch costume to (saw v)\n show\n set size to (150) %\n go to [back v] layer\n go to x: (-18) y: (-50)\n forever\n wait (2) seconds\n glide (1) secs to x: (-18) y: (-130)\n wait (0.5) seconds\n glide (1) secs to x: (-18) y: (-50)\n end\n else\n if <(level) = []> then\n switch costume to (saw v)\n show\n set size to (80) %\n go to x: (-41) y: (-77)\n else\n if <(level) = []> then\n switch costume to (saw2 v)\n point in direction (90)\n show\n set size to (200) %\n go to x: (22) y: (-93)\n forever\n glide (1) secs to x: (22) y: (-180)\n wait (2) seconds\n glide (1) secs to x: (22) y: (-93)\n wait (2) seconds\n end\n else\n if <(level) = []> then\n switch costume to (saw v)\n show\n set size to (120) %\n go to x: (1) y: (-83)\n else\n if <(level) = []> then\n show\n set size to (150) %\n go to x: (-77) y: (-102)\n else\n if <(level) = [17]> then\n show\n set size to (150) %\n go to x: (154) y: (-68)\n else\n if <(level) = [20]> then\n show\n set size to (150) %\n go to x: (177) y: (-75)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n if <<(level) = [20]> or <<(level) = [15]> or <<(level) = [17]> or <<(level) = [12]> or <<(level) = [11]> or <<<(level) = [3]> or <(level) = []>> or <(level) = [6]>>>>>>> then\n go to [back v] layer\n turn right (15) degrees\n else\n hide\n end\nend\n\n@Hands\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [hansd v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Mati v)\n\nwhen I receive [mati v]\nshow\nclear graphic effects\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [endintro v]\nshow\nset size to (60) %\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset x to (240)\npoint in direction (pick random (-90) to (90))\nset rotation style [left-right v]\nset y to (pick random (50) to (180))\nset [ghost v] effect to (pick random (0) to (50))\nswitch costume to (costume1 v)\nset size to (pick random (80) to (100)) %\nrepeat (160)\n change x by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [endintro v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@MAP\n\nwhen I receive [map find v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nbroadcast (Credits v)\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n switch costume to (water3.0 v)\n go to [back v] layer\n set [ghost v] effect to (20)\n show\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water3.] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = []> then\n switch costume to (water0 v)\n set [ghost v] effect to (20)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n switch costume to (water3.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water3.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [16]> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\n end\n end\nend\n\ngo [forward v] (1) layers\n\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\n\nwhen I receive [endintro v]\nforever\n go to [back v] layer\nend\n\n@map\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n if <(level) = [12]> then\n show\n go to x: (0) y: (0)\n forever\n set [ghost v] effect to (100)\n end\n else\n hide\n end\nend\n\nwhen I receive [credits v]\nhide\n\n@Trampoline\n\ndefine Go to (x) (y) size (size) direction (dir) level (level)\nif <(level) = (level)> then\n go to x: (x) y: (y)\n set size to (size) %\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I receive [bounce v]\nswitch costume to (costume1 v)\nrepeat (6)\n wait (0) seconds\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0) seconds\nGo to [-178] [-61] size [70] direction [90] level [6]\nGo to [113] [-73] size [70] direction [90] level []\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nset rotation style [all around v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nshow\nrepeat (12)\n turn right (30) degrees\nend\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [bomb v]\nswitch costume to (costume3 v)\n\nwhen I receive [endintro v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (download__1_-removebg-preview v)\nshow\n\n@Enemy\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <<touching (level v)?> or <touching (door v)?>> then\n repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (10))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (door v)?>>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (door v)?>> then\n change y by (Enemy - Slope)\n repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(level) = [3]> then\n Clone at [163] [52] [3]\n Clone at [80] [52] [3]\nelse\n if <(level) = [4]> then\n Clone at [-94] [149] [3]\n Clone at [-10] [-40] [3]\n Clone at [196] [132] [3]\n else\n if <(level) = [8]> then\n Clone at [196] [144] [3]\n Clone at [53] [137] [3]\n Clone at [-82] [69] [3]\n else\n if <(level) = [11]> then\n Clone at [126] [7] [3]\n end\n end\n end\nend\n\ndefine Clone at (x) (y) (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [5]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [7] Speed [0.2] Friction [.75] Slope [2]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [18] Speed [0.8] Friction [.75] Slope [5]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [mati v]\nif <not <(level) = [1]>> then\n delete this clone\nend\nif <(level) = [3]> then\n Clone at [163] [52] [3]\n Clone at [80] [52] [3]\nelse\n if <(level) = [4]> then\n Clone at [-94] [149] [3]\n Clone at [-10] [-40] [3]\n Clone at [196] [132] [3]\n else\n if <(level) = [8]> then\n Clone at [196] [144] [3]\n Clone at [53] [137] [3]\n Clone at [-82] [69] [3]\n else\n if <(level) = [11]> then\n Clone at [126] [7] [3]\n end\n end\n end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(HP) < [1]>\n wait (pick random (1) to (2)) seconds\n if <(pick random (0) to (3)) > [1]> then\n Clone at (pick random (100) to (200)) [-65] (pick random (1) to (3))\n else\n Clone at [-200] [-65] (pick random (2) to (3))\n end\nend\n\nif <(level) = [3]> then\n Clone at [200] [-50] [1]\n Clone at [65] [-40] [1]\nelse\n if <(level) = [4]> then\n Clone at [200] [-50] [2]\n Clone at [65] [-40] [2]\n Clone at [-20] [15] [2]\n else\n if <(level) = [5]> then\n Clone at [200] [-50] [3]\n Clone at [40] [-30] [3]\n else\n if <(level) = [8]> then\n Clone at [200] [-50] [3]\n Clone at [150] [-30] [2]\n Clone at [100] [0] [1]\n else\n if <(level) = [9]> then\n Clone at [200] [-50] [2]\n else\n if <(level) = [11]> then\n Clone at [-168] [80] [3]\n Clone at [-100] [80] [3]\n Clone at [105] [53] [3]\n else\n if <(level) = [12]> then\n Clone at [213] [61] [2]\n Clone at [-117] [88] [2]\n Clone at [-10] [88] [2]\n Clone at [130] [-68] [2]\n else\n if <(level) = [13]> then\n Clone at [-118] [116] [2]\n else\n if <(level) = [15]> then\n Clone at [47] [105] [3]\n else\n if <(level) = [19]> then\n Clone at [155] [-1] [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = []> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = []> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [4]> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava3.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = []> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\n end\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\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\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (-999999)\ngo to [front v] layer\nshow\nrepeat (1050)\n change y by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nif <(y position) > [566]> then\n hide\nend\n\n@DoubleJump\n\ndefine Spawn (name) go to (x) (y) point in the direction of (dir) in the level (level)\nif <(level) = (level)> then\n switch costume to (name)\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (100) %\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nSpawn [Double jump] go to [-92] [1] point in the direction of [90] in the level []\nSpawn [Double jump] go to [-52] [-63] point in the direction of [90] in the level [8]\nSpawn [Double jump] go to [-52] [4] point in the direction of [90] in the level [8]\nSpawn [Double jump] go to [-52] [83] point in the direction of [90] in the level [8]\nSpawn [Double jump] go to [-52] [142] point in the direction of [90] in the level [8]\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircleExplosion]> then\n set size to (100) %\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (costume5 v)\n wait until <(Zsxgdb) = [1]>\n show\n repeat (22)\n turn right (5) degrees\n move (Move) steps\n change [move v] by (-.04)\n change size by (-2)\n end\n repeat (12)\n turn right (5) degrees\n move (Move) steps\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n set size to (21) %\n clear graphic effects\n show\n repeat (30)\n change size by (10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n set size to (21) %\n show\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing1]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (217) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing2]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (122) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing3]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (28) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing4]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-65) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing5]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-158) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing6]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-250) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [x v] to [0]\n wait until <(Show) = [1]>\n clear graphic effects\n set size to (70) %\n set [x v] to [0]\n wait until <(Show) = [1]>\n show\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n move (8) steps\n change [y v] by (-.07)\n end\n delete this clone\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change [ghost v] effect by (-30)\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n switch costume to (bar v)\n show\n point in direction (51)\n set size to (34) %\n wait (.02) seconds\n change size by (20)\n turn right (12) degrees\n wait (.02) seconds\n change size by (14)\n turn right (9) degrees\n wait (.02) seconds\n change size by (12)\n turn right (6) degrees\n wait (.02) seconds\n change size by (7)\n turn right (3) degrees\n wait (.02) seconds\n change size by (5)\n turn right (3) degrees\n wait (.02) seconds\n change size by (3)\n turn right (2) degrees\n wait (.02) seconds\n change size by (2)\n turn right (1.5) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n point in direction (90)\n wait (.02) seconds\nend\n\nwhen flag clicked\nhide\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [y v] to [8]\nset [show v] to [0]\nwait (.5) seconds\nstart sound [Avicii - Broken Arrows v]\nwait (.5) seconds\nclear graphic effects\nset [size v] to [12]\nset [id v] to [Bars]\nrepeat (3)\n go to x: (-216) y: (0)\n hide\n repeat (10)\n create clone of (_myself_ v)\n change x by (48)\n end\n change [brightness v] effect by (50)\nend\nwait () seconds\nset [id v] to [Line]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Thing]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nclear graphic effects\nrepeat (10)\n set [id v] to [Square]\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (.02) seconds\nend\nset [id v] to [BarThing1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing3]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing4]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing5]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing6]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Circleeeee]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [id v] to [Circleeeee2]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nrepeat (10)\n set [id v] to [Particles]\n create clone of (_myself_ v)\n turn right (pick random (-90) to (90)) degrees\nend\nset [show v] to [1]\nset [id v] to [Text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ngo to x: (9) y: (91)\nset [id v] to [CoolThing]\nhide\nrepeat (7)\n create clone of (_myself_ v)\n change x by (36)\nend\ngo to x: (-25) y: (91)\nset [id v] to [CoolThing2]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-36)\nend\nwait (.2) seconds\nrepeat (15)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait () seconds\nset [zsxgdb v] to [0]\nset [id v] to [CircleExplosion]\ngo to x: (0) y: (0)\nset [move v] to [12]\nrepeat (12)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\nset [zsxgdb v] to [1]\nwait () seconds\nrepeat (30)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait (.05) seconds\nset [id v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Line]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (-480) y: (0)\n switch costume to (line v)\n set [ghost v] effect to (80)\n show\n set size to (100) %\n Smooth Glide x: (0) y: (0) speed: (3)\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.5))\n switch costume to (line v)\n turn left ((direction) * (.05)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Thing]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (-201)\n switch costume to (thing v)\n wait (.8) seconds\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n wait until <(Show) = [1]>\n wait (12) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Square]> then\n set size to (100) %\n point in direction (45)\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (costume2 v)\n turn left ((direction) * (.2)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing2 v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (20) %\n show\n switch costume to (text v)\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n set size to (80) %\n forever\n switch costume to (text v)\n set size to (300) %\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (15)\n change [ghost v] effect by (8)\n end\n repeat (50)\n wait (.3) seconds\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set size to (100) %\n forever\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n go to [front v] layer\n show\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n switch costume to (coolthing1 v)\n point in direction (90)\n set size to (100) %\n clear graphic effects\n set y to (255)\n wait (.2) seconds\n show\n point in direction (90)\n repeat (3)\n change y by (-40)\n end\n go to x: (x position) y: (91)\n repeat (17)\n next costume\n end\nelse\n if <(ID) = [CoolThing2]> then\n set size to (100) %\n point in direction (-90)\n switch costume to (coolthing1 v)\n clear graphic effects\n set y to (-255)\n show\n repeat (3)\n change y by (40)\n end\n go to x: (x position) y: (-91)\n repeat (17)\n next costume\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n repeat (100)\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n wait (8.1) seconds\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-4)\n end\n repeat (1)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n forever\n set size to (100) %\n end\nelse\n if <(ID) = [CoolThing2]> then\n forever\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [End]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (EndIntro v)\n wait (.3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [End]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [34]> then\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Satisfied v] until done\nend\n\nwhen I receive [map find v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [endintro v]\nforever\n hide\n set volume to (50) %\n play sound [Lost and stoned v] until done\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = []> then\n stop [other scripts in sprite v]\n go to x: (165) y: (-59)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n go to x: (51) y: (36)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = []> then\n stop [other scripts in sprite v]\n go to x: (-7) y: (67)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [mati v]\nif <(level) = []> then\n stop [other scripts in sprite v]\n go to x: (165) y: (-59)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n go to x: (51) y: (36)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n if <(level) = []> then\n stop [other scripts in sprite v]\n go to x: (-7) y: (61)\n show\n forever\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [door open v]\nhide\n\n@Door\n\ndefine Spawn (door) at x (x) y (y) direction (dir) size (size) level (level)\nif <(level) = (level)> then\n switch costume to (door)\n go to x: (x) y: (y)\n point in direction (dir)\n set size to (size) %\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [door open v]\ngo to [back v] layer\nshow\nstart sound [Buzz Whir v]\nswitch costume to (costume1 v)\nrepeat (11)\n wait (0.02) seconds\n next costume\nend\nhide\n\nswitch costume to (costume11 v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nSpawn [costume1] at x [6] y [120] direction [90] size [135] level []\nSpawn [costume1] at x [225] y [-35] direction [90] size [110] level [6]\nSpawn [costume1] at x [218] y [129] direction [90] size [100] level []\nSpawn [costume1] at x [216] y [136] direction [90] size [100] level []\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\nwhen I receive [mati v]\nSpawn [costume1] at x [6] y [120] direction [90] size [135] level []\nSpawn [costume1] at x [225] y [-35] direction [90] size [110] level [6]\nSpawn [costume1] at x [218] y [129] direction [90] size [100] level []\nSpawn [costume1] at x [216] y [136] direction [90] size [100] level []\n\n@Smasher\n\nwhen I receive [next level v]\n\nif <(level) = [4]> then\n show\n go to [back v] layer\n go to x: (-111) y: (167)\n switch costume to (smasher 1 v)\n forever\n wait (0.5) seconds\n repeat (6)\n change y by (-18)\n end\n set volume to (300) %\n start sound [Slam v]\n wait (1) seconds\n repeat (54)\n change y by (2)\n end\n end\nelse\n if <(level) = [5]> then\n show\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (smasher 2 v)\n forever\n wait (0.5) seconds\n repeat (6)\n change y by (-16)\n end\n start sound [Slam v]\n wait (1) seconds\n repeat (48)\n change y by (2)\n end\n end\n else\n if <(level) = [6]> then\n show\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (smasher 3 v)\n forever\n wait (0.5) seconds\n repeat (6)\n change y by (-10)\n end\n start sound [Slam v]\n wait (1) seconds\n repeat (30)\n change y by (2)\n end\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@snow\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\nforever\n Draw\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nerase all\n\nwhen flag clicked\nerase all\n\n
Scrolling Platformer Engine!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [ nest v]\nnext backdrop\n\nwhen I receive [3 2 1 start v]\nswitch backdrop to (backdrop1 v)\n\n@extra assets\n\nwhen flag clicked\nhide\n\n@sprite 1\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nsay [i got kicked out of the game]\nwait (3) seconds\nsay [help me back in]\nwait (3) seconds\nsay [wait there is no hope]\nwait (1) seconds\nswitch costume to (costume52 v)\nsay [but you ]\nwait (3) seconds\nswitch costume to (costume1 v)\nwait (3) seconds\nsay [you can get me out] for (2) seconds\nswitch costume to (costume53 v)\nbroadcast ( nest v)\nbroadcast (12121 v)\nbroadcast (121212 v)\n\n@extra assets3\n\nwhen flag clicked\nhide\n\n@extra assets4\n\nwhen flag clicked\nhide\n\n@extra assets5\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nwait (20) seconds\nhide\nswitch costume to (costume3 v)\n\n@post2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cancel v] to <touching (mouse-pointer v)?>\nend\n\n@cv\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [cv v] to <touching (mouse-pointer v)?>\nend\n\n@post\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [post v] to <touching (mouse-pointer v)?>\nend\n\n@report3\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [copy v] to <touching (mouse-pointer v)?>\nend\n\n@report2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [add v] to <touching (mouse-pointer v)?>\nend\n\n@sb\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [sb v] to <touching (mouse-pointer v)?>\nend\n\n@gf\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [gf v] to <touching (mouse-pointer v)?>\nend\n\n@love\n\nwhen flag clicked\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\n@fave\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@see inside\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [see inside v] to <touching (mouse-pointer v)?>\nend\n\n@remix\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [remix v] to <touching (mouse-pointer v)?>\nend\n\n@fulls\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fulls v] to <touching (mouse-pointer v)?>\nend\n\n@report\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [report v] to <touching (mouse-pointer v)?>\nend\n\n@Figur2\n\nwhen flag clicked\nshow\nswitch costume to (not v)\nforever\n if <(love?) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [love]\n else\n if <(fav) = [true]> then\n set [mode v] to [1]\n set [color v] to [15]\n costume [fave]\n else\n if <(see inside) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [see inside]\n else\n if <(fulls) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [full]\n else\n if <(remix) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [re]\n else\n if <(pfp) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [lo]\n else\n if <(report) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [report]\n else\n if <(gf) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [gf]\n else\n if <(sb) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [stop]\n else\n if <(add) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [add]\n else\n if <(copy) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [copy]\n else\n if <(post) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [post]\n else\n if <(cv) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cv]\n else\n if <(cancel) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cancel]\n else\n set [mode v] to [0]\n set [color v] to [0]\n costume [not]\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\ndefine costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\n@pfp\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [pfp v] to <touching (mouse-pointer v)?>\nend\n\n@Figur1\n\nwhen flag clicked\nset [mode v] to [0]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n set [color v] effect to (color)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set [color v] effect to (color)\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\nwhen flag clicked\nset [report.yes? v] to [0]\nforever\n if <(report) = [1]> then\n show variable [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v]\n if <(report.yes?) = [0]> then\n set [report.yes? v] to [1]\n change [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v] by (1)\n end\n else\n hide variable [☁ bad people who were about to report my project \(don't take this seriously! you are not a bad person\) v]\n end\nend\n\n@intro\n\nwhen [m v] key pressed\nstop all sounds\n\nwhen [p v] key pressed\nplay sound [Coffin Dance Remix Bass Boost Song With Original Video v] until done\n\nwhen I receive [start intro v]\nshow\nswitch costume to (intro v)\nstart sound [Coffin Dance Remix Bass Boost Song With Original Video v]\nrepeat (86)\n wait (0.0001) seconds\n next costume\n broadcast (3 2 1 START v)\nend\nbroadcast (intro end v)\nhide\n\nwhen flag clicked\nhide\n\n@enemy \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro end v]\nhide\nwait (20) seconds\nshow\n\nwhen I receive [next level v]\nrepeat until <(costume [number v]) = [4]>\n next costume\nend\nif <(costume [number v]) = [4]> then\n broadcast (moving ghost v)\nend\n\nwhen flag clicked\nif <touching (improved3 v)?> then\n broadcast (dead 2 v)\n broadcast (dead v)\nend\n\n@EXIT\n\nwhen I receive [intro end v]\nshow\nif <touching (improved3 v)?> then\n broadcast (nextlevel2 v)\n broadcast (next lvel 3 v)\nend\n\nwhen flag clicked\nhide\n\n@Improved3\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [improved2: slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (Improved2: slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [improved2: speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (ground v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-197) y: (-78)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nif <touching (exit v)?> then\n broadcast (next level v)\nend\n\nwhen flag clicked\ngo to x: (-166) y: (-118)\n\nwhen I receive [12121 v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n if <<(Improved2: speed y) < [4]> or <key (w v) pressed?>> then\n change [improved2: speed y v] by (-1)\n else\n change [improved2: speed y v] by (-2)\n end\n if <key (up arrow v) pressed?> then\n if <<(Improved2: jump key) = [0]> and <(falling?) < [3]>> then\n set [improved2: speed y v] to [21]\n set [falling? v] to [6]\n set [improved2: jump key v] to [1]\n end\n else\n set [improved2: jump key v] to [0]\n end\n if <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\n end\n change y by (Improved2: speed y)\n change [falling? v] by (1)\n Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <(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\n else\n if <(Improved2: speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\n if <touching (exit v)?> then\n broadcast (next level v)\n go to x: (-197) y: (-78)\n end\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [dead 3 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (enemy v)?> or <<touching (sprite3 v)?> or <<key (r v) pressed?> or <touching (sprite2 v)?>>>> then\n go to x: (-203) y: (-128)\n broadcast (dead 3 v)\n broadcast (dead 4 v)\n end\nend\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [12121 v]\nshow\n\nwhen flag clicked\nif <(costume [number v]) = [7]> then\n broadcast (tnner v)\nend\n\n@Sprite2\n\nwhen I receive [moving ghost v]\nshow\nforever\n set rotation style [left-right v]\n glide (1) secs to x: (159) y: (-71)\n point in direction (90)\n wait (1) seconds\n point in direction (-90)\n glide (1) secs to x: (-174) y: (-87)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n glide (0.1) secs to x: (48) y: (70)\n glide (1) secs to x: (50) y: (-39)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tnner v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (11) y: (25)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n@Headphone warning\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset size to (2) %\nshow\nrepeat (49)\n change size by (2)\nend\nwait until <<(timer) = [5]> or <(timer) > [5]>>\nhide\nbroadcast (start intro v)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (2) %\nswitch costume to (costume2 v)\nshow\nrepeat (45)\n change size by (2)\nend\nreset timer\nrepeat until <<(timer) = [5]> or <(timer) > [5]>>\n repeat (25)\n change [ghost v] effect by (-4)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\ndelete this clone\n\n
_Unknown world_ ► Platformer ◄
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Shy Guy \(YI_ Make Eggs, Throw Eggs\) v] until done\nend\n\n@GameEngine\n\ndefine Terrain\nforever\n if <(Level) = [1]> then\n Lvl 1\n else\n if <(Level) = [2]> then\n Lvl 2\n else\n if <(Level) = [3]> then\n Lvl 3\n else\n if <(Level) = [4]> then\n Lvl 4\n else\n if <(Level) = [5]> then\n Lvl 5\n else\n if <(Level) = [6]> then\n Lvl 6\n else\n if <(Level) = [7]> then\n Lvl 7\n else\n if <(Level) = [8]> then\n Lvl 8\n else\n if <(Level) = [9]> then\n Lvl 9\n else\n if <(Level) = [10]> then\n Lvl 10\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw Ground From x: (x) y: (y) to x: (x2) y: (y2) With Size: (size) Add Brown? (y/n)\nif <<(y/n) = [y]> or <(y/n) = [Y]>> then\n pen up\n set pen size to (80)\n set pen color to (#c7852e)\n go to x: (x) y: ((y) - (40))\n pen down\n go to x: (x2) y: ((y2) - (40))\n pen up\n GroundPattern\n set [px v] to (x)\n set [py v] to (y)\n set [px2 v] to (x2)\n set [py2 v] to (y2)\n pen up\n set pen size to (8)\n set pen color to (#479c00)\n go to x: (x) y: ((y) - (10))\n pen down\n go to x: (x2) y: ((y2) - (10))\n pen up\nend\npen up\nset pen size to (size)\nset pen color to (#63b711)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Lava From x: (x) y: (y) to x: (x2) to y: (y2) With Size: (size)\npen up\nset pen size to (size)\nset pen color to (#ea0000)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine GroundPattern\nAdd Ground Dot At x: [-217] y: [-173] With Size: [20]\nAdd Ground Dot At x: [-175] y: [-152] With Size: [25]\nAdd Ground Dot At x: [-120] y: [-165] With Size: [15]\nAdd Ground Dot At x: [-80] y: [-180] With Size: [20]\nAdd Ground Dot At x: [-50] y: [-160] With Size: [25]\nAdd Ground Dot At x: [10] y: [-165] With Size: [15]\nAdd Ground Dot At x: [60] y: [-180] With Size: [20]\nAdd Ground Dot At x: [150] y: [-175] With Size: [20]\nAdd Ground Dot At x: [220] y: [-165] With Size: [25]\n\ndefine Draw Goal At x: (x) y: (y)\npen up\nset pen color to (#6011de)\nset pen size to (30)\ngo to x: (x) y: ((y) + ((1) * ([cos v] of ((YP) * (10)) )))\npen down\nchange x by (1)\npen up\n\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\n\nDraw Lava From x: [] y: [] to x: [] to y: [] With Size: [15]\n\nDraw Goal At x: [] y: []\n\ndefine Draw Spring From x: (x) y: (y) to x: (x2) y: (y2) With Size: (size)\npen up\nset pen size to (size)\nset pen color to (#3563fa)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nDraw Spring From x: [] y: [] to x: [] y: [] With Size: []\n\ndefine Add Ground Dot At x: (x) y: (y) With Size: (size)\npen up\nset pen color to (#b57025)\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\nchange x by (1)\npen up\n\ndefine Lvl 1\nDraw Ground From x: [-40] y: [-80] to x: [20] y: [-80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [60] y: [-35] to x: [120] y: [-35] With Size: [20] Add Brown? [N]\nDraw Ground From x: [160] y: [20] to x: [220] y: [20] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-40] y: [-140] to x: [100] to y: [-140] With Size: [15]\nDraw Goal At x: [190] y: [60]\n\ndefine Lvl 2\nDraw Ground From x: [100] y: [-80] to x: [130] y: [-80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [170] y: [-20] to x: [200] y: [-20] With Size: [20] Add Brown? [N]\nDraw Ground From x: [100] y: [40] to x: [130] y: [40] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-130] y: [70] to x: [-70] y: [70] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-80] y: [-140] to x: [40] to y: [-140] With Size: [15]\nDraw Goal At x: [-100] y: [110]\n\ndefine Lvl 3\nDraw Ground From x: [170] y: [-145] to x: [170] y: [60] With Size: [20] Add Brown? [N]\nDraw Ground From x: [0] y: [-145] to x: [0] y: [50] With Size: [20] Add Brown? [N]\nDraw Ground From x: [0] y: [50] to x: [-20] y: [50] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-100] y: [10] to x: [-240] y: [10] With Size: [20] Add Brown? [N]\nDraw Ground From x: [70] y: [70] to x: [100] y: [70] With Size: [20] Add Brown? [N]\nDraw Ground From x: [170] y: [60] to x: [240] y: [60] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-100] y: [-140] to x: [-15] to y: [-140] With Size: [15]\nDraw Lava From x: [-230] y: [15] to x: [-150] to y: [15] With Size: [15]\nDraw Lava From x: [15] y: [-140] to x: [155] to y: [-140] With Size: [15]\nDraw Goal At x: [200] y: [100]\n\ndefine Lvl 4\nDraw Ground From x: [100] y: [20] to x: [100] y: [120] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-50] y: [90] to x: [30] y: [90] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-220] y: [80] to x: [-160] y: [80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-50] y: [90] to x: [-50] y: [0] With Size: [20] Add Brown? [N]\nDraw Ground From x: [20] y: [-80] to x: [20] y: [20] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [25] y: [17] to x: [25] to y: [-80] With Size: [15]\nDraw Lava From x: [-50] y: [-140] to x: [230] to y: [-140] With Size: [15]\nDraw Lava From x: [-20] y: [100] to x: [] to y: [100] With Size: [15]\nDraw Goal At x: [-190] y: [120]\n\ndefine Lvl 5\nDraw Ground From x: [-60] y: [-145] to x: [-60] y: [-80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [180] y: [-145] to x: [180] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [180] y: [100] to x: [240] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [30] y: [-90] to x: [30] y: [180] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [40] y: [180] to x: [40] to y: [0] With Size: [15]\nDraw Lava From x: [175] y: [-130] to x: [175] to y: [-15] With Size: [15]\nDraw Lava From x: [-150] y: [-140] to x: [-78] to y: [-140] With Size: [15]\nDraw Spring From x: [80] y: [-140] to x: [160] y: [-140] With Size: [15]\nDraw Goal At x: [210] y: [140]\n\ndefine Lvl 6\nDraw Ground From x: [200] y: [-145] to x: [200] y: [80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [200] y: [80] to x: [240] y: [80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-120] y: [-145] to x: [-120] y: [-100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-50] y: [180] to x: [-50] y: [-100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [20] y: [-145] to x: [20] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [20] y: [100] to x: [55] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [120] y: [180] to x: [120] y: [-100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [240] y: [-145] to x: [-240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-40] y: [180] to x: [-40] to y: [80] With Size: [15]\nDraw Lava From x: [10] y: [-130] to x: [10] to y: [-20] With Size: [15]\nDraw Lava From x: [110] y: [-40] to x: [80] to y: [-40] With Size: [15]\nDraw Lava From x: [190] y: [-130] to x: [190] to y: [80] With Size: [15]\nDraw Lava From x: [130] y: [180] to x: [130] to y: [80] With Size: [15]\nDraw Spring From x: [130] y: [-140] to x: [190] y: [-140] With Size: [15]\nDraw Goal At x: [220] y: [120]\n\ndefine Lvl 7\nDraw Ground From x: [170] y: [80] to x: [170] y: [145] With Size: [20] Add Brown? [N]\nDraw Ground From x: [170] y: [80] to x: [240] y: [80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [60] y: [180] to x: [60] y: [-40] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-50] y: [100] to x: [-10] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-50] y: [100] to x: [-50] y: [-145] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-60] y: [98] to x: [-60] to y: [-130] With Size: [15]\nDraw Lava From x: [50] y: [180] to x: [50] to y: [-38] With Size: [15]\nDraw Lava From x: [80] y: [-140] to x: [240] to y: [-140] With Size: [15]\nDraw Spring From x: [-120] y: [-140] to x: [-80] y: [-140] With Size: [15]\nDraw Spring From x: [10] y: [-140] to x: [60] y: [-140] With Size: [15]\nDraw Goal At x: [215] y: [120]\n\ndefine Lvl 8\nDraw Ground From x: [160] y: [120] to x: [160] y: [-145] With Size: [20] Add Brown? [N]\nDraw Ground From x: [160] y: [120] to x: [240] y: [120] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-40] y: [-145] to x: [-40] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [80] y: [180] to x: [80] y: [60] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-40] y: [100] to x: [20] y: [100] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [-40] y: [110] to x: [-20] to y: [110] With Size: [15]\nDraw Lava From x: [150] y: [-140] to x: [150] to y: [120] With Size: [15]\nDraw Lava From x: [-25] y: [-140] to x: [45] to y: [-140] With Size: [15]\nDraw Lava From x: [135] y: [-140] to x: [150] to y: [-140] With Size: [15]\nDraw Spring From x: [-140] y: [-140] to x: [-100] y: [-140] With Size: [15]\nDraw Spring From x: [60] y: [-140] to x: [120] y: [-140] With Size: [15]\nDraw Goal At x: [210] y: [160]\n\ndefine Lvl 9\nDraw Ground From x: [70] y: [-80] to x: [90] y: [-80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [80] y: [-145] to x: [80] y: [-80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-80] y: [40] to x: [-60] y: [40] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-80] y: [-145] to x: [-80] y: [40] With Size: [20] Add Brown? [N]\nDraw Ground From x: [240] y: [80] to x: [200] y: [80] With Size: [20] Add Brown? [N]\nDraw Ground From x: [150] y: [140] to x: [150] y: [20] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-150] y: [140] to x: [-15] y: [140] With Size: [20] Add Brown? [N]\nDraw Ground From x: [15] y: [140] to x: [150] y: [140] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [120] to x: [-180] y: [120] With Size: [20] Add Brown? [N]\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Lava From x: [30] y: [150] to x: [40] to y: [150] With Size: [15]\nDraw Lava From x: [-30] y: [150] to x: [-40] to y: [150] With Size: [15]\nDraw Lava From x: [205] y: [70] to x: [240] to y: [70] With Size: [15]\nDraw Lava From x: [98] y: [-140] to x: [155] to y: [-140] With Size: [15]\nDraw Lava From x: [-62] y: [-140] to x: [62] to y: [-140] With Size: [15]\nDraw Spring From x: [-180] y: [-140] to x: [-120] y: [-140] With Size: [15]\nDraw Spring From x: [170] y: [-140] to x: [230] y: [-140] With Size: [15]\nDraw Goal At x: [-210] y: [160]\n\ndefine Lvl 10\nDraw Ground From x: [-240] y: [-145] to x: [240] y: [-145] With Size: [15] Add Brown? [Y]\nDraw Ground From x: [-200] y: [120] to x: [-170] y: [120] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-185] y: [120] to x: [-185] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-160] y: [100] to x: [-130] y: [100] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-160] y: [120] to x: [-160] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-130] y: [120] to x: [-130] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-110] y: [90] to x: [-100] y: [90] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-120] y: [80] to x: [-105] y: [120] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-105] y: [120] to x: [-90] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-80] y: [120] to x: [-80] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-50] y: [120] to x: [-50] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-80] y: [120] to x: [-50] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-40] y: [120] to x: [-40] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-10] y: [120] to x: [-40] y: [100] With Size: [10] Add Brown? [N]\nDraw Ground From x: [-10] y: [80] to x: [-40] y: [100] With Size: [10] Add Brown? [N]\nDraw Ground From x: [0] y: [120] to x: [30] y: [120] With Size: [10] Add Brown? [N]\nDraw Ground From x: [0] y: [120] to x: [0] y: [100] With Size: [10] Add Brown? [N]\nDraw Ground From x: [0] y: [100] to x: [30] y: [100] With Size: [10] Add Brown? [N]\nDraw Ground From x: [30] y: [100] to x: [30] y: [80] With Size: [10] Add Brown? [N]\nDraw Ground From x: [0] y: [80] to x: [30] y: [80] With Size: [10] Add Brown? [N]\n\nwhen flag clicked\nset [yp v] to [0]\nGoalYPos\n\ndefine GoalYPos\nforever\n change [yp v] by (1)\nend\n\nwhen flag clicked\npen up\ngo to x: (-240) y: (-175)\nerase all\nhide\nTerrain\n\n@PlayerEngine\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n change y by (1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n change y by (1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n change y by (1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n change y by (1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n change y by (1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> 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 (#62b711)?> or <touching color (#c7852e)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#62b711)?> or <touching color (#c7852e)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n if <touching color (#3563fa)?> then\n set [yv v] to [25]\n end\n if <touching color (#ea0000)?> then\n go to x: (-215) y: (-90)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#6110de)?> then\n change [level v] by (1)\n go to x: (-215) y: (-90)\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-215) y: (-90)\nset [level v] to [1]\nforever\n erase all\nend\n\ndefine Player\nforever\n pen up\n pen down\n set pen color to (#fadc34)\n set pen size to (10)\n change y by (10)\n change x by (10)\n change y by (-10)\n change x by (-10)\n pen up\nend\n\nwhen flag clicked\nPlayer\n\nwhen [r v] key pressed\npen up\ngo to x: (-215) y: (-90)\n\nwhen flag clicked\nerase all\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Curated by @mathias1706 on March 6th, 2019!\n\nTop Remixed 3/7/2019\nI think\nI accidentally backspaced the year and don’t remember what it was\n\nKNOWN GLITCHES:\n- You sink into the ground on some levels: Press "r" to restart a level\n- If you see any glitches other than this one, please comment them. Otherwise, don't write that you sank into the ground\n
-Sandy- A Platformer
@Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n \n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [☁ win! v]\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> 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 start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop100 v]\nif <(time) < [100]> then\n stop [all v]\nend\nchange [☁ win! v] by (1)\nshow variable [time v]\nif <(time) < (☁ Shortest Time)> then\n set [☁ shortest time v] to (time)\n say [New World Record!] for (2) seconds\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(backdrop [name v]) = [backdrop100]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\nwhen backdrop switches to [backdrop101 v]\nrepeat until <not <(backdrop [name v]) = [backdrop101]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [42]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [42]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n
Minecraft platformer 3
@Stage\n\nwhen flag clicked\nswitch backdrop to (イントロ画面 v)\n\nwhen I receive [イントロ消える v]\nset [背景コスチューム v] to [1]\nswitch backdrop to (背景1 v)\nforever\n if <(NEXT終わり) = [1]> then\n set [背景コスチューム v] to ((backdrop [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch backdrop to (背景コスチューム)\n end\n end\nend\n\nwhen I receive [始まり v]\nforever\n play sound [Inferno v] until done\nend\n\n@プレーヤー\n\nwhen I receive [メッセージ3 v]\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [始まり v]\ngo to [front v] layer\nshow\ngo [backward v] (2) layers\nshow\nswitch costume to (正面 v)\nset size to (65) %\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <(x position) > [225]> then\n broadcast (メッセージ1 v)\n hide\n repeat until <(NEXT終わり) = [2]>\n go to x: (-200) y: (25)\n end\n end\n if <<<touching (障害物 v)?> or <(y position) = [-187]>> or <touching (マグマ v)?>> then\n go to x: (-200) y: (25)\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [17]\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [15]\n else\n set [x v] to [-15]\n end\n set [y v] to [14.5]\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 (地面 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 (#1db500)?> and <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (土ぼこりと飛び散った草 v)\n end\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [14]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nshow\nset [地面コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\nforever\n if <(NEXT終わり) = [1]> then\n set [地面コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (地面コスチューム)\n end\n end\n if <(地面コスチューム) = [13]> then\n broadcast (ステージクリア v)\n stop [this script v]\n end\nend\n\n@影\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [始まり v]\nshow\nforever\n go to (プレーヤー v)\n point towards (太陽 v)\nend\n\nwhen I receive [メッセージ3 v]\nshow\n\nwhen I receive [メッセージ1 v]\nhide\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\nshow\ngo to x: (215) y: (175)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (130) %\nset [太陽大きさ v] to [0]\nrepeat (5)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\nend\nforever\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (0.5)\n end\n repeat (10)\n change size by (太陽大きさ)\n change [太陽大きさ v] by (-0.5)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\nset [next終わり v] to [0]\n\nwhen I receive [メッセージ1 v]\nset [nextx v] to [-155]\nset [next終わり v] to [0]\nrepeat (3)\n switch costume to (コスチューム1 v)\n repeat (4)\n create clone of (_myself_ v)\n next costume\n end\n change [nextx v] by (174)\nend\nset [nextx v] to [0]\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(costume [number v]) = [5]>> then\n go to [front v] layer\n go to x: (NEXTx) y: (345)\n set [nexty v] to [-86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [1]\n set [nexty v] to [86]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n delete this clone\nelse\n go to [front v] layer\n go to x: (0) y: (345)\n set [nexty v] to [-60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n wait (0.1) seconds\n set [nexty v] to [60]\n repeat (30)\n set [nexty v] to ((NEXTy) * (0.8))\n change y by (NEXTy)\n end\n set [next終わり v] to [2]\n broadcast (メッセージ3 v)\n delete this clone\nend\n\nbroadcast (メッセージ1 v)\n\n@ジャンプ台\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nset [ジャンプ台コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\nshow\nforever\n if <(NEXT終わり) = [1]> then\n set [ジャンプ台コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (ジャンプ台コスチューム)\n end\n end\nend\n\n@太陽の光\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり v]\nshow\ngo to x: (215) y: (175)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (130) %\nset [太陽の光大きさ v] to [0]\nrepeat (5)\n change size by (太陽の光大きさ)\n change [太陽の光大きさ v] by (-0.5)\nend\nforever\n repeat (10)\n change size by (太陽の光大きさ)\n change [太陽の光大きさ v] by (0.5)\n end\n repeat (10)\n change size by (太陽の光大きさ)\n change [太陽の光大きさ v] by (-0.5)\n end\nend\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nshow\nset [障害物コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(NEXT終わり) = [1]> then\n set [障害物コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (障害物コスチューム)\n end\n end\nend\n\n@障害物の影\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ消える v]\nshow\nset [障害物コスチューム v] to [1]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(NEXT終わり) = [1]> then\n set [障害物コスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (障害物コスチューム)\n end\n end\nend\n\n@イントロ\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (イントロの始まり v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [6]> then\n set [変数 v] to [1000]\n set size to (100) %\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム7 v)\n end\nelse\n if <(costume [number v]) = [7]> then\n set [変数 v] to [1000]\n set size to (100) %\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム8 v)\n end\n else\n if <(costume [number v]) = [8]> then\n set [変数 v] to [1000]\n set size to (100) %\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム9 v)\n end\n else\n if <(costume [number v]) = [9]> then\n set [変数 v] to [1000]\n set size to (100) %\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム10 v)\n end\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n point in direction (90)\n go to x: (0) y: (174)\n set [変数 v] to [-43.5]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n set [変数 v] to [90]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n turn right (変数) degrees\n end\n set [変数 v] to [10]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n wait (1) seconds\n set [変数 v] to [-90]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n turn right (変数) degrees\n end\n else\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (-174)\n set [変数 v] to [43.5]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n change [ghost v] effect by ((0) - ((100) / (30)))\n end\n wait (1) seconds\n set [変数 v] to [10]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n else\n if <(costume [number v]) = [14]> then\n switch costume to (コスチューム14 v)\n set size to (1000) %\n switch costume to (コスチューム15 v)\n set [変数 v] to [-46]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n end\n set [変数 v] to [-30]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n wait (0.8) seconds\n set [変数 v] to [10]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n end\n set [変数 v] to [-10]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n end\n else\n if <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>>> then\n set [変数 v] to [-40]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n set [変数 v] to [40]\n repeat (30)\n set [変数 v] to ((変数) * (0.8))\n change y by (変数)\n end\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n set size to (100) %\n set [変数 v] to [2430]\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム6 v)\n end\n broadcast (イントロ消える v)\n wait (0.5) seconds\n set [変数 v] to [-2430]\n repeat (30)\n switch costume to (コスチューム14 v)\n set [変数 v] to ((変数) * (0.8))\n change size by (変数)\n switch costume to (コスチューム6 v)\n change [ghost v] effect by ((100) / (30))\n end\n broadcast (始まり v)\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>>> then\n point in direction (-90)\n set [変数2 v] to [45]\n repeat (30)\n set [変数2 v] to ((変数2) * (0.8))\n turn right (変数2) degrees\n end\n set [変数2 v] to [-45]\n repeat (30)\n set [変数2 v] to ((変数2) * (0.8))\n turn right (変数2) degrees\n end\n delete this clone\nend\n\nwhen I receive [イントロ消える v]\nif <not <(costume [number v]) = [5]>> then\n delete this clone\nend\n\nwhen I receive [イントロの始まり v]\nstart sound [イントロ v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム7 v)\nhide\nwait (0.2) seconds\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nrepeat (3)\n wait (0.1) seconds\n next costume\n create clone of (_myself_ v)\nend\nwait (2) seconds\nswitch costume to (コスチューム15 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (コスチューム11 v)\nset size to (500) %\ngo to x: (-180) y: (180)\ncreate clone of (_myself_ v)\nrepeat (2)\n wait (0.05) seconds\n next costume\n change x by (180)\n create clone of (_myself_ v)\nend\nwait (2.5) seconds\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\n\n@土ぼこりと飛び散った草\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\npoint in direction (pick random (-90) to (90))\ngo to (プレーヤー v)\nchange y by (pick random (-17) to (-5))\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\nif <(x) > [-1]> then\n change x by (-28)\n set [土ぼこりx v] to (pick random (-3) to (-1))\n set [土ぼこりy v] to (pick random (2) to (5))\nelse\n change x by (28)\n set [土ぼこりx v] to (pick random (1) to (3))\n set [土ぼこりy v] to (pick random (2) to (5))\nend\nset [brightness v] effect to (pick random (-10) to (10))\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x) > [0]> then\n turn right (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn left (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\nend\ndelete this clone\n\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@マグマ\n\nwhen I receive [イントロ消える v]\nshow\nset [マグマコスチューム v] to [1]\nswitch costume to (コスチューム1 v)\nforever\n if <(NEXT終わり) = [1]> then\n set [マグマコスチューム v] to ((costume [number v]) + (1))\n repeat until <(NEXT終わり) = [2]>\n switch costume to (マグマコスチューム)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nset [マグマ変数 v] to [0]\nrepeat (5)\n change y by (マグマ変数)\n change [マグマ変数 v] by (0.5)\n wait (0.1) seconds\nend\nforever\n repeat (10)\n change y by (マグマ変数)\n change [マグマ変数 v] by (-0.5)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (マグマ変数)\n change [マグマ変数 v] by (0.5)\n wait (0.1) seconds\n end\nend\n\n@ありごとう\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージクリア v]\nwait (0.5) seconds\ngo to [back v] layer\nshow\nset [変数2 v] to [36]\npoint in direction (-90)\nrepeat (30)\n turn right (変数2) degrees\n set [変数2 v] to ((変数2) * (0.8))\nend\n\nwhen I receive [ステージクリア v]\nwait (0.5) seconds\nset [変数3 v] to [50]\ngo to x: (-272) y: (50)\nrepeat (30)\n change x by (変数3)\n set [変数3 v] to ((変数3) * (0.8))\nend\n\n@よろいく\n\nwhen I receive [ステージクリア v]\nwait (1.5) seconds\nshow\ngo to [back v] layer\nset [変数4 v] to [0]\ngo to x: (-25) y: (215)\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [12]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [9]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [6]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [3]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [1]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\nset [変数4 v] to [0.5]\nrepeat until <(y position) < [0]>\n change y by (変数4)\n change [変数4 v] by (-1)\nend\ngo to x: (-25) y: (0)\n\nwhen flag clicked\nhide\n\n@みへね\n\nwhen flag clicked\nhide\n\nwhen I receive [ステージクリア v]\nwait (4.5) seconds\ngo to x: (-30) y: (206)\nshow\ngo to [back v] layer\nset [変数5 v] to [-16]\nrepeat (30)\n change y by (変数5)\n set [変数5 v] to ((変数5) * (0.8))\nend\n\n@サムネィル\n\nwhen flag clicked\nswitch costume to (え、めちゃくちゃ良くね?\(\( v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (1) layers\n\n
Welcome to "Journal 2". If you have not played the first game please do so, for this is a love story. You play as a kids drawing as you explore his notebook. He communicates to you by writing in his journal, however he has good news!!!
Stickman Platformer
@Stage\n\nwhen flag clicked\ninit\n\nwhen I receive [change game state v]\nif <<(@game state) = [transition.to_game]> or <(@game state) = [game]>> then\n if <not <(backdrop [name v]) = [sky]>> then\n switch backdrop to (sky v)\n broadcast (change music v)\n end\nelse\n if < (@game state) contains [transition.to_]?> then\n if <not <(backdrop [name v]) = [title]>> then\n switch backdrop to (title v)\n broadcast (change music v)\n end\n end\nend\n\nwhen [e v] key pressed\nif <(username) = [amylaser]> then\n set [@unlocked_levels v] to (=max_levels)\n if <(@game state) = [game]> then\n if <(@player state) = [pause]> then\n set [@player state v] to [camera_return]\n else\n set [@player state v] to [pause]\n end\n broadcast (change player state v)\n end\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen [m v] key pressed\nif <(@game state) = [game]> then\n set [@player state v] to [pause]\n set [@game state v] to [transition.target_title]\n broadcast (change game state v)\nend\n\ndefine init_levels\ndelete all of [level spawns v]\nrepeat ((=max_levels) * (2))\n add [] to [level spawns v]\nend\nadd level spawn [1] [-65] [-38]\nadd level spawn [2] [80] [1081]\nadd level spawn [3] [720] [2700]\nadd level spawn [4] [150] [3627]\n\ndefine add level spawn (level#) (x) (y)\nreplace item ((level#) * (2)) of [level spawns v] with (y)\nreplace item (((level#) * (2)) - (1)) of [level spawns v] with (x)\n\ndefine init\nset [@camera x v] to [0]\nset [@camera y v] to [0]\nset [@game state v] to [transition.target_title]\nset [@player state v] to [pause]\nset [@is_salmon_collected? v] to [0]\nset [=max_levels v] to [4]\nset [=panel_width v] to [480]\nset [=panel_height v] to [360]\nset [=level_width_panels v] to [4]\nset [=level_height_panels v] to [3]\nset [=level_width_px v] to ((=level_width_panels) * (=panel_width))\nset [=level_height_px v] to ((=level_height_panels) * (=panel_height))\nset [=map_width_panels v] to (=level_width_panels)\nset [=map_height_panels v] to ((=level_height_panels) * (=max_levels))\nset [=map_width_px v] to ((=map_width_panels) * (=panel_width))\nset [=map_height_px v] to ((=map_height_panels) * (=panel_height))\nset [@sound_on? v] to [1]\nset [@curr_level v] to [1]\nset [@unlocked_levels v] to [1]\nset [@score.overall v] to [0]\nset [@score.level v] to [0]\nset [@camera_speed v] to [10]\nhide variable [@camera_speed v]\nhide variable [@camera x v]\nhide variable [@camera y v]\nhide variable [@player.x v]\nhide variable [@player.y v]\nset volume to (100) %\nswitch backdrop to (sky v)\ndelete all of [score_per_level v]\nrepeat (=max_levels)\n add [0] to [score_per_level v]\nend\ninit_levels\n\nwhen [r v] key pressed\nif <(@game state) = [game]> then\n set [@player state v] to [pause]\n set [@game state v] to [transition.target_game]\n broadcast (change game state v)\nend\n\nwhen I receive [tick v]\nif <(@player state) = [pause]> then\n if <key (up arrow v) pressed?> then\n change [@camera y v] by (@camera_speed)\n end\n if <key (down arrow v) pressed?> then\n change [@camera y v] by ((0) - (@camera_speed))\n end\n if <key (left arrow v) pressed?> then\n change [@camera x v] by ((0) - (@camera_speed))\n end\n if <key (right arrow v) pressed?> then\n change [@camera x v] by (@camera_speed)\n end\nend\n\nwhen I receive [change player state v]\nif <(@player state) = [pause]> then\n show variable [@camera_speed v]\n show variable [@camera x v]\n show variable [@camera y v]\n show variable [@player.x v]\n show variable [@player.y v]\nelse\n hide variable [@camera_speed v]\n hide variable [@camera x v]\n hide variable [@camera y v]\n hide variable [@player.x v]\n hide variable [@player.y v]\n if <<(@player state) = [win]> and <(@curr_level) = (@unlocked_levels)>> then\n change [@unlocked_levels v] by (1)\n end\nend\n\nwhen I receive [change music v]\nif <(@game state) = [transition.to_game]> then\n stop [other scripts in sprite v]\n forever\n play sound [SMG2 - Battle Belt Galaxy v] until done\n end\nelse\n stop [other scripts in sprite v]\n forever\n play sound [Fork Lifter - Rhythm Heaven Fever.mp3 v] until done\n end\nend\n\n@player hitbox\n\ndefine get_keyboard_input\nset [@input.down v] to <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (60))>>>\nset [@input.up v] to <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (60))>>>\nset [@input.left v] to <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (70))>>>\nset [@input.right v] to <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (70))>>>\nset [@input.action v] to <<key (space v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [100]>>>\nif <(@Input.ACTION) = [true]> then\n if <<<(@player state) = [go]> or <(@player state) = [talk]>> and <(~timer.action) = [0]>> then\n set [~timer.action v] to [20]\n broadcast (player action v)\n end\nend\nif <(~timer.action) > [0]> then\n change [~timer.action v] by (-1)\nend\n\nwhen I receive [player attack v]\nif <<(@player state) = [go]> and <(~air time) < [1]>> then\n set [@player state v] to [attack]\n set [@player.animation_type v] to [attack]\n start sound [Rip v]\nend\n\ndefine respawn\nhide\nset [@camera x v] to (@checkpt_x)\nset [@camera y v] to (@checkpt_y)\nif <(@camera x) > ((=map_width_px) - (=panel_width))> then\n set [@camera x v] to ((=map_width_px) - (=panel_width))\nelse\n if <(@camera x) < [0]> then\n set [@camera x v] to [0]\n end\nend\nset [@player.x v] to (@checkpt_x)\nset [@player.y v] to (@checkpt_y)\nset [@player.xvel v] to [0]\nset [@player.yvel v] to [0]\nset [@player.animation_type v] to [idle]\nset [~move_mode v] to [walk]\nset [~timer.hurt v] to [0]\nset [~air time v] to [0]\nset [@player state v] to [go]\nset [@player.is_invincible v] to [0]\ngo to x: ((@player.x) - (@camera x)) y: ((@player.y) - (@camera y))\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\ndefine init\nhide\nset rotation style [don't rotate v]\nset size to (60) %\nset [ghost v] effect to (100)\nset volume to (100) %\nset [@player.x v] to [0]\nset [@player.y v] to [0]\nset [@player.xvel v] to [0]\nset [@player.yvel v] to [0]\nset [~max_health v] to [3]\nset [@player.health v] to (~max_health)\nset [@player.is_invincible v] to [0]\nset [~force.climb v] to [4]\nset [~force.jump v] to [11]\nset [~force.leftright v] to [9]\nset [~force.gravity v] to [-1.1]\nset [~force.push v] to [4]\nset [~friction v] to [0.5]\nset [~camera.max_dist v] to [50]\nset [~camera.springiness v] to [0.2]\nset [~move_mode v] to [walk]\nset [~slope v] to [0]\nset [~slope.max v] to [12]\nset [~air time v] to [0]\nset [~player.yvel_min v] to [-30]\nset [~timer.action v] to [0]\nset [~timer.hurt v] to [0]\n\ndefine update wrapper\ngo to x: ((@player.x) - (@camera x)) y: ((@player.y) - (@camera y))\nget_keyboard_input\nif <<(@player state) = [go]> or <(@player state) = [hurt]>> then\n update_player_vec <(@Input.UP) = [true]> <(@Input.DOWN) = [true]> <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]> (~move_mode)\nend\nif <<<(@player state) = [go]> or <(@player state) = [hurt]>> or <<(@player state) = [stunned]> or <(@player state) = [camera_return]>>> then\n update_camera_pos\nend\nupdate_costume <(@Input.UP) = [true]> <(@Input.DOWN) = [true]> <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]> ((@player.xvel) / ([abs v] of (@player.xvel) )) ((@player.yvel) / ([abs v] of (@player.yvel) ))\ngo to x: ((@player.x) - (@camera x)) y: ((@player.y) - (@camera y))\nif <<([abs v] of (((@player.x) - (@camera x)) - (x position)) ) < [10]> and <([abs v] of (((@player.y) - (@camera y)) - (y position)) ) < [10]>> then\n show\n if <<(@player state) = [camera_return]> and <<([abs v] of (x position) ) < [220]> and <([abs v] of (y position) ) < [160]>>> then\n set [@player state v] to [go]\n end\nelse\n hide\nend\nif <(~timer.hurt) > [0]> then\n change [~timer.hurt v] by (-1)\nelse\n set [~timer.hurt v] to [0]\n if <not <<(@player state) = [stunned]> or <(@player state) = [win]>>> then\n set [@player.is_invincible v] to [0]\n end\nend\n\ndefine state_behavior.drowning\nchange [@player.health v] by (-1)\nstart sound [Plunge v]\nrepeat until <not <touching (water v)?>>\n change y by (1)\n change [@player.y v] by (1)\nend\nstart sound [Meow2 v]\nwait (2) seconds\nif <(@player.health) < [1]> then\n start sound [Oops v]\n set [@game state v] to [transition.target_game]\n broadcast (change game state v)\nelse\n set [@player state v] to [respawn]\n broadcast (change player state v)\nend\n\ndefine update_player_vec <up> <down> <left> <right> (mode)\nif <(mode) = [walk]> then\n if <<<up> and <(~air time) = [0]>> and <(@player state) = [go]>> then\n set [@player.yvel v] to (~FORCE.Jump)\n start sound [Jump v]\n else\n set [@player.yvel v] to ((@player.yvel) + (~FORCE.Gravity))\n if <(@player.yvel) < (~player.yvel_min)> then\n set [@player.yvel v] to (~player.yvel_min)\n end\n end\n if <<<left> or <right>> and <(@player state) = [go]>> then\n set [@player.xvel v] to ((~FORCE.LeftRight) * (<right> - <left>))\n if <(~slope) > (~slope.max)> then\n if <up> then\n set [@player.yvel v] to (~FORCE.Climb)\n else\n set [@player.yvel v] to (~FORCE.Gravity)\n end\n set [~air time v] to [1]\n end\n else\n if <<(~air time) < [2]> or <(@player state) = [go]>> then\n set [@player.xvel v] to ((@player.xvel) * (~FRICTION))\n end\n end\nend\ncheck_vertical_collision (@player.yvel) ((@player.yvel) / ([abs v] of (@player.yvel) )) (y position)\ncheck_horizontal_collision (@player.xvel) (x position) (y position) ((@player.xvel) / ([abs v] of (@player.xvel) ))\nif <(@player.y) < ((([floor v] of ((@curr_level) / (=map_width_panels)) ) - (0.5)) * (=level_height_px))> then\n set [@player state v] to [respawn]\n broadcast (change player state v)\nend\n\nwhen flag clicked\ninit\n\ndefine update_camera_pos\nset [@camera x v] to (round ((@camera x) + ((~CAMERA.springiness) * (((@player.x) + (((@player.xvel) / (~FORCE.LeftRight)) * (~CAMERA.max_dist))) - (@camera x)))))\nset [@camera y v] to (round ((@camera y) + ((~CAMERA.springiness) * (((@player.y) + (((@player.yvel) / (~FORCE.Jump)) * (~CAMERA.max_dist))) - (@camera y)))))\nif <(@camera x) > ((=map_width_px) - (=panel_width))> then\n set [@camera x v] to ((=map_width_px) - (=panel_width))\nelse\n if <(@camera x) < [0]> then\n set [@camera x v] to [0]\n end\nend\n\ndefine check_horizontal_collision (vel_x) (abs_x) (abs_y) (dir_vel_x)\nset [~slope v] to [0]\nchange x by (vel_x)\nrepeat until <<not <<touching (level hitbox v)?> or <touching (objects v)?>>> or <(~slope) > (~slope.max)>>\n change y by (1)\n change [~slope v] by (1)\nend\nif <(~slope) > (~slope.max)> then\n set y to (abs_y)\n set [@player.xvel v] to [0]\n repeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n change [@player.xvel v] by (1)\n change x by (((((@player.xvel) mod (2)) * (2)) - (1)) * (@player.xvel))\n end\n set [@player.xvel v] to [0]\nelse\n change x by ((0) - (round (((~slope) / (~slope.max)) * (vel_x))))\n change y by ((0) - (round (((~slope) / (~slope.max)) * (~slope))))\nend\nset [@player.x v] to ((@player.x) + ((x position) - (abs_x)))\nset [@player.y v] to ((@player.y) + ((y position) - (abs_y)))\n\ndefine check_vertical_collision (vel_y) (dir_vel_y) (abs_y)\nchange [~air time v] by (1)\nchange y by (vel_y)\nif <<touching (level hitbox v)?> or <touching (objects v)?>> then\n set [@player.yvel v] to [0]\n repeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n if <(dir_vel_y) < [0]> then\n set [~air time v] to [0]\n end\n change [@player.yvel v] by (1)\n change y by (((((@player.yvel) mod (2)) * (2)) - (1)) * (@player.yvel))\n end\n set [@player.yvel v] to [0]\nend\nset [@player.y v] to ((@player.y) + ((y position) - (abs_y)))\n\ndefine update_costume <up> <down> <left> <right> (xdir) (ydir)\nif <(@player state) = [win]> then\n set [@player.animation_type v] to [win]\nelse\n if <(@player state) = [drowning]> then\n set [@player.animation_type v] to [water]\n else\n if <(@player state) = [hurt]> then\n set [@player.animation_type v] to [hurt]\n if <(~air time) < [1]> then\n set [@player state v] to [go]\n if <(@player.health) < [1]> then\n set [@player state v] to [stunned]\n end\n broadcast (change player state v)\n end\n else\n if <<<(~slope) > (~slope.max)> and <<left> or <right>>> and <(~air time) > [0]>> then\n if <up> then\n set [@player.animation_type v] to [climb]\n else\n set [@player.animation_type v] to [cling]\n end\n else\n if <(@player state) = [stunned]> then\n set [@player.animation_type v] to [stunned]\n else\n if <(@player state) = [attack]> then\n set [@player.animation_type v] to [attack]\n else\n if <(~air time) > [1]> then\n if <(ydir) > [0]> then\n set [@player.animation_type v] to [jump]\n if <(~air time) > [8]> then\n set [@player.animation_type v] to [jump2]\n end\n else\n set [@player.animation_type v] to [fall]\n end\n else\n if <not <<left> = <right>>> then\n set [@player.animation_type v] to [walk]\n else\n set [@player.animation_type v] to [idle]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine state_behavior.hurt\nif <<(~timer.hurt) = [0]> and <(@player.is_invincible) = [0]>> then\n set [~timer.hurt v] to [60]\n set [@player.is_invincible v] to [1]\n change [@player.health v] by (-1)\n start sound [Meow2 v]\n start sound [Pew v]\n set [@player.xvel v] to [0]\n change x by (30)\n if <<touching (rats v)?> or <touching (spikes v)?>> then\n change [@player.xvel v] by ((0) - (~FORCE.LeftRight))\n end\n change x by (-60)\n if <<touching (rats v)?> or <touching (spikes v)?>> then\n change [@player.xvel v] by (~FORCE.LeftRight)\n end\n change x by (10)\n set [@player.yvel v] to ((~FORCE.Jump) - (3))\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [transition.target_game]> then\n hide\n set [@player state v] to [pause]\n set [@player.health v] to (~max_health)\n set [@checkpt_x v] to (item (((@curr_level) * (2)) - (1)) of [level spawns v])\n set [@checkpt_y v] to (item ((@curr_level) * (2)) of [level spawns v])\n respawn\nelse\n if <(@game state) = [transition.to_game]> then\nend\n\nwhen I receive [change player state v]\nif <(@player state) = [respawn]> then\n respawn\n start sound [Oops v]\nelse\n if <(@player state) = [drowning]> then\n state_behavior.drowning\n else\n if <(@player state) = [hurt]> then\n state_behavior.hurt\n else\n if <(@player state) = [stunned]> then\n set [@player.is_invincible v] to [1]\n start sound [Oops v]\n wait (2) seconds\n set [@game state v] to [transition.target_game]\n broadcast (change game state v)\n else\n if <(@player state) = [win]> then\n set [@player.is_invincible v] to [1]\n start sound [Tada v]\n end\n end\n end\n end\nend\n\n@player visual\n\ndefine init\nhide\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (idle v)\nset size to (70) %\nset [ghost v] effect to (0)\nset [~animation.frame v] to [0]\nset [@is_salmon_collected? v] to [0]\n\nwhen flag clicked\ninit\n\nwhen I receive [change game state v]\nif <(@game state) = [transition.to_game]> then\n init\n go to (player hitbox v)\n show\n go to [front v] layer\n go [backward v] (6) layers\nelse\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n else\n if <(@game state) = [game]> then\n forever\n if <(@player.animation_type) = [walk]> then\n play sound [Gallop v] until done\n else\n if <(@player.animation_type) = [climb]> then\n play sound [Shaker v] until done\n end\n end\n end\n end\n end\nend\n\ndefine animate <left> <right>\ngo to (player hitbox v)\nif <touching (_edge_ v)?> then\n hide\nelse\n show\n if <right> then\n point in direction (90)\n else\n if <left> then\n point in direction (-90)\n end\n end\n switch costume to (@player.animation_type)\n if <<<(@player.animation_type) = [idle]> or <(@player.animation_type) = [cling]>> or <(@player.animation_type) = [win]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.05)) mod (2))\n else\n if <<(@player.animation_type) = [walk]> or <(@player.animation_type) = [climb]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (5))\n else\n if <(@player.animation_type) = [water]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (6))\n else\n if <(@player.animation_type) = [stunned]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (4))\n else\n if <(@player.animation_type) = [attack]> then\n if <mouse down?> then\n point in direction ((90) * (([abs v] of ((mouse x) - (x position)) ) / ((mouse x) - (x position))))\n end\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (9))\n if <(~animation.frame) > [8]> then\n set [@player state v] to [go]\n end\n else\n set [~animation.frame v] to [0]\n end\n end\n end\n end\n end\n switch costume to ((costume [number v]) + ([floor v] of (~animation.frame) ))\nend\nif <<([~timer.hurt v] of [player hitbox v]) > [0]> and <not <(@player.animation_type) = [stunned]>>> then\n set [ghost v] effect to ((30) * ((round (([~timer.hurt v] of [player hitbox v]) / (5))) mod (2)))\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nanimate <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]>\n\n@level visual\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\nupdate_costume\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\n if <<([abs v] of ((x position) - (~x)) ) < [5]> and <([abs v] of ((y position) - (~y)) ) < [5]>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine init\nhide\nswitch costume to (lvl1_\(0,0\) v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [~costume.col_id v] to [-1]\nset [~costume.row_id v] to [-1]\n\nwhen I receive [change game state v]\nif <(~panel_set.row_ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n scroll\n show\n go to [back v] layer\n wait (0.1) seconds\n scroll\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\n@level hitbox\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\nupdate_costume\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\n if <<([abs v] of ((x position) - (~x)) ) < [10]> and <([abs v] of ((y position) - (~y)) ) < [10]>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [change game state v]\nif <(~panel_set.row_ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n wait (0.1) seconds\n scroll\n show\n go to [back v] layer\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nswitch costume to (lvl1_\(0,0\) v)\nset [ghost v] effect to (100)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\n@dialogue\n\nwhen flag clicked\ninit\n\ndefine dialogue\nif <<(@player state) = [go]> or <(@player state) = [talk]>> then\n show\n go to [front v] layer\n if <not <(~text.opened_index) = (~text.index)>> then\n set [@player state v] to [talk]\n set [~text.opened_index v] to (~text.index)\n switch costume to (item (~text.index) of [~locations v])\n start sound [Meow v]\n animate_in (~text.BOUNCE)\n else\n start sound [Suction Cup v]\n if <not <(letter (1) of (costume [name v])) = [_]>> then\n next costume\n animate_in (~text.BOUNCE)\n else\n set [~text.opened_index v] to [0]\n animate_out (~text.BOUNCE)\n set [@player state v] to [go]\n end\n end\nend\n\ndefine animate_in (bounce)\nset [~text.bounce_vel v] to [10]\nset size to (~text.MIN_SIZE) %\nrepeat until <([abs v] of (~text.bounce_vel) ) < [0.01]>\n set [~text.bounce_vel v] to (((~text.bounce_vel) * (bounce)) + (((~text.MAX_SIZE) - (size)) * ((1) - (bounce))))\n change size by (~text.bounce_vel)\nend\n\ndefine check_player_dialogue (stride)\nset [~text.index v] to [1]\nset [~text.dist v] to (~text.MAX_DIST)\nrepeat until <<(~text.index) > (length of [~locations v])> or <(~text.dist) < (~text.MAX_DIST)>>\n set [~text.x v] to (item ((~text.index) + (1)) of [~locations v])\n set [~text.y v] to (item ((~text.index) + (2)) of [~locations v])\n get_dist (~text.x) (~text.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~text.index v] by (stride)\nend\nif <(~text.dist) < (~text.MAX_DIST)> then\n change [~text.index v] by ((0) - (stride))\nend\n\nwhen I receive [player action v]\nif <(~text.dist) < (~text.MAX_DIST)> then\n dialogue\nelse\n broadcast (player attack v)\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~text.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine animate_out (bounce)\nrepeat (2)\n set size to ((~text.BOUNCE) * (size)) %\nend\nhide\n\nwhen I receive [tick v]\ncheck_player_dialogue [3]\nif <(~text.dist) < (~text.MAX_DIST)> then\n go to x: ((~text.x) - (@camera x)) y: (((~text.y) - (@camera y)) + (60))\n set [@show icon v] to [1]\nelse\n set [@show icon v] to [0]\n if <(~text.opened_index) > [0]> then\n animate_out (~text.BOUNCE)\n end\n set [~text.opened_index v] to [0]\n if <(@player state) = [talk]> then\n set [@player state v] to [go]\n end\nend\n\ndefine add_location | title: (title) x: (x) y: (y)\nadd (title) to [~locations v]\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset volume to (100) %\nshow list [~locations v]\nset [~text.min_size v] to [40]\nset [~text.bounce v] to [0.5]\nset [~text.max_size v] to [100]\nset [~text.max_dist v] to [30]\nset [~text.opened_index v] to [0]\nset size to (~text.MIN_SIZE) %\ndelete all of [~locations v]\nadd_location | title: [intro] x: [-70] y: [-38]\nadd_location | title: [tutorial_climb] x: [150] y: [32]\nadd_location | title: [tutorial_attack] x: [440] y: [92]\nadd_location | title: [hint_water] x: [860] y: [32]\nadd_location | title: [tutorial_push] x: [980] y: [342]\nadd_location | title: [tutorial_cut] x: [760] y: [1260]\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [change game state v]\nif <<not <(@game state) = [transition.to_game]>> and < (@game state) contains [transition.to_]?>> then\n stop [other scripts in sprite v]\n hide\nend\n\n@water\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to (round ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width)))))\nset [~y v] to (round ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height)))))\nanimate [3] [5]\nupdate_costume\ngo to x: (~x) y: (~y)\nif <<([abs v] of ((~x) - (x position)) ) < [5]> and <([abs v] of ((~y) - (y position)) ) < [5]>> then\n show\n check_player_collision\nelse\n hide\nend\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [change game state v]\nif <(~panel_set.row_ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n wait (0.1) seconds\n scroll\n go to [front v] layer\n go [backward v] (6) layers\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [ghost v] effect to (40)\nswitch costume to (lvl1_\(0,0\) v)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [~animation.timer v] to [0]\n\ndefine check_player_collision\nif <<touching (player hitbox v)?> and <not <(@player state) = [drowning]>>> then\n set [@player state v] to [drowning]\n broadcast (change player state v)\nend\n\ndefine animate (range) (speed)\nset [~animation.timer v] to (((~animation.timer) + (speed)) mod (360))\nchange [~y v] by (([sin v] of (~animation.timer) ) * (range))\n\n@icons\n\nwhen flag clicked\nset [@show icon v] to [0]\nset [~icon.animation_speed v] to [0.05]\nhide\nset size to (100) %\n\nwhen I receive [tick v]\nanimate\n\ndefine animate\nif <<(@show icon) = [1]> and <(@player state) = [go]>> then\n if <(~icon.animation_frame) = [-1]> then\n set [~icon.animation_frame v] to [0]\n switch costume to (space v)\n show\n end\n go to x: ([x position v] of [player hitbox v]) y: (([y position v] of [player hitbox v]) + (50))\n set [~icon.animation_frame v] to (((~icon.animation_frame) + (~icon.animation_speed)) mod (2))\n set [~icon.target_costume v] to (([floor v] of (~icon.animation_frame) ) + (1))\n if <not <(costume [number v]) = (~icon.target_costume)>> then\n switch costume to (~icon.target_costume)\n end\nelse\n set [~icon.animation_frame v] to [-1]\n hide\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [game]> then\n stop [other scripts in sprite v]\n set [@show icon v] to [0]\n set [~icon.animation_frame v] to [0]\n go to [front v] layer\n go [backward v] (2) layers\n hide\nelse\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@score fish\n\nwhen flag clicked\ninit\nset [~id v] to [0]\nset [~level v] to [0]\n\ndefine animate_idle (speed)\nturn right (([sin v] of (~animation_frame) ) * (2)) degrees\nchange size by (([sin v] of ((~animation_frame) * (5)) ) * (2))\nset [~animation_frame v] to (((~animation_frame) + (speed)) mod (360))\n\nwhen I receive [change game state v]\nif <(@game state) = [game]> then\n if <(~ID) > [0]> then\n reset\n show\n go to [front v] layer\n go [backward v] (3) layers\n else\n switch costume to (join [fish] (@curr_level))\n reset timer\n show\n go to [front v] layer\n set [@score.level v] to [0]\n show variable [@score.level v]\n end\nelse\n if < (@game state) contains [transition.target_]?> then\n hide variable [@score.level v]\n else\n if < (@game state) contains [transition.to_]?> then\n hide\n end\n end\nend\n\ndefine animate_collect\npoint in direction (90)\nif <(size) < [120]> then\n change [~y v] by (1)\n change size by (1)\n change [ghost v] effect by (5)\nelse\n if <not <(~type) = [salmon]>> then\n set [ghost v] effect to (0)\n switch costume to (collected v)\n set size to (100) %\n show\n go to [front v] layer\n go to x: (-205) y: ((125) - ((~ID.in_level) * (20)))\n end\nend\n\ndefine scroll\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<([abs v] of (((~x) - (@camera x)) - (x position)) ) < [5]> and <([abs v] of (((~y) - (@camera y)) - (y position)) ) < [5]>> then\n show\n if <(~collected?) = [0]> then\n animate_idle (~ROTATE_SPEED)\n check_cat_collision [30]\n end\nelse\n hide\nend\nif <(~collected?) = [1]> then\n animate_collect\nend\n\nwhen I receive [tick v]\nif <(~ID) = [0]> then\n check_win_condition\nelse\n if <(@curr_level) = (~level)> then\n if <not <(costume [name v]) = [collected]>> then\n scroll\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nhide\nswitch costume to (fish1 v)\nset size to (100) %\nset [ghost v] effect to (0)\nset volume to (100) %\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nshow list [~locations v]\nset [~rotate_speed v] to [5]\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nset [~id v] to [0]\nset [~type v] to [0]\nset [~level v] to [0]\nset [~fish_points v] to [100]\nset [~id.in_level v] to [0]\nhide variable [@score.level v]\ndelete all of [~locations v]\nadd location | x: [300] y: [170] level: [1] type: [tuna] desc: [near spawn]\nadd location | x: [550] y: [545] level: [1] type: [tuna] desc: [middle tower roof]\nadd location | x: [790] y: [60] level: [1] type: [tuna] desc: [beach]\nadd location | x: [980] y: [530] level: [1] type: [tuna] desc: [right tower]\nadd location | x: [1400] y: [80] level: [1] type: [salmon] desc: [tree]\nadd location | x: [32] y: [1473] level: [2] type: [tuna] desc: [ledge above spawn]\nadd location | x: [367] y: [1698] level: [2] type: [tuna] desc: [midair above tree near spawn]\nadd location | x: [720] y: [1138] level: [2] type: [tuna] desc: [cave under tree]\nadd location | x: [775] y: [1655] level: [2] type: [tuna] desc: [middle ledge near tree]\nadd location | x: [1165] y: [1125] level: [2] type: [tuna] desc: [right cave by spikes]\nadd location | x: [1542] y: [1098] level: [2] type: [tuna] desc: [right wall above water]\nadd location | x: [1537] y: [1748] level: [2] type: [salmon] desc: [right high ledge]\nadd location | x: [685] y: [2918] level: [3] type: [tuna] desc: [above spawn tree]\nadd location | x: [95] y: [2828] level: [3] type: [tuna] desc: [upper left cave]\nadd location | x: [-25] y: [2118] level: [3] type: [tuna] desc: [bottom left secret tunnel]\nadd location | x: [1095] y: [2638] level: [3] type: [tuna] desc: [right chute pocket]\nadd location | x: [1135] y: [2848] level: [3] type: [tuna] desc: [upper right spike sandwich]\nadd location | x: [1275] y: [2248] level: [3] type: [tuna] desc: [right secret tunnel]\nadd location | x: [718] y: [2318] level: [3] type: [salmon] desc: [bottom middle cave boxes]\nadd location | x: [460] y: [3836] level: [4] type: [tuna] desc: [left mast]\nadd location | x: [850] y: [3886] level: [4] type: [tuna] desc: [middle mast]\nadd location | x: [530] y: [3526] level: [4] type: [tuna] desc: [upper tier left room]\nadd location | x: [1320] y: [3406] level: [4] type: [tuna] desc: [middle tier right room]\nadd location | x: [1040] y: [3286] level: [4] type: [tuna] desc: [bottom tier right room]\nadd location | x: [1530] y: [3266] level: [4] type: [tuna] desc: [outer right wall above water]\nadd location | x: [1430] y: [3786] level: [4] type: [tuna] desc: [upper right cabin roof]\nadd location | x: [35] y: [3295] level: [4] type: [tuna] desc: [left above water]\nadd location | x: [888] y: [3286] level: [4] type: [salmon] desc: [bottom tier middle hall]\n\ndefine check_cat_collision (dist_thresh)\nif <touching (player hitbox v)?> then\n set [~collected? v] to [1]\n change [@score.level v] by (~fish_points)\n if <(~type) = [salmon]> then\n set [@is_salmon_collected? v] to [1]\n change [@score.level v] by ((~fish_points) * (4))\n end\n change [~y v] by (30)\n set size to (100) %\n start sound [Chomp v]\n start sound [Coin v]\nend\n\ndefine add location | x: (x) y: (y) level: (level) type: (type) desc: (d)\nset [~id v] to ((length of [~locations v]) + (1))\nswitch costume to (type)\nset [~type v] to (type)\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nif <not <(level) = (~level)>> then\n set [~level v] to (level)\n set [~id.in_level v] to [0]\nend\nif <not <(type) = [salmon]>> then\n change [~id.in_level v] by (1)\nend\ncreate clone of (_myself_ v)\nset [~id v] to [0]\nset [~type v] to [0]\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nswitch costume to (~type)\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\npoint in direction (90)\n\ndefine update_score.level\nif <(timer) > [1]> then\n reset timer\n change [@score.level v] by (-1)\n if <(@score.level) < [0]> then\n set [@score.level v] to [0]\n end\nend\n\ndefine update_score.overall\nif <(@score.level) > (item (@curr_level) of [score_per_level v])> then\n replace item (@curr_level) of [score_per_level v] with (@score.level)\nend\nset [@score.overall v] to [0]\nset [~level v] to [0]\nrepeat (length of [score_per_level v])\n change [~level v] by (1)\n change [@score.overall v] by (item (~level) of [score_per_level v])\nend\n\ndefine check_win_condition\nif <(@is_salmon_collected?) = [1]> then\n if <not <(@player state) = [win]>> then\n update_score.overall\n set [@player state v] to [win]\n broadcast (change player state v)\n end\nend\nif <not <(@player state) = [win]>> then\n update_score.level\nend\n\n@checkpoints\n\nwhen flag clicked\ninit\n\ndefine check_player_dist (stride)\nset [~checkpt.index v] to [1]\nset [~checkpt.dist v] to (~checkpt.MAX_DIST)\nrepeat until <<(~checkpt.index) > (length of [~locations v])> or <(~checkpt.dist) < (~checkpt.MAX_DIST)>>\n set [~checkpt.x v] to (item (~checkpt.index) of [~locations v])\n set [~checkpt.y v] to (item ((~checkpt.index) + (1)) of [~locations v])\n get_dist (~checkpt.x) (~checkpt.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~checkpt.index v] by (stride)\nend\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n change [~checkpt.index v] by ((0) - (stride))\n set [@checkpt_x v] to (~checkpt.x)\n set [@checkpt_y v] to (~checkpt.y)\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~checkpt.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen I receive [tick v]\ncheck_player_dist [2]\nupdate_checkpt\n\ndefine add location | x: (x) y: (y) desc: (desc)\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nshow list [~locations v]\nset [@checkpt_x v] to [0]\nset [@checkpt_y v] to [0]\nset [~checkpt.max_dist v] to [50]\nset [~checkpt.spawn_index v] to [0]\nset [~timer v] to [0]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ndelete all of [~locations v]\nadd location | x: [840] y: [32] desc: [lvl1 beach]\nadd location | x: [960] y: [342] desc: [lvl1 right tower]\nadd location | x: [696] y: [1260] desc: [lvl2 coconut tree]\nadd location | x: [1198] y: [1094] desc: [lvl2 hidden cave]\nadd location | x: [1428] y: [1378] desc: [lvl2 spike ledge]\nadd location | x: [105] y: [2572] desc: [lvl3 west cave]\nadd location | x: [1275] y: [2767] desc: [lvl3 east cave]\nadd location | x: [720] y: [2237] desc: [lvl3 mid box cave]\nadd location | x: [965] y: [3860] desc: [lvl4 right mast]\nadd location | x: [1235] y: [3371] desc: [lvl4 mid tier right room]\nadd location | x: [350] y: [3371] desc: [lvl4 mid tier left room]\n\ndefine update_checkpt\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n if <not <(~checkpt.spawn_index) = (~checkpt.index)>> then\n set [~checkpt.spawn_index v] to (~checkpt.index)\n set [~timer v] to [80]\n set [ghost v] effect to (100)\n end\nend\nif <(~timer) > [0]> then\n change [~timer v] by (-1)\n if <(~timer) > [74]> then\n change [ghost v] effect by (-20)\n end\n if <[49] > (~timer)> then\n change [ghost v] effect by (2)\n end\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [game]> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nelse\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@buttons\n\nwhen flag clicked\nset [~action v] to [0]\nset [~timer v] to [0]\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset size to (80) %\nset volume to (100) %\n\ndefine add_button | action: (act) skin (skin) x: (x) y: (y)\nset [~action v] to (act)\nswitch costume to (skin)\nset [~costume v] to (costume [number v])\nset [~x v] to (x)\nset [~y v] to (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [~action v] to [0]\n\nwhen this sprite clicked\nif <(~action) = [button.locked_level]> then\n start sound [Crunch v]\n set size to (105) %\nelse\n if <(~action) = [button.start_level]> then\n start sound [Connect v]\n set size to (105) %\n else\n start sound [Suction Cup v]\n set size to (105) %\n end\nend\nbroadcast (~action)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset volume to ((100) * (@sound_on?)) %\nrepeat until <(@game state) = [game]>\n animate (0.5) (100) (120)\nend\n\ndefine animate (bounce) (min_size) (max_size)\nif <touching (mouse-pointer v)?> then\n if <(size) < ((min_size) + (1))> then\n start sound [Wood Tap v]\n end\n change size by (((max_size) - (size)) * (bounce))\nelse\n change size by (((min_size) - (size)) * (bounce))\nend\n\ndefine animate_out (bounce)\nif <not <(~action) = [0]>> then\n stop [other scripts in sprite v]\n repeat (5)\n set size to ((bounce) * (size)) %\n end\n hide\n delete this clone\nend\n\nwhen I receive [change game state v]\nif <(~action) = [0]> then\n if <(@game state) = [title]> then\n add_button | action: [button.level_select] skin [start] x: [0] y: [-120]\n add_button | action: [button.leaderboard] skin [leader] x: [75] y: [-120]\n add_button | action: [change_volume] skin (join [sound] (@sound_on?)) x: [-75] y: [-120]\n else\n if <(@game state) = [game]> then\n add_button | action: [button.help] skin [help] x: [125] y: [140]\n add_button | action: [button.reset] skin [reset] x: [165] y: [140]\n add_button | action: [button.title] skin [back] x: [205] y: [140]\n else\n if <(@game state) = [leaderboard]> then\n add_button | action: [button.title] skin [back] x: [-200] y: [140]\n else\n if <(@game state) = [level_select]> then\n set [@curr_level v] to [1]\n add_button | action: [button.prev_lvl_thumb] skin [prev] x: [-200] y: [0]\n add_button | action: [button.next_lvl_thumb] skin [next] x: [200] y: [0]\n add_button | action: [button.reset] skin [level1] x: [0] y: [0]\n add_button | action: [button.title] skin [back] x: [-200] y: [140]\n else\n animate_out [0.5]\n end\n end\n end\n end\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change_volume v]\nif <(~action) = [change_volume]> then\n set [@sound_on? v] to ((1) - (@sound_on?))\n switch costume to (join [sound] (@sound_on?))\n broadcast (change_volume2 v)\nend\n\nwhen I receive [button.prev_lvl_thumb v]\nif <<(~action) = [button.reset]> or <(~action) = [button.locked_level]>> then\n set [@curr_level v] to (((=max_levels) - (((((=max_levels) - (@curr_level)) + (1)) mod (=max_levels)) + (1))) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [button.locked_level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [button.reset]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [tick v]\nif <<(@game state) = [game]> and <not <(~action) = [0]>>> then\n animate (0.5) (100) (120)\nend\n\nwhen I receive [button.help v]\nif <(~action) = [button.help]> then\n if <<(costume [name v]) = [help]> or <(costume [name v]) = [help2]>> then\n next costume\n go to [front v] layer\n go to x: (0) y: (0)\n else\n switch costume to (help v)\n go to [front v] layer\n go [backward v] (3) layers\n go to x: (125) y: (140)\n end\nend\n\nwhen I receive [button.next_lvl_thumb v]\nif <<(~action) = [button.reset]> or <(~action) = [button.locked_level]>> then\n set [@curr_level v] to (((@curr_level) mod (=max_levels)) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [button.locked_level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [button.reset]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [button.reset v]\nif <(~action) = [0]> then\n set [@game state v] to [transition.target_game]\n broadcast (change game state v)\nelse\n animate_out [0.5]\nend\n\nwhen I receive [button.title v]\nif <(~action) = [0]> then\n set [@game state v] to [transition.target_title]\n broadcast (change game state v)\nelse\n animate_out [0.5]\nend\n\nwhen I receive [button.leaderboard v]\nif <(~action) = [0]> then\n set [@game state v] to [transition.target_leaderboard]\n broadcast (change game state v)\nelse\n animate_out [0.5]\nend\n\nwhen I receive [button.level_select v]\nif <(~action) = [0]> then\n set [@game state v] to [transition.target_level_select]\n broadcast (change game state v)\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change player state v]\nif <(@player state) = [win]> then\n if <(~action) = [0]> then\n wait (2) seconds\n add_button | action: [button.level_select] skin [win] x: [0] y: [0]\n else\n delete this clone\n end\nend\n\n@rats\n\nwhen flag clicked\ninit\n\ndefine scroll\nswitch costume to (hitbox v)\nif <<([abs v] of (x position) ) < [220]> and <([abs v] of (y position) ) < [160]>> then\n if <<([abs v] of (((~x) - (@camera x)) - (x position)) ) < [10]> and <([abs v] of (((~y) - (@camera y)) - (y position)) ) < [10]>> then\n if <not <<(@player state) = [pause]> or <(@player state) = [talk]>>> then\n update_pos\n end\n end\nend\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<([abs v] of (((~x) - (@camera x)) - (x position)) ) < [10]> and <([abs v] of (((~y) - (@camera y)) - (y position)) ) < [10]>> then\n show\nelse\n hide\nend\nanimate\n\nwhen I receive [tick v]\nif <<(~ID) > [0]> and <(~health) > [0]>> then\n scroll\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nset rotation style [left-right v]\npoint in direction (90)\nhide\nswitch costume to (idle v)\nset [ghost v] effect to (0)\nset size to (60) %\nshow list [~locations v]\nset [~id v] to [0]\nset [~force.gravity v] to [-1.1]\nset [~force.move v] to [5]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~x v] to [0]\nset [~y v] to [0]\nset [~slope.max v] to [5]\nset [~animation.type v] to [idle]\nset [~animation.frame v] to [0]\nset [~max_health v] to [2]\nset [~health v] to (~max_health)\nset [~timer.hurt v] to [0]\ndelete all of [~locations v]\nadd location | x: [640] y: [32] desc: [lvl1 beach]\nadd location | x: [550] y: [350] desc: [lvl1 mid tower]\nadd location | x: [460] y: [1110] desc: [lvl2 rock island1]\nadd location | x: [1186] y: [1392] desc: [lvl2 cave top]\nadd location | x: [80] y: [2239] desc: [lvl3 left ledge]\nadd location | x: [490] y: [2099] desc: [lvl3 middle box cave, left entrance]\nadd location | x: [1272] y: [2099] desc: [lvl3 right tunnel to box cave]\nadd location | x: [1090] y: [2339] desc: [lvl3 right cave]\nadd location | x: [400] y: [3626] desc: [lvl4 left deck]\nadd location | x: [820] y: [3626] desc: [lvl4 right deck]\nadd location | x: [530] y: [3806] desc: [lvl4 left mast]\nadd location | x: [1240] y: [3754] desc: [lvl4 cabin roof]\nadd location | x: [670] y: [3244] desc: [lvl4 bottom tier hall]\nadd location | x: [1280] y: [3244] desc: [lvl4 bottom tier right room]\n\ndefine add location | x: (x) y: (y) desc: (desc)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\ndefine update_pos\nupdate_vec (x position) (y position) (([abs v] of (([x position v] of [player hitbox v]) - (x position)) ) / (([x position v] of [player hitbox v]) - (x position)))\nswitch costume to (hitbox v)\ncheck_horizontal_collision (x position) (y position) (~vel_x) (([abs v] of (~vel_x) ) / (~vel_x))\ncheck_vertical_collision (y position) (([abs v] of (~vel_y) ) / (~vel_y))\n\ndefine check_vertical_collision (abs_y) (dir_y)\nchange y by (~vel_y)\nrepeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n change y by ((0) - (dir_y))\n set [~vel_y v] to [0]\nend\nchange [~y v] by ((y position) - (abs_y))\n\ndefine check_horizontal_collision (abs_x) (abs_y) (vel_x) (dir_vel_x)\nset [~slope v] to [0]\nchange x by (vel_x)\nrepeat until <<not <<touching (level hitbox v)?> or <touching (objects v)?>>> or <(~slope) > (~slope.max)>>\n change y by (1)\n change [~slope v] by (1)\nend\nif <(~slope) > (~slope.max)> then\n set y to (abs_y)\n set [~vel_x v] to [0]\n repeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n change [~vel_x v] by (1)\n change x by (((((~vel_x) mod (2)) * (2)) - (1)) * (~vel_x))\n end\n set [~vel_x v] to [0]\nelse\n set [~vel_x v] to ((vel_x) - (((~slope) * (1.5)) * (dir_vel_x)))\nend\nchange [~x v] by ((x position) - (abs_x))\nchange [~y v] by ((y position) - (abs_y))\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~vel_y v] to [0]\nset [~health v] to (~max_health)\nset [~timer.hurt v] to [0]\nset [~timer.attack v] to [0]\nset [~animation.type v] to [idle]\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nset [ghost v] effect to (0)\nswitch costume to (idle v)\ngo to [front v] layer\ngo [backward v] (7) layers\n\ndefine update_vec (abs_x) (abs_y) (dir_of_player)\nif <<<(distance to [player hitbox v]) < [200]> and <(~timer.hurt) = [0]>> and <(~health) > [0.5]>> then\n switch costume to (attackbox v)\n set y to ([y position v] of [player hitbox v])\n if <not <touching (player hitbox v)?>> then\n set [~vel_x v] to ((~FORCE.move) * (dir_of_player))\n set [~animation.type v] to [walk]\n set [~timer.attack v] to [10]\n else\n if <([abs v] of ((abs_y) - ([y position v] of [player hitbox v])) ) < [50]> then\n set [~vel_x v] to [0]\n end\n end\n set y to (abs_y)\nelse\n set [~vel_x v] to ((~vel_x) * (0.5))\nend\nchange [~vel_y v] by (~FORCE.gravity)\nif <(~health) > [0.5]> then\n check_is_attacking_player (dir_of_player)\n check_player_is_attacking (dir_of_player)\n if <touching (water v)?> then\n set [~timer.hurt v] to [100]\n set [~animation.type v] to [die]\n set [~health v] to [0.5]\n start sound [Squeaky Toy v]\n start sound [Plunge v]\n end\nend\n\ndefine animate\nif <(~animation.type) = [walk]> then\n if <(~vel_x) > [0]> then\n point in direction (90)\n else\n if <(~vel_x) < [0]> then\n point in direction (-90)\n end\n end\n if <(~vel_x) = [0]> then\n set [~animation.type v] to [idle]\n end\nend\nswitch costume to (~animation.type)\nif <(~animation.type) = [idle]> then\n set [~animation.frame v] to (((~animation.frame) + (0.05)) mod (2))\nelse\n if <(~animation.type) = [walk]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (5))\n else\n if <(~animation.type) = [attack]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (5))\n if <([floor v] of (~animation.frame) ) = [4]> then\n set [~animation.type v] to [idle]\n end\n else\n if <(~animation.type) = [hurt]> then\n set [~animation.frame v] to [0]\n if <(~vel_y) = [0]> then\n set [~animation.type v] to [idle]\n end\n else\n set [~animation.frame v] to [0]\n end\n end\n end\nend\nswitch costume to ((costume [number v]) + ([floor v] of (~animation.frame) ))\nif <(~timer.hurt) > [0]> then\n change [~timer.hurt v] by (-1)\nend\nif <(~timer.attack) > [0]> then\n change [~timer.attack v] by (-1)\nend\nif <(~animation.type) = [die]> then\n set [ghost v] effect to ((100) - (~timer.hurt))\n if <(~timer.hurt) = [0]> then\n hide\n set [~health v] to [0]\n end\nelse\n if <(~timer.hurt) > [0]> then\n set [ghost v] effect to ((30) * ((round ((~timer.hurt) / (5))) mod (2)))\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [change game state v]\nif <(~ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n hide\n wait (0.1) seconds\n reset\n scroll\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n else\n if <(@game state) = [game]> then\n repeat until <not <(@game state) = [game]>>\n if <<(~animation.type) = [walk]> and <<([abs v] of (x position) ) < [220]> and <([abs v] of (y position) ) < [160]>>> then\n play sound [Gallop v] until done\n end\n end\n end\n end\n end\nend\n\ndefine check_player_is_attacking (dir_of_player)\nif <<(~timer.hurt) = [0]> and <(@player state) = [attack]>> then\n if <<(([direction v] of [player visual v]) * (dir_of_player)) < [0]> and <<(distance to [player hitbox v]) < [80]> and <([abs v] of (([y position v] of [player hitbox v]) - (y position)) ) < [30]>>> then\n if <(~timer.hurt) = [0]> then\n change [~health v] by (-1)\n set [~timer.hurt v] to [30]\n set [~timer.attack v] to [30]\n start sound [Pew v]\n set [~vel_x v] to ((~FORCE.move) * ((0) - (dir_of_player)))\n set [~vel_y v] to (~FORCE.move)\n if <(~health) < [1]> then\n set [~timer.hurt v] to [100]\n set [~animation.type v] to [die]\n set [~health v] to [0.5]\n start sound [Squeaky Toy v]\n else\n set [~animation.type v] to [hurt]\n end\n end\n end\nend\n\ndefine check_is_attacking_player (dir_of_player)\nif <(@player.is_invincible) = [0]> then\n if <(~timer.attack) = [0]> then\n switch costume to (attackbox v)\n if <<touching (player hitbox v)?> and <((direction) * (dir_of_player)) > [0]>> then\n set [~timer.attack v] to [30]\n set [~animation.type v] to [attack]\n start sound [Rip v]\n set [@player state v] to [hurt]\n broadcast (change player state v)\n end\n end\nend\n\n@objects\n\nwhen flag clicked\ninit\n\ndefine scroll\nif <<([abs v] of (x position) ) < [220]> and <([abs v] of (y position) ) < [160]>> then\n if <<([abs v] of (((~x) - (@camera x)) - (x position)) ) < [10]> and <([abs v] of (((~y) - (@camera y)) - (y position)) ) < [10]>> then\n if <not <<(@player state) = [pause]> or <(@player state) = [talk]>>> then\n update_pos (item ((~ID) + (4)) of [~locations v])\n camera_magnet (@player state)\n end\n end\nend\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<([abs v] of (((~x) - (@camera x)) - (x position)) ) < [10]> and <([abs v] of (((~y) - (@camera y)) - (y position)) ) < [10]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(~ID) > [0]> then\n scroll\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nset rotation style [all around v]\npoint in direction (90)\nhide\nset size to (100) %\nshow list [~locations v]\nset [~static? v] to [0]\nset [~pushable? v] to [0]\nset [~id v] to [0]\nset [~force.gravity v] to [-1.1]\nset [~force.friction v] to [0.5]\nset [~force.push v] to [4]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~x v] to [0]\nset [~y v] to [0]\nset [~is_player_pushing? v] to [0]\nset [~in_water? v] to [0]\nset [~slope.max v] to [5]\nset [@camera x v] to [0]\ndelete all of [~locations v]\nadd location | x: [1050] y: [342] static? [0] pushable? [1] costume: [crate] desc: [lvl1]\nadd location | x: [890] y: [1365] static? [1] pushable? [1] costume: [coconut] desc: [lvl2]\nadd location | x: [220] y: [2575] static? [0] pushable? [1] costume: [crate] desc: [lvl3 west cave]\nadd location | x: [1260] y: [2339] static? [0] pushable? [1] costume: [crate] desc: [lvl3 east]\nadd location | x: [965] y: [3625] static? [0] pushable? [1] costume: [crate] desc: [lvl4 deck]\nadd location | x: [935] y: [3370] static? [0] pushable? [1] costume: [crate] desc: [lvl4 inside]\n\ndefine add location | x: (x) y: (y) static? (h) pushable? (p) costume: (c) desc: (d)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nadd (h) to [~locations v]\nadd (p) to [~locations v]\nadd (c) to [~locations v]\nswitch costume to (c)\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\ndefine update_pos (costume)\nif <(~static?) = [0]> then\n switch costume to (join (costume) [_hitbox])\n check_vertical_collision (y position)\n if <(~pushable?) = [1]> then\n update_vec (x position) (([abs v] of (([x position v] of [player hitbox v]) - (x position)) ) / (([x position v] of [player hitbox v]) - (x position)))\n check_horizontal_collision (x position) (y position) (~vel_x) (([abs v] of (~vel_x) ) / (~vel_x))\n end\n switch costume to (costume)\n check_water_collision\nelse\n if <(~in_water?) = [1]> then\n animate [0.25] [5]\n end\nend\n\nwhen I receive [player action v]\nif <<(~ID) > [0]> and <(distance to [player hitbox v]) < [70]>> then\n wait until <(@player state) = [attack]>\n set [~static? v] to [0]\nend\n\ndefine check_vertical_collision (abs_y)\nchange [~vel_y v] by (~FORCE.gravity)\nchange y by (~vel_y)\nrepeat until <not <touching (level hitbox v)?>>\n change y by (1)\n set [~vel_y v] to [0]\nend\nchange [~y v] by ((y position) - (abs_y))\n\ndefine check_horizontal_collision (abs_x) (abs_y) (vel_x) (dir_vel_x)\nset [~slope v] to [0]\nchange x by (vel_x)\nrepeat until <<not <touching (level hitbox v)?>> or <(~slope) > (~slope.max)>>\n change y by (1)\n change [~slope v] by (1)\nend\nif <(~slope) > (~slope.max)> then\n set y to (abs_y)\n set [~vel_x v] to [0]\n repeat until <not <touching (level hitbox v)?>>\n change [~vel_x v] by (1)\n change x by (((((~vel_x) mod (2)) * (2)) - (1)) * (~vel_x))\n end\n set [~vel_x v] to [0]\nelse\n set [~vel_x v] to ((vel_x) - (((~slope) * (1.5)) * (dir_vel_x)))\nend\nchange [~x v] by ((x position) - (abs_x))\nchange [~y v] by ((y position) - (abs_y))\nif <(costume [name v]) = [ball_hitbox]> then\n turn right ((x position) - (abs_x)) degrees\nend\ngo to x: (abs_x) y: (abs_y)\nif <(~is_player_pushing?) = [1]> then\n set [@player.xvel v] to (~vel_x)\n change [@player.x v] by ((x position) - (abs_x))\n change [@player.y v] by ((y position) - (abs_y))\nend\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~static? v] to (item ((~ID) + (2)) of [~locations v])\nset [~pushable? v] to (item ((~ID) + (3)) of [~locations v])\nswitch costume to (item ((~ID) + (4)) of [~locations v])\nset [~vel_y v] to [0]\nset [~in_water? v] to [0]\nset [~is_player_pushing? v] to [0]\nset [~animation.timer v] to [0]\ngo to [back v] layer\ngo [forward v] (10) layers\n\ndefine update_vec (abs_x) (dir_of_player)\nchange x by (((2.5) * (~FORCE.push)) * (dir_of_player))\nif <<<<<(@Input.LEFT) = [true]> and <(dir_of_player) = [1]>> or <<(@Input.RIGHT) = [true]> and <(dir_of_player) = [-1]>>> and <(@player.yvel) = [0]>> and <touching (player hitbox v)?>> then\n set [~is_player_pushing? v] to [1]\nelse\n set [~is_player_pushing? v] to [0]\nend\nset x to (abs_x)\nif <(~is_player_pushing?) = [1]> then\n set [~vel_x v] to ((~FORCE.push) * (<(@Input.RIGHT) = [true]> - <(@Input.LEFT) = [true]>))\nelse\n set [~vel_x v] to ((~vel_x) * (~FORCE.friction))\nend\n\nwhen I receive [change game state v]\nif <(~ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n hide\n wait (0.1) seconds\n reset\n scroll\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n else\n if <(@game state) = [game]> then\n repeat until <not <(@game state) = [game]>>\n if <(~is_player_pushing?) = [1]> then\n play sound [Ocean Wave v] until done\n end\n end\n end\n end\n end\nend\n\ndefine check_water_collision\nif <<(~in_water?) = [0]> and <touching (water v)?>> then\n set [~in_water? v] to [1]\n start sound [Plunge v]\nelse\n if <<(~in_water?) = [1]> and <(~vel_y) = [0]>> then\n set [~static? v] to [1]\n set [~vel_y v] to [0]\n end\nend\n\ndefine camera_magnet (player_state)\nif <<(~static?) = [0]> and <<(~vel_y) < ((5) * (~FORCE.gravity))> and <(y position) < [0]>>> then\n set [@player state v] to [camera_magnet]\n change [@camera x v] by ((0.5) * ((~x) - (@camera x)))\n change [@camera y v] by ((0.5) * ((~y) - (@camera y)))\nelse\n if <<<(@player state) = [camera_magnet]> and <(~vel_y) = [0]>> and <(~animation.timer) > [150]>> then\n set [@player state v] to [camera_return]\n end\nend\n\ndefine animate (range) (speed)\nset [~animation.timer v] to (((~animation.timer) + (speed)) mod (360))\nchange [~y v] by (([sin v] of (~animation.timer) ) * (range))\n\n@spikes\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to (round ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width)))))\nset [~y v] to (round ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height)))))\nupdate_costume\ngo to x: (~x) y: (~y)\nif <<(round ((~x) - (x position))) < [5]> and <(round ((~y) - (y position))) < [5]>> then\n check_player_collision\nelse\n hide\nend\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\n animate [2] [5]\nelse\n hide\nend\n\nwhen I receive [change game state v]\nif <(~panel_set.row_ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n wait (0.1) seconds\n scroll\n show\n go to [front v] layer\n go [backward v] (4) layers\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [~animation.timer v] to [0]\nclear graphic effects\nswitch costume to (lvl1_\(0,0\) v)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\ndefine check_player_collision\nif <(@player.is_invincible) = [0]> then\n if <touching (player hitbox v)?> then\n set [@player state v] to [hurt]\n broadcast (change player state v)\n end\nend\n\ndefine animate (range) (speed)\nset [~animation.timer v] to (((~animation.timer) + (speed)) mod (360))\nchange [color v] effect by (([sin v] of (~animation.timer) ) * (range))\n\n@false walls\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to (round ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width)))))\nset [~y v] to (round ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height)))))\nupdate_costume\ngo to x: (~x) y: (~y)\nif <<([abs v] of ((~x) - (x position)) ) < [5]> and <([abs v] of ((~y) - (y position)) ) < [5]>> then\n check_player_collision\nelse\n hide\nend\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [change game state v]\nif <(~panel_set.row_ID) > [0]> then\n if <(@game state) = [transition.to_game]> then\n wait (0.1) seconds\n scroll\n show\n go to [front v] layer\n go [backward v] (4) layers\n else\n if < (@game state) contains [transition.to_]?> then\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [~animation.timer v] to [0]\nclear graphic effects\nswitch costume to (lvl1_\(0,0\) v)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\ndefine check_player_collision\nif <touching (player hitbox v)?> then\n if <(~animation.timer) = [0]> then\n set [~animation.timer v] to [1]\n set [ghost v] effect to (40)\n end\nelse\n if <(~animation.timer) = [1]> then\n set [~animation.timer v] to [0]\n set [ghost v] effect to (0)\n end\nend\n\n@overlay\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nset [~angle v] to [0]\nhide\n\ndefine title | wiggle: (v) turn: (dr) d_size (ds) d_popup (ds') x: (x) y: (y) size: (s)\ngo to x: (x) y: (y)\nswitch costume to (title v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\nrepeat (10)\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n set size to ((size) + (((s) - (size)) * (ds'))) %\nend\nforever\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n change size by (([sin v] of (~angle) ) * (ds))\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [transition.to_game]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (health3 v)\n set size to (100) %\n show\nelse\n if <(@game state) = [game]> then\n go to [front v] layer\n else\n if <<(@game state) = [transition.to_title]> or <(@game state) = [title]>> then\n title | wiggle: (10) turn: (0.5) d_size (0.5) d_popup (1) x: (0) y: (50) size: (100)\n else\n stop [other scripts in sprite v]\n if <(costume [name v]) = [title]> then\n animate_out\n else\n hide\n end\n end\n end\nend\n\ndefine animate_out\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\nwhen I receive [change player state v]\nif <(@player state) = [pause]> then\n switch costume to (edit v)\n go to [front v] layer\nend\n\nswitch costume to (thumbnail v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nshow\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <not <(@player state) = [pause]>> then\n if <not <(costume [name v]) = (join [health] (@player.health))>> then\n switch costume to (join [health] (@player.health))\n go to [front v] layer\n end\nend\n\n@leaderboard\n\nwhen flag clicked\nhide\nset [~leaderboard_max_rank v] to [5]\nset [~bounce_vel v] to [10]\nset size to (100) %\ngo to x: (0) y: (0)\n\ndefine encode_str (string)\nset [~i v] to [0]\nset [~temp v] to []\nrepeat (length of (string))\n change [~i v] by (1)\n switch costume to (? v)\n switch costume to (letter (~i) of (string))\n set [~temp v] to (join (~temp) ((costume [number v]) + (10)))\nend\n\ndefine decode_str (string)\nset [~i v] to [1]\nset [~temp v] to []\nrepeat until <(~i) > (length of (string))>\n switch costume to (space v)\n set [~char v] to ((join (letter (~i) of (string)) (letter ((~i) + (1)) of (string))) - (10))\n if <(~char) > [0]> then\n switch costume to (~char)\n end\n set [~temp v] to (join (~temp) (costume [name v]))\n change [~i v] by (2)\nend\n\ndefine get_cloud_leaderboard\ndelete all of [leaderboard v]\nrepeat ((2) * (~leaderboard_max_rank))\n add [] to [leaderboard v]\nend\ndecode_leader_entry (☁ leader1) [1]\ndecode_leader_entry (☁ leader2) [2]\ndecode_leader_entry (☁ leader3) [3]\ndecode_leader_entry (☁ leader4) [4]\ndecode_leader_entry (☁ leader5) [5]\n\ndefine update_leaderboard (name) (score)\nget_cloud_leaderboard\nif <[leaderboard v] contains (name)?> then\n set [~i v] to (item # of (name) in [leaderboard v])\n if <(score) > (item ((~i) + (1)) of [leaderboard v])> then\n repeat (2)\n delete (~i) of [leaderboard v]\n end\n else\n stop [this script v]\n end\nend\nset [~i v] to [1]\nrepeat until <(~i) > ((~leaderboard_max_rank) * (2))>\n if <(score) > (item ((~i) + (1)) of [leaderboard v])> then\n insert (name) at (~i) of [leaderboard v] \n insert (score) at ((~i) + (1)) of [leaderboard v] \n set [~i v] to ((~leaderboard_max_rank) * (2))\n repeat until <not <(length of [leaderboard v]) > ((~leaderboard_max_rank) * (2))>>\n delete (length of [leaderboard v]) of [leaderboard v]\n end\n write_cloud_leaderboard\n stop [this script v]\n end\n change [~i v] by (2)\nend\n\ndefine encode_name&score (name) (score)\nset [~temp v] to ((length of (name)) + (10))\nset [~temp v] to (join (~temp) (name))\nset [~temp v] to (join (~temp) (score))\nencode_str (~temp)\n\ndefine decode_leader_entry (enc) (rank)\nset [~temp v] to (enc)\nif <(enc) = [0]> then\n encode_name&score [-] [0]\nend\ndecode_str (~temp)\nset [~i v] to ((join (letter (1) of (~temp)) (letter (2) of (~temp))) - (10))\nset [~char v] to [2]\nreplace item (((rank) * (2)) - (1)) of [leaderboard v] with []\nrepeat (~i)\n change [~char v] by (1)\n replace item (((rank) * (2)) - (1)) of [leaderboard v] with (join (item (((rank) * (2)) - (1)) of [leaderboard v]) (letter (~char) of (~temp)))\nend\nreplace item ((rank) * (2)) of [leaderboard v] with []\nrepeat ((length of (~temp)) - ((2) + (~i)))\n change [~char v] by (1)\n replace item ((rank) * (2)) of [leaderboard v] with (join (item ((rank) * (2)) of [leaderboard v]) (letter (~char) of (~temp)))\nend\n\ndefine animate_in (bounce) (min_size) (max_size)\nset [~bounce_vel v] to [10]\nset size to (bounce) %\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat until <([abs v] of (~bounce_vel) ) < [0.01]>\n set [~bounce_vel v] to (((~bounce_vel) * (bounce)) + (((max_size) - (size)) * ((1) - (bounce))))\n change size by (~bounce_vel)\nend\n\ndefine animate_out\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\ndefine display_leader_entry (rank)\nprint (join (join (rank) [. ]) (item (((rank) * (2)) - (1)) of [leaderboard v])) [-135] ((-25) * ((rank) - (1))) [80] [200] [25]\nprint (item ((rank) * (2)) of [leaderboard v]) [55] ((-25) * ((rank) - (1))) [80] [200] [200]\n\ndefine print (text) (lx) (ly) (size) (color) (rx)\nset size to (size) %\nset [brightness v] effect to (color)\ngo to x: (lx) y: (ly)\nset [~char v] to [0]\nrepeat (length of (text))\n change [~char v] by (1)\n if <(x position) < (rx)> then\n switch costume to (space v)\n switch costume to (letter (~char) of (text))\n stamp\n change x by ((item ((costume [number v]) - (1)) of [~font_widths v]) * ((size) / (100)))\n else\n switch costume to (. v)\n repeat (3)\n stamp\n change x by ((item ((costume [number v]) - (1)) of [~font_widths v]) * ((size) / (100)))\n end\n stop [this script v]\n end\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [transition.to_title]> then\n stop [other scripts in sprite v]\n erase all\nelse\n if <(@game state) = [leaderboard]> then\n update_leaderboard (username) (@score.overall)\n switch costume to (background v)\n animate_in [0.5] [40] [110]\n stamp\n hide\n set [~i v] to [0]\n repeat (~leaderboard_max_rank)\n change [~i v] by (1)\n display_leader_entry (~i)\n end\n print [Your current score:] [-135] [-125] [80] [200] [25]\n print (@score.overall) [55] [-125] [80] [200] [200]\n else\n if <(@game state) = [level_select]> then\n update_leaderboard (username) (@score.overall)\n end\n end\nend\n\nwhen [f v] key pressed\nif <(username) = [amylaser]> then\n switch backdrop to (title v)\n set_font_widths\n erase all\n print [Test 1234567890 quick, brown foxes jump - over the lazy_dog. Hello?!] [-200] [-125] [80] [200] [240]\nend\n\ndefine set_font_widths\ndelete all of [~font_widths v]\nswitch costume to (1 v)\nset size to (100) %\nset [brightness v] effect to (200)\nshow\ngo to [front v] layer\nrepeat until <(costume [name v]) = [space]>\n erase all\n go to x: (0) y: (-100)\n stamp\n repeat until <not <touching color (#ffffff)?>>\n change x by (1)\n end\n change x by (2)\n add (x position) to [~font_widths v]\n next costume\nend\nadd [8] to [~font_widths v]\n\ndefine write_cloud_leaderboard\nencode_name&score (item (1) of [leaderboard v]) (item (2) of [leaderboard v])\nif <not <(☁ leader1) = (~temp)>> then\n set [☁ leader1 v] to (~temp)\n wait (0.1) seconds\nend\nencode_name&score (item (3) of [leaderboard v]) (item (4) of [leaderboard v])\nif <not <(☁ leader2) = (~temp)>> then\n set [☁ leader2 v] to (~temp)\n wait (0.1) seconds\nend\nencode_name&score (item (5) of [leaderboard v]) (item (6) of [leaderboard v])\nif <not <(☁ leader3) = (~temp)>> then\n set [☁ leader3 v] to (~temp)\n wait (0.1) seconds\nend\nencode_name&score (item (7) of [leaderboard v]) (item (8) of [leaderboard v])\nif <not <(☁ leader4) = (~temp)>> then\n set [☁ leader4 v] to (~temp)\n wait (0.1) seconds\nend\nencode_name&score (item (9) of [leaderboard v]) (item (10) of [leaderboard v])\nif <not <(☁ leader5) = (~temp)>> then\n set [☁ leader5 v] to (~temp)\nend\n\ndefine reset_leaderboard\nset [☁ leader1 v] to [0]\nset [☁ leader2 v] to [0]\nset [☁ leader3 v] to [0]\nset [☁ leader4 v] to [0]\nset [☁ leader5 v] to [0]\nupdate_leaderboard [WitherCroxly] [4302]\nupdate_leaderboard [dandelion308] [4296]\nupdate_leaderboard [earth7] [4295]\nupdate_leaderboard [amylaser_beta] [4283]\nupdate_leaderboard [lolimnotanoob] [4276]\n\n@parallax\n\nwhen flag clicked\ninit\n\nwhen I receive [tick v]\nif <(~col_ID) > [0]> then\n scroll\nend\n\nwhen I receive [change game state v]\nif <<(@game state) = [transition.to_game]> or <(@game state) = [game]>> then\n if <(~col_ID) > [0]> then\n switch costume to (join [level] (@curr_level))\n show\n go to [back v] layer\n wait (0.1) seconds\n scroll\n else\n stop [other scripts in sprite v]\n hide\n end\nelse\n if <<not < (@game state) contains [transition.target]?>> and << (@game state) contains [title]?> or < (@game state) contains [level_select]?>>> then\n title_visuals\n else\n stop [other scripts in sprite v]\n hide\n end\nend\n\ndefine init\nhide\nswitch costume to (title v)\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~col_id v] to [0]\nrepeat (2)\n change [~col_id v] by (1)\n create clone of (_myself_ v)\nend\nset [~col_id v] to [0]\n\ndefine title_visuals\nif <(~col_ID) > [0]> then\n hide\nelse\n switch costume to (title v)\n show\n go to [back v] layer\n forever\n turn right (5) degrees\n go to x: (([cos v] of (direction) ) * (5)) y: (([sin v] of (direction) ) * (5))\n end\nend\n\ndefine scroll\nset x to (((=panel_width) * ((~col_ID) - (1))) - (((=panel_width) / (=level_width_px)) * (@camera x)))\nset y to ((0) - (((=level_height_px) / (=map_height_px)) * ((@camera y) - (item ((@curr_level) * (2)) of [level spawns v]))))\n\n@transitions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [change game state v]\ncheck transition from [transition.target_game] to [transition.to_game] to [game]\ncheck transition from [transition.target_title] to [transition.to_title] to [title]\ncheck transition from [transition.target_leaderboard] to [transition.to_leaderboard] to [leaderboard]\ncheck transition from [transition.target_level_select] to [transition.to_level_select] to [level_select]\n\ndefine fade in\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\ndefine fade out\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\ndefine check transition from (start) to (bridge) to (end)\nif <(@game state) = (start)> then\n fade in\n set [@game state v] to (bridge)\n broadcast (change game state v)\nelse\n if <(@game state) = (bridge)> then\n wait (1) seconds\n fade out\n set [@game state v] to (end)\n broadcast (change game state v)\n end\nend\n\n@logo3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (backdrop1 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset [_cloneid v] to [0]\nrepeat (2)\n change [_cloneid v] by (1)\n create clone of (_myself_ v)\nend\nwait (3.5) seconds\nset [@game state v] to [transition.target_title]\nbroadcast (change game state v)\nfade [-1] [10]\nhide\n\nwhen I receive [end logo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(_cloneID) = [1]> then\n switch costume to (costume1 v)\n fade in and out [0] [1.8]\nelse\n switch costume to (costume2 v)\n fade in and out [0.5] [0.8]\nend\n\ndefine fade in and out (delay) (pause)\nset [ghost v] effect to (100)\nwait (delay) seconds\nfade [1] [5]\nwait (pause) seconds\nfade [-1] [5]\ndelete this clone\n\ndefine fade (in\(1\)/out\(-1\)) (speed)\nrepeat ((100) / (speed))\n change [ghost v] effect by (((0) - (in\(1\)/out\(-1\))) * (speed))\nend\n\nset [@game state v] to [transition.target_title]\nbroadcast (change game state v)\n\n
Cat Caves Aka CATacombs (idea by @cookie_pedia)\n\nArrow keys to move in an ever changing world. Can you find your way out? \n\nScratch team removed the ability to view unshared projects. https://scratch.mit.edu/projects/697174868/ \nWe the community protested but they did not listen.\n\n\n\nComment below: TOAGGA is awesome!!!\n\nAlso it's not anime coin\nit's AMINECOINE\n\nOr comment: Bob12 is awesome!!
Platformer Engine #Games #All #Music #Art #Platformer #Engine #Platformer Engine #Trending #Popular
@Stage\n\nwhen flag clicked\nforever\n play sound [Song v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset [section v] to [1-1]\nset [px v] to [0]\nset [py v] to [0]\n\ndefine Player Tick\npoint in direction (90)\nPosition With Offset [] []\nchange [yval v] by ((-1) * <[-10] < (Yval)>)\nPosition With Offset [] (Yval)\nchange [airtime v] by (1)\nif <touching (level v)?> then\n if <(Yval) < [1]> then\n set [airtime v] to [0]\n end\n repeat until <not <touching (level v)?>>\n Position With Offset <(Yval) = [0]> (((Yval) / ([abs v] of (Yval) )) * (-1))\n end\n set [yval v] to [0]\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[30] < (mouse y)> and <mouse down?>>> and <(Airtime) = [0]>> then\n set [yval v] to [10]\nend\nchange [xval v] by ((.8) * (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[30] < (mouse x)> and <mouse down?>>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [-30]> and <mouse down?>>>))\nset [xval v] to ((Xval) * (.9))\nPosition With Offset (Xval) []\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n Position With Offset ((((Xval) / ([abs v] of (Xval) )) * (-1)) + ((((costume [number v]) * (2)) - (3)) * <([abs v] of (Xval) ) < [.1]>)) []\n end\n Position With Offset ((((Xval) / ([abs v] of (Xval) )) * (-1)) + ((((costume [number v]) * (2)) - (3)) * <([abs v] of (Xval) ) < [.1]>)) []\nend\nset [camera x v] to ((PX) / (20))\nset [camera y v] to ((PY) / (20))\nPosition With Offset [] []\nswitch costume to (join [Player ] ((Xval) / ([abs v] of (Xval) )))\n\ndefine Position With Offset (x) (y)\nchange [px v] by (x)\nchange [py v] by (y)\ngo to x: ((PX) - (Camera X)) y: ((PY) - (Camera Y))\n\ndefine 3d stamp\nchange x by (() - (Camera X))\nchange y by (() - (Camera Y))\nset [brightness v] effect to (-15)\nset size to (90) %\npoint in direction (((90) + ((Xval) / (2))) + (((Yval) * ((Xval) / ([abs v] of (Xval) ))) * (2)))\nrepeat (10)\n change size by (1)\n change x by ((Camera X) * ((size) / (1000)))\n change y by ((Camera Y) * ((size) / (1000)))\n stamp\nend\nset size to (100) %\nset [brightness v] effect to (0)\n\nwhen I receive [--player tick v]\nPlayer Tick\n\nwhen I receive [--visual tick v]\n3d stamp\n\n@Lighting\n\nwhen flag clicked\nswitch costume to (touch v)\nset size to (100) %\ncreate clone of (_myself_ v)\nset [ghost v] effect to (25)\ngo to x: (0) y: (0)\nswitch costume to (overlay 1 v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (overlay 2 v)\nset [ghost v] effect to (75)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\ndefine Lighting\nset pen size to (6)\nCreate 3D Light At [210] [176] In Direction ((-145) + ([sin v] of ((timer) * (75)) )) With Radius [20]\n\ndefine Create Ray Of Light At (x) (y) In Direction (dir)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npoint in direction (dir)\npen up\nset pen (transparency v) to (0)\nrepeat until <not <<touching (player v)?> or <touching (level v)?>>>\n move (2) steps\nend\nset [savex v] to (x position)\nset [savey v] to (y position)\nrepeat until <<touching (player v)?> or <touching (level v)?>>\n move (2) steps\nend\nmove (2) steps\npen down\ngo to x: (saveX) y: (saveY)\npen up\n\ndefine Create Light At (x) (y) In Direction (direction) With Radius (radius)\nset [# v] to ((radius) / (-2))\nrepeat (radius)\n Create Ray Of Light At (x) (y) In Direction ((direction) + (#))\n change [# v] by (1)\nend\n\nwhen I receive [--lighting tick v]\nif <(costume [name v]) = [Overlay 1]> then\n go to [front v] layer\n switch costume to (touch v)\n Lighting\n switch costume to (overlay 1 v)\n go to x: ((PX) - (Camera X)) y: ((PY) - (Camera Y))\n point in direction (90)\nend\n\ndefine Create 3D Light At (x) (y) In Direction (direction) With Radius (radius)\nset pen color to (#cde8bf)\nCreate Ray Of Light At ((x) + ((Camera X) / (5))) ((y) + ((Camera Y) / (5))) In Direction ((direction) - ((radius) / (2)))\nCreate Ray Of Light At ((x) + ((Camera X) / (5))) ((y) + ((Camera Y) / (5))) In Direction ((direction) + ((radius) / (2)))\nset pen color to (#ddf9ce)\nCreate Light At (x) (y) In Direction (direction) With Radius (radius)\n\n@Level\n\nwhen flag clicked\nshow\n\ndefine 3d stamp\nset [brightness v] effect to (-10)\ngo to x: (0) y: (0)\nswitch costume to (join (Section) [\(2\)])\nset size to (85) %\nrepeat (15)\n change size by (1)\n change x by ((Camera X) * ((size) / (100000)))\n change y by ((Camera Y) * ((size) / (100000)))\n stamp\n change [brightness v] effect by (-.2)\nend\nset size to (100) %\nset [brightness v] effect to (0)\n\nwhen I receive [--level tick v]\nset [ghost v] effect to (0)\ngo to [back v] layer\n3d stamp\nswitch costume to (join (Section) [\(1\)])\ngo to x: (() - (Camera X)) y: (() - (Camera Y))\nset [ghost v] effect to (100)\n\nwhen I receive [--stamp sort tick v]\nset [ghost v] effect to (0)\nstamp\ngo to x: (() - (Camera X)) y: (() - (Camera Y))\nset [ghost v] effect to (100)\n\n@Loop\n\nwhen flag clicked\nforever\n erase all\n broadcast (--Level Tick v)\n broadcast (--Player Tick v)\n broadcast (--Lighting Tick v)\n broadcast (--Stamp Sort Tick v)\n broadcast (--Visual Tick v)\nend\n\nwhen flag clicked\nforever\n set [old time v] to (timer)\n wait (0) seconds\n set [fps: v] to (round ((1) / ((timer) - (Old Time))))\n if <[29] < (FPS:)> then\n set [fps: v] to [30]\n end\nend\n\n@@scramaso\n\nwhen flag clicked\nshow\nswitch costume to (scanlines v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (95)\nforever\n go to [front v] layer\n set [ghost v] effect to (98)\n wait (0) seconds\n set [ghost v] effect to (97)\n wait (0) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (-25)\nset [ghost v] effect to (98)\nswitch costume to (scanlines2 v)\nforever\n go to x: (0) y: (-240)\n glide (10) secs to x: (0) y: (240)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\n
イントロはタップでスキップできます。\n~Enjoy this game!~  日本語表記のプレイ方法は下\n<How to play>※You can skip the intro with a tap.\n1.The buttons on either side of the character allow you to select a character.\n2.Next, press the button with the blue triangle in white.Then you will see another screen.\n3.The screen shown is for selecting a stage. Tap the stage you want to play. Note that Windland can only be played if you have reached the goal twice or more.\n4.\nArrow keys, WAD keys, and tap to control.\nYou will die if you fall, get hit by a needle, wheel, magma, or fish.\nIf you take the hat, you can withstand the damage of a blow for a few seconds.\nFish can be defeated by stepping on them.\n<プレイ方法>(見なくても多分できる)\nイントロはタップでスキップできます。\n1.水色のキャラクターの左右のボタンをタップして選ぶ。\n2.使いたいキャラクターが決まったら、水色のキャラクターの下のボタンをタップ!するとステージを選択画面に行きます。※ボタンが⛳️×1などと記されている場合は、1回ステージをクリアしないと遊べません。\n3.遊びたいステージを選んでください。(右のステージは、左のステージを2回クリアすれば遊べます。)そしてタップ。するとゲームが開始されます。※右側のステージは2回左側のステージをクリアしないと遊びません。\n4.プレイヤーWADキーまたは、矢印キー(十字キー)で操作します。※画面の左下の家のボタンを押すとホームに戻ります。
Platformer Boss Battle
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nswitch backdrop to (menu v)\nset volume to (50) %\nforever\n play sound [Wallpaper \(Kevin MacLeod\) v] until done\nend\n\nwhen I receive [menu v]\nswitch backdrop to (menu v)\n\nwhen I receive [story v]\nswitch backdrop to (story v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext backdrop\n\nwhen [m v] key pressed\nif <(volume) = [50]> then\n set volume to (0) %\n broadcast (off v)\nelse\n set volume to (50) %\n broadcast (on v)\nend\n\nwhen I receive [music v]\nif <(volume) = [50]> then\n set volume to (0) %\n broadcast (off v)\nelse\n set volume to (50) %\n broadcast (on v)\nend\n\nwhen flag clicked\nbroadcast (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\nshow variable [level v]\nshow variable [deaths v]\n\n@Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> 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 (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> 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 (#00cc44)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00cc44)?> 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 backdrop switches to [level 47 v]\nrepeat until <touching (diamond v)?>\n if <touching color (#ffcccc)?> then\n wait (1.5) seconds\n say [No, the diamond isn't hidden here. Try again.] for (2) seconds\n end\n if <touching color (#ffffcc)?> then\n wait (1.5) seconds\n say [No, the diamond isn't hidden here. Try again.] for (2) seconds\n end\n if <touching color (#ccffdd)?> then\n wait (1.5) seconds\n say [Great! You found the hidden diamond! Now collect it!] for (2) seconds\n broadcast (show v)\n end\n if <touching color (#ffe9cc)?> then\n wait (1.5) seconds\n say [No, the diamond isn't hidden here. Try again.] for (2) seconds\n end\n if <touching color (#ccd8ff)?> then\n wait (1.5) seconds\n say [No, the diamond isn't hidden here. Try again.] for (2) seconds\n end\n if <touching color (#e5e5e5)?> then\n wait (1.5) seconds\n say [No, the diamond isn't hidden here. Try again.] for (2) seconds\n end\nend\n\nwhen I receive [start v]\ngo to x: (-200) y: (-75)\nforever\n if <touching (diamond v)?> then\n go to x: (-200) y: (-75)\n broadcast (next level v)\n switch costume to (player v)\n wait until <not <touching (diamond v)?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n if <touching color (#00ff55)?> 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\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdf05)?> then\n switch backdrop to (level 38a v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-75)\n wait until <not <touching color (#ff0000)?>>\n change [deaths v] by (1)\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n if <touching color (#ff00bf)?> then\n switch costume to (player \(small\) v)\n wait until <touching (diamond v)?>\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0280ff)?> then\n change [yv v] by (20)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [menu v]\nhide\nhide variable [level v]\n\nwhen [r v] key pressed\nif <not <(Level) = [52]>> then\n switch costume to (player v)\n go to x: (-200) y: (-75)\nend\n\nbroadcast (next level v)\n\n@Diamond\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (1 v)\n wait (0.01) seconds\n switch costume to (2 v)\n wait (0.01) seconds\n switch costume to (3 v)\n wait (0.01) seconds\n switch costume to (4 v)\n wait (0.01) seconds\n switch costume to (5 v)\n wait (0.01) seconds\n switch costume to (6 v)\n wait (0.01) seconds\n switch costume to (7 v)\n wait (0.01) seconds\n switch costume to (8 v)\n wait (0.01) seconds\n switch costume to (7 v)\n wait (0.01) seconds\n switch costume to (6 v)\n wait (0.01) seconds\n switch costume to (5 v)\n wait (0.01) seconds\n switch costume to (4 v)\n wait (0.01) seconds\n switch costume to (3 v)\n wait (0.01) seconds\n switch costume to (2 v)\n wait (0.01) seconds\n switch costume to (1 v)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nshow\nset size to (73) %\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-36) y: (65)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (221) y: (-52)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (221) y: (-52)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (221) y: (-52)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (221) y: (-52)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (221) y: (-52)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (180) y: (129)\n\nwhen backdrop switches to [level 13 v]\ngo to x: (-217) y: (140)\n\nwhen backdrop switches to [level 14 v]\ngo to x: (-221) y: (156)\n\nwhen backdrop switches to [level 15 v]\ngo to x: (201) y: (-55)\n\nwhen backdrop switches to [level 16 v]\ngo to x: (-213) y: (158)\n\nwhen backdrop switches to [level 17 v]\ngo to x: (229) y: (153)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-223) y: (131)\n\nwhen backdrop switches to [level 19 v]\ngo to x: (-213) y: (120)\n\nwhen backdrop switches to [level 20 v]\ngo to x: (0) y: (85)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (222) y: (123)\n\nwhen backdrop switches to [level 22 v]\ngo to x: (224) y: (-104)\n\nwhen backdrop switches to [level 23 v]\ngo to x: (127) y: (-115)\n\nwhen backdrop switches to [level 24 v]\ngo to x: (150) y: (-117)\n\nwhen backdrop switches to [level 25 v]\ngo to x: (-202) y: (115)\n\nwhen backdrop switches to [level 26 v]\ngo to x: (-46) y: (108)\n\nwhen backdrop switches to [level 27 v]\ngo to x: (206) y: (-42)\n\nwhen backdrop switches to [level 28 v]\ngo to x: (221) y: (144)\n\nwhen backdrop switches to [level 29 v]\ngo to x: (224) y: (-64)\n\nwhen backdrop switches to [level 30 v]\ngo to x: (220) y: (79)\n\nwhen backdrop switches to [level 31 v]\ngo to x: (212) y: (-156)\n\nwhen backdrop switches to [level 32 v]\ngo to x: (-96) y: (-61)\n\nwhen backdrop switches to [level 33 v]\ngo to x: (-218) y: (-161)\n\nwhen backdrop switches to [level 34 v]\ngo to x: (226) y: (128)\n\nwhen backdrop switches to [level 35 v]\ngo to x: (-190) y: (140)\n\nwhen backdrop switches to [level 36 v]\ngo to x: (35) y: (160)\n\nwhen backdrop switches to [level 37 v]\ngo to x: (161) y: (-75)\n\nwhen backdrop switches to [level 38 v]\nhide\ngo to x: (3) y: (-94)\n\nwhen backdrop switches to [level 38a v]\nshow\ngo to x: (3) y: (-94)\n\nwhen backdrop switches to [level 39 v]\ngo to x: (229) y: (-114)\n\nwhen backdrop switches to [level 40 v]\ngo to x: (56) y: (-104)\n\nwhen backdrop switches to [level 41 v]\ngo to x: (222) y: (120)\n\nwhen backdrop switches to [level 42 v]\ngo to x: (22) y: (71)\n\nwhen backdrop switches to [level 43 v]\ngo to x: (220) y: (135)\n\nwhen backdrop switches to [level 44 v]\ngo to x: (46) y: (6)\n\nwhen backdrop switches to [level 45 v]\ngo to x: (-146) y: (120)\n\nwhen backdrop switches to [level 46 v]\ngo to x: (147) y: (-112)\n\nwhen backdrop switches to [level 47 v]\nhide\ngo to x: (153) y: (-113)\n\nwhen backdrop switches to [level 48 v]\ngo to x: (93) y: (-1)\n\nwhen backdrop switches to [level 50 v]\ngo to x: (-219) y: (147)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [the end v]\nhide\n\nwhen backdrop switches to [level 2 v]\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [level 49 v]\ngo to x: (222) y: (-98)\n\nwhen backdrop switches to [level 51 v]\nset size to (250) %\ngo to x: (180) y: (-50)\n\nwhen I receive [show v]\nshow\n\nwhen I receive [menu v]\nhide\nhide variable [level v]\n\nwhen I receive [start v]\nshow\n\n@Play\n\nwhen flag clicked\nshow\ngo to x: (-61) y: (-50)\ngo [backward v] (5000) layers\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n else\n switch costume to (default v)\n end\nend\n\nwhen this sprite clicked\nstart sound [click v]\nbroadcast (start v)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [story v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [story v]\nhide\n\n@Story\n\nwhen flag clicked\nshow\ngo to x: (103) y: (-50)\ngo [backward v] (5000) layers\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n else\n switch costume to (default v)\n end\nend\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nstart sound [click v]\nbroadcast (Story v)\n\nwhen I receive [story v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (205) y: (-170)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n else\n switch costume to (default v)\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen this sprite clicked\nstart sound [click v]\nbroadcast (menu v)\n\nwhen I receive [story v]\nshow\n\n@50-Level Platformer\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n
NEW GAME!!! ◆Cαvҽ Plαtϝσɾɱҽɾ◆ https://scratch.mit.edu/projects/463984312\n\n------------------------Instructions------------------------------\nTOP LOVED!!! on 18.12.2020 ඞ ☺\nTOP REMIX!!! on 30.12.2020\nThank You Soo Much!!!\n\nUpdate : Skip Button!\n\nThanks To @FUNUT For The awesome Platformer Tutorial On YouTube!\n\nUse Key Right To Go Right = >\nUse Key Left To Go Left = < Or use W,A,S and D\nUse Key Up To Jump = ↑\n\nSong : TheFatRat MayDay (Instrumental)\nR = Restart\nPurple = Bouncy
Tile ✎ Scrolling Platformer Creator #games
@Stage\n\nwhen I receive [clear clones v]\nswitch backdrop to (sky v)\nset volume to (100) %\nforever\n play sound [10000 Pounds of Sunshine \(by EternalSushi\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [you won! v]\nrepeat (15)\n change volume by (((0) - (volume)) / (1.5))\nend\nstop [other scripts in sprite v]\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nshow\nhide variable [players v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset size to (100) %\nbroadcast (Intro v)\nclear graphic effects\nset [intro set 2 v] to [0]\nset [set v] to [2]\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nset volume to (100) %\nstart sound [Adventure Meme v]\nwait (0.25) seconds\nset [set v] to [0]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nbroadcast (Show logo v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(set) = [3]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n show\nelse\n if <(set) = [2]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n show\n else\n if <(set) = [1]> then\n clear graphic effects\n show\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (presents v)\n else\n if <(set) = [0]> then\n switch costume to (logo v)\n go to [front v] layer\n show\n go to x: (0) y: (40)\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [clear clones v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(set) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (presents v)\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 wait (0.1) seconds\n start sound [Logo v]\n repeat (5)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [brightness v] effect by (-2)\n end\n wait ((1.51) - ((1) / (3))) seconds\n broadcast (Start v)\nend\nif <(set) = [0]> then\n go to x: (0) y: (1000)\n set [ghost v] effect to (100)\n set [y v] to [0]\n repeat until <<(y position) < [2]> and <(round (Y)) = [0]>>\n change [ghost v] effect by (-10)\n change [y v] by (-1.2)\n if <(y position) < [0]> then\n set volume to (100) %\n start sound [Boing v]\n set [y v] to ((Y) * (-0.3))\n change y by (Y)\n end\n change y by (Y)\n end\n set [intro set 2 v] to [1]\nend\n\nwhen I start as a clone\nif <(set) = [2]> then\n wait until <(Intro set 2) = [1]>\n set [set v] to [1]\n create clone of (_myself_ v)\n set [set v] to [2]\nend\n\nwhen I receive [clear clones v]\nset volume to (100) %\nrepeat (10)\n change volume by (-10)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\nif <not <(Player ID) = [0]>> then\n reset timer\n set [player_shown? v] to [1]\n set [level v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n point in direction (90)\n go to x: (-200) y: (-109)\n show\n forever\n switch costume to (hitbox v)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xvel v] by (Accel. speed)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by ((Accel. speed) * (-1))\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n else\n change x by ((Xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <touching (death bars v)?> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n go to x: (-200) y: (-109)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-200) y: (-109)\n end\n if <touching (bounce pad v)?> then\n set [yvel v] to [20]\n end\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <touching (water v)?> then\n set [yvel v] to [11]\n else\n set [yvel v] to [15]\n end\n end\n end\n change y by (5)\n set [player_x v] to (x position)\n set [player_y v] to (y position)\n set [location v] to (Level)\n switch costume to (Player ID)\n end\nend\n\nwhen I receive [you won! v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\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\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n switch costume to (pID)\n if <(item (5) of [data v]) = [1]> then\n change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n set [xpos v] to (current_x)\n set [ypos v] to (current_y)\n set size to (400) %\n go to x: (current_x) y: (current_y)\n set size to (50) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (Xpos)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (Xpos)) < [0]> then\n point in direction (-90)\n end\n end\n if <<(item (5) of [data v]) = [1]> and <<(item (6) of [data v]) = [1]> and <(item (7) of [data v]) = (Level)>>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n else\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n go to x: (current_x) y: (current_y)\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [players v]\nforever\n delete all of [all players v]\n if <not <(item (4) of [player1 v]) = []>> then\n add (item (4) of [player1 v]) to [all players v]\n end\n if <not <(item (4) of [player2 v]) = []>> then\n add (item (4) of [player2 v]) to [all players v]\n end\n if <not <(item (4) of [player3 v]) = []>> then\n add (item (4) of [player3 v]) to [all players v]\n end\n if <not <(item (4) of [player4 v]) = []>> then\n add (item (4) of [player4 v]) to [all players v]\n end\n if <not <(item (4) of [player5 v]) = []>> then\n add (item (4) of [player5 v]) to [all players v]\n end\n if <not <(item (4) of [player6 v]) = []>> then\n add (item (4) of [player6 v]) to [all players v]\n end\n if <not <(item (4) of [player7 v]) = []>> then\n add (item (4) of [player7 v]) to [all players v]\n end\n if <not <(item (4) of [player8 v]) = []>> then\n add (item (4) of [player8 v]) to [all players v]\n end\n if <not <(item (4) of [player9 v]) = []>> then\n add (item (4) of [player9 v]) to [all players v]\n end\n if <not <(item (4) of [player10 v]) = []>> then\n add (item (4) of [player10 v]) to [all players v]\n end\n set [players v] to (length of [all players v])\nend\n\nwhen I receive [play v]\nshow variable [players v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nFind\nclear graphic effects\nshow\nset [level v] to [1]\nforever\n if <(Player ID) = [0]> then\n if <key (right arrow v) pressed?> then\n if <(Level) = ((Total Levels) - (1))> then\n set [level v] to [15]\n else\n change [level v] by (1)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(Level) = [1]> then\n set [level v] to [1]\n else\n change [level v] by (-1)\n end\n end\n else\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n broadcast (You Won! v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n switch costume to (Level)\nend\n\ndefine Find\nswitch costume to (1 v)\nnext costume\nset [total levels v] to [1]\nrepeat until <(costume [name v]) = [1]>\n change [total levels v] by (1)\n next costume\nend\nswitch costume to (1 v)\n\n@You Won!\n\nwhen flag clicked\nhide variable [complete time v]\nif <(Intro played?) = [True]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\n end\nend\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you won! v]\nhide variable [players v]\nset [complete time v] to (timer)\nshow\nset x to (0)\nset y to (-1000)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nset y to (0)\nshow variable [complete time v]\n\nwhen I receive [you won! v]\nplay sound [YOU WON! v] until done\nstop [all v]\n\n@Death bars\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Multiplayer Engine\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\n--- [Player 1]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(Player ID) = [0]> then\n set [player id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\n--- [Player 2]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(Player ID) = [0]> then\n set [player id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\n--- [Player 3]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(Player ID) = [0]> then\n set [player id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\n--- [Player 4]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(Player ID) = [0]> then\n set [player id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\n--- [Player 5]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(Player ID) = [0]> then\n set [player id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\n--- [Player 6]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(Player ID) = [0]> then\n set [player id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\n--- [Player 7]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(Player ID) = [0]> then\n set [player id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\n--- [Player 8]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(Player ID) = [0]> then\n set [player id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\n--- [Player 9]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(Player ID) = [0]> then\n set [player id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\n--- [Player 10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(Player ID) = [0]> then\n set [player id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine --- (label)\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Location)\nelse\n if <(Player ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Location)\n else\n if <(Player ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Location)\n else\n if <(Player ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Location)\n else\n if <(Player ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Location)\n else\n if <(Player ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Location)\n else\n if <(Player ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Location)\n else\n if <(Player ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Location)\n else\n if <(Player ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Location)\n else\n if <(Player ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Location)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n load player [1]\nend\nif <not <(Player ID) = [2]>> then\n load player [2]\nend\nif <not <(Player ID) = [3]>> then\n load player [3]\nend\nif <not <(Player ID) = [4]>> then\n load player [4]\nend\nif <not <(Player ID) = [5]>> then\n load player [5]\nend\nif <not <(Player ID) = [6]>> then\n load player [6]\nend\nif <not <(Player ID) = [7]>> then\n load player [7]\nend\nif <not <(Player ID) = [8]>> then\n load player [8]\nend\nif <not <(Player ID) = [9]>> then\n load player [9]\nend\nif <not <(Player ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n wait (0.1) seconds\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(Player ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(Player ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(Player ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(Player ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(Player ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(Player ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(Player ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(Player ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(Player ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connect & start v]\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nbroadcast (Clear clones v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [10]>> then\n check player [10]\n end\nend\n\nwhen I receive [clear clones v]\nif <(Player ID) = [0]> then\n broadcast (Game full! v) and wait\nelse\n if <(length of [players v]) = [1]> then\n broadcast (Playing alone v)\n else\n broadcast (Found active game v)\n end\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\n@Progress Bar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Progress Bar: ID) = [Light]> then\n switch costume to (progress bar v)\n set x to ((-480) + (((480) / (100)) * (connect-percent)))\n forever\n set size to (400) %\n change x by ((((-480) + (((480) / (100)) * (connect-percent))) - (x position)) / (1.5))\n set y to (-178)\n set size to (100) %\n end\nelse\n if <(Progress Bar: ID) = [Dark]> then\n switch costume to (progress bar dark v)\n go to x: (0) y: (-178)\n else\n delete this clone\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nset [connect-percent v] to [0]\nset [progress bar: id v] to [Dark]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Light]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Main]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game full! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [load done v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (connecting v)\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full! v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nswitch costume to (game full! v)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (Spectator Mode v)\n\n@Join/Left messages2\n\nwhen I receive [playing alone v]\nstop [other scripts in sprite v]\nswitch costume to (alone v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [found active game v]\nstop [other scripts in sprite v]\nswitch costume to (someone is in! v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [spectator mode v]\nstop [other scripts in sprite v]\nswitch costume to (spectating v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [join v]\nstop [other scripts in sprite v]\nbroadcast (Join message v)\nswitch costume to (joined v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [left v]\nstop [other scripts in sprite v]\nbroadcast (Left message v)\nswitch costume to (left v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [join message v]\nplay sound [Join v] until done\nstart sound [A player has joined the game \(HQ\) v]\n\nwhen I receive [left message v]\nplay sound [Left v] until done\nstart sound [A player has left the game \(HQ\) v]\n\n@Clouds\n\nwhen I start as a clone\nset size to (600) %\ngo to x: (350) y: (pick random (20) to (150))\nset [ghost v] effect to (pick random (50) to (90))\nset [size v] to (pick random (100) to (300))\nset size to (Size) %\nset [speed v] to ((0) - ((Size) / (150)))\nshow\nrepeat until <(x position) < [-270]>\n set size to (600) %\n change x by (speed)\n set size to (Size) %\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (7)) seconds\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nstart sound [Thank you! ^w^ v]\nshow\ngo to x: (-120) y: (1000)\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (105)\n go to [front v] layer\n change y by (((124) - (y position)) / (10))\n change [ghost v] effect by (-4)\nend\nrepeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\nend\nhide\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n stop [other scripts in sprite v]\n repeat (30)\n change y by (((213) - (y position)) / (7.5))\n change [ghost v] effect by (8)\n end\n hide\nend\n\n
Christmas | A Mobile Platformer
@Stage\n\n@Platforms\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Trunks Theme_Her v] until done\nend\n\n
HEADPHONE WARNING: Turn down your volume!\nUSE FULLSCREEN FOR BEST EXPERIENCE\n\nWelcome to "Mars Rover - A Platformer!" Use left and right arrow keys or A and D keys to move the rover. There's a catch though - you can't jump, because you're a rover. The levels are of course built for that, but some might be similar to levels you would see in a normal platformer with jumping enabled.\n\nOn the last level (9), you have to move the rover to the rocketship and touch it to win. Sorry for the confusion.
3D Platformer Tutorial
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Winter Master v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Icey\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\nchange [level v] by (1)\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [sentences v]) = [14]>> then\n broadcast (levelup v)\n end\n end\nend\n\ndefine CheckFallingOffScreen\nif <(y position) < [-170]> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingEnemy\nif <touching (enemy v)?> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingWater/lava\nif <touching (ice v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nswitch costume to (icey v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n CheckFallingOffScreen\n CheckTouchingWater/lava\n CheckTouchingEnemy\n CheckTouchingNitroIcey\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\ndefine CheckTouchingNitroIcey\nif <touching (nitro icey v)?> then\n broadcast (Nitro Icey v)\n switch costume to (nitro icey v)\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [levelup v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (l1 v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\n\n@Spikes\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\n@Enemy\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\n@Ice\n\nwhen flag clicked\nset y to (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [front v] layer\n\nwhen I receive [levelup v]\nnext costume\n\n@Nitro Icey\n\nwhen I receive [nitro icey v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\n@Ad\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (25)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Snow\n\nwhen flag clicked\nerase all\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (170)\nchange size by (pick random (0) to (3))\nshow\nforever\n change y by (-3)\n change x by (pick random (-1) to (1))\n if <(y position) < [-179]> then\n delete this clone\n end\n if <<not <touching color (#747474)?>> and <not <touching (icey v)?>>> then\n delete this clone\n end\nend\n\n@Portal\n\nwhen flag clicked\nforever\n hide\n if <([costume name v] of [level v]) = [L9]> then\n show\n if <touching (icey v)?> then\n start sound [Crunch v]\n broadcast (levelup v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [level v]) = [L16]> then\n show\n if <touching (icey v)?> then\n start sound [Water Drop v]\n broadcast (levelup v)\n end\n end\nend\n\n
FyreEscape (Platformer)
@Stage\n\nwhen I receive [следующий lvl v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@circle\n\nwhen I receive [---- v]\npoint in direction (90)\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn left (5) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nset [lvl v] to [1]\nhide\n\nwhen I receive [следующий lvl v]\nchange [lvl v] by (1)\nnext costume\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [g v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\n@ball\n\nwhen flag clicked\nhide\n\nwhen I receive [---- v]\nshow\nclear graphic effects\ngo to x: (0) y: (155)\nforever\n repeat until <touching color (#ffffff)?>\n change y by (-5)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n repeat (8)\n change y by (5)\n end\n end\nend\n\nwhen I receive [---- v]\nclear graphic effects\nforever\n if <touching (finish v)?> then\n broadcast (следующий lvl v) and wait\n show\n go to x: (0) y: (155)\n end\n if <<touching color (#ff5d5d)?> or <<touching color (#ffe85c)?> or <touching (let v)?>>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n clear graphic effects\n go to x: (0) y: (155)\n broadcast (g v)\n end\n if <<touching color (#53e673)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n repeat (12)\n change y by (5)\n end\n end\nend\n\n@let\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n hide\n if <(lvl) = [9]> then\n switch costume to (1 v)\n go to x: (0) y: (0)\n show\n repeat until <(lvl) = [10]>\n turn right (15) degrees\n end\n end\n if <(lvl) = [10]> then\n switch costume to (2 v)\n go to x: (0) y: (0)\n show\n repeat until <(lvl) = [11]>\n turn right (15) degrees\n end\n end\n if <(lvl) = [11]> then\n switch costume to (3 v)\n go to x: (0) y: (0)\n show\n repeat until <(lvl) = [12]>\n turn right (10) degrees\n end\n end\n if <(lvl) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@finish\n\nwhen flag clicked\nhide\n\nwhen I receive [---- v]\ngo to x: (0) y: (0)\nshow\n\nbroadcast (следующий lvl v)\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nwait (3) seconds\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\nbroadcast (PLAY v)\n\nbroadcast (---- v) and wait\n\n@logo2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (60)\n change x by (-5)\n change y by (-5)\nend\nbroadcast (PLAY v)\n\nwhen I receive [play v]\nhide\n\nbroadcast (PLAY v)\n\n@screen saver\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@screen saver2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [---- v]\nhide\n\n@PLAY\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen I receive [play v]\nshow\nforever\n go to [front v] layer\n switch costume to (1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (---- v)\nbroadcast (g v) and wait\n\nwhen I receive [---- v]\nhide\n\nwhen flag clicked\nshow\n\n@music\n\nwhen flag clicked\nwait (3) seconds\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\n
v.1.5.6\nNOTE: This project is NOT meant to spread fear and anxiety over nuclear power. Nuclear power is actually a far better alternative than coal and oil globally. \nThere has only been 1-2 major accidents in nuclear power, and one of them, Chernobyl, is this game inspired by.\n\nThis should be obvious, but NO ADVERTISING\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n[ STORY ]\n(Inspired by the Chernobyl accident)\nYou are in a radioactive place after a terrible disaster and need to get out. You have a protective suit on but the radiation will penetrate it soon... \nJump over radioactive ponds and spikes and get to the helicopter before it's to late!\n\n\nDifficulty rating: Medium\nThere is one long level with 10 checkpoints\n\nMay lag on slow computers*\n\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n[ CONTROLS ]\n• -->Controll instruction in-game<--\n• Skip or mute the music with the icon at the top left\n• "R" to restart the current checkpoint. \n\nWant to play more scrolling platformers? Then check out my profile > @KIKOKO_ <\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\nEnjoy!\nIf you like this game, make sure to ❤️ , ⭐️ and follow!\nAnd check out my other projects :D\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n[ CREDITS ]\n• Inspired by the Chernobyl disaster\n• The helicopter bell UH-1 huey\n• Thanks to @griffpatch for scrolling engine (modified by me) \n• @TimMcCool 's very nice button detector\n• Title from cooltext.com\n• Sound effects are from YouTube audiolibrary and scratch sound library\n• End song: Flying'n'stuff - F-777\n• Background music: Droid Rage - ORGE sounds\n• Intro song: Flight - Tristam, Braken\n\n\n#platformer #radioactive #fallout #radiation #green #game #fun #scrolling_platformer #mobile #mobile_compatible #mobile_friendly #griffpatch #scripts #platformer #mobile #credits #timmccool #spikes #hard_work #cool #amazing #art #fun_game #games #love #favorite #follow #kikoko #why_did_you_read_the_hashtags_?
Boring.(Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-dreams v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-85)\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [spraying v] to [0]\nforever\n if <not <touching (stage v)?>> then\n if <(Spraying) = [0]> then\n change [y vel v] by (-.7)\n end\n end\n Move <[0] < (Y vel)>\n Move X\n if <(x position) < [-220]> then\n set x to (-220)\n end\nend\n\nif <not <(Y vel) < [-6]>> then\n\ndefine Move <upward>\nswitch costume to (costume1 v)\nchange y by (Y vel)\nrepeat until <not <touching (stage v)?>>\n if <upward> then\n switch costume to (hitbox3 v)\n if <touching (stage v)?> then\n change y by (-1)\n set [y vel v] to [0]\n end\n else\n set [y vel v] to (Y vel)\n change y by (1)\n end\nend\nif <not <upward>> then\n change y by (-1)\nend\nswitch costume to (costume1 v)\n\n\n\nchange y by (Y vel)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (sprite3 v)?> then\n go to x: (-200) y: (-85)\n set [y vel v] to [0]\n set [x vel v] to [0]\n set [spraying v] to [0]\n change [level v] by (1)\n broadcast (Fire v)\n end\n if <<touching (spikes v)?> or <<touching (fire v)?> or <key (r v) pressed?>>> then\n go to x: (-200) y: (-85)\n set [y vel v] to [0]\n set [x vel v] to [0]\n set [spraying v] to [0]\n broadcast (Fire v)\n end\n if <touching (_edge_ v)?> then\n set [y vel v] to ([sqrt v] of (Y vel) )\n end\nend\n\nif <touching (stage v)?> then\n\n\n\nsay [Hello!]\n\nchange x by (X vel)\nif <touching (stage v)?> then\n repeat (8)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n if <touching (stage v)?> then\n change x by ((0) - (X vel))\n end\nend\nswitch costume to (hitbox2 v)\nchange y by (Y vel)\nif <touching (stage v)?> then\n if <[.05] < ([abs v] of (X vel) )> then\n if <[0] < (X vel)> then\n change [x vel v] by (-.1)\n else\n change [x vel v] by (.1)\n end\n else\n set [x vel v] to [0]\n end\nend\nrepeat until <not <touching (stage v)?>>\n if <[0] < (Y vel)> then\n change y by (-1)\n else\n set [y vel v] to [0]\n change y by (1)\n end\nend\nif <[0] < (Y vel)> then\n change y by (1)\nelse\n change y by (-1)\nend\nswitch costume to (costume1 v)\n\nswitch costume to (hitbox v)\nif <<touching (stage v)?> or <touching (_edge_ v)?>> then\n set [x vel v] to [0]\n if <[0] < (X vel)> then\n repeat until <not <touching (stage v)?>>\n change x by (1)\n end\n else\n repeat until <not <touching (stage v)?>>\n change x by (-1)\n end\n change x by (1)\n end\nend\nswitch costume to (costume1 v)\n\nchange x by (-1)\n\nsay <(Y vel) < [0]>\n\nif <touching (stage v)?> then\n switch costume to (hitbox v)\n if <not <touching (stage v)?>> then\n switch costume to (hitbox2 v)\n end\nend\n\nif <touching (stage v)?> then\n\ndefine Move X\nswitch costume to (costume1 v)\nchange y by (1)\nchange x by (X vel)\nset [ycount v] to [0]\nrepeat (8)\n if <touching (stage v)?> then\n change y by (1)\n change [ycount v] by (1)\n end\nend\nif <touching (stage v)?> then\n change y by ((0) - (Ycount))\n if <touching (stage v)?> then\n set [ycount v] to [0]\n repeat (8)\n change y by (-1)\n change [ycount v] by (1)\n end\n if <touching (stage v)?> then\n change y by (Ycount)\n repeat until <not <touching (stage v)?>>\n change x by ((0) - (X vel))\n end\n set [x vel v] to [0]\n end\n end\nelse\n change y by (-1)\n if <touching (stage v)?> then\n set [x vel v] to ((X vel) / (1.05))\n end\nend\nswitch costume to (costume1 v)\n\nif <touching (stage v)?> then\n\n\n change y by (10)\nend\n\nset [level v] to [9]\n\nchange [edge v] by (1)\n\n@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(Moving) = [1]> then\n go to (player v)\n set [plx v] to (x position)\n set [ply v] to (y position)\n point towards (mouse-pointer v)\n move (30) steps\n else\n if <(Moving) = [2]> then\n go to (player v)\n set [plx v] to (x position)\n go to x: (Plx) y: (Ply)\n point towards (mouse-pointer v)\n move (30) steps\n else\n go to x: (Plx) y: (Ply)\n point towards (mouse-pointer v)\n move (30) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n set [check v] to (Y vel)\n set [checkx v] to (X vel)\n wait (.1) seconds\n if <(Check) = (Y vel)> then\n if <not <(Checkx) = (X vel)>> then\n set [moving v] to [2]\n else\n set [moving v] to [0]\n end\n else\n set [moving v] to [1]\n end\nend\n\nset [ply v] to (y position)\n\npoint towards (mouse-pointer v)\nmove (30) steps\n\n@Sprite2\n\nwhen flag clicked\nset [edge v] to [0]\nshow\nset [ghost v] effect to (100)\nset [progress v] to [0]\nforever\n point towards (mouse-pointer v)\n go to (player v)\n if <mouse down?> then\n Spray\n else\n set [spraying v] to [0]\n set [progress v] to [0]\n erase all\n end\nend\n\ndefine Spray\npen up\nset pen color to (#73dfff)\nset pen size to (3)\nif <(Progress) < [500]> then\n change [progress v] by (60)\nend\nFind ground\ngo to (player v)\npoint towards (mouse-pointer v)\nerase all\npen down\nmove (Edge) steps\npen up\nClone\n\ndefine Find ground\npoint towards (mouse-pointer v)\ngo to (player v)\nif <touching (_edge_ v)?> then\n move (10) steps\nend\nset [i v] to [0]\nrepeat until <<touching (_edge_ v)?> or <<<touching (stage v)?> or <touching (spikes v)?>> or <(Progress) < (i)>>>\n change [i v] by (20)\n move (20) steps\nend\nrepeat until <not <<touching (stage v)?> or <touching (spikes v)?>>>\n move (-1) steps\n change [i v] by (-1)\nend\nchange [edge v] by (1)\nif <(Progress) < (i)> then\n set [i v] to (Progress)\nend\nset [edge v] to (i)\nmove (3) steps\nif <<touching (stage v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>> then\n Physics ([x position v] of [player v]) (x position) ([y position v] of [player v]) (y position)\nend\n\ndefine Clone\ngo to (player v)\npoint towards (mouse-pointer v)\nrepeat (round ((Edge) / (15)))\n move (15) steps\n if <(pick random (1) to (5)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\nshow\nset size to (pick random (80) to (120)) %\npoint in direction (pick random (-180) to (180))\nrepeat (10)\n move (1) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n\nsay [Hello!]\n\ndefine Physics (x1) (x2) (y1) (y2)\nset [xchange v] to ((x1) - (x2))\nset [ychange v] to ((y1) - (y2))\nchange [y vel v] by (((Ychange) / (([abs v] of (Xchange) ) + ([abs v] of (Ychange) ))) * (.5))\nset [spraying v] to [1]\nchange [x vel v] by (((Xchange) / (([abs v] of (Xchange) ) + ([abs v] of (Ychange) ))) * (.3))\n\nset [xchange v] to [Hi]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Text\n\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Fire\n\nwhen flag clicked\nhide\nset [trig v] to [0]\nforever\n change [trig v] by (3)\nend\n\nwait until <not <([costume # v] of [stage v]) = [8]>>\nbroadcast (Fire v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n change size by (([sin v] of (Trig) ) / (3))\n if <touching (sprite2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n delete this clone\n end\n end\nend\n\nwhen I receive [fire v]\npoint in direction (90)\nwait (.05) seconds\nif <([costume # v] of [stage v]) = [8]> then\n go to x: (-47) y: (-139)\n repeat (9)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <([costume # v] of [stage v]) = [9]> then\n go to x: (-14) y: (-33)\n repeat (2)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <([costume # v] of [stage v]) = [10]> then\n point in direction (90)\n go to x: (-61) y: (-137)\n create clone of (_myself_ v)\n go to x: (94) y: (-140)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-137) y: (7)\n create clone of (_myself_ v)\n go to x: (22) y: (8)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [stage v]) = [11]> then\n point in direction (90)\n go to x: (210) y: (121)\n create clone of (_myself_ v)\n go to x: (-5) y: (-137)\n repeat (3)\n create clone of (_myself_ v)\n change x by (60)\n end\nend\n\nwhen I receive [fire v]\ndelete this clone\n\ngo to x: (-115) y: (31)\n\ngo to x: (-61) y: (-137)\n\ngo to x: (94) y: (-140)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-137) y: (7)\ncreate clone of (_myself_ v)\ngo to x: (22) y: (8)\ncreate clone of (_myself_ v)\n\nchange [level v] by (1)\n\n@Sprite4\n\nwhen I receive [fire v]\nwait (.05) seconds\nset [time v] to (round (timer))\nif <([costume # v] of [stage v]) = [12]> then\n go to x: (82) y: (33)\n set [ii v] to [0]\n repeat (length of (Time))\n change [ii v] by (1)\n switch costume to (letter (ii) of (Time))\n create clone of (_myself_ v)\n move (23) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nchange [level v] by (1)\nbroadcast (Fire v)\n\nshow\ngo to [front v] layer\n\n
This is like a normal platformer, but everything you see is in one list, that's it. No sprites, only one backdrop, and no motion blocks.\n\n- Play in Fullscreen -\n\nArrow Keys to move\nAvoid spikes & pits\nBlue blocks move you\n\nIf it looks weird, press Z to open debug and change the symbols.\n\nLove and Favorite if you think this is cool!\n\nAll code by me!
Wings of Fire platformer 5
@Stage\n\n@meh\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset [level v] to [0]\nchange [☁ players v] by (1)\nshow\ngo to x: (-190) y: (120)\ngo to [front v] layer\nswitch backdrop to (1 v)\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 point in direction (90)\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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (next level! v)\n go to x: (-190) y: (120)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikeys hurt ooooof v)?> then\n go to x: (-190) y: (120)\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-190) y: (120)\n\nwhen I receive [next round v]\ngo to x: (-190) y: (120)\n\nwhen flag clicked\nforever\n if <touching (tramp v)?> then\n set [yv v] to [21]\n end\n if <touching (tramp2 v)?> then\n set [yv v] to [21]\n end\n if <touching (tramp3 v)?> then\n set [yv v] to [21]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lasers v)?> then\n go to x: (-190) y: (120)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikeys hurt ooooof2 v)?> then\n go to x: (-190) y: (120)\n play sound [Crunch v] until done\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (spikes v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (hide dem skikes! v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (spikes 2 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (edits v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (trampoline time! v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (hide and do some edits v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (go away v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (new spikes v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (move out v)\n end\nend\n\nwhen I receive [next round v]\nnext costume\n\n@play button!\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nswitch costume to (yee v)\ngo to x: (0) y: (-100)\nshow\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\nbroadcast (Play Game v)\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to x: (21) y: (-20)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\nend\nbroadcast (Play Game v)\nhide\nstop [this script v]\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (6) y: (80)\nforever\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (25)) + (50))\n set x to ((([sin v] of ((timer) * (50)) ) * (25)) + (0))\n point in direction ((([tan v] of ((timer) * (10)) ) * (50)) + (50))\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (20))\n point in direction ((([sin v] of ((timer) * (50)) ) * (5)) + (90))\n set x to (20)\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (0))\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n set x to (1)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@spikeys hurt ooooof\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes v]\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [hide dem skikes! v]\nhide\n\nwhen I receive [spikes 2 v]\nshow\nswitch costume to (costume3 v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [edits v]\nhide\n\nwhen I receive [trampoline time! v]\nshow\nswitch costume to (costume4 v)\ngo to x: (36) y: (28)\n\nwhen I receive [hide and do some edits v]\nhide\ngo to [back v] layer\n\nwhen I receive [edits v]\nshow\nswitch costume to (costume6 v)\ngo to x: (36) y: (28)\n\n@backround\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [spikes 2 v]\nshow\n\nwhen I receive [go away v]\nshow\n\nwhen I receive [move out v]\nhide\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\ngo to x: (-150) y: (-141)\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n broadcast (restart v)\n end\nend\n\n@Sprite1\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-141)\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (next round v)\n\nwhen flag clicked\nhide\nswitch costume to (ye v)\n\n@tramp\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [trampoline time! v]\nshow\ngo to x: (3) y: (-89)\nforever\n if <touching (meh v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (meh v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen I receive [hide and do some edits v]\nhide\n\n@tramp2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [trampoline time! v]\nshow\ngo to x: (110) y: (-89)\nforever\n if <touching (meh v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (player v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen I receive [hide and do some edits v]\nhide\n\n@tramp3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [trampoline time! v]\nshow\ngo to x: (-100) y: (-89)\nforever\n if <touching (meh v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (player v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen I receive [hide and do some edits v]\nhide\n\n@spikeys hurt ooooof2\n\nwhen flag clicked\nhide\n\nwhen I receive [new spikes v]\nshow\ngo to x: (-57) y: (1)\n\nwhen I receive [move out v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n
         ✿ Mʏsᴛɪᴄ Vᴀʟʟᴇʏ ✿\n      ✿ Multiplayer Scrolling Platformer ✿\n\nOVER 200,000 views and 11k loves?!?!\n\n>> If it’s full or the traffic is too high, go to the second server here: https://scratch.mit.edu/projects/403558643/\n\nInfo:\nWelcome to the Mʏsᴛɪᴄ Vᴀʟʟᴇʏ! Collect coins to buy items and powerups from the shop. Make sure to watch out for dangerous critters! Reach safe ground to complete your journey.\n        ✦✦✦How to play✦✦✦\n➜ Defeat critters by jumping on them\n➜ Collect coins. Use them to buy stuff in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase\n➜ TAP on player to chat (mobile)\n➜ [N] to toggle names\n         ✦✦✦News✦✦✦\n-mass reported 3 times\n-100,000 views in only 7 days!\n-#1 on trending for 10 days!\n\n(8/1/20) #3 on POPULAR!!!!!\n(7/22/20) #5 on POPULAR!! (explore page)\n(6/12/20) 5000 loves! 75,000 views!\n(6/10/20) Top REMIXED!\n(6/9/20) #1 ON TRENDING!\n(6/8/20) Project shared!\n        ✦✦✦Loves/faves✦✦✦\n@kevin_eleven_1234 ❤️⭐ \n@MJM3 ❤️⭐\n@TimMcCool ❤️⭐\n@Capt_Boanerges ❤️⭐\n@Noodlebot743 ❤️⭐\n@-SapphireDemon- ❤️⭐\n@QuaXX ❤️⭐\n@Lazy_Otter2_0 ❤️⭐\n@KrishTheKing123 ❤️⭐\n@0014049 ❤️⭐\n         ✦✦✦Credits✦✦✦\n➜ Big thanks to @ivanbb3 for testing!\n➜ Multiplayer engine by @StratfordJames\n➜ ALL ART 100% drawn by @StratfordJames\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n\nsymbols I used: ❤️⭐✨❌✔✦✿➜☁️⚠️⛔★\n\n#stratfordjames #games #art #multiplayer #trending #scrolling #platformer #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames #stratfordjames
MarioCube - A Platformer                       #games
@Stage\n\nwhen flag clicked\nforever\n set [mouse v] to (join (mouse x) (join [/] (mouse y)))\nend\n\nwhen flag clicked\nforever\n play sound [bensound-adventure v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nset [level v] to [1]\nset [coins v] to [0]\nset [unlocked skins v] to [1]\nset [skin v] to [1]\nNext level\nforever\n switch costume to (hitbox \(ground\) v)\n if <(Shop open?) = [0]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (((3) * (Gravity)) * (Speed boost))\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (((-3) * (Gravity)) * (Speed boost))\n end\n end\n set [xv v] to ((xv) * (0.6))\n change x by (xv)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change y by ((1) * (Gravity))\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change y by ((1) * (Gravity))\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change y by ((1) * (Gravity))\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change y by ((1) * (Gravity))\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change x by (() - (xv))\n change y by ((-4) * (Gravity))\n end\n set [xv v] to [0]\n end\n end\n end\n end\n change [yv v] by ((-1) * (Gravity))\n change y by (yv)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n change y by (() - (yv))\n set [yv v] to [0]\n end\n if <(Shop open?) = [0]> then\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (2)\n end\n if <(yv) > ((4) * (Speed boost))> then\n set [yv v] to ((4) * (Speed boost))\n else\n if <(yv) < ((-2) * (Speed boost))> then\n set [yv v] to ((-2) * (Speed boost))\n end\n end\n else\n if <touching (stairs v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (2)\n end\n if <(yv) > ((6) * (Speed boost))> then\n set [yv v] to ((6) * (Speed boost))\n end\n else\n change y by ((-1) * (Gravity))\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>> or <touching (moving platforms v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to (((12) * (Gravity)) * (Jump boost))\n end\n end\n change y by ((1) * (Gravity))\n end\n end\n end\n if <<touching (objects v)?> and <[touching \(objects\) v] contains [2]?>> then\n change [wall timer v] by (1)\n else\n set [wall timer v] to [0]\n end\n if <(Wall timer) = [1]> then\n Push out\n end\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<<[touching \(objects\) v] contains [2]?> and <touching (objects v)?>> and <(Wall timer) > [1]>>> then\n Death\n end\n switch costume to (hitbox \(danger\) v)\n if <<<touching (danger v)?> or <touching (spikes v)?>> or <<touching (enemy v)?> or <touching (lasers v)?>>> then\n Death\n end\n switch costume to (hitbox \(ground\) v)\n if <touching (bounce v)?> then\n if <(yv) = [0]> then\n change [yv v] by (10)\n else\n set [yv v] to ([abs v] of (((yv) * (-1)) + (3)) )\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to (Trampoline force)\n end\n if <<touching (portal v)?> and <not <<touching (objects v)?> and <[touching \(objects\) v] contains [2]?>>>> then\n if <(Coins collected) = (Coins max)> then\n change [coins v] by (Level)\n end\n change [level v] by (1)\n Next level\n end\n if <touching (teleports v)?> then\n if <(Teleports timer) = [0]> then\n if <(Btrtb) = [btr]> then\n if <(item (1) of [touching \(teleports\) v]) = [1]> then\n go to x: (item (3) of [teleports x/y v]) y: (item (4) of [teleports x/y v])\n end\n else\n if <(Btrtb) = [rtb]> then\n if <(item (2) of [touching \(teleports\) v]) = [1]> then\n go to x: (item (1) of [teleports x/y v]) y: (item (2) of [teleports x/y v])\n end\n else\n if <(item (1) of [touching \(teleports\) v]) = [1]> then\n go to x: (item (3) of [teleports x/y v]) y: (item (4) of [teleports x/y v])\n else\n if <(item (2) of [touching \(teleports\) v]) = [1]> then\n go to x: (item (1) of [teleports x/y v]) y: (item (2) of [teleports x/y v])\n end\n end\n end\n end\n end\n if <not <(Touching \(Teleports\)) = [00]>> then\n change [teleports timer v] by (1)\n end\n else\n set [teleports timer v] to [0]\n end\n if <touching (speed boost v)?> then\n Touching [TSB]\n end\n change y by (-1)\n if <touching (moving platforms v)?> then\n Touching [TMP]\n end\n change y by (1)\n if <touching (gravity switch v)?> then\n Touching [TGS]\n end\n Costume\nend\n\ndefine Respawn\nset [xv v] to [0]\nset [yv v] to [0]\nset [gravity v] to [1]\npoint in direction (90)\nset [ghost v] effect to (0)\nif <(Level) = [13]> then\n go to x: (-180) y: (115)\nelse\n if <(Level) = [15]> then\n go to x: (-180) y: (80)\n else\n if <(Level) = [17]> then\n go to x: (0) y: (-80)\n else\n if <(Level) = [22]> then\n go to x: (-185) y: (-80)\n else\n go to x: (-180) y: (-80)\n end\n end\n end\nend\n\ndefine Push out\nif <not <(yv) = [0]>> then\n repeat (40)\n if <(yv) > [0]> then\n change y by (-1)\n else\n if <(yv) < [0]> then\n change y by (1)\n end\n end\n if <not <touching (objects v)?>> then\n if <(yv) > [0]> then\n change y by (-1)\n else\n if <(yv) < [0]> then\n change y by (1)\n end\n end\n stop [this script v]\n end\n end\nend\n\ndefine Death\nCostume\nrepeat (10)\n change y by (2)\n change [ghost v] effect by (10)\nend\nRespawn\n\ndefine Touching (type)\nset [counter v] to [0]\nrepeat (300)\n change [counter v] by (1)\n if <(type) = [TMP]> then\n if <(item (Counter) of [touching \(moving platforms\) v]) = [1]> then\n change x by (item (Counter) of [platforms speed x v])\n change y by (item (Counter) of [platforms speed y v])\n end\n else\n if <(type) = [TSB]> then\n if <(item (Counter) of [touching \(speedboost\) v]) = [1]> then\n set [xv v] to (item (Counter) of [speedboost x v])\n set [yv v] to (item (Counter) of [speedboost y v])\n end\n else\n if <(type) = [TGS]> then\n if <(item (Counter) of [touching \(gravity switch\) v]) = [1]> then\n set [gravity v] to (item (Counter) of [gravity switch v])\n end\n end\n end\n end\nend\n\ndefine Next level\nCostume\nRespawn\nbroadcast (Next level v) and wait\nbroadcast (Clones v) and wait\nset [speed boost v] to [1]\nset [jump boost v] to [1]\n\nwhen I receive [skip level v]\nchange [level v] by (1)\nNext level\n\nwhen I receive [respawn v]\nRespawn\n\ndefine Costume\nswitch costume to (join (join [Skin ] (Skin)) (join [G] (Gravity)))\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Coins\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\nset [coins max v] to [0]\nset [coins collected v] to [0]\nif <(Level) = [1]> then\n Clone x: [-62] y: [-74]\n Clone x: [-24] y: [-74]\n Clone x: [14] y: [-74]\n Clone x: [52] y: [-74]\n Clone x: [90] y: [-74]\n Clone x: [128] y: [-74]\nelse\n if <(Level) = [2]> then\n Clone x: [52] y: [-74]\n Clone x: [90] y: [-74]\n Clone x: [128] y: [-74]\n else\n if <(Level) = [3]> then\n Clone x: [-65] y: [-74]\n Clone x: [32] y: [40]\n Clone x: [-6] y: [2]\n Clone x: [-6] y: [-36]\n Clone x: [128] y: [-74]\n else\n if <(Level) = [4]> then\n Clone x: [52] y: [-74]\n Clone x: [90] y: [-74]\n Clone x: [128] y: [-74]\n else\n if <(Level) = [5]> then\n Clone x: [-22] y: [26]\n Clone x: [16] y: [26]\n else\n if <(Level) = [6]> then\n Clone x: [-104] y: [100]\n Clone x: [-64] y: [112]\n Clone x: [8] y: [-74]\n Clone x: [106] y: [-74]\n else\n if <(Level) = [7]> then\n Clone x: [44] y: [-78]\n Clone x: [82] y: [-78]\n Clone x: [120] y: [-78]\n Clone x: [114] y: [10]\n Clone x: [76] y: [10]\n Clone x: [38] y: [10]\n Clone x: [-88] y: [10]\n Clone x: [-126] y: [10]\n Clone x: [-70] y: [108]\n Clone x: [-32] y: [108]\n Clone x: [6] y: [108]\n Clone x: [44] y: [108]\n Clone x: [82] y: [108]\n else\n if <(Level) = [8]> then\n Clone x: [-25] y: [-74]\n Clone x: [25] y: [-74]\n else\n if <(Level) = [9]> then\n Clone x: [-30] y: [62]\n Clone x: [12] y: [-54]\n Clone x: [12] y: [-16]\n Clone x: [52] y: [62]\n else\n if <(Level) = [10]> then\n Clone x: [-28] y: [30]\n Clone x: [56] y: [0]\n Clone x: [160] y: [0]\n else\n if <(Level) = [11]> then\n Clone x: [15] y: [120]\n Clone x: [15] y: [-74]\n Clone x: [53] y: [-74]\n Clone x: [91] y: [-74]\n Clone x: [91] y: [120]\n else\n if <(Level) = [12]> then\n Clone x: [-4] y: [56]\n Clone x: [-42] y: [56]\n else\n if <(Level) = [13]> then\n Clone x: [98] y: [-10]\n Clone x: [138] y: [-38]\n else\n if <(Level) = [14]> then\n Clone x: [-90] y: [60]\n Clone x: [-50] y: [4]\n Clone x: [-90] y: [-48]\n Clone x: [50] y: [-6]\n Clone x: [90] y: [50]\n Clone x: [50] y: [106]\n else\n if <(Level) = [15]> then\n Clone x: [-100] y: [74]\n Clone x: [0] y: [74]\n Clone x: [100] y: [74]\n Clone x: [-100] y: [-78]\n Clone x: [0] y: [-78]\n Clone x: [100] y: [-78]\n else\n if <(Level) = [16]> then\n Clone x: [-96] y: [-20]\n Clone x: [-58] y: [16]\n Clone x: [58] y: [16]\n Clone x: [96] y: [-20]\n else\n if <(Level) = [17]> then\n Clone x: [46] y: [-64]\n Clone x: [-46] y: [16]\n else\n if <(Level) = [18]> then\n Clone x: [0] y: [-74]\n Clone x: [100] y: [-74]\n else\n if <(Level) = [19]> then\n Clone x: [-68] y: [-16]\n Clone x: [-30] y: [-6]\n else\n if <(Level) = [20]> then\n Clone x: [-100] y: [44]\n Clone x: [-20] y: [124]\n Clone x: [14] y: [124]\n Clone x: [48] y: [124]\n Clone x: [154] y: [118]\n Clone x: [154] y: [58]\n Clone x: [154] y: [-2]\n else\n if <(Level) = [21]> then\n Clone x: [0] y: [-26]\n Clone x: [0] y: [24]\n Clone x: [0] y: [74]\n else\n if <(Level) = [22]> then\n Clone x: [-185] y: [110]\n Clone x: [-10] y: [124]\n Clone x: [86] y: [124]\n else\n if <(Level) = [23]> then\n Clone x: [160] y: [90]\n Clone x: [122] y: [90]\n Clone x: [50] y: [-74]\n Clone x: [88] y: [-74]\n else\n if <(Level) = [24]> then\n Clone x: [-6] y: [124]\n Clone x: [74] y: [-74]\n Clone x: [112] y: [-74]\n else\n if <(Level) = [25]> then\n Clone x: [-84] y: [-74]\n Clone x: [0] y: [74]\n Clone x: [92] y: [-78]\n Clone x: [130] y: [-78]\n Clone x: [168] y: [-78]\n else\n if <(Level) = [26]> then\n Clone x: [-100] y: [124]\n Clone x: [8] y: [124]\n Clone x: [46] y: [124]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone x: (x) y: (y)\nchange [coins max v] by (1)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nwait until <touching (player v)?>\nchange [coins collected v] by (1)\nchange [coins v] by (1)\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Portal\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n hide\n else\n if <(Level) = [7]> then\n go to x: (178) y: (114)\n else\n if <(Level) = [12]> then\n go to x: (28) y: (125)\n else\n if <(Level) = [17]> then\n go to x: (0) y: (120)\n else\n if <(Level) = [21]> then\n go to x: (0) y: (120)\n else\n if <(Level) = [25]> then\n go to x: (178) y: (120)\n else\n go to x: (178) y: (-72)\n end\n end\n end\n end\n end\n show\n end\n if <(Coins collected) = (Coins max)> then\n turn right (2) degrees\n switch costume to (costume1 v)\n else\n point in direction (90)\n switch costume to (costume2 v)\n end\nend\n\n@Bounce\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset [clone v] to [1]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n switch costume to (costume1 v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [clones v]\nset [game object? v] to [1]\nif <(Level) = [3]> then\n Clone x: [-6] y: [-95]\nelse\n if <(Level) = [5]> then\n Clone x: [-104] y: [-95]\n else\n if <(Level) = [6]> then\n Clone x: [-104] y: [-95]\n else\n if <(Level) = [7]> then\n Clone x: [174] y: [-95]\n Clone x: [-174] y: [-7]\n else\n if <(Level) = [12]> then\n Clone x: [40] y: [-40]\n end\n end\n end\n end\nend\nset [game object? v] to [0]\n\nwhen I receive [green flag v]\nhide\n\ndefine Clone x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [create object v]\nif <(Object type) = [4]> then\n if <(Game object?) = [0]> then\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\n end\nelse\n if <(Clone) = [0]> then\n if <(Object type) = [1]> then\n Clone x: (Object X) y: (Object Y)\n end\n end\nend\n\n@Objects\n\nwhen I receive [clones v]\ndelete all of [touching \(objects\) v]\ndelete all of [etouching \(objects\) v]\nset [object# v] to [0]\nset [game object? v] to [1]\nif <(Level) = [4]> then\n Clone x: [15] y: [-56] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [15] y: [32] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [15] y: [120] dir: [0] type: [1] button connect [1] ghost [0]\nelse\n if <(Level) = [5]> then\n Clone x: [-2] y: [-3] dir: [90] type: [1] button connect [1] ghost [1]\n else\n if <(Level) = [8]> then\n Clone x: [-50] y: [-56] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [-50] y: [32] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [-50] y: [120] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [0] y: [-56] dir: [0] type: [1] button connect [2] ghost [0]\n Clone x: [0] y: [32] dir: [0] type: [1] button connect [2] ghost [0]\n Clone x: [0] y: [120] dir: [0] type: [1] button connect [2] ghost [0]\n Clone x: [50] y: [-56] dir: [0] type: [1] button connect [3] ghost [0]\n Clone x: [50] y: [32] dir: [0] type: [1] button connect [3] ghost [0]\n Clone x: [50] y: [120] dir: [0] type: [1] button connect [3] ghost [0]\n else\n if <(Level) = [9]> then\n Clone x: [158] y: [-50] dir: [45] type: [2] button connect [1] ghost [0]\n else\n if <(Level) = [10]> then\n Clone x: [70] y: [-30] dir: [90] type: [1] button connect [1] ghost [1]\n Clone x: [155] y: [-30] dir: [90] type: [3] button connect [1] ghost [1]\n else\n if <(Level) = [18]> then\n Clone x: [-55] y: [-83] dir: [90] type: [4] button connect [1] ghost [0]\n Clone x: [-55] y: [-49] dir: [90] type: [4] button connect [1] ghost [0]\n Clone x: [-55] y: [-15] dir: [90] type: [4] button connect [1] ghost [0]\n Clone x: [-55] y: [19] dir: [90] type: [4] button connect [1] ghost [0]\n Clone x: [-55] y: [53] dir: [90] type: [4] button connect [1] ghost [0]\n Clone x: [55] y: [-83] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [-49] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [-15] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [19] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [53] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [87] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [121] dir: [90] type: [4] button connect [2] ghost [0]\n Clone x: [55] y: [155] dir: [90] type: [4] button connect [2] ghost [0]\n else\n if <(Level) = [19]> then\n Clone x: [142] y: [-56] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [142] y: [32] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [142] y: [120] dir: [0] type: [1] button connect [1] ghost [0]\n else\n if <(Level) = [20]> then\n Clone x: [-20] y: [87] dir: [90] type: [4] button connect [1] ghost [1]\n Clone x: [14] y: [87] dir: [90] type: [4] button connect [1] ghost [1]\n Clone x: [48] y: [87] dir: [90] type: [4] button connect [1] ghost [1]\n Clone x: [154] y: [90] dir: [90] type: [2] button connect [2] ghost [0]\n Clone x: [154] y: [30] dir: [90] type: [2] button connect [2] ghost [1]\n Clone x: [154] y: [-30] dir: [90] type: [2] button connect [2] ghost [0]\n else\n if <(Level) = [22]> then\n Clone x: [-52] y: [122] dir: [0] type: [1] button connect [1] ghost [0]\n Clone x: [132] y: [122] dir: [0] type: [1] button connect [1] ghost [0]\n else\n if <(Level) = [23]> then\n Clone x: [144] y: [-34] dir: [0] type: [2] button connect [1] ghost [0]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [game object? v] to [0]\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset [clone v] to [1]\nif <(Ghost) = [0]> then\n forever\n if <(item (Button connect) of [buttons v]) = [1]> then\n set [effect v] to [1]\n else\n set [effect v] to [0]\n end\n if <(Effect) = [0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n end\nelse\n forever\n if <(item (Button connect) of [buttons v]) = [1]> then\n set [effect v] to [0]\n else\n set [effect v] to [1]\n end\n if <(Effect) = [0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n end\nend\n\ndefine Clone x: (x) y: (y) dir: (dir) type: (type) button connect (button#) ghost (ghost)\nadd [0] to [touching \(objects\) v]\nadd [0] to [etouching \(objects\) v]\nchange [object# v] by (1)\nset [button connect v] to (button#)\nset [ghost v] to (ghost)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set size to (200) %\n if <<touching (player v)?> and <(Effect) = [0]>> then\n replace item (Object#) of [touching \(objects\) v] with [1]\n else\n replace item (Object#) of [touching \(objects\) v] with [0]\n end\n if <<touching (enemy v)?> and <(Effect) = [0]>> then\n replace item (Object#) of [etouching \(objects\) v] with [1]\n else\n replace item (Object#) of [etouching \(objects\) v] with [0]\n end\n set size to (100) %\n if <<touching (player v)?> and <(Effect) = [0]>> then\n replace item (Object#) of [touching \(objects\) v] with [2]\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [create object v]\nif <(Object type) = [4]> then\n if <(Game object?) = [0]> then\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\n end\nelse\n if <(Clone) = [0]> then\n if <(Object type) = [2]> then\n Clone x: (Object X) y: (Object Y) dir: (Object direction) type: [1] button connect [0] ghost [0]\n else\n if <(Object type) = [3]> then\n Clone x: (Object X) y: (Object Y) dir: (Object direction) type: [4] button connect [0] ghost [0]\n end\n end\n end\nend\n\n@Buttons\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\ndelete all of [buttons v]\nset [button# v] to [0]\nif <(Level) = [4]> then\n Clone x: [-20] y: [-95] dir: [90] type: [2]\nelse\n if <(Level) = [5]> then\n Clone x: [-62] y: [8] dir: [90] type: [2]\n else\n if <(Level) = [8]> then\n Clone x: [-50] y: [-56] dir: [90] type: [4]\n Clone x: [0] y: [-56] dir: [90] type: [4]\n Clone x: [50] y: [-56] dir: [90] type: [4]\n else\n if <(Level) = [9]> then\n Clone x: [158] y: [-50] dir: [90] type: [4]\n else\n if <(Level) = [10]> then\n Clone x: [30] y: [-30] dir: [90] type: [4]\n else\n if <(Level) = [18]> then\n Clone x: [-130] y: [88] dir: [90] type: [2]\n Clone x: [-100] y: [88] dir: [90] type: [2]\n else\n if <(Level) = [19]> then\n Clone x: [142] y: [32] dir: [90] type: [4]\n else\n if <(Level) = [20]> then\n Clone x: [14] y: [87] dir: [90] type: [4]\n Clone x: [154] y: [30] dir: [90] type: [4]\n else\n if <(Level) = [22]> then\n Clone x: [-185] y: [143] dir: [-90] type: [2]\n else\n if <(Level) = [23]> then\n Clone x: [203] y: [78] dir: [0] type: [2]\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\nif <(Type) = [3]> then\n switch costume to (costume8 v)\nelse\n if <(Type) = [4]> then\n switch costume to (costume10 v)\n else\n switch costume to (costume1 v)\n end\nend\nshow\nforever\n if <(Type) = [1]> then\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume4 v)\n replace item (Button#) of [buttons v] with [1]\n wait until <not <touching (player v)?>>\n switch costume to (costume4 v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume1 v)\n replace item (Button#) of [buttons v] with [0]\n wait until <not <touching (player v)?>>\n end\n else\n if <(Type) = [2]> then\n if <touching (player v)?> then\n if <(item (Button#) of [buttons v]) = [0]> then\n switch costume to (costume1 v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume4 v)\n replace item (Button#) of [buttons v] with [1]\n else\n switch costume to (costume4 v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n switch costume to (costume1 v)\n replace item (Button#) of [buttons v] with [0]\n end\n wait until <not <touching (player v)?>>\n end\n else\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(item (Button#) of [buttons v]) = [0]> then\n if <(Type) = [3]> then\n switch costume to (costume9 v)\n else\n switch costume to (costume11 v)\n end\n replace item (Button#) of [buttons v] with [1]\n else\n if <(Type) = [3]> then\n switch costume to (costume8 v)\n else\n switch costume to (costume10 v)\n end\n replace item (Button#) of [buttons v] with [0]\n end\n wait until <not <mouse down?>>\n end\n end\n end\n end\nend\n\ndefine Clone x: (x) y: (y) dir: (dir) type: (type)\nadd [0] to [buttons v]\nset [type v] to (type)\nchange [button# v] by (1)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\nif <(Level) = [7]> then\n Clone x: [-38] y: [-30] costume: [3] rot speed: [-2]\nelse\n if <(Level) = [15]> then\n Clone x: [-100] y: [123] costume: [2] rot speed: [-0.5]\n Clone x: [0] y: [123] costume: [2] rot speed: [-0.5]\n Clone x: [100] y: [123] costume: [2] rot speed: [-0.5]\n Clone x: [-100] y: [-29] costume: [2] rot speed: [-0.5]\n Clone x: [0] y: [-29] costume: [2] rot speed: [-0.5]\n Clone x: [100] y: [-29] costume: [2] rot speed: [-0.5]\n else\n if <(Level) = [19]> then\n Clone x: [-20] y: [-100] costume: [1] rot speed: [2]\n Clone x: [80] y: [-100] costume: [1] rot speed: [2]\n else\n if <(Level) = [25]> then\n Clone x: [-80] y: [80] costume: [2] rot speed: [-1]\n end\n end\n end\nend\n\ndefine Clone x: (x) y: (y) costume: (costume) rot speed: (rot speed)\nset [rotating speed v] to (rot speed)\ngo to x: (x) y: (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n turn right (Rotating speed) degrees\nend\n\n@Trampoline\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (4)\n wait (0) seconds\n next costume\n end\n switch costume to (costume1 v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [clones v]\nif <(Level) = [9]> then\n set [trampoline force v] to [18]\n Clone x: [-70] y: [-88]\n Clone x: [12] y: [-88]\nelse\n if <(Level) = [10]> then\n set [trampoline force v] to [16]\n Clone x: [-70] y: [-88]\n else\n if <(Level) = [23]> then\n set [trampoline force v] to [20]\n Clone x: [-106] y: [-88]\n end\n end\nend\n\nwhen I receive [green flag v]\nset [trampoline force v] to [15]\nhide\n\ndefine Clone x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@Water\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (60)\n switch costume to (join [Level ] (Level))\n if <(costume [name v]) = (join [Level ] (Level))> then\n show\n else\n hide\n end\nend\n\n@Ground 2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (join [Level ] (Level))\n if <(costume [name v]) = (join [Level ] (Level))> then\n show\n else\n hide\n end\nend\n\n@Teleports\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\ndelete all of [touching \(teleports\) v]\ndelete all of [teleports x/y v]\nif <(Level) = [15]> then\n Clone blue x: [178] y: [82] red x: [-178] y: [-72] [btrtb]\nelse\n if <(Level) = [16]> then\n Clone blue x: [0] y: [30] red x: [0] y: [-30] [btrtb]\n else\n if <(Level) = [18]> then\n Clone blue x: [-100] y: [-72] red x: [-178] y: [114] [btrtb]\n else\n if <(Level) = [25]> then\n Clone blue x: [4] y: [-72] red x: [-178] y: [30] [btrtb]\n end\n end\n end\nend\n\ndefine Clone blue x: (bx) y: (by) red x: (rx) y: (ry) (btrtb?)\nset [btrtb v] to (btrtb?)\nadd [0] to [touching \(teleports\) v]\nadd (bx) to [teleports x/y v]\nadd (by) to [teleports x/y v]\ngo to x: (bx) y: (by)\nswitch costume to (blue v)\ncreate clone of (_myself_ v)\nadd [0] to [touching \(teleports\) v]\nadd (rx) to [teleports x/y v]\nadd (ry) to [teleports x/y v]\ngo to x: (rx) y: (ry)\nswitch costume to (red v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n turn right (2) degrees\n if <touching (player v)?> then\n replace item (costume [number v]) of [touching \(teleports\) v] with [1]\n else\n replace item (costume [number v]) of [touching \(teleports\) v] with [0]\n end\nend\n\n@Speed boost\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clones v]\ndelete all of [speedboost v]\ndelete all of [touching \(speedboost\) v]\nset [clone# v] to [0]\nif <(Level) = [19]> then\n Clone x: [-104] y: [-52] dir: [45] boost x: [130] boost y: [50]\nend\n\ndefine Clone x: (x) y: (y) dir: (dir) boost x: (boost x) boost y: (boost y)\nadd [] to [touching \(speedboost\) v]\nadd (boost x) to [speedboost x v]\nadd (boost y) to [speedboost y v]\nchange [clone# v] by (1)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n replace item (Clone#) of [touching \(speedboost\) v] with [1]\n else\n replace item (Clone#) of [touching \(speedboost\) v] with [0]\n end\nend\n\n@Stairs\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (join [Level ] (Level))\n if <(costume [name v]) = (join [Level ] (Level))> then\n show\n else\n hide\n end\nend\n\n@Moving platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\ndelete all of [platforms speed x v]\ndelete all of [platforms speed y v]\ndelete all of [touching \(moving platforms\) v]\nset [platform# v] to [0]\nif <(Level) = [21]> then\n Clone x: [0] y: [-50] min x: [-120] max x: [120] min y: [-50] max y: [-50] speed x: [2] speed y: [0] costume: [1] dir: [90]\n Clone x: [0] y: [0] min x: [-120] max x: [120] min y: [0] max y: [0] speed x: [3] speed y: [0] costume: [1] dir: [90]\n Clone x: [0] y: [50] min x: [-120] max x: [120] min y: [0] max y: [0] speed x: [4] speed y: [0] costume: [1] dir: [90]\nelse\n if <(Level) = [22]> then\n Clone x: [-86] y: [-120] min x: [-86] max x: [-86] min y: [-120] max y: [88] speed x: [0] speed y: [1] costume: [4] dir: [90]\n Clone x: [-19] y: [88] min x: [-19] max x: [98] min y: [88] max y: [88] speed x: [1] speed y: [0] costume: [4] dir: [90]\n else\n if <(Level) = [25]> then\n Clone x: [48] y: [125] min x: [48] max x: [48] min y: [45] max y: [125] speed x: [0] speed y: [1] costume: [1] dir: [0]\n Clone x: [136] y: [80] min x: [136] max x: [136] min y: [-108] max y: [80] speed x: [0] speed y: [1] costume: [2] dir: [90]\n end\n end\nend\n\ndefine Clone x: (x) y: (y) min x: (min x) max x: (max x) min y: (min y) max y: (max y) speed x: (speed x) speed y: (speed y) costume: (costume) dir: (dir)\nadd [0] to [platforms speed x v]\nadd [0] to [platforms speed y v]\nadd [0] to [touching \(moving platforms\) v]\nchange [platform# v] by (1)\nset [min x v] to (min x)\nset [max x v] to (max x)\nset [min y v] to (min y)\nset [max y v] to (max y)\nset [speed x v] to (speed x)\nset [speed y v] to (speed y)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(x position) < ((Max x) + (1))> then\n set [direction v] to [1]\nelse\n set [direction v] to [0]\nend\nset [xym v] to [XY]\nif <(Speed x) = [0]> then\n set [xym v] to [Y]\nend\nif <(Speed y) = [0]> then\n set [xym v] to [X]\nend\nforever\n if <(Direction) = [1]> then\n if <(XYM) = [X]> then\n if <(x position) > (Max x)> then\n set [direction v] to [-1]\n end\n else\n if <(XYM) = [Y]> then\n if <(y position) > (Max y)> then\n set [direction v] to [-1]\n end\n else\n if <<(x position) > (Max x)> and <(y position) > (Max y)>> then\n set [direction v] to [-1]\n end\n end\n end\n else\n if <(Direction) = [-1]> then\n if <(XYM) = [X]> then\n if <(x position) < (Min x)> then\n set [direction v] to [1]\n end\n else\n if <(XYM) = [Y]> then\n if <(y position) < (Min y)> then\n set [direction v] to [1]\n end\n else\n if <<(x position) < (Min x)> and <(y position) < (Min y)>> then\n set [direction v] to [1]\n end\n end\n end\n end\n end\n if <(Direction) = [1]> then\n replace item (Platform#) of [platforms speed x v] with (Speed x)\n replace item (Platform#) of [platforms speed y v] with (Speed y)\n else\n replace item (Platform#) of [platforms speed x v] with ((Speed x) * (-1))\n replace item (Platform#) of [platforms speed y v] with ((Speed y) * (-1))\n end\n change x by (item (Platform#) of [platforms speed x v])\n change y by (item (Platform#) of [platforms speed y v])\n set size to (150) %\n if <touching (player v)?> then\n replace item (Platform#) of [touching \(moving platforms\) v] with [1]\n else\n replace item (Platform#) of [touching \(moving platforms\) v] with [0]\n end\n set size to (100) %\nend\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nshow\nset [direction v] to [1]\nforever\n if <(Direction) = [1]> then\n if <(x position) > (Max x)> then\n set [direction v] to [-1]\n end\n else\n if <(x position) < (Min x)> then\n set [direction v] to [1]\n end\n end\n if <(Direction) = [1]> then\n point in direction (90)\n change [xv v] by (2)\n end\n if <(Direction) = [-1]> then\n point in direction (-90)\n change [xv v] by (-2)\n end\n set [xv v] to ((xv) * (0.6))\n change x by (xv)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change x by (() - (xv))\n change y by (-4)\n end\n set [xv v] to [0]\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 (ground 2 v)?>> or <<[touching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n change y by (() - (yv))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <touching (ground 2 v)?>> or <<[etouching \(objects\) v] contains [1]?> and <touching (objects v)?>>> then\n switch costume to (hitbox v)\n change y by (1)\n if <touching (ground v)?> then\n set [yv v] to [12]\n end\n switch costume to (hitbox \(ground\) v)\n change y by (-1)\n end\n change y by (1)\n switch costume to (hitbox \(ground\) v)\n if <<touching (danger v)?> or <touching (spikes v)?>> then\n Death\n end\n switch costume to (hitbox \(ground\) v)\n switch costume to (costume1 v)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\nif <(Level) = [23]> then\n Clone x: [115] y: [-60] min x: [-45] max x: [115]\n Clone x: [-45] y: [115] min x: [-45] max x: [155]\nend\n\ndefine Clone x: (x) y: (y) min x: (min x) max x: (max x)\nset [min x v] to (min x)\nset [max x v] to (max x)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Death\nswitch costume to (costume1 v)\nrepeat (10)\n change y by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Gravity switch\n\nwhen I receive [green flag v]\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n replace item (Clone#) of [touching \(gravity switch\) v] with [1]\n else\n replace item (Clone#) of [touching \(gravity switch\) v] with [0]\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [clones v]\ndelete all of [gravity switch v]\ndelete all of [touching \(gravity switch\) v]\nset [clone# v] to [0]\nif <(Level) = [24]> then\n Clone x: [-65] y: [-92] gravity switch: [-1]\n Clone x: [45] y: [140] gravity switch: [1]\nelse\n if <(Level) = [26]> then\n Clone x: [-100] y: [-92] gravity switch: [-1]\n Clone x: [180] y: [140] gravity switch: [1]\n end\nend\n\ndefine Clone x: (x) y: (y) gravity switch: (gravity switch)\nadd [0] to [touching \(gravity switch\) v]\nadd (gravity switch) to [gravity switch v]\nchange [clone# v] by (1)\ngo to x: (x) y: (y)\nif <(gravity switch) = [-1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ncreate clone of (_myself_ v)\n\n@!\n\nwhen I receive [next level v]\nif <(Type) = [2]> then\n delete this clone\nend\n\nwhen I receive [clones v]\nset [touching v] to [0]\nif <(Type) = [2]> then\n set [clone# v] to [0]\n if <(Level) = [1]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [2]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [3]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [4]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [7]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [8]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [9]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [10]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [11]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [12]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [15]> then\n Clone x: [120] y: [74] dir: [90]\n else\n if <(Level) = [19]> then\n Clone x: [-150] y: [-78] dir: [90]\n else\n if <(Level) = [20]> then\n Clone x: [-150] y: [-78] dir: [90]\n else\n if <(Level) = [21]> then\n Clone x: [-110] y: [-78] dir: [90]\n else\n if <(Level) = [23]> then\n Clone x: [-150] y: [-78] dir: [90]\n else\n if <(Level) = [24]> then\n Clone x: [-110] y: [-78] dir: [90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone x: (x) y: (y) dir: (dir)\nchange [clone# v] by (1)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Type) = [1]> then\n go to x: (-134) y: (114)\n set [ghost v] effect to (100)\n wait until <not <(Touching) = [0]>>\n show\n forever\n if <(Touching) = [0]> then\n change [ghost v] effect by (5)\n else\n switch costume to (join [Level ] (join (join (Level) [.]) (Touching)))\n change [ghost v] effect by (-5)\n end\n end\nelse\n switch costume to (! v)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n set [touching v] to (Clone#)\n wait until <not <touching (player v)?>>\n set [touching v] to [0]\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nset [touching v] to [0]\nset [type v] to [1]\ncreate clone of (_myself_ v)\nset [type v] to [2]\n\n@Backpack\n\nwhen flag clicked\nClones\n\nwhen I start as a clone\nif <(Type) = [1]> then\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to (80)\n show\nelse\n if <(Type) = [2]> then\n if <(Type 2) = [0]> then\n go [backward v] (1) layers\n set [ghost v] effect to (30)\n forever\n if <(Selected object) = [0]> then\n hide\n else\n show\n switch costume to (join [O] (Selected object))\n go to x: (mouse x) y: (mouse y)\n if <(y position) < [-140]> then\n set y to (-140)\n end\n if <(y position) > [156]> then\n set y to (156)\n end\n if <<(Selected object) = [1]> or <(Selected object) = [4]>> then\n point in direction (90)\n else\n point in direction (Object direction)\n end\n if <mouse down?> then\n if <<(mouse y) > [-140]> and <(mouse y) < [156]>> then\n set [object x v] to (x position)\n set [object y v] to (y position)\n set [object type v] to (Selected object)\n broadcast (Create object v)\n if <not <(Selected object) = [4]>> then\n replace item (Selected object) of [objects v] with ((item (Selected object) of [objects v]) - (1))\n end\n set [selected object v] to [0]\n end\n end\n end\n end\n else\n if <(Type 2) < [5]> then\n if <(Clone#) = [0]> then\n if <(Type 2) = [1]> then\n switch costume to (bounce v)\n else\n if <(Type 2) = [2]> then\n switch costume to (stick v)\n else\n if <(Type 2) = [3]> then\n switch costume to (box v)\n else\n switch costume to (object destroyer v)\n end\n end\n end\n go to x: ((((Type 2) - (1)) * (46)) - (212)) y: (-160)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Type 2) = [4]> then\n set [object direction v] to [90]\n set [selected object v] to (Type 2)\n else\n if <(item (Type 2) of [objects v]) > [0]> then\n set [object direction v] to [90]\n set [selected object v] to (Type 2)\n end\n end\n end\n end\n if <key ((Type 2) v) pressed?> then\n if <(Type 2) = [4]> then\n set [object direction v] to [90]\n set [selected object v] to (Type 2)\n else\n if <(item (Type 2) of [objects v]) > [0]> then\n set [object direction v] to [90]\n set [selected object v] to (Type 2)\n end\n end\n end\n end\n else\n forever\n if <(length of (item (Type 2) of [objects v])) < (Clone#)> then\n hide\n else\n show\n switch costume to (join (letter (Clone#) of (item (Type 2) of [objects v])) [-2])\n go to x: (((((Type 2) - (1)) * (46)) - (228)) + (((Clone#) - (1)) * (5))) y: (-168)\n end\n end\n end\n else\n if <(Type 2) = [5]> then\n switch costume to (rotate - v)\n else\n if <(Type 2) = [6]> then\n switch costume to (rotate + v)\n else\n switch costume to (cancel v)\n end\n end\n go to x: ((((Type 2) - (1)) * (46)) - (212)) y: (-160)\n show\n forever\n if <(Selected object) = [0]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Type 2) = [4]> then\n change [object direction v] by (-15)\n else\n if <(Type 2) = [5]> then\n change [object direction v] by (15)\n else\n set [selected object v] to [0]\n end\n end\n end\n end\n wait until <not <mouse down?>>\n if <(Type 2) = [5]> then\n if <key (z v) pressed?> then\n change [object direction v] by (-15)\n wait until <not <key (z v) pressed?>>\n end\n else\n if <(Type 2) = [6]> then\n if <key (x v) pressed?> then\n change [object direction v] by (15)\n wait until <not <key (x v) pressed?>>\n end\n else\n if <key (c v) pressed?> then\n set [selected object v] to [0]\n wait until <not <key (c v) pressed?>>\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Type) = [3]> then\n show\n if <(Type 2) = [1]> then\n go to x: (194) y: (-160)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (speed boost2 v)\n if <mouse down?> then\n if <(Speed boost) = [1]> then\n if <(Coins) > [39]> then\n set [speed boost v] to [1.25]\n change [coins v] by (-40)\n end\n end\n end\n else\n switch costume to (speed boost v)\n end\n wait until <not <mouse down?>>\n end\n else\n go to x: (222) y: (-160)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (jump boost2 v)\n if <mouse down?> then\n if <(Jump boost) = [1]> then\n if <(Coins) > [39]> then\n set [jump boost v] to [1.15]\n change [coins v] by (-40)\n end\n end\n end\n else\n switch costume to (jump boost v)\n end\n wait until <not <mouse down?>>\n end\n end\n else\n if <(Type) = [4]> then\n show\n if <(Type 2) = [1]> then\n go to x: (134) y: (-152)\n switch costume to (skip level v)\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Level) < [27]> then\n if <(Coins) > [79]> then\n broadcast (Skip level v)\n change [coins v] by (-80)\n end\n end\n end\n end\n wait until <not <mouse down?>>\n if <key (n v) pressed?> then\n if <(Level) < [27]> then\n if <(Coins) > [79]> then\n broadcast (Skip level v)\n change [coins v] by (-80)\n end\n end\n wait until <not <key (n v) pressed?>>\n end\n end\n else\n go to x: (134) y: (-168)\n switch costume to (respawn v)\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (Respawn v)\n end\n end\n wait until <not <mouse down?>>\n if <key (r v) pressed?> then\n broadcast (Respawn v)\n wait until <not <key (r v) pressed?>>\n end\n end\n end\n else\n if <(Type) = [5]> then\n if <(Type 2) = [1]> then\n go to x: (-208) y: (166)\n switch costume to (level v)\n show\n else\n if <(Type 2) = [2]> then\n forever\n if <(length of (Level)) < (Clone#)> then\n hide\n else\n show\n switch costume to (join (letter (Clone#) of (Level)) [-1])\n go to x: ((((Clone#) - (1)) * (12)) - (174)) y: (166)\n end\n end\n end\n end\n else\n if <(Type) = [6]> then\n if <(Type 2) = [1]> then\n set [shop open? v] to [0]\n show\n switch costume to (shop v)\n go to x: (0) y: (167)\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Shop open?) = [0]> then\n set [shop open? v] to [1]\n set [selected object v] to [0]\n go to x: (-206) y: (167)\n switch costume to (back v)\n else\n set [shop open? v] to [0]\n go to x: (0) y: (167)\n switch costume to (shop v)\n end\n end\n end\n wait until <not <mouse down?>>\n end\n else\n if <(Type 2) = [2]> then\n switch costume to (shop2 v)\n go [backward v] (1) layers\n go to x: (0) y: (0)\n forever\n if <(Shop open?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(Type 2) = [3]> then\n switch costume to (join [Skin ] (Clone#))\n go to x: ((((Clone#) - (1)) * (60)) - (210)) y: (20)\n forever\n if <(Shop open?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if < (Unlocked skins) contains (Clone#)?> then\n set [skin v] to (Clone#)\n end\n end\n end\n wait until <not <mouse down?>>\n else\n hide\n end\n end\n else\n if <(Type 2) = [4]> then\n switch costume to (selected skin v)\n forever\n go to x: ((((Skin) - (1)) * (60)) - (210)) y: (4)\n if <(Shop open?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(Type 2) = [5]> then\n if <(Clone#) < [3]> then\n switch costume to (30 v)\n else\n if <(Clone#) = [3]> then\n switch costume to (40 v)\n else\n if <(Clone#) = [4]> then\n switch costume to (50 v)\n else\n if <(Clone#) = [5]> then\n switch costume to (60 v)\n else\n if <(Clone#) = [6]> then\n switch costume to (140 v)\n else\n if <(Clone#) = [7]> then\n switch costume to (200 v)\n end\n end\n end\n end\n end\n end\n go to x: ((((Clone#) - (1)) * (60)) - (150)) y: (4)\n forever\n if <(Shop open?) = [1]> then\n if <not < (Unlocked skins) contains ((Clone#) + (1))?>> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Coins) > ((costume [name v]) - (1))> then\n set [unlocked skins v] to (join (Unlocked skins) ((Clone#) + (1)))\n change [coins v] by (() - (costume [name v]))\n set [skin v] to ((Clone#) + (1))\n end\n end\n end\n wait until <not <mouse down?>>\n else\n hide\n end\n else\n hide\n end\n end\n else\n if <(Type 2) = [6]> then\n switch costume to (join [Object ] (Clone#))\n go to x: ((((Clone#) - (1)) * (72)) - (204)) y: (-72)\n forever\n if <(Shop open?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(Type 2) = [7]> then\n if <(Clone#) = [1]> then\n switch costume to (60 v)\n else\n switch costume to (50 v)\n end\n go to x: ((((Clone#) - (1)) * (72)) - (204)) y: (-82)\n forever\n if <(Shop open?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Coins) > ((costume [name v]) - (1))> then\n replace item (Clone#) of [objects v] with ((item (Clone#) of [objects v]) + (1))\n change [coins v] by (() - (costume [name v]))\n end\n end\n end\n wait until <not <mouse down?>>\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(Type) = [7]> then\n if <(Type 2) = [1]> then\n go to x: (224) y: (167)\n switch costume to (coin v)\n show\n else\n if <(Type 2) = [2]> then\n forever\n if <(length of (Coins)) < (Clone#)> then\n hide\n else\n show\n switch costume to (join (letter (Clone#) of (Coins)) [-1])\n go to x: (((((Clone#) - (1)) * (12)) + (204)) - (((length of (Coins)) * (12)) - (12))) y: (166)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clones\nhide\nset [type v] to [0]\nset [selected object v] to [0]\ndelete all of [objects v]\nrepeat (3)\n add [0] to [objects v]\nend\nrepeat (7)\n set [type 2 v] to [0]\n change [type v] by (1)\n if <(Type) = [2]> then\n create clone of (_myself_ v)\n repeat (3)\n set [clone# v] to [0]\n change [type 2 v] by (1)\n repeat (4)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n end\n end\n set [clone# v] to [0]\n change [type 2 v] by (1)\n create clone of (_myself_ v)\n repeat (3)\n change [type 2 v] by (1)\n create clone of (_myself_ v)\n end\n else\n if <<(Type) = [3]> or <(Type) = [4]>> then\n repeat (2)\n change [type 2 v] by (1)\n create clone of (_myself_ v)\n end\n else\n if <<(Type) = [5]> or <(Type) = [7]>> then\n repeat (2)\n set [clone# v] to [0]\n change [type 2 v] by (1)\n if <(Type 2) = [1]> then\n create clone of (_myself_ v)\n else\n repeat (5)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n end\n end\n else\n if <(Type) = [6]> then\n repeat (7)\n set [clone# v] to [0]\n change [type 2 v] by (1)\n if <(Type 2) = [3]> then\n repeat (8)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n else\n if <(Type 2) = [5]> then\n repeat (7)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n else\n if <<(Type 2) = [6]> or <(Type 2) = [7]>> then\n repeat (3)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n else\n create clone of (_myself_ v)\n end\n end\n end\n end\n else\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\n@LFF\n\nwhen flag clicked\nshow\nforever\n go to x: (-274) y: (138)\n set [ghost v] effect to (100)\n wait (pick random (20) to (80)) seconds\n repeat until <(round (x position)) = [-190]>\n change x by (((-190) - (x position)) / (8))\n change [ghost v] effect by (-1.8)\n end\n set [ghost v] effect to (25)\n wait (3) seconds\n repeat until <(round (x position)) = [-274]>\n change x by (((-274) - (x position)) / (8))\n change [ghost v] effect by (3)\n end\n set [ghost v] effect to (100)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
日本語説明は下です↓(モバイル対応!読んだ方が得です)\n\nThis game is a scroll platformer.\nIt can be operated with the arrow keys, WASD key, and tap. Please enjoy the game.\n\nこのゲームはスクロールプラットフォーマーです。\n矢印キー、WASDキー、タップで操作できます。\nクリアを目指して頑張って下さい。\n難易度★★★☆☆
Birthday Card Platformer
@Stage\n\n@PenTrail\n\nwhen I start as a clone\n​​log​​ (x position)\n​​log​​ (y position)\nset [temp v] to [1]\nset [temp2 v] to (PDIR)\nset [temp3 v] to [8.2]\nif <(GRAPHICS) = [0]> then\n set [temp4 v] to [4]\nelse\n set [temp4 v] to [8]\nend\nrepeat (temp4)\n if <(~TURBO?) = [true]> then\n wait (0.01) seconds\n end\n Draw Trail (temp) (temp2) (temp3)\n change [temp v] by (4)\n change [temp3 v] by (-1)\nend\n​​log​​ (x position)\n​​log​​ (y position)\n​​log​​ [--]\ndelete this clone\n\ndefine Draw Trail (brightness) (cdir) (size)\nset pen color to (#ffffff)\nset pen size to (size)\nchange pen (brightness v) by ((0) - (brightness))\nchange x by (5)\nchange y by (4)\npen down\npen up\nchange x by (-5)\nchange y by (-4)\npen down\nchange x by (10)\nchange y by (8)\nchange x by (-10)\nchange y by (-8)\npen up\nset pen color to (#1d1d1d)\nset pen size to (4)\nchange pen (brightness v) by ((0) - (brightness))\nif <<(brightness) = [1]> and <(cdir) > [0]>> then\n change x by (4)\n change y by (4)\n pen down\n pen up\n change x by (6)\n pen down\n pen up\n change x by (-10)\n change y by (-4)\nelse\n if <<(brightness) = [1]> and <(cdir) < [0]>> then\n change x by (-1)\n change y by (4)\n pen down\n pen up\n change x by (6)\n pen down\n pen up\n change x by (-5)\n change y by (-4)\n end\nend\n\nwhen flag clicked\nset [oldlevel v] to [0]\nhide\n\nwhen I receive [level change v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n go to (penplayer v)\n if <not <(oldLevel) = (Level)>> then\n go to (penplayer v)\n set [oldlevel v] to (Level)\n delete this clone\n end\nend\n\n@PenPlayer\n\nwhen flag clicked\nerase all\nset rotation style [don't rotate v]\nset [level v] to [0]\nset [frame v] to [0]\nset [waitframe v] to [0]\nset [level v] to [1]\nbroadcast (Level Change v)\nhide\nReset\n\ndefine Draw Player\nset pen color to (#ffffff)\nset pen size to (11)\nerase all\npen down\npen up\npen down\nchange x by (10)\nchange y by (8)\nchange x by (-10)\nchange y by (-8)\npen up\nset pen color to (#1d1d1d)\nset pen size to (4)\nif <(direction) = [90]> then\n change x by (4)\n change y by (4)\n pen down\n pen up\n change x by (6)\n pen down\n pen up\n change x by (-10)\n change y by (-4)\nelse\n change x by (-1)\n change y by (4)\n pen down\n pen up\n change x by (6)\n pen down\n pen up\n change x by (-5)\n change y by (-4)\nend\n\ndefine Collision (division)\nchange [inair? v] by (1)\nchange [frame v] by (1)\nchange [counter v] by (1)\nrepeat (division)\n set [last value v] to (x position)\n change x by ((x velocity) / (division))\n Touching [solid] ?\n if <(touching?) > [0]> then\n Collision X\n end\n set [last value v] to (y position)\n change y by ((y velocity) / (division))\n Touching [solid] ?\n if <(touching?) > [0]> then\n Collision Y\n end\nend\n\ndefine Controls\nif <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n set [@up-key v] to [up arrow]\n set [@left-key v] to [left arrow]\n set [@right-key v] to [right arrow]\nelse\n if <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n set [@up-key v] to [w]\n set [@left-key v] to [a]\n set [@right-key v] to [d]\n end\nend\nset [@keyx v] to (<key ((@RIGHT-KEY) v) pressed?> - <key ((@LEFT-KEY) v) pressed?>)\nif <key ((@UP-KEY) v) pressed?> then\n Touching [solid] ?\n if <<(walljump) > [0]> and <<not <(@KEYX) = [0]>> and <(inair?) > [7]>>> then\n turn right (180) degrees\n set [y velocity v] to (((0) - (#GRAVITY)) * (8))\n set [x velocity v] to (((direction) / (90)) * (9))\n change [walljump#s v] by (1)\n if <<((tempI) + (1)) = (frame)> and <((tempII) + (1)) = (walljump#s)>> then\n turn right (180) degrees\n set [x velocity v] to (((direction) / (90)) * (4))\n end\n set [tempi v] to (frame)\n set [tempii v] to (walljump#s)\n end\n if <(jump held?) < [8]> then\n change [jump held? v] by (1)\n end\n if <<(jump held?) < [8]> and <(inair?) < [5]>> then\n set [y velocity v] to (((0) - (#GRAVITY)) * (#JUMPFORCE))\n end\nelse\n set [jump held? v] to [0]\nend\nif <key ((@LEFT-KEY) v) pressed?> then\n change [x velocity v] by ((0) - (#SPEED))\n point in direction (-90)\nend\nif <key ((@RIGHT-KEY) v) pressed?> then\n change [x velocity v] by (#SPEED)\n point in direction (90)\nend\nchange [y velocity v] by (#GRAVITY)\nset [walljump v] to [0]\nset [x velocity v] to ((x velocity) * (#RESISTANCE))\n\ndefine Reset\nset [inair? v] to [99]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [walljump#s v] to [0]\nset [jump held? v] to [1]\ngo to x: (-210) y: (-50)\nset [#gravity v] to [-1]\nset [#resistance v] to [0.75]\nset [#jumpforce v] to [8.25]\nset [#speed v] to [1.75]\n\ndefine Collision X\nchange y by ((0) - (#GRAVITY))\nTouching [solid] ?\nif <(touching?) > [0]> then\n change y by ((0) - (#GRAVITY))\n Touching [solid] ?\n if <(touching?) > [0]> then\n change y by ((0) - (#GRAVITY))\n Touching [solid] ?\n if <(touching?) > [0]> then\n change y by ((#GRAVITY) * (3))\n set x to (last value)\n set [x velocity v] to [0]\n set [walljump v] to [1]\n end\n set [x velocity v] to ((x velocity) * (0.8))\n end\n set [x velocity v] to ((x velocity) * (0.8))\nend\nset [x velocity v] to ((x velocity) * (0.95))\n\ndefine Collision Y\nset y to (last value)\nif <(#GRAVITY) = [-1]> then\n if <(y velocity) > [0]> then\n set [y velocity v] to [0]\n stop [this script v]\n end\nelse\n if <[0] > (y velocity)> then\n set [y velocity v] to [0]\n stop [this script v]\n end\nend\nset [inair? v] to [0]\nchange y by (#GRAVITY)\nmove ((0) - (#GRAVITY)) steps\nTouching [solid] ?\nif <(touching?) > [0]> then\n set [y velocity v] to [0]\n change y by ((0) - (#GRAVITY))\n move (#GRAVITY) steps\nelse\n if <not <(@KEYX) = [0]>> then\n set [y velocity v] to ((y velocity) * (0.6))\n else\n set [y velocity v] to [0]\n change y by ((0) - (#GRAVITY))\n move (#GRAVITY) steps\n end\nend\n\nwhen I receive [tick 2 v]\nTouching [lava] ?\nif <(touching?) > [0]> then\n Reset\nend\nTouching [pad] ?\nif <(touching?) > [0]> then\n set [y velocity v] to [17]\n set [inair? v] to [99]\nend\nTouching [gravity] ?\nif <(touching?) > [0]> then\n if <not <(waitframe) > ((frame) + (-10))>> then\n if <(#GRAVITY) = [-1]> then\n change [y velocity v] by (1)\n set [#gravity v] to [1]\n set [waitframe v] to (frame)\n set [inair? v] to [99]\n else\n set [#gravity v] to [-1]\n set [waitframe v] to (frame)\n set [inair? v] to [99]\n end\n end\nend\nLevel Change\nif <not <(waitframe) > ((frame) + (-25))>> then\n if <key (r v) pressed?> then\n Reset\n set [waitframe v] to (frame)\n end\nend\n\nwhen I receive [tick 3 v]\nControls\nCollision (([abs v] of (x velocity) ) + ([abs v] of (y velocity) ))\nset [pdir v] to (direction)\n\ndefine Level Change\nif <(x position) > [230]> then\n change [level v] by (1)\n if <(Level) = [8]> then\n set y to (0)\n end\n set x to (-235)\n broadcast (Level Change v)\n set [#gravity v] to [-1]\nend\n\nwhen I receive [tick 1 v]\nTouching [ice] ?\nif <(touching?) > [0]> then\n set [#resistance v] to [0.92]\n set [#speed v] to [0.8]\nelse\n set [#resistance v] to [0.75]\n set [#speed v] to [1.75]\nend\n\ndefine Touching (item) ?\nset rotation style [don't rotate v]\nchange x by (5)\nchange y by (2)\nif <(item) = [solid]> then\n if <touching color (#4edc59)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\nelse\n if <(item) = [lava]> then\n if <touching color (#ff4e4e)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\n else\n if <(item) = [pad]> then\n if <touching color (#eae32f)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\n else\n if <(item) = [gravity]> then\n if <touching color (#ff6ceb)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\n else\n if <(item) = [ice]> then\n if <touching color (#60dfff)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\n else\n set [touching? v] to [0]\n end\n end\n end\n end\nend\nchange y by (-2)\nchange x by (-5)\n\nwhen I receive [tick 1 v]\nforever\n wait (1) seconds\n set [fps v] to (join [FPS:] (join (counter) [ Lag?]))\n if <(counter) > [30]> then\n set [fps v] to (join [FPS:] (join [30] [ Lag?]))\n end\n if <(counter) < [21]> then\n show variable [fps v]\n else\n hide variable [fps v]\n end\n set [counter v] to [0]\nend\n\nwhen I receive [start v]\nshow variable [level v]\nswitch backdrop to (blank v)\nforever\n if <(~TURBO?) = [true]> then\n wait (0.01) seconds\n end\n broadcast (Tick 1 v)\n broadcast (Tick 2 v)\n broadcast (Tick 3 v)\n create clone of (pentrail v)\nend\n\n@PenEngine\n\nwhen flag clicked\nhide\n\ndefine Ground\nset pen size to (200)\nset pen color to (#925500)\ngo to x: (-240) y: (-200)\npen down\nif <(GRAPHICS) = [0]> then\n set x to (240)\nelse\n repeat until <(x position) = [240]>\n change x by (1)\n change pen (brightness v) by (0.05)\n end\nend\npen up\nset pen color to (#4edc59)\nset pen size to (20)\ngo to x: (-240) y: (-100)\npen down\ngo to x: (240) y: (-100)\npen up\nset pen color to (#47c14f)\nset pen size to (10)\ngo to x: (-240) y: (-105)\npen down\ngo to x: (240) y: (-105)\npen up\n\ndefine DrawLine (cx) (cy) to: (tx) (yy) draw? (draw?) size: (size)\nif <(draw?) = [1]> then\n set pen color to (#4edc59)\n set pen size to (size)\n go to x: (cx) y: (cy)\n pen down\n go to x: (tx) y: (yy)\n pen up\nend\n\ndefine Level 1\nDrawLine [-50] [-100] to: [-50] [-50] draw? [1] size: [20]\nDrawLine [70] [-40] to: [50] [-40] draw? [1] size: [20]\nDrawLine [10] [-100] to: [-50] [-50] draw? [1] size: [20]\nDrawLine [-160] [-100] to: [-160] [-50] draw? [1] size: [20]\nDrawLine [-160] [100] to: [-160] [10] draw? [1] size: [20]\nDrawLine [-240] [-100] to: [-240] [180] draw? [1] size: [20]\nDraw--Lava [70] [-35] to: [50] [-35] draw? [1] size? [10]\nGround\n\ndefine Level 2\nDrawLine [-100] [-100] to: [-100] [-50] draw? [1] size: [20]\nDrawLine [-50] [-100] to: [120] [100] draw? [0] size: [20]\nDrawLine [50] [-100] to: [50] [100] draw? [1] size: [20]\nDrawLine [-100] [-50] to: [-50] [-100] draw? [1] size: [20]\nGround\n\nwhen I receive [tick 1 v]\nforever\n Reset\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\n if <(Level) = [11]> then\n set [level v] to [You Win!]\n end\n if <(Level) = [You Win!]> then\n Level 11\n end\n if <(~TURBO?) = [true]> then\n wait (0.01) seconds\n end\nend\n\ndefine Draw--Lava (cx) (cy) to: (tx) (ty) draw? (draw?) size? (size)\nif <(draw?) = [1]> then\n set pen color to (#ff4e4e)\n set pen size to (size)\n go to x: (cx) y: (cy)\n pen down\n go to x: (tx) y: (ty)\n pen up\nend\n\ndefine Level 3\nDrawLine [0] [90] to: [80] [10] draw? [1] size: [20]\nDrawLine [80] [10] to: [80] [180] draw? [1] size: [20]\nDrawLine [-100] [-100] to: [-100] [0] draw? [1] size: [20]\nDraw--Lava [-90] [-86] to: [-90] [0] draw? [1] size? [10]\nDraw--Lava [-90] [-86] to: [100] [-86] draw? [1] size? [10]\nDrawLine [-100] [180] to: [-100] [90] draw? [1] size: [20]\nDrawLine [-100] [90] to: [0] [90] draw? [1] size: [20]\nDrawLine [-65] [90] to: [-65] [60] draw? [1] size: [20]\nDrawLine [-60] [-45] to: [-25] [-45] draw? [1] size: [10]\nDrawLine [0] [-70] to: [-25] [-45] draw? [1] size: [10]\nDraw--Lava [25] [5] to: [80] [5] draw? [1] size? [10]\nDrawLine [0] [-70] to: [15] [-70] draw? [1] size: [10]\nGround\n\ndefine Level 4\nDraw--Lava [-140] [-86] to: [140] [-86] draw? [1] size? [10]\nset [lvltemp v] to [-130]\nDraw###Pad [-165] [-86] to: [-150] [-86] draw? [1] size: [10]\nDraw--Lava ((lvltemp) + (-10)) [-86] to: ((lvltemp) + (-10)) [3] draw? [1] size? [10]\nDraw--Lava ((lvltemp) + (10)) [-86] to: ((lvltemp) + (10)) [3] draw? [1] size? [10]\nDrawLine (lvltemp) [-100] to: (lvltemp) [5] draw? [1] size: [20]\nchange [lvltemp v] by (100)\nDraw--Lava ((lvltemp) + (-10)) [-86] to: ((lvltemp) + (-10)) [20] draw? [1] size? [10]\nDraw--Lava ((lvltemp) + (10)) [-86] to: ((lvltemp) + (10)) [20] draw? [1] size? [10]\nDrawLine (lvltemp) [-100] to: (lvltemp) [20] draw? [1] size: [20]\nchange [lvltemp v] by (100)\nDraw--Lava ((lvltemp) + (-10)) [-86] to: ((lvltemp) + (-10)) [50] draw? [1] size? [10]\nDraw--Lava ((lvltemp) + (10)) [-86] to: ((lvltemp) + (10)) [50] draw? [1] size? [10]\nDrawLine (lvltemp) [-100] to: (lvltemp) [50] draw? [1] size: [20]\nDrawLine [160] [55] to: [160] [180] draw? [1] size: [20]\nDraw--Lava [150] [55] to: [150] [180] draw? [1] size? [10]\nGround\n\ndefine Draw###Pad (cx) (cy) to: (tx) (ty) draw? (draw?) size: (size)\nif <(draw?) = [1]> then\n set pen color to (#eae330)\n set pen size to (size)\n go to x: (cx) y: (cy)\n pen down\n go to x: (tx) y: (ty)\n pen up\nend\n\ndefine Level 5\nset [lvltemp v] to [-86]\nDraw--Lava [-190] [-5] to: [190] [-5] draw? [1] size? [10]\nDraw###Pad ((-170) + (0)) (lvltemp) to: ((-140) + (-10)) (lvltemp) draw? [1] size: [10]\nDraw###Pad ((-170) + (80)) (lvltemp) to: ((-140) + (70)) (lvltemp) draw? [1] size: [10]\nDraw###Pad ((-170) + (160)) (lvltemp) to: ((-140) + (150)) (lvltemp) draw? [1] size: [10]\nDraw###Pad ((-170) + (240)) (lvltemp) to: ((-140) + (230)) (lvltemp) draw? [1] size: [10]\nDraw###Pad ((-170) + (320)) (lvltemp) to: ((-140) + (310)) (lvltemp) draw? [1] size: [10]\nDrawLine [-190] [-12] to: [-190] [180] draw? [1] size: [20]\nDrawLine [190] [-12] to: [190] [180] draw? [1] size: [20]\nDrawLine [-190] [7] to: [190] [7] draw? [1] size: [20]\nGround\n\ndefine Reset\nerase all\nset pen color to (#0083ff)\nset pen size to (370)\ngo to x: (-240) y: (0)\npen down\ngo to x: (240) y: (0)\npen up\n\ndefine Level 6\nDraw--Lava [-50] [-86] to: [-150] [-86] draw? [1] size? [10]\nDrawLine [-100] [-100] to: [-100] [0] draw? [1] size: [20]\nDrawLine [-100] [0] to: [-50] [0] draw? [1] size: [20]\nDrawLine [0] [0] to: [240] [0] draw? [1] size: [20]\nDrawLine [100] [0] to: [100] [180] draw? [1] size: [20]\nDrawLine [-50] [0] to: [-50] [100] draw? [1] size: [20]\nDrawLine [-50] [100] to: [40] [100] draw? [1] size: [20]\nDraw--Lava [-15] [115] to: [25] [115] draw? [1] size? [10]\nDraw--Lava [20] [13] to: [45] [13] draw? [1] size? [10]\nDraw--Lava [20] [-86] to: [70] [-86] draw? [1] size? [10]\nDraw--Lava [170] [-86] to: [170] [-60] draw? [1] size? [20]\nGround\n\ndefine Level 7\nset [lvltemp v] to [-86]\nDraw!!!Ice [-180] [-90] to: [140] [-90] draw? [1] size: [20]\nEraser [-200] [0] to: [-200] [-100] size: [40]\nEraser [165] [0] to: [165] [-100] size: [40]\nDraw--Lava [-170] (lvltemp) to: [-140] (lvltemp) draw? [1] size? [10]\nDraw--Lava [-90] (lvltemp) to: [-50] (lvltemp) draw? [1] size? [10]\nDraw--Lava [0] (lvltemp) to: [40] (lvltemp) draw? [1] size? [10]\nDraw--Lava [90] (lvltemp) to: [130] (lvltemp) draw? [1] size? [10]\nDrawLine [-190] [-12] to: [-190] [180] draw? [1] size: [20]\nDrawLine [140] [-12] to: [140] [180] draw? [1] size: [20]\nDrawLine [-190] [2] to: [140] [2] draw? [1] size: [20]\nDraw###Pad [170] [-86] to: [190] [-86] draw? [1] size: [10]\nDrawLine [200] [-100] to: [200] [100] draw? [1] size: [20]\nGround\n\ndefine Level 8\nset [lvltemp v] to [50]\nDraw--Lava [-61] [89] to: [-65] [80] draw? [1] size? [20]\nDraw--Lava [-175] [13] to: [-61] [13] draw? [1] size? [20]\nDraw--Lava [-140] [50] to: [-96] [50] draw? [1] size? [100]\nDraw--Lava [168] [-18] to: [190] [-18] draw? [1] size? [12]\nDraw--Lava [170] [-12] to: [170] [180] draw? [1] size? [15]\nDraw$$$Gravity [90] [85] to: [110] [85] draw? [1] size? [10]\nDraw--Lava [-50] [0] to: [-50] [100] draw? [1] size? [10]\nDrawLine [-180] [100] to: [180] [100] draw? [1] size: [20]\nDrawLine [180] [-12] to: [180] [180] draw? [1] size: [20]\nDraw$$$Gravity [-140] [-86] to: [-110] [-86] draw? [1] size? [10]\nDraw--Lava [-170] [0] to: [-50] [0] draw? [1] size? [10]\nDraw$$$Gravity [-50] [-86] to: [-20] [-86] draw? [1] size? [10]\nDraw--Lava ((lvltemp) + (-10)) [-86] to: ((lvltemp) + (-10)) [3] draw? [1] size? [10]\nDraw--Lava ((lvltemp) + (10)) [-86] to: ((lvltemp) + (10)) [3] draw? [1] size? [10]\nDrawLine (lvltemp) [-100] to: (lvltemp) [5] draw? [1] size: [20]\nDraw###Pad [170] [-86] to: [190] [-86] draw? [1] size: [10]\nDrawLine [-180] [-12] to: [-180] [180] draw? [1] size: [20]\nDrawLine [180] [-10] to: [240] [-10] draw? [1] size: [20]\nDrawLine [-240] [180] to: [-180] [180] draw? [1] size: [20]\nGround\n\ndefine Level 9\nDrawLine [-150] [-100] to: [-150] [100] draw? [1] size: [20]\nDraw--Lava [-140] [-86] to: [-140] [100] draw? [1] size? [10]\nDrawLine [-30] [-100] to: [-30] [100] draw? [1] size: [20]\nDrawLine [-95] [180] to: [-95] [-40] draw? [1] size: [20]\nDraw--Lava [-40] [-86] to: [-40] [100] draw? [1] size? [10]\nDraw--Lava [-20] [-86] to: [-20] [100] draw? [1] size? [10]\nDrawLine [80] [-100] to: [80] [100] draw? [1] size: [20]\nDrawLine [20] [180] to: [20] [-40] draw? [1] size: [20]\nDraw--Lava [90] [-86] to: [90] [100] draw? [1] size? [10]\nDraw--Lava [70] [-86] to: [70] [100] draw? [1] size? [10]\nDrawLine [240] [-40] to: [240] [180] draw? [1] size: [20]\nGround\n\ndefine Level 10\nset [lvltemp v] to [-86]\nDraw!!!Ice [-180] [-80] to: [180] [-80] draw? [1] size: [20]\nDraw$$$Gravity ((-170) + (0)) (lvltemp) to: ((-150) + (0)) (lvltemp) draw? [1] size? [15]\nDraw$$$Gravity ((-170) + (80)) (lvltemp) to: ((-150) + (80)) (lvltemp) draw? [1] size? [15]\nDraw$$$Gravity ((-170) + (160)) (lvltemp) to: ((-150) + (160)) (lvltemp) draw? [1] size? [15]\nDraw$$$Gravity ((-170) + (240)) (lvltemp) to: ((-150) + (240)) (lvltemp) draw? [1] size? [15]\nDraw$$$Gravity ((-170) + (320)) (lvltemp) to: ((-150) + (320)) (lvltemp) draw? [1] size? [15]\nDraw###Pad [-180] [50] to: [180] [50] draw? [1] size: [15]\nDraw--Lava [-180] [100] to: [180] [100] draw? [1] size? [10]\nDrawLine [-180] [0] to: [-180] [180] draw? [1] size: [20]\nDrawLine [-180] [-10] to: [-240] [-10] draw? [1] size: [20]\nDrawLine [180] [0] to: [180] [180] draw? [1] size: [20]\nDrawLine [180] [-10] to: [240] [-10] draw? [1] size: [20]\nGround\n\ndefine Draw!!!Ice (cx) (cy) to: (tx) (ty) draw? (draw?) size: (size)\nif <(draw?) = [1]> then\n set pen color to (#60dfff)\n set pen size to (size)\n go to x: (cx) y: (cy)\n pen down\n go to x: (tx) y: (ty)\n pen up\nend\n\ndefine Draw$$$Gravity (cx) (cy) to: (tx) (ty) draw? (draw?) size? (size)\nif <(draw?) = [1]> then\n set pen color to (#ff6ceb)\n set pen size to (size)\n go to x: (cx) y: (cy)\n pen down\n go to x: (tx) y: (ty)\n pen up\nend\n\ndefine Eraser (cx) (cy) to: (tx) (ty) size: (size)\nset pen color to (#0083ff)\nset pen size to (size)\ngo to x: (cx) y: (cy)\npen down\ngo to x: (tx) y: (ty)\npen up\n\ndefine Level 11\nset [lvltemp v] to [-86]\nDrawLine [230] [-100] to: [230] [180] draw? [1] size: [20]\nDraw--Lava [-180] (lvltemp) to: [-160] (lvltemp) draw? [1] size? [10]\nDraw!!!Ice [-120] (lvltemp) to: [-100] (lvltemp) draw? [1] size: [10]\nDraw###Pad [-60] (lvltemp) to: [-40] (lvltemp) draw? [1] size: [10]\nDraw$$$Gravity [0] (lvltemp) to: [20] (lvltemp) draw? [1] size? [10]\nDraw$$$Gravity [0] [150] to: [20] [150] draw? [1] size? [10]\nDrawLine [-240] [180] to: [240] [180] draw? [1] size: [50]\nGround\n\n@NOT PEN Title\n\ndefine Smooth Size Change Size: (targetsize) speed: (speed)\nrepeat until <(round (size)) = (round (targetsize))>\n change size by (((round (targetsize)) - (round (size))) / (speed))\nend\nset size to (targetsize) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\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))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [\(title\) v] to [0]\nhide variable [level v]\nswitch backdrop to (title2 v)\nhide\nerase all\ngo to x: (-240) y: (-180)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (0.25) seconds\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait until <(\(title\)) = [1]>\nswitch backdrop to (title v)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(cloneID) = [1]> then\n switch costume to (pen text v)\n Smooth Glide x: (0) y: (30) speed: (4)\n wait (0.85) seconds\n delete this clone\nend\nif <(cloneID) = [2]> then\n switch costume to (platformertext v)\n Smooth Glide x: (0) y: (-30) speed: (4)\n wait (0.75) seconds\n delete this clone\nend\nif <(cloneID) = [3]> then\n switch costume to (pen v)\n set y to (100)\n set x to (-240)\n repeat until <(x position) > [240]>\n change x by (15)\n turn right (pick random (-8) to (7)) degrees\n end\n delete this clone\nend\nif <(cloneID) = [4]> then\n go to [front v] layer\n switch costume to (screen cover v)\n set y to (0)\n set x to (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n change [\(title\) v] by (1)\n wait (0) seconds\n delete this clone\nend\nif <(cloneID) = [5]> then\n go to [back v] layer\n switch costume to (all text v)\n set y to (0)\n set x to (0)\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (0.25)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (-0.25)\n end\n end\nend\nif <(cloneID) = [6]> then\n go to [front v] layer\n switch costume to (button v)\n go to x: (0) y: (0)\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n change size by (10)\n change y by (5)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n broadcast (Start v)\n delete this clone\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I start as a clone\nif <(cloneID) = [5]> then\n forever\n Smooth Size Change Size: [85] speed: [7]\n Smooth Size Change Size: [100] speed: [7]\n end\nend\n\n@NOT PEN Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.04)\nhide variable [level v]\nhide variable [fps v]\nhide variable [graphics v]\nhide variable [timer v]\nforever\n switch costume to (bg v)\n go to [back v] layer\n go to x: ((mouse x) * (-0.02)) y: ((mouse y) * (-0.02))\n reset timer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n switch costume to (txt v)\n go to x: ((mouse x) * (-0.05)) y: ((mouse y) * (-0.05))\nend\n\nwhen [timer v] > (0.04)\ncreate clone of (_myself_ v)\n\n@Turbo?\n\nwhen flag clicked\nset [_tick v] to [0]\nforever\n change [_tick v] by (1)\nend\n\nwhen flag clicked\nforever\n set [i1 v] to (_tick)\n wait (0.01) seconds\n set [i2 v] to ((_tick) - (i1))\n set [~turbo? v] to <(i2) > [1]>\nend\n\n
Please heart and star this I worked on it way more than this project: https://scratch.mit.edu/projects/322369867/\n\nIf you go offline on google, you can play a game with the dino by pressing space. Lots of people have remade that game, so I tried something similar but different\n\n\nArrow keys or WASD to move, and don't touch the cacti or the birds. That's about it\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
mario platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nset volume to (50) %\nstart sound [Super World v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [clear v]\nstop all sounds\n\n@player\n\nwhen flag clicked\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [color v] effect to (0)\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset [fff v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n player\nend\n\ndefine 初期化\nhide\nrepeat until <<([abs v] of ((scrollY) - (Y2)) ) < [3]> and <([abs v] of ((scrollX) - (X2)) ) < [3]>>\n change [scrollx v] by (round (((X2) - (scrollX)) / (5)))\n change [scrolly v] by (round (((Y2) - (scrollY)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (モンスター v)\nshow\n\ndefine player\nif <(fff) = [0]> then\n if <not <(username) = []>> then\n say (username)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <(俊敏) = [1]>> then\n change [x v] by (2)\n end\n if <(俊敏) = [1]> then\n change [x v] by (3)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <(俊敏) = [1]>> then\n change [x v] by (-2)\n end\n if <(俊敏) = [1]> then\n change [x v] by (-3)\n end\n end\n set [x v] to ((X) * (0.77))\n change x by (round (X))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-2)\n change y by (Y)\n if <touching (stage v)?> then\n 床\n end\n change y by (-1)\n if <<touching (stage v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <not <(ジャンプ) = [1]>> then\n set [y v] to [22]\n end\n if <(ジャンプ) = [1]> then\n set [y v] to [24]\n end\n end\n change y by (1)\n change [scrollx v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scrollX) < [0]> or <[5400] < (scrollX)>>>))\n if <(scrollX) < [0]> then\n set [scrollx v] to [0]\n end\n if <[5400] < (scrollX)> then\n set [scrollx v] to [5400]\n end\n change [scrolly v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scrollY) < [0]>>))\n if <(scrollY) < [0]> then\n set [scrolly v] to [0]\n end\n if <<(y position) < [-150]> and <not <(scrollY) = [0]>>> then\n set y to (-150)\n change [y v] by (2)\n end\n if <touching (water v)?> then\n 水\n end\n if <(低速落下) = [1]> then\n if <key (space v) pressed?> then\n 低速落下\n end\n end\nend\n\ndefine 壁\nchange y by (-4)\nset [qq v] to [0]\nrepeat until <<[100] < (QQ)> or <not <touching (stage v)?>>>\n change [qq v] by (1)\n change x by ((-1) * ((X) / ([abs v] of (X) )))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [20]\n set [x v] to ((-10) * ((X) / ([abs v] of (X) )))\nelse\n set [x v] to [0]\nend\n\ndefine 床\nset [qq v] to [0]\nrepeat until <<[100] < (QQ)> or <not <touching (stage v)?>>>\n change [qq v] by (1)\n change y by ((-1) * ((Y) / ([abs v] of (Y) )))\nend\nset [y v] to [0]\n\nwhen I receive [start v]\nset [fff v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set [fff v] to [1]\n 初期化\n set [fff v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [fff v] to [1]\n初期化\nset [fff v] to [0]\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [start v]\npoint in direction (-90)\nif <(skin) = [1]> then\n switch costume to (スティーブ v)\nelse\n switch costume to (アレックス v)\nend\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n end\nend\n\ndefine 水\nif <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [-1]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\nend\n\nwhen I receive [clear v]\nforever\n hide\nend\n\ndefine 低速落下\nset [y v] to [-0.5]\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n go to [back v] layer\n end\n if <not <touching (water v)?>> then\n go to [front v] layer\n end\nend\n\n@stage\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = ((1) - (scrollX))> and <(y position) = ((2) - (scrollY))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [0] [0] [1]\n配置 [550] [0] [2]\n配置 [1100] [0] [3]\n配置 [1680] [0] [4]\n配置 [2150] [0] [5]\n配置 [2700] [0] [6]\n配置 [3100] [0] [7]\n配置 [3560] [0] [8]\n配置 [4020] [0] [9]\n配置 [4470] [0] [10]\n配置 [4940] [0] [11]\n\n配置 [1500] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [300] [6]\n配置 [3000] [200] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n\nwhen I receive [clear v]\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nhide\n配置 [1100] [0] [1]\n配置 [2700] [0] [2]\n配置 [3100] [0] [3]\n配置 [3560] [0] [4]\n配置 [4470] [0] [5]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム3 v)\n go to x: ((1) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = ((1) - (scrollX))> and <(y position) = ((2) - (scrollY))>> then\n show\n else\n hide\n end\n switch costume to ((3) + (1))\nend\n\nwhen I receive [clear v]\nhide\n\n@water\n\nwhen I receive [start v]\nhide\n配置 [1680] [0] [1]\n配置 [2150] [0] [2]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (35)\nforever\n switch costume to (コスチューム2 v)\n go to x: ((1) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = ((1) - (scrollX))> and <(y position) = ((2) - (scrollY))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [clear v]\nhide\n\n@monster\n\nwhen I receive [start v]\nhide\n配置 [80] [0] [1] [30]\n配置 [660] [50] [1] [25]\n配置 [2200] [-47] [1] [35]\n配置 [2800] [40] [5] [15]\n配置 [3980] [-80] [3] [20]\n\ndefine 配置 (x) (y) (コスチューム) (move distance)\nset [move v] to (move distance)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: (((1) + (moveX)) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = (((1) + (moveX)) - (scrollX))> and <<(ok?) = [0]> and <(y position) = ((2) - (scrollY))>>> then\n show\n else\n hide\n end\n switch costume to (3)\n if <[0] < (X monster)> then\n switch costume to ((2) + (3))\n else\n switch costume to ((1) + (3))\n end\nend\n\nwhen I receive [モンスター v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nset [movex v] to [0]\nset [x monster v] to [0]\nforever\n repeat (move)\n change [x monster v] by (1)\n set [x monster v] to ((X monster) * (0.85))\n change [movex v] by (X monster)\n end\n repeat (move)\n change [x monster v] by (-1)\n set [x monster v] to ((X monster) * (0.85))\n change [movex v] by (X monster)\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (player v)?> then\n if <(Y) < [0]> then\n set [y v] to [20]\n set [monster coinx v] to ((1) + (moveX))\n set [monster coiny v] to (2)\n broadcast (モンスターCOIN v)\n change [ok? v] by (1)\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\n@Emerald\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nhide\nset [monster coin v] to [0]\n配置 [-140] [-10] [1]\n配置 [-180] [30] [1]\n配置 [-220] [70] [1]\n配置 [350] [0] [1]\n配置 [430] [0] [1]\n配置 [610] [-50] [1]\n配置 [610] [10] [1]\n配置 [900] [-30] [1]\n配置 [960] [-30] [1]\n配置 [1320] [35] [1]\n配置 [1935] [110] [1]\n配置 [1935] [150] [1]\n配置 [1935] [190] [1]\n配置 [1935] [230] [1]\n配置 [2600] [-50] [1]\n配置 [2640] [-50] [1]\n配置 [2480] [-45] [1]\n配置 [2520] [-45] [1]\n配置 [2950] [-50] [1]\n配置 [2990] [-50] [1]\n配置 [3250] [-50] [1]\n配置 [3290] [-50] [1]\n配置 [3330] [-50] [1]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム3 v)\n go to x: ((1) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = ((1) - (scrollX))> and <<(ok?) = [0]> and <(y position) = ((2) - (scrollY))>>> then\n show\n else\n hide\n end\n switch costume to ((3) + (1))\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ok? v] to [1]\n change [コイン v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(monster coin) = [1]> then\n wait until <<(fff) = [1]> and <(ok?) = [1]>>\n wait until <(fff) = [0]>\n delete this clone\nend\n\nwhen I receive [モンスターcoin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin v] to [1]\n 配置 (monster coinX) ((monster coinY) + (10)) [1]\nend\n\nwhen flag clicked\nset [コイン v] to [0]\n\n@item\n\n@Selection button\n\nwhen flag clicked\nset [ボタン v] to [1]\nhide\nswitch costume to (play v)\ngo to x: (0) y: (-20)\n\nwhen I receive [選択ボタンを表示 v]\nshow\ngo to [front v] layer\nrepeat until <(ボタン) = [0]>\n switch costume to (play v)\n if <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n if <<mouse down?> and <(ボタンoff) = [0]>> then\n wait until <not <mouse down?>>\n set [ボタン v] to [0]\n broadcast (START v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Selection button2\n\nwhen flag clicked\nset [ボタンoff v] to [0]\nhide\nswitch costume to (? v)\ngo to x: (0) y: (-80)\n\nwhen I receive [選択ボタンを表示 v]\nshow\ngo to [front v] layer\nrepeat until <(ボタン) = [0]>\n switch costume to (? v)\n if <touching (mouse-pointer v)?> then\n switch costume to (?2 v)\n if <<mouse down?> and <(ボタンoff) = [0]>> then\n wait until <not <mouse down?>>\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I start as a clone\nset [ボタンoff v] to [1]\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nhide\nset [ボタンoff v] to [0]\n\n@スキン変更ボタン\n\nwhen flag clicked\nset [skin change v] to [1]\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (190) y: (-120)\n\nwhen I receive [選択ボタンを表示 v]\nshow\ngo to [front v] layer\nrepeat until <(ボタン) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <<mouse down?> and <(ボタンoff) = [0]>> then\n wait until <not <mouse down?>>\n if <(skin change) = [1]> then\n set [skin change v] to [2]\n else\n set [skin change v] to [1]\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@タイトル画面\n\nwhen flag clicked\nset [ロード rand v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (タイトル画面1 v)\nset [タイトル画面 rand v] to (pick random (1) to (3))\nif <(タイトル画面 rand) = [1]> then\n switch costume to (タイトル画面1 v)\nend\nif <(タイトル画面 rand) = [2]> then\n switch costume to (タイトル画面2 v)\nend\nif <(タイトル画面 rand) = [3]> then\n switch costume to (タイトル画面3 v)\nend\n\nwhen I receive [タイトル画面 v]\ncreate clone of (_myself_ v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (選択ボタンを表示 v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nswitch costume to (ロゴ v)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@スプライト1\n\ngo to x: (140) y: (-74)\n\nwhen flag clicked\nerase all\ngo to x: (-134) y: (-58)\nhide\nswitch costume to (ロード v)\nwait (1) seconds\ngo to [front v] layer\nstamp\nrepeat until <(x position) > [139]>\n set [ロード rand v] to (pick random (20) to (50))\n repeat (ロード rand)\n if <not <(x position) > [139]>> then\n change x by (1)\n stamp\n end\n end\n wait (0.3) seconds\nend\nwait (0.5) seconds\nbroadcast (タイトル画面 v)\n\nwhen I receive [選択ボタンを表示 v]\nhide\nerase all\n\n@skin Selection \n\nwhen flag clicked\nhide\nswitch costume to (スティーブ v)\ngo to x: (185) y: (-50)\n\nwhen I receive [選択ボタンを表示 v]\nshow\ngo to [front v] layer\nrepeat until <(ボタン) = [0]>\n if <(skin change) = [1]> then\n switch costume to (スティーブ v)\n set [skin v] to [1]\n end\n if <(skin change) = [2]> then\n switch costume to (アレックス v)\n set [skin v] to [2]\n end\nend\n\nwhen I receive [start v]\nhide\n\n@GOAL\n\nwhen flag clicked\nset [goal v] to [0]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nhide\n配置 [5145] [10] [1]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム3 v)\n go to x: ((1) - (scrollX)) y: ((2) - (scrollY))\n if <<(x position) = ((1) - (scrollX))> and <(y position) = ((2) - (scrollY))>> then\n show\n else\n hide\n end\n switch costume to ((3) + (1))\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [fff v] to [1]\n set [goal v] to [1]\n broadcast (clear v)\n stop [this script v]\n end\nend\n\n@TIME\n\nwhen I receive [clear v]\nset [time v] to (timer)\ngo to [front v] layer\nshow\nset [pixelate v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nshow variable [time v]\n\nwhen flag clicked\nhide\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [start v]\nreset timer\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト2\n\nwhen flag clicked\nhide variable [コイン v]\nset [shop v] to [0]\nhide\ngo to x: (160) y: (-150)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat (8)\n change y by (20)\n end\n show variable [コイン v]\n set [shop v] to [1]\n wait until <not <touching (mouse-pointer v)?>>\n hide variable [コイン v]\n set [shop v] to [0]\n repeat (8)\n change y by (-20)\n end\n end\nend\n\nwhen I receive [clear v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\nset [俊敏 v] to [0]\ngo to x: (200) y: (-49)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n hide\n if <(shop) = [1]> then\n if <not <(俊敏) = [1]>> then\n switch costume to (コスチューム1 v)\n end\n if <(俊敏) = [1]> then\n switch costume to (コスチューム3 v)\n end\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <not <(俊敏) = [1]>>> then\n switch costume to (コスチューム2 v)\n if <<mouse down?> and <(コイン) > [4]>> then\n set [俊敏 v] to [1]\n change [コイン v] by (-5)\n end\n end\n end\nend\n\nwhen I receive [clear v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\nset [ジャンプ v] to [0]\ngo to x: (200) y: (-95)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n hide\n if <(shop) = [1]> then\n if <not <(ジャンプ) = [1]>> then\n switch costume to (コスチューム1 v)\n end\n if <(ジャンプ) = [1]> then\n switch costume to (コスチューム3 v)\n end\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <not <(ジャンプ) = [1]>>> then\n switch costume to (コスチューム2 v)\n if <<mouse down?> and <(コイン) > [9]>> then\n set [ジャンプ v] to [1]\n change [コイン v] by (-10)\n end\n end\n end\nend\n\nwhen I receive [clear v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\nset [低速落下 v] to [0]\nswitch costume to (コスチューム1 v)\ngo to x: (200) y: (-140)\n\nwhen I receive [start v]\nforever\n hide\n if <(shop) = [1]> then\n if <not <(低速落下) = [1]>> then\n switch costume to (コスチューム1 v)\n end\n if <(低速落下) = [1]> then\n switch costume to (コスチューム3 v)\n end\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <not <(低速落下) = [1]>>> then\n switch costume to (コスチューム2 v)\n if <<mouse down?> and <(コイン) > [9]>> then\n set [低速落下 v] to [1]\n change [コイン v] by (-10)\n end\n end\n end\nend\n\nwhen I receive [clear v]\nhide\n\n
CONTROLS:\n⫸ Player 1 (Blue): WAD keys\n⫸ Player 2 (Orange): Arrow keys\n⫸ R to reset level, M to toggle music, P to show variables, K to toggle effects, and N to skip levels with timed buttons. This project is not mobile-friendly.\n\nGOAL:\nThis is a 2-player cooperative platformer game. (You can play it with 1 person, but it doesn't work as well.) Can you beat all 30 levels by working together to overcome each challenge?\n\nIf you liked this, try out my other projects! Try this: https://scratch.mit.edu/projects/187096627/
Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [洞窟はいつ v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [出た v]\nswitch backdrop to (マイクラ夜 v)\n\nwhen flag clicked\nforever\n\n@すてぃいいいいいぶ\n\ndefine 初期化\nswitch costume to (コスチューム2 v)\nset [yy v] to [0]\nset [xx v] to [0]\ngo to x: (-200) y: (-59)\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n change [yy v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [xx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-75)\n change [xx v] by (-1)\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (場所 v)?> then\n change y by (6)\n end\n if <touching (場所 v)?> then\n change y by (-6)\n change x by (() - (xx))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n if <(xx) > [0]> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n else\n set [xx v] to [0]\n end\n end\n change y by (yy)\n if <touching (場所 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n end\n end\n if <touching (tpge v)?> then\n broadcast (攻撃された v)\n start sound [ダメージ v]\n switch costume to (コスチューム3 v)\n wait (0.1) seconds\n 初期化\n end\n if <(x position) > [230]> then\n if <not <(ステージ) = [11]>> then\n change [ステージ v] by (1)\n 初期化\n end\n end\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen I receive [終わり v]\nstop [all v]\n\ngo to (random position v)\n\n@場所\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n broadcast (洞窟はいつ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n broadcast (出た v)\n end\nend\n\nset [ステージ v] to [9]\n\n@tpge\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\nset [pixelate v] effect to (300)\nrepeat (30)\n change [pixelate v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@素材1\n\n@洞窟\n\nwhen flag clicked\nhide\n\n@砂漠\n\nwhen flag clicked\nhide\n\n@剣\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (800) %\nset rotation style [all around v]\npoint in direction (180)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n if <<key (space v) pressed?> or <key (1 v) pressed?>> then\n repeat (3)\n turn right (-15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (15) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <<key (space v) pressed?> or <key (1 v) pressed?>> then\n repeat (3)\n turn right (15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (-15) degrees\n end\n end\n end\nend\n\nwhen I receive [攻撃準備 v]\nif <(costume [number v]) = [1]> then\n repeat (3)\n turn right (15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (-15) degrees\n end\n point in direction (180)\nend\n\nwhen I receive [攻撃準備 v]\nif <(costume [number v]) = [2]> then\n repeat (3)\n turn right (-15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (15) degrees\n end\n point in direction (180)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change [color v] effect by (0.5)\n end\n wait (0.1) seconds\n repeat (10)\n change [color v] effect by (-0.5)\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <[6] < (ステージ)> then\n show\n if <touching (すてぃいいいいいぶ v)?> then\n broadcast (おく v)\n switch costume to (ダイヤモンドの剣 v)\n forever\n go to (すてぃいいいいいぶ v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (ダイヤモンドの剣2 v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (ダイヤモンドの剣 v)\n end\n end\n end\n end\nend\n\n@a\n\nwhen I receive [攻撃 v]\nif <touching (剣 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nforever\n if <(ステージ) = [8]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [9]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (すてぃいいいいいぶ v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n point towards (すてぃいいいいいぶ v)\n wait (0.01) seconds\n move (5) steps\n if <touching (_edge_ v)?> then\n point towards (すてぃいいいいいぶ v)\n wait (0.01) seconds\n move (5) steps\n end\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change x by ((0) - (X2))\n change y by (-5)\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 (場所 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\n@ゾンビ\n\n@スプライト6\n\nwhen flag clicked\nshow\ngo to x: (-1) y: (160)\nset size to (150) %\nset [hp v] to [20]\nswitch costume to (health20 v)\n\nwhen I receive [攻撃された v]\nstart sound [ダメージ v]\nchange [hp v] by (-1)\nif <(HP) = [0]> then\n broadcast (終わり v)\nend\nnext costume\n\nwhen I receive [終わり v]\nstop [all v]\n\nwhen I receive [ゲーム終了です v]\nhide\n\nwhen flag clicked\nforever\n if <touching (すてぃいいいいいぶ v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [次元は違う v]\nhide\n\nwhen flag clicked\nshow\n\n@インベントリ\n\nwhen flag clicked\nshow\nswitch costume to (インベントリ v)\n\nwhen I receive [おく v]\nswitch costume to (インベントリ2 v)\n\nwhen flag clicked\nforever\n if <touching (すてぃいいいいいぶ v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [次元は違う v]\nhide\n\n@選ぶ\n\n@a2\n\nwhen I receive [攻撃 v]\nif <touching (剣 v)?> then\n start sound [ダメージ v]\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (-1)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (245) y: (-66)\nswitch costume to (コスチューム1 v)\nset size to (1000) %\nforever\n if <(ステージ) = [10]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [11]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (すてぃいいいいいぶ v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n point towards (すてぃいいいいいぶ v)\n wait (0.001) seconds\n move (3) steps\n if <touching (_edge_ v)?> then\n point towards (すてぃいいいいいぶ v)\n wait (0.001) seconds\n move (3) steps\n end\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change y by (1)\n if <touching (場所 v)?> then\n change x by ((0) - (X2))\n change y by (-5)\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 (場所 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\n@ハスク\n\n@背景\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (200) %\nset [brightness v] effect to (-18)\ngo to x: (50) y: (-17)\nforever\n if <(ステージ) = [11]> then\n go to [back v] layer\n broadcast (次元は違う v)\n switch costume to (ステージ5 v)\n set [brightness v] effect to (-18)\n show\n end\nend\n\nswitch costume to (ステージ8 v)\nset [brightness v] effect to (0)\nshow\n\nset [ステージ v] to [9]\n\n
Arrow key operation\nalso proceed by tapping the direction you want to proceed.\n\n矢印キーまたは進みたい方向をタップして操作します。\n赤い棘や溶岩に落ちると死んでしまいます。
Calming Peaceful Platformer #all #Capt_Boanerges #Platformer #art
@Stage\n\n@Sprite1\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [4]>\nshow\ngo to x: (87) y: (27)\nrepeat until <(Level) = [5]>\n repeat (30)\n change y by (10)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (1) seconds\n repeat (15)\n change y by (-20)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (0.5) seconds\nend\nhide\n\n@p\n\nwhen flag clicked\nhide\nwait until <(Level) = [1]>\nshow\nswitch costume to (costume1 v)\nwait until <(Level) = [2]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [3]>\nswitch costume to (costume3 v)\nwait until <(Level) = [4]>\nswitch costume to (costume4 v)\nwait until <(Level) = [5]>\nswitch costume to (costume5 v)\nwait until <(Level) = [6]>\nswitch costume to (costume7 v)\nwait until <(Level) = [7]>\nswitch costume to (costume6 v)\nwait until <(Level) = [8]>\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n broadcast (1 v)\n hide\nend\n\nwhen flag clicked\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-374) y: (103)\nwait until <(Level) = [6]>\nshow\ngo to x: (-148) y: (100)\n\nwhen I receive [ded v]\nif <(Level) = [2]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\nif <(Level) = [3]> then\n show\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <<touching (ground v)?> or <touching (sprite6 v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching (ground v)?> or <touching (sprite6 v)?>> then\n set [yvel v] to (jump height)\n end\nend\nif <touching (sprite9 v)?> then\n set [yvel v] to [20]\nend\nif <touching (sprite10 v)?> then\n if <(Level) = [5]> then\n set [xvel v] to [25]\n else\n set [xvel v] to [20]\n end\nend\nif <touching (sprite11 v)?> then\n set [xvel v] to [-25]\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\ndelete this clone\n\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\nset size to (125) %\nbroadcast (11 v)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n broadcast (11 v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (sprite1 v)?>> or <<touching (p v)?> or <touching (sprite12 v)?>>> then\n broadcast (Ded v) and wait\n broadcast (11 v)\n set size to (125) %\n end\nend\n\nwhen I receive [respawn v]\nset size to (125) %\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nset size to (125) %\nforever\n if <touching (sprite2 v)?> then\n set size to (100) %\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n go to (sprite7 v)\n wait (2) seconds\n end\n if <touching (sprite7 v)?> then\n go to (sprite8 v)\n wait (2) seconds\n end\nend\n\nchange y by (1)\n\n\n\nset [yvel v] to [20]\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\n@Sprite4\n\nwhen flag clicked\nset [a v] to [1]\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nif <(a) = [1]> then\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nset size to (125) %\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nrepeat (5)\n wait (0.001) seconds\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [12 v]\nset size to (100) %\n\nwhen I receive [11 v]\nset size to (125) %\n\n@Sprite6\n\nwhen I receive [1 v]\nhide\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\n\nwhen flag clicked\nwait until <(Level) = [2]>\nswitch costume to (costume1 v)\nshow\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [ded v]\nif <(Level) = [2]> then\n show\nend\nif <(Level) = [6]> then\n show\nend\n\n@Sprite7\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (180) y: (-111)\nwait until <(Level) = [3]>\nchange y by (10)\nshow\nwait until <(Level) = [4]>\nhide\n\ngo to x: (66) y: (-101)\nshow\nwait until <(Level) = [7]>\nhide\n\ngo to x: (73) y: (73)\n\nwhen flag clicked\nwait (1) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-220) y: (138)\nwait until <(Level) = [3]>\nshow\nchange x by (10)\nwait until <(Level) = [4]>\nhide\n\nshow\ngo to x: (-220) y: (161)\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.0001) seconds\nhide\nwait until <(Level) = [1]>\ngo to x: (30) y: (29)\nshow\nwait until <(Level) = [2]>\nhide\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [6]>\ngo to x: (33) y: (42)\nshow\nwait until <(Level) = [7]>\nhide\n\ngo to x: (248) y: (29)\n\nshow\n\nshow\n\n@Sprite12\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nhide\ngo to x: (-170) y: (125)\nwait until <(Level) = [4]>\nshow\nrepeat until <(Level) = [5]>\n point towards (player v)\nend\nhide\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat until <(Level) = [8]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <<touching (player v)?> or <touching (ground v)?>>\n move (10) steps\nend\nwait (0.1) seconds\ndelete this clone\n\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [5]>\ngo to x: (65) y: (139)\nshow\nwait until <(Level) = [6]>\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [3]>\npoint in direction (90)\ngo to x: (-213) y: (68)\nshow\nwait until <(Level) = [4]>\nhide\n\nwait until <(Level) = [5]>\nshow\ngo to x: (25) y: (-128)\npoint in direction (90)\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [1]>\nshow\ngo to x: (184) y: (83)\nwait until <(Level) = [5]>\nshow\ngo to x: (-125) y: (79)\n\nhide\n\nshow\ngo to x: (-215) y: (68)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [ded v]\nif <(Level) = [1]> then\n show\nend\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [5]> then\n show\nend\n\nwait until <(Level) = [4]>\nshow\ngo to x: (-212) y: (30)\n\ngo to x: (-212) y: (90)\n\nwait until <(Level) = [3]>\nshow\ngo to x: (199) y: (50)\nwait until <(Level) = [6]>\nshow\ngo to x: (181) y: (30)\n\nwhen flag clicked\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [0138 v] until done\nend\n\n
Controls:Arrow Keys,WASD,Tap and drag - Hope you enjoy!:D\n\nStory - Our little cube has to face natural disasters to reach its home. Will he make it? What other disasters will it face on their journey...\n\nSECOND NEW UPDATE - LESS PUSH FROM SAND ACTIVATED!\n\n------------------Famous Scratcher Loves---------------------\nLoved By @sceptile100\nLoved By @Lazy_otter2_0 \nLoved By @alps88\nLoved by @AidanA21\nLoved by @-SapphireDemon-\nLoved by @plant2\nLoved by @DaBoomerSupreme\n-------------------------------------------------------------------------\n-1st love ☑ - 1st lover by @SushiSlush\n-------------------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games\nWhat you expect down here? Well I guess you can Follow me? XD
Mello // A Platformer #games
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [3 v]\nbroadcast (red v)\n\nwhen backdrop switches to [5 v]\nbroadcast (key v)\n\nwhen backdrop switches to [7 v]\nbroadcast (orrange v)\n\nwhen I receive [start v]\nswitch backdrop to (begning, k? v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (screen shot 2016-01-03 at 6.28.12 pm v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nswitch backdrop to (intro v)\nclear graphic effects\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro4 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro5 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro6 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro7 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro8 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro9 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro10 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (intro11 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (beginning, k? v)\nbroadcast (start v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Tears of Love v] until done\nend\n\nwhen backdrop switches to [8 v]\nbroadcast (key2 v)\n\nwhen backdrop switches to [10 v]\nbroadcast (yellow v)\n\nwhen backdrop switches to [13 v]\nbroadcast (green v)\n\nwhen backdrop switches to [16 v]\nbroadcast (blue v)\n\nwhen backdrop switches to [20 v]\nbroadcast (purple v)\n\nwhen backdrop switches to [outro1 v]\nbroadcast (outro v)\n\nwhen I receive [outro v]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (outro2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (outro3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (outro4 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (outro5 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (end! v)\n\nwhen backdrop switches to [end! v]\nstop [all v]\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-100)\n\nwhen backdrop switches to [screen shot 2016-01-03 at 6.28.12 pm v]\nhide\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-100)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> 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: (-196) y: (-100)\n end\n if <touching color (#99b2ff)?> 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 <touching color (#ff9400)?> then\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching color (#ffff00)?> then\n set [y v] to [21]\n end\nend\n\nwhen I receive [outro v]\nhide\n\nmove (10) steps\n\nif <touching color (#ff9400)?> then\n set [y v] to [0]\n set [x v] to [0]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [screen shot 2016-01-03 at 6.28.12 pm v]\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (next level v)\n end\n if <(backdrop [name v]) = [beginning, k?]> then\n go to x: (-128) y: (35)\n end\n if <(backdrop [name v]) = [2]> then\n go to x: (51) y: (173)\n end\n if <(backdrop [name v]) = [3]> then\n go to x: (-190) y: (152)\n end\n if <(backdrop [name v]) = [4]> then\n go to x: (-198) y: (136)\n end\n if <(backdrop [name v]) = [5]> then\n go to x: (195) y: (-114)\n end\n if <(backdrop [name v]) = [6]> then\n go to x: (162) y: (149)\n end\n if <(backdrop [name v]) = [7]> then\n go to x: (111) y: (82)\n end\n if <(backdrop [name v]) = [8]> then\n go to x: (188) y: (110)\n end\n if <(backdrop [name v]) = [9]> then\n go to x: (-129) y: (139)\n end\n if <(backdrop [name v]) = [10]> then\n go to x: (180) y: (141)\n end\n if <(backdrop [name v]) = [11]> then\n go to x: (200) y: (-108)\n end\n if <(backdrop [name v]) = [12]> then\n go to x: (-165) y: (106)\n end\n if <(backdrop [name v]) = [13]> then\n go to x: (-198) y: (125)\n end\n if <(backdrop [name v]) = [14]> then\n go to x: (178) y: (-111)\n end\n if <(backdrop [name v]) = [15]> then\n go to x: (0) y: (160)\n end\n if <(backdrop [name v]) = [16]> then\n go to x: (192) y: (151)\n end\n if <(backdrop [name v]) = [17]> then\n go to x: (190) y: (-111)\n end\n if <(backdrop [name v]) = [18]> then\n go to x: (-56) y: (-114)\n end\n if <(backdrop [name v]) = [19]> then\n go to x: (165) y: (-105)\n end\n if <(backdrop [name v]) = [20]> then\n go to x: (222) y: (-115)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (yellow v)\n\nwhen I receive [outro v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen I receive [red v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (red v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\nwhen I receive [orrange v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (orange v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\nwhen I receive [yellow v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (yellow v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\nwhen I receive [green v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (green v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\nwhen I receive [blue v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (blue v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\nwhen I receive [purple v]\nshow\ngo to x: (0) y: (-72)\nswitch costume to (purple v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nhide\nclear graphic effects\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite1 v)?> then\n broadcast (unlock v)\n broadcast (unlock2 v)\n end\nend\n\nwhen I receive [unlock v]\nhide\n\nwhen I receive [key v]\nshow\ngo to x: (176) y: (159)\n\nwhen I receive [key2 v]\nshow\ngo to x: (-186) y: (131)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [unlock v]\nhide\n\nrepeat until \nend\n\nwhen I receive [key v]\nshow\ngo to x: (254) y: (-73)\n\nwhen I receive [key2 v]\nshow\ngo to x: (72) y: (88)\n\nwhen I receive [unlock2 v]\nhide\n\n@READD\n\nwhen flag clicked\nhide\n\n
Update 2: Hello, I think I have looked over the code and fixed the problem now. So in theory it should work. I have tested it and it does work. So if it continues to not work please don't hesitate to notify me. Thanks!\nUpdate : Hi I think scratch 3.0 broke the game..... I'll fix it soon Thanks @Solrocks and @Rainfall22 for pointing that out \nThis took me sooo long to make like a week nonstop of working on this well of course I did have time to rest but most of my spare time\nI worked on this. OMG! Top loved ! Click the green flag to start the project up!\nMost instructions in the game but I will give u tips here:\n1. Every level is possible ( I know this is not a tip)\n2. To jump across the screen press left or right arrow with up arrow\n3. to fight press space\n4. You can only stand on the light green parts\nThat's about it.\n5. Do not touch water!!\nPlease love , favourite , remix ( But give credit) and follow
Mario Cube - Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level :d v] to [1]\nforever\n switch backdrop to (level :D)\nend\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons - Thunder \(Lyrics\) v] until done\nend\n\nwhen [space v] key pressed\nchange [level :d v] by (1)\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\n@thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@lightning\n\nwhen flag clicked\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\ngo to x: (70) y: (165)\nforever\n change y by (-1)\nend\n\nwhen I start as a clone\ngo to (random position v)\nswitch costume to (pick random (1) to (2))\nforever\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-150]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to [front v] layer\n wait (.1) seconds\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@player\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <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 y by (-6)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <(x position) > [200]> then\n change [level :d v] by (1)\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\nif <touching (trampoline v)?> then\n set [y v] to [15]\nend\nif <[-195] > (y position)> then\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\nif <touching (obstacles v)?> then\n go to x: (x \(spawn\)) y: (y \(spawn\))\nend\n\nwhen flag clicked\nset [level :d v] to [1]\npoint in direction (90)\nset [x \(spawn\) v] to [-164]\nset [y \(spawn\) v] to [-82]\ngo to x: (x \(spawn\)) y: (y \(spawn\))\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (up v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Easter Egg! v)\n\nwhen flag clicked\nforever\n if <(y position) < [-128]> then\n go to x: (x position) y: (-128)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\n@obstacles\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level :d v] to [1]\nforever\n switch costume to (level :D)\nend\n\n@light\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n wait (pick random (1) to (10)) seconds\n show\n change [ghost v] effect by (10)\n wait (.03) seconds\n clear graphic effects\n hide\nend\n\n@clouds!\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (20) to (40))\n\nwhen flag clicked\nset x to (190)\nhide\n\nwhen I start as a clone\nshow\nglide (pick random (4) to (6)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen flag clicked\nforever\n set y to (pick random (100) to (120))\n create clone of (_myself_ v)\n wait (pick random (2) to (3)) seconds\nend\n\nclear graphic effects\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [easter egg! v]\nhide\ngo to x: (-1) y: (-43)\nshow\nglide (.5) secs to x: (0) y: (0)\nrepeat (10)\n wait (.2) seconds\n change [color v] effect by (25)\nend\nglide (.5) secs to x: (-1) y: (-43)\nhide\n\n
Welcome To Treasurer! \nHuge Inspo from @-PandaMC-\nControls\n- Arrow Keys or WASD to move\n- Up Arrow To Jump\n- Dodge The Dangerous Things!\n- Find The Pirate's Treasure\n\nThere are currently 12 levels (short I know!) \n\nMusic: Summertime - K-2\n\nMe for the rest! (tell me if I used something of yours, I will be sure to add it here if I did miss anything!)
Crystal Seeker 3D platformer v1.8.3
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\n@Intro \n\nwhen flag clicked\nhide\nswitch costume to (logo v)\nset size to (50) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone) = [Background]> then\n hide\n switch costume to (background v)\n set size to (100) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (-400) y: (0)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n set x to (0)\n wait (4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Tile]> then\n hide\n switch costume to (tile v)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n go to x: (pick random (-400) to (400)) y: (pick random (-400) to (400))\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n change y by (((0) - (y position)) / (8))\n change size by (10)\n end\n set x to (0)\n set y to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = (join [Step ] (letter (6) of (Clone)))> then\n hide\n switch costume to (Clone)\n if <(costume [name v]) = [Step 1]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (0)\n go to x: (0) y: (-200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 2]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (0)\n go to x: (0) y: (200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 3]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (-200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 4]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n switch costume to (logo v)\n set size to (150) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (((75) - (size)) / (4))\n end\n wait (1.75) seconds\n set [i v] to [0]\n repeat (20)\n change [i v] by (4)\n change [ghost v] effect by (5)\n change size by ([tan v] of (i) )\n turn right ([tan v] of (i) ) degrees\n end\n broadcast (Intro Done v)\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Fade]> then\n hide\n switch costume to (background v)\n set size to (100) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Tiles]> then\n hide\n switch costume to (tile v)\n set size to (100) %\n set [ghost v] effect to (20)\n set [i v] to (pick random (1) to (2))\n if <(i) = [1]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (-50)\n end\n point in direction (90)\n go to x: (pick random (-100) to (100)) y: (pick random (-50) to (50))\n set [i v] to (pick random (-20) to (10))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n change [ghost v] effect by (2)\n change y by (i)\n change [i v] by (-0.5)\n change size by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Spark]> then\n hide\n switch costume to (spark v)\n set size to (200) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n change [brightness v] effect by (-5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Trace]> then\n hide\n switch costume to (trace v)\n set size to (200) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\nend\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (50) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Introsound v]\nset [clone v] to [Background]\ncreate clone of (_myself_ v)\nset [clone v] to [Tile]\nrepeat (20)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nset [clone v] to [Fade]\ncreate clone of (_myself_ v)\nset [clone v] to [Step 1]\nrepeat (2)\n create clone of (_myself_ v)\n set [clone v] to (join [Step ] ((letter (6) of (Clone)) + (1)))\nend\nwait (0.2) seconds\nrepeat (2)\n create clone of (_myself_ v)\n set [clone v] to (join [Step ] ((letter (6) of (Clone)) + (1)))\nend\nwait (0.3) seconds\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [clone v] to [Tiles]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nset [clone v] to [Trace]\ncreate clone of (_myself_ v)\nset [clone v] to [Spark]\ncreate clone of (_myself_ v)\n\n@Player\n\nwhen I receive [play v]\nset size to (90) %\nshow\nset [level v] to [1]\nswitch costume to (Costume)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (-90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>>> 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 (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n if <<touching (spikes/lava v)?> or <(y position) < [-170]>> then\n start sound [Crunch v]\n go to x: (-200) y: (0)\n end\n if <(x position) > [235]> then\n if <not <(level) = [14]>> then\n go to x: (-200) y: (0)\n change [level v] by (1)\n wait (.000001) seconds\n end\n end\n if <touching (trampolines v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [retry v]\nset size to (90) %\nshow\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (level)\nend\n\n@Spikes/Lava\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@GUI\n\nwhen flag clicked\nset [time v] to [0]\nshow\nforever\n Duh\nend\n\ndefine Duh\nset [ghost v] effect to (30)\ngo to [front v] layer\ngo to (mouse-pointer v)\nswitch costume to (0 v)\nif <touching (play v)?> then\n switch costume to (1 v)\nelse\n if <touching (music v)?> then\n switch costume to (2 v)\n else\n if <touching (character select v)?> then\n switch costume to (3 v)\n else\n if <touching (instructions v)?> then\n switch costume to (4 v)\n else\n if <touching (xenogenesis - thefatrat v)?> then\n switch costume to (8 v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (9 v)\n else\n if <touching (meco - galactic funk v)?> then\n switch costume to (10 v)\n else\n if <touching (alan walker - fade v)?> then\n switch costume to (11 v)\n else\n if <touching (avicii - levels v)?> then\n switch costume to (12 v)\n else\n if <touching (vexento - masked heroes v)?> then\n switch costume to (13 v)\n else\n if <touching (vexento - snowflakes v)?> then\n switch costume to (14 v)\n else\n if <touching (elevation - knightkit12 v)?> then\n switch costume to (15 v)\n else\n if <touching (vexento - pixel party v)?> then\n switch costume to (16 v)\n else\n if <touching (vexento - pollen v)?> then\n switch costume to (17 v)\n else\n if <touching (unity -thefatrat v)?> then\n switch costume to (18 v)\n else\n if <touching (fly - marshmello v)?> then\n switch costume to (19 v)\n else\n if <touching (back v)?> then\n switch costume to (20 v)\n else\n if <touching (skip v)?> then\n switch costume to (6 v)\n else\n if <touching (retry v)?> then\n switch costume to (7 v)\n else\n switch costume to (0 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\nend\n\nwhen I receive [costume select v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Menu Title\n\nwhen flag clicked\ngo to x: (-1000) y: (125)\nhide\n\nwhen I receive [intro done v]\nswitch costume to (menu v)\nshow\nrepeat (30)\n change x by (((0) - (x position)) / (7))\nend\nforever\n set x to ((([sin v] of ((timer) * (100)) ) * (25)) - (0))\nend\n\nwhen I receive [music v]\nswitch costume to (music v)\n\nwhen I receive [back v]\nswitch costume to (menu v)\n\nwhen I receive [instructions v]\nswitch costume to (instructions v)\n\nwhen I receive [costume select v]\nswitch costume to (character select v)\n\nwhen I receive [play v]\nhide\n\n@Play\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-15)\n\nwhen I receive [intro done v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (6))\n clear graphic effects\n if <mouse down?> then\n play sound [Mouse Click v] until done\n change size by (((100) - (size)) / (6))\n set [color v] effect to ((1) / ())\n wait until <not <mouse down?>>\n change size by (((125) - (size)) / (6))\n broadcast (Play v)\n end\n else\n change size by (((125) - (size)) / (6))\n set [color v] effect to ((1) / ())\n end\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [costume select v]\nhide\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [instructions v]\nhide\n\n@Character Select\n\nwhen flag clicked\nhide\ngo to x: (105) y: (-15)\n\nwhen I receive [intro done v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (6))\n clear graphic effects\n if <mouse down?> then\n play sound [Mouse Click v] until done\n change size by (((100) - (size)) / (6))\n set [color v] effect to ((1) / ())\n wait until <not <mouse down?>>\n change size by (((125) - (size)) / (6))\n broadcast (Costume Select v)\n end\n else\n change size by (((125) - (size)) / (6))\n set [color v] effect to ((1) / ())\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [costume select v]\nhide\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [instructions v]\nhide\n\n@Music\n\nwhen flag clicked\nhide\ngo to x: (-95) y: (-15)\n\nwhen I receive [intro done v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (6))\n clear graphic effects\n if <mouse down?> then\n play sound [Mouse Click v] until done\n change size by (((100) - (size)) / (6))\n set [color v] effect to ((1) / ())\n wait until <not <mouse down?>>\n change size by (((125) - (size)) / (6))\n broadcast (Music v)\n end\n else\n change size by (((125) - (size)) / (6))\n set [color v] effect to ((1) / ())\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [costume select v]\nhide\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [instructions v]\nhide\n\n@Instructions\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-95)\n\nwhen I receive [intro done v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (6))\n clear graphic effects\n if <mouse down?> then\n play sound [Mouse Click v] until done\n change size by (((100) - (size)) / (6))\n set [color v] effect to ((1) / ())\n wait until <not <mouse down?>>\n change size by (((125) - (size)) / (6))\n broadcast (Instructions v)\n end\n else\n change size by (((125) - (size)) / (6))\n set [color v] effect to ((1) / ())\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [costume select v]\nhide\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [instructions v]\nhide\n\n@Xenogenesis - TheFatRat\n\nwhen I receive [music v]\nshow\ngo to x: (-150) y: (45)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [1]\n\n@Lights [Dream Trance]\n\nwhen I receive [music v]\nshow\ngo to x: (-50) y: (45)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [2]\n\n@Meco - Galactic Funk\n\nwhen I receive [music v]\nshow\ngo to x: (50) y: (45)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [3]\n\n@Alan Walker - Fade\n\nwhen I receive [music v]\nshow\ngo to x: (150) y: (45)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [4]\n\n@Avicii - Levels\n\nwhen I receive [music v]\nshow\ngo to x: (-150) y: (-35)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [5]\n\n@Vexento - Masked Heroes\n\nwhen I receive [music v]\nshow\ngo to x: (-50) y: (-35)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [6]\n\n@Vexento - Snowflakes\n\nwhen I receive [music v]\nshow\ngo to x: (50) y: (-35)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [7]\n\n@Elevation - KnightKit12\n\nwhen I receive [music v]\nshow\ngo to x: (150) y: (-35)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [8]\n\n@Vexento - Pixel Party\n\nwhen I receive [music v]\nshow\ngo to x: (-150) y: (-125)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [9]\n\n@Vexento - Pollen\n\nwhen I receive [music v]\nshow\ngo to x: (-50) y: (-125)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [10]\n\n@Unity -TheFatRat\n\nwhen I receive [music v]\nshow\ngo to x: (50) y: (-125)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [11]\n\n@Fly - Marshmello\n\nwhen I receive [music v]\nshow\ngo to x: (150) y: (-125)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nset [music v] to [12]\n\n@Game Music\n\nwhen I receive [play v]\nstop all sounds\nif <(Music) = [0]> then\n forever\n play sound (pick random (1) to (12)) until done\n end\nelse\n forever\n play sound (Music) until done\n end\nend\n\nwhen flag clicked\nset [music v] to [0]\n\n@Back\n\nwhen I receive [music v]\nshow\nswitch costume to (music-back v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [Mouse Click v]\nbroadcast (Back v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [instructions v]\nshow\nswitch costume to (instructions-back v)\n\nwhen I receive [costume select v]\nshow\nswitch costume to (costume-select-back v)\n\n@InstructionsPage\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [instructions v]\nshow\n\n@Costume Select Player\n\nwhen I receive [costume select v]\nshow\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nswitch costume to (previous costume v)\n\nwhen flag clicked\nswitch costume to (black v)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\nend\n\n@Left\n\nwhen flag clicked\ngo to x: (-50) y: (0)\nset size to (65) %\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [costume select v]\nshow\n\nwhen this sprite clicked\nbroadcast (Left v)\n\n@Right\n\nwhen flag clicked\ngo to x: (50) y: (0)\nset size to (65) %\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [costume select v]\nshow\n\nwhen this sprite clicked\nbroadcast (Right v)\n\n@detector\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Text engine\n\nwhen flag clicked\nforever\n hide\nend\n\ndefine type (type)\nset [count v] to [1]\ngo to [back v] layer\nshow\nrepeat (length of (type))\n if <(letter (count) of (type)) = [a]> then\n switch costume to (a v)\n else\n if <(letter (count) of (type)) = [b]> then\n switch costume to (b v)\n else\n if <(letter (count) of (type)) = [c]> then\n switch costume to (c v)\n else\n if <(letter (count) of (type)) = [d]> then\n switch costume to (d v)\n else\n if <(letter (count) of (type)) = [e]> then\n switch costume to (e v)\n else\n if <(letter (count) of (type)) = [f]> then\n switch costume to (f v)\n else\n if <(letter (count) of (type)) = [g]> then\n switch costume to (g v)\n else\n if <(letter (count) of (type)) = [h]> then\n switch costume to (h v)\n else\n if <(letter (count) of (type)) = [i]> then\n switch costume to (i v)\n else\n if <(letter (count) of (type)) = [j]> then\n switch costume to (j v)\n else\n if <(letter (count) of (type)) = [k]> then\n switch costume to (k v)\n else\n if <(letter (count) of (type)) = [l]> then\n switch costume to (l v)\n else\n if <(letter (count) of (type)) = [m]> then\n switch costume to (m v)\n else\n if <(letter (count) of (type)) = [n]> then\n switch costume to (n v)\n else\n if <(letter (count) of (type)) = [o]> then\n switch costume to (o v)\n else\n if <(letter (count) of (type)) = [p]> then\n switch costume to (p v)\n else\n if <(letter (count) of (type)) = [q]> then\n switch costume to (q v)\n else\n if <(letter (count) of (type)) = [r]> then\n switch costume to (r v)\n else\n if <(letter (count) of (type)) = [s]> then\n switch costume to (s v)\n else\n if <(letter (count) of (type)) = [t]> then\n switch costume to (t v)\n else\n if <(letter (count) of (type)) = [u]> then\n switch costume to (u v)\n else\n if <(letter (count) of (type)) = [v]> then\n switch costume to (v v)\n else\n if <(letter (count) of (type)) = [w]> then\n switch costume to (w v)\n else\n if <(letter (count) of (type)) = [x]> then\n switch costume to (x v)\n else\n if <(letter (count) of (type)) = [y]> then\n switch costume to (y v)\n else\n if <(letter (count) of (type)) = [z]> then\n switch costume to (z v)\n else\n if <(letter (count) of (type)) = [0]> then\n switch costume to (0 v)\n else\n if <(letter (count) of (type)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter (count) of (type)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter (count) of (type)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter (count) of (type)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter (count) of (type)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter (count) of (type)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter (count) of (type)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter (count) of (type)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter (count) of (type)) = [9]> then\n switch costume to (9 v)\n else\n if <(letter (count) of (type)) = [-]> then\n switch costume to (dash v)\n else\n if <(letter (count) of (type)) = [_]> then\n switch costume to (dash2 v)\n else\n if <(letter (count) of (type)) = [ ]> then\n switch costume to (space v)\n else\n if <(letter (count) of (type)) = [.]> then\n switch costume to (. v)\n else\n if <(letter (count) of (type)) = [,]> then\n switch costume to (, v)\n else\n if <(letter (count) of (type)) = [!]> then\n switch costume to (! v)\n else\n if <(letter (count) of (type)) = [?]> then\n switch costume to (? v)\n else\n if <(letter (count) of (type)) = [\(]> then\n switch costume to (parentheses v)\n else\n if <(letter (count) of (type)) = [\)]> then\n switch costume to (parentheses2 v)\n else\n if <(letter (count) of (type)) = [']> then\n switch costume to (' v)\n else\n if <(letter (count) of (type)) = [:]> then\n switch costume to (: v)\n else\n if <(letter (count) of (type)) = [;]> then\n switch costume to (; 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 change [count v] by (1)\n go to [front v] layer\n go to [front v] layer\n stamp\n if <(level) = [1]> then\n change x by (13)\n else\n change x by (17)\n end\nend\nhide\n\nwhen flag clicked\nerase all\n\ndefine new line\nset x to (-223)\nchange y by (-20)\n\ndefine Reset\ngo to x: (-223) y: (155)\n\nwhen I receive [play v]\nset size to (75) %\nerase all\nReset\ntype [Hi! Welcome to Quarantine!]\nwait until <(level) = [2]>\nerase all\nReset\ntype [You can wall jump!]\nwait until <(level) = [3]>\nerase all\nReset\ntype [Quick! Get the toilet]\nnew line\ntype [paper!]\nnew line\nwait until <(level) = [4]>\nerase all\nReset\ntype [ Jump over the spikes!]\nwait until <(level) = [5]>\nerase all\nReset\ntype [ jump...jump...jump...]\nwait until <(level) = [6]>\nerase all\nReset\ntype [This looks too easy!]\nnew line\nwait until <(level) = [7]>\nerase all\nReset\ntype [Get trolled :P]\nnew line\nwait until <(level) = [8]>\nerase all\nReset\ntype [Ooh! More toilet paper!]\nwait until <(level) = [9]>\nerase all\nReset\ntype [Why is there so much]\nnew line\ntype [toilet paper?]\nwait until <(level) = [10]>\nerase all\nwait until <(level) = [11]>\nerase all\nReset\ntype [Jump on the trampoline!]\nwait until <(level) = [12]>\nerase all\nReset\ntype [a Gap?]\nwait until <(level) = [13]>\nerase all\nReset\ntype [Watch out for the spikes!]\nwait until <(level) = [14]>\nset [time v] to (timer)\nerase all\nReset\ntype [ That's it for now!]\nnew line\ntype [ Hope you enjoyed!]\nnew line\nif <(Skipped?) = [13]> then\n type [You skipped the whole game! ]\n new line\n type [ WHY?? xD]\nelse\n type (join (join [You took ] (Time)) [ seconds to])\n new line\n type [ finish!]\nend\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (178) to (0))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n wait (pick random (2.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Decor\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Collectables\n\nwhen flag clicked\nset [level v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nhide\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (40)\nwait until <(level) = [3]>\nshow\nrepeat until <(level) = [4]>\n set y to ((([sin v] of ((timer) * (100)) ) * (15)) - (-25))\n if <touching (player v)?> then\n set [spin v] to [0]\n repeat (20)\n change [spin v] by (3)\n change [ghost v] effect by (5)\n turn right (Spin) degrees\n end\n end\nend\nhide\nwait until <(level) = [8]>\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (100) y: (0)\nrepeat until <(level) = [9]>\n set y to ((([sin v] of ((timer) * (100)) ) * (15)) - (-140))\n if <touching (player v)?> then\n set [spin v] to [0]\n repeat (20)\n change [spin v] by (3)\n change [ghost v] effect by (5)\n turn right (Spin) degrees\n end\n end\nend\nhide\nwait until <(level) = [9]>\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (170) y: (-90)\nrepeat until <(level) = [10]>\n set y to ((([sin v] of ((timer) * (100)) ) * (6)) - (-140))\n if <touching (player v)?> then\n set [spin v] to [0]\n repeat (20)\n change [spin v] by (3)\n change [ghost v] effect by (5)\n turn right (Spin) degrees\n end\n end\nend\nhide\n\n@Collectables2\n\nwhen flag clicked\nset [level v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nwait until <(level) = [9]>\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (170) y: (130)\nrepeat until <(level) = [10]>\n set y to ((([sin v] of ((timer) * (100)) ) * (6)) - (90))\n if <touching (player v)?> then\n set [spin v] to [0]\n repeat (20)\n change [spin v] by (3)\n change [ghost v] effect by (5)\n turn right (Spin) degrees\n end\n end\nend\nhide\n\n@Collectables3\n\nwhen flag clicked\nset [level v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nwait until <(level) = [9]>\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (170) y: (15)\nrepeat until <(level) = [10]>\n set y to ((([sin v] of ((timer) * (100)) ) * (6)) - (-15))\n if <touching (player v)?> then\n set [spin v] to [0]\n repeat (20)\n change [spin v] by (3)\n change [ghost v] effect by (5)\n turn right (Spin) degrees\n end\n end\nend\nhide\n\n@Skip\n\nwhen flag clicked\nset [skipped? v] to [0]\nhide\n\nwhen I receive [play v]\ngo to x: (-200) y: (-160)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n change [level v] by (1)\n change [skipped? v] by (1)\n broadcast (Retry v)\n wait (0.8) seconds\n end\n else\n clear graphic effects\n end\nend\n\n@Retry\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (-125) y: (-160)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n broadcast (Retry v)\n wait (0.2) seconds\n end\n else\n clear graphic effects\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nset [level v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (165) %\npoint in direction (90)\nhide\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (-115)\nwait until <(level) = [11]>\nshow\nrepeat until <(level) = [12]>\n if <touching (player v)?> then\n repeat (11)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\nhide\n\nswitch costume to (trampoline1 v)\n\n@TB\n\nwhen flag clicked\nhide\n\n
Part 2 is out! https://scratch.mit.edu/projects/624411056/\nPart 3 is out! https://scratch.mit.edu/projects/625834167/\nPart 4: https://scratch.mit.edu/projects/627607932/\nPart 5: https://scratch.mit.edu/projects/630352670/\nWASD or arrow keys to move.\nIt is mobile friendly.\nAvoid spikes, lava and saws.\nTrampoline makes you bounce higher.\n50 loves for part 2.\nFollow me --@Tao196\n\n\nmy new game: https://scratch.mit.edu/projects/625653122/\n
secret passage -the platformer-
@Stage\n\nwhen flag clicked\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [music v] to [3]\nset [kill v] to [0]\n\nwhen I receive [game start v]\nset [kill v] to [1]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [2000]\nset [scroll y max v] to [0]\nset [boss fight? v] to [0]\nbroadcast (Teleportin v)\nstop all sounds\nwait (.02) seconds\nset [kill v] to [0]\nset volume to (100) %\nforever\n if <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n play sound [Bonus Level v] until done\n else\n play sound [Baby Bowser - Yoshis Island v] until done\n end\n else\n play sound [Super Mario World - Overworld v] until done\n end\nend\n\nwhen I receive [teleportin v]\nset [scroll y min v] to [0]\nset [scroll x min v] to [0]\nset [scroll y min v] to [0]\nset [scroll x max v] to [2720]\n\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nif <(BOSS FIGHT?) = [1]> then\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (10)\n set [scroll y min v] to [0]\n set [scroll x min v] to [0]\n set [scroll y min v] to [0]\n end\n set [scroll x max v] to [550]\nelse\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (10)\n set [scroll y min v] to [0]\n set [scroll x min v] to [0]\n set [scroll y min v] to [0]\n end\n set [scroll x max v] to [3300]\nend\n\nforever\n play sound [Mega Man IV - Dive Man v] until done\nend\n\nset [scroll y min v] to [-4000]\n\nset [scroll x max v] to [5000]\n\nwhen I receive [fortressdoorexplosion\ v]\nset [scroll x max v] to [6000]\n\nwhen I receive [teleportin v]\nset volume to (100) %\nif <(CHECKPOINT #) = [2]> then\n set [music v] to [7]\n stop all sounds\nelse\n if <[] = [1]> then\n set [music v] to [5]\n else\n set [music v] to [3]\n end\n stop all sounds\nend\n\nwhen I receive [bossgate #1 v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [5]\n\nwhen I receive [teleportin v]\nstop all sounds\nrepeat (10)\n change volume by (-10)\nend\nif <[] = [1]> then\n set [music v] to [5]\nelse\n set [music v] to [3]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [grenade man run v]\nset [scroll x min v] to [4560]\nset [scroll x max v] to [20000]\n\nwhen I receive [ghost man fight v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [4]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwait until <([y position v] of [hitbox v]) < [50]>\n\nwhen I receive [die v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [bowser die v]\nrepeat (10)\n change volume by (-10)\nend\n\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll x max v] to [2000]\nwait (1) seconds\nwait until <[] > [4560]>\nif <not <(CHECKPOINT #) = [2]>> then\n set [scroll x min v] to [4560]\n set [scroll x max v] to [8000]\n broadcast (BOSSGATE #1 v)\nend\n\nwhen flag clicked\nwait (.2) seconds\nbroadcast (SetUp v)\nbroadcast (GAME START v)\n\nwhen flag clicked\nforever\n wait until <(Invincibility Frame) = [1]>\n wait (2) seconds\n set [invincibility frame v] to [0]\nend\n\n@ground\n\nwhen I receive [setup v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\nwhen I receive [level loop v]\nforever\n set [ghost v] effect to (100)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - ([ceiling v] of (Scroll Y) ))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [570]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [475]>> then\n hide\n else\n show\n end\nend\n\ndefine Create\nset [level_y v] to [0]\nset [level_x v] to [0]\nswitch costume to (donut v)\nrepeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\ndefine Create\n\nwhen I receive [setup v]\nbroadcast (GAME START v)\nforever\n broadcast (Level Loop v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [bossgate #1 v]\n\nif <(costume [number v]) = [10]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume13 v)\nend\nif <(costume [number v]) = [12]> then\n switch costume to (costume14 v)\nend\n\nwhen I receive [teleportin v]\nif <(costume [number v]) = [13]> then\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\nwhen I receive [grenade man run v]\n\nif <(costume [number v]) = [13]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\nrepeat (6)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\n next costume\nend\nchange [level_y v] by (416)\nswitch costume to (costume4 v)\n\nswitch costume to (costume15 v)\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n next costume\nend\nchange [level_y v] by (450)\nchange [level_x v] by (9999)\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (.01) seconds\nif <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (bonusroom v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n else\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (room1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n end\nelse\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (donut v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (grenade v)\nCreate\nhide\n\ndefine Create\n\nrepeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [510]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Level Loop v)\nend\n\nchange [level_x v] by (480)\n\nchange [level_x v] by (480)\n\nset [level_y v] to [-150]\n\nchange [level_x v] by (540)\n\nchange [level_y v] by (-448)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nwhen I start as a clone\n\nforever\n switch costume to (bgtomahawk5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\nrepeat (20)\n change [brightness v] effect by (.4)\nend\nrepeat (20)\n change [brightness v] effect by (-.4)\nend\n\nwhen I receive [die v]\nset [boss fight? v] to [0]\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (.01) seconds\nif <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (bonusroom v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n else\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (room1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n end\nelse\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (donut1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\nend\n\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (donut1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\nwhen I receive [screenshake v]\nrepeat (1)\n set [level_y v] to [15]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\nrepeat (1)\n set [level_y v] to [5]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\nrepeat (1)\n set [level_y v] to [2]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nclear graphic effects\nhide\n\nset [brightness v] effect to (-100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [die v]\nwait (4) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [carrying object? v] to [0]\nhide\n\nwhen I receive [subworldpipe v]\nwait (0) seconds\nset [boss fight? v] to [1]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nset [carrying object? v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [fadeout v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@vile\n\nwhen flag clicked\nbroadcast (INTRO v)\n\nbroadcast (GAME START v)\nbroadcast (SetUp v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (reee v)\npoint in direction (90)\nset size to (100) %\ngo to x: (12) y: (999)\nrepeat (3)\n change y by (-40)\nend\nrepeat (2)\n change y by (-30)\nend\nrepeat (2)\n change y by (-20)\nend\nrepeat (2)\n change y by (-10)\nend\nstart sound [mario_coin_sound v]\nrepeat (3)\n show\n wait (.5) seconds\n hide\n wait (.2) seconds\nend\ndelete this clone\n\nwhen I receive [flame sword v]\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (icon v)\nset size to (150) %\nrepeat (3)\n go to (hitbox v)\n change y by (40)\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\nend\n\nstart sound [Mega Man 5 SFX \(42\) v]\nset volume to (100) %\nstart sound [a-ha-take-on-me-cut-mp3_rnSXv7Z v]\nswitch costume to (vile3 v)\nset size to (250) %\ngo to x: (-225) y: (-43)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change x by (30)\nend\nrepeat (6)\n change x by (15)\nend\nrepeat (4)\n change x by (5)\nend\nswitch costume to (vile1 v)\nstart sound [Mega Man 5 SFX \(21\)3 v]\nwait (.2) seconds\nstart sound [Mega Man 5 SFX \(21\)3 v]\nswitch costume to (vile2 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (vile3 v)\nrepeat (12)\n go to [front v] layer\n change x by (-30)\nend\nrepeat (8)\n change x by (-15)\nend\nrepeat (5)\n change x by (-5)\nend\nhide\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (INTRO v)\n\nwhen I receive [teleportin v]\nwait (.02) seconds\nif <<(BOSS FIGHT?) = [1]> and <(DefeatedBowser?) = [0]>> then\n show\n go to x: (98) y: (-184)\n go to [front v] layer\n clear graphic effects\n set [brightness v] effect to (10)\n forever\n switch costume to (la1 v)\n repeat (3)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nelse\n hide\nend\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [yay v]\nwait (2) seconds\nif <(HARD MODE?) = [0]> then\n switch costume to (after hardmode v)\n set [hard mode? v] to [1]\nelse\n switch costume to (pre hardmode v)\nend\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\nshow\nforever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\nset [hard mode? v] to [0]\n\n@its a me Mario\n\nwhen I receive [bossgate #1 v]\nwait (1) seconds\npoint in direction (90)\nset y to (-113)\nswitch costume to (idlegun v)\nrepeat (3)\n wait (.25) seconds\n point in direction (-90)\n wait (.25) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(CanMove?) = [1]> and <(gotohitbox?) = [1]>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nwhen I start as a clone\nset rotation style [left-right v]\nchange y by (-25)\ngo to [front v] layer\nswitch costume to (smoke1 v)\nshow\nrepeat (3)\n wait (0) seconds\n next costume\nend\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nset [sliding? v] to [0]\nset [flame sword? v] to [0]\nforever\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n if <(Carrying Object?) = [1]> then\n wait (1) seconds\n else\n if <(Mario's Universally acceptable HP) = [3]> then\n set [canmove? v] to [0]\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firecarry3 v)\n else\n switch costume to (firecarry1 v)\n end\n set [fireballdirection v] to (direction)\n create clone of (fireball v)\n wait (.02) seconds\n set [canmove? v] to [1]\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\n end\n if <<(CanMove?) = [1]> and <(You spin me right round) = [1]>> then\n if <(Mario's Universally acceptable HP) = [3]> then\n set [fireballdirection v] to [90]\n create clone of (fireball v)\n wait (.01) seconds\n set [fireballdirection v] to [-90]\n create clone of (fireball v)\n wait until <(You spin me right round) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(animations: editmode>2) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(SLIDING?) = [0]>> then\n if <(Mario's Universally acceptable HP) = [3]> then\n if <(Carrying Object?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (firecarry1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firecarry3 v)\n else\n wait (.05) seconds\n next costume\n end\n end\n wait (.05) seconds\n end\n end\n else\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (fire1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firejump v)\n else\n wait (0.02) seconds\n next costume\n end\n end\n wait (.02) seconds\n end\n end\n end\n else\n if <(Carrying Object?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (carry1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (carry3 v)\n else\n wait (.05) seconds\n next costume\n end\n end\n wait (.05) seconds\n end\n end\n else\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (m1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (mariojump v)\n else\n wait (0.02) seconds\n next costume\n end\n end\n wait (.02) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nset [you spin me right round v] to [0]\nset rotation style [left-right v]\nforever\n if <(CanMove?) = [1]> then\n if <(Mario's Universally acceptable HP) = [3]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarryduck v)\n else\n switch costume to (fireduck v)\n end\n else\n if <(You spin me right round) = [1]> then\n switch costume to (firespin1 v)\n wait (.02) seconds\n switch costume to (firespin3 v)\n wait (.02) seconds\n switch costume to (firespin2 v)\n wait (.02) seconds\n switch costume to (firespin4 v)\n wait (.02) seconds\n else\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarry3 v)\n else\n if <([speed y v] of [hitbox v]) < [-2]> then\n switch costume to (firefall v)\n else\n switch costume to (firejump v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n Do [Walk]\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarry1 v)\n else\n switch costume to (fire1 v)\n end\n end\n end\n end\n end\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carryduck v)\n else\n switch costume to (mduck v)\n end\n else\n if <(You spin me right round) = [1]> then\n switch costume to (mspin1 v)\n wait (.02) seconds\n switch costume to (mspin3 v)\n wait (.02) seconds\n switch costume to (mspin2 v)\n wait (.02) seconds\n switch costume to (mspin4 v)\n wait (.02) seconds\n else\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carry3 v)\n else\n if <([speed y v] of [hitbox v]) < [-2]> then\n switch costume to (mariofall v)\n else\n switch costume to (mariojump v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n Do [Walk]\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carry1 v)\n else\n switch costume to (m1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (jumpgun v)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen I receive [intro over v]\nrepeat (10)\n show\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n move (-10) steps\n end\nend\ndelete this clone\n\ndefine death\nstart sound [smw_death v]\n\nwhen flag clicked\nset [section at v] to [1]\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nwait (5) seconds\nswitch costume to (idle v)\nbroadcast (Teleportin v)\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nwhen I receive [take dmg v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n wait (0) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n if <<touching (ghost wall v)?> and <(GHOST MODE?) = [1]>> then\n set [ghost v] effect to (50)\n else\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n end\n wait (.05) seconds\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n set [gotohitbox? v] to [0]\n hide\n wait (.1) seconds\n set [canmove? v] to [0]\n switch costume to (break v)\n show\n set y to (-132)\n set [gotohitbox? v] to [1]\n switch costume to (tele2 v)\n broadcast (blink v)\n change [scroll x v] by (0)\n set [canmove? v] to [1]\nend\n\ngo to [front v] layer\n\nmove (10) steps\n\nif <(costume [number v]) = [18]> then\n forever\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [heal v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.1) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [grenade man flee v]\nset [canmove? v] to [1]\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n wait (3) seconds\n wait until <(y position) < [-180]>\n if <(Mario's Universally acceptable HP) > [0]> then\n broadcast (die v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [bossdie v]\nwait (1) seconds\nset [canmove? v] to [0]\npoint in direction (90)\nswitch costume to (jumpgun v)\nglide (.25) secs to x: (-100) y: (-113)\nswitch costume to (idlegun v)\n\nwhen I receive [kaboom v]\nwait (2) seconds\nstart sound [Mega Man II - Victory v]\nswitch costume to (idle v)\n\nwhen I start as a clone\nset volume to (50) %\n\nwhen flag clicked\nset [gotohitbox? v] to [0]\n\nwhen flag clicked\nset [carrying object? v] to [0]\n\nif <(getting ouched ?) = [1]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (takedmg v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> and <([falling? v] of [hitbox v]) < [2]>> then\n if <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>> then\n if <<(You spin me right round) = [0]> and <(CanMove?) = [1]>> then\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [subworldpipe v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nset [mario's universally acceptable hp v] to [2]\n\nwhen I receive [teleportin v]\nwait (.02) seconds\nif <(ClownCarAlive?) = [0]> then\n set [mario's universally acceptable hp v] to [2]\nend\n\nwhen I receive [firemariotransform v]\nstart sound [powerup v]\nrepeat (3)\n set [mario's universally acceptable hp v] to [2]\n wait (.1) seconds\n set [mario's universally acceptable hp v] to [3]\n wait (.1) seconds\nend\n\nwhen I receive [mario get hurt v]\nif <(Invincibility Frame) = [0]> then\n if <(Mario's Universally acceptable HP) = [1]> then\n broadcast (die v)\n else\n change [mario's universally acceptable hp v] by (-1)\n set [invincibility frame v] to [1]\n start sound [reserved-item v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n end\n set [invincibility frame v] to [0]\nend\nwait (.1) seconds\nclear graphic effects\n\nwhen flag clicked\nset [invincibility frame v] to [0]\n\nwhen I receive [die v]\nset [mario's universally acceptable hp v] to [0]\nset [gotohitbox? v] to [0]\nset [canmove? v] to [0]\nswitch costume to (mariodie v)\nshow\nrepeat (5)\n switch costume to (mariodie v)\n change y by (5)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (10)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (5)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (-10)\nend\nrepeat until <(y position) < [-170]>\n switch costume to (mariodie v)\n change y by (-20)\nend\nhide\n\nwhen I receive [bowser die v]\nset [canmove? v] to [0]\nset [gotohitbox? v] to [0]\nrepeat until <(y position) < [-90]>\n change y by (-10)\nend\nset y to (-101)\nif <(Mario's Universally acceptable HP) = [3]> then\n switch costume to (fire1 v)\nelse\n switch costume to (m1 v)\nend\nwait (3) seconds\nset [clowncaralive? v] to [0]\nplay sound [BowserVictory v] until done\nif <(Mario's Universally acceptable HP) = [3]> then\n switch costume to (firevictory v)\nelse\n switch costume to (victory v)\nend\nset [boss fight? v] to [0]\nwait (1) seconds\nbroadcast (fadeout v)\n\n@hitbox\n\nwhen I receive [you win v]\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n change [speed y v] by (-.7)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<<key (z v) pressed?> and <(falling?) < [3]>> and <(Carrying Object?) = [0]>> then\n set [speed y v] to [10]\n set [you spin me right round v] to [1]\n end\n if <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>> then\n if <<> then\n change [speed x v] by (-2)\n point in direction (-90)\n end\n if <>> then\n change [speed x v] by (2)\n point in direction (90)\n end\n end\n Walk (direction) (speed x)\n set [speed x v] to ((speed x) * (.8))\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<^> and <(falling?) < [3]>> then\n set [speed y v] to [8]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(falling?) < [3]> then\n set [speed y v] to [10]\n if <(You spin me right round) = [0]> then\n start sound [jump v]\n end\n end\n else\n change [speed y v] by (-1)\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 (ghost wall v)?> and <(GHOST MODE?) = [0]>>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nwait until <(Health) < [1]>\nstop [other scripts in sprite v]\nbroadcast (game over v)\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nchange [scroll x v] by (10)\n\nwhen flag clicked\nset [canmove? v] to [0]\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (phase through platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\ndefine Touch Ground <up?>\n\ngo to x: (-172) y: (-81)\n\nchange x by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [knockback v]\nif <(direction) = [90]> then\n repeat (3)\n Walk [90] [-15]\n end\n repeat (3)\n Walk [90] [-8]\n end\nelse\n repeat (3)\n Walk [90] [15]\n end\n repeat (3)\n Walk [90] [8]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ladder v)?> then\n set [climbing on ladder v] to [1]\n else\n set [climbing on ladder v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\n\nwhen I receive [rushjump v]\nset [speed y v] to [25]\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nbroadcast (Teleportin v)\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nhide\nwait (.1) seconds\nif <(CHECKPOINT #) = [1]> then\n set [scroll y v] to [250]\nelse\n set [scroll y v] to [250]\nend\nset [speed y v] to [10]\nrepeat (5)\n if <(CHECKPOINT #) = [1]> then\nend\nset [canmove? v] to [0]\ngo to [front v] layer\nchange y by (0)\nset [ghost v] effect to (100)\nshow\nset y to (-100)\nset x to (0)\nchange y by (25)\nset [canmove? v] to [1]\n\nset y to (0)\n\nwait (.2) seconds\n\nif <(FIGHTSTART?) = [1]> then\n set [scroll y v] to [3810]\nend\n\nbroadcast (Teleportin v)\n\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [sliding? v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?) = [1]> then\n switch costume to (idle2 v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nset [sliding? v] to [0]\nset [slide time v] to [0]\nforever\n if <(slide time) > [13]> then\n set [sliding? v] to [0]\n end\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> then\n if <(slide time) > [0]> then\n change [slide time v] by (-1)\n set [sliding? v] to [0]\n end\n end\nend\n\nwhen I receive [bossgate #1 v]\nset [canmove? v] to [0]\nset y to (-102)\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [moveplatform v]\nchange x by (5)\n\nwhen I receive [moveplatformup v]\nchange y by (5)\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [ghost man fight v]\nset [canmove? v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nset [speed y v] to [5]\n\nset [speed y v] to [10]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwait (1) seconds\nforever\n wait until <(FLAME SWORD?) = [1]>\n set [canmove? v] to [0]\n wait until <(FLAME SWORD?) = [0]>\n set [canmove? v] to [1]\nend\n\nif <(CHECKPOINT #) = [2]> then\n set [scroll x v] to [5100]\nelse\n if <(CHECKPOINT #) = [1]> then\n set [scroll x v] to [4100]\n set [scroll y v] to [-2300]\n end\nend\n\nwhen I receive [slide v]\nif <(falling?) < [3]> then\n start sound [Mega Man 6 SRX \(9\) v]\n set [slide time v] to [1]\n repeat (10)\n set [canmove? v] to [1]\n set [sliding? v] to [1]\n if <(direction) = [90]> then\n Walk (direction) [8]\n else\n Walk (direction) [-8]\n end\n end\n set [canmove? v] to [1]\n set [sliding? v] to [0]\n wait (.2) seconds\n set [slide time v] to [0]\nend\nwait (1) seconds\n\nset [climbing on ladder v] to [1]\n\nset [climbing on ladder v] to [0]\n\nset [speed y v] to [0]\n\nwhen flag clicked\nset [slide time v] to [0]\n\nwhen I receive [we have returned v]\nset [canmove? v] to [0]\n\nforever\n wait until <(falling?) > [3]>\n start sound [jump v]\n wait until <(falling?) < [2]>\nend\n\nwhen flag clicked\nwait (.02) seconds\nforever\n wait until <(You spin me right round) = [1]>\n start sound [spin v]\n wait until <(falling?) > [2]>\n wait until <(falling?) < [3]>\n set [you spin me right round v] to [0]\nend\n\nwhen flag clicked\n\nwhen I receive [extra jump v]\nstart sound [kick v]\nset [speed y v] to [10]\n\nforever\n\nif <(y position) < [-173]> then\n set y to (100)\n set [scroll y v] to [100]\n wait (1) seconds\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <<<(y position) > [-50]> and <(y position) < [50]>> and <<(Scroll X) > [3299]> and <<(x position) > [92]> and <(x position) < [123]>>>>\n set [canmove? v] to [0]\n start sound [pipe v]\n broadcast (SUBWORLDPIPE v)\n wait (5) seconds\nend\n\nwhen I receive [firemariotransform v]\nset [canmove? v] to [0]\nwait (.6) seconds\nset [canmove? v] to [1]\n\nwhen I receive [bowser die v]\nset [canmove? v] to [0]\n\n@Level_Background\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (grenade v)\nCreate\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (hill1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\nrepeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [510]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Level Loop v)\nend\n\nchange [level_x v] by (480)\n\nchange [level_x v] by (480)\n\nset [level_y v] to [-150]\n\nchange [level_x v] by (540)\n\nchange [level_y v] by (-448)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nswitch costume to (ghsot v)\n\nbroadcast (blink v)\n\nwhen I start as a clone\n\nforever\n switch costume to (bgtomahawk5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\nrepeat (20)\n change [brightness v] effect by (.4)\nend\nrepeat (20)\n change [brightness v] effect by (-.4)\nend\n\n@enemies\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (koop1 v)\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (koop1 v)\nset [level_y v] to [-131]\nset y to (-131)\nset [level_x v] to [500]\ncreate clone of (_myself_ v)\nset [level_x v] to [1500]\ncreate clone of (_myself_ v)\nset [level_x v] to [2200]\ncreate clone of (_myself_ v)\nswitch costume to (fireflower v)\nset [level_y v] to [-85]\nset [level_x v] to [800]\ncreate clone of (_myself_ v)\nset [level_x v] to [9999]\n\nwhen I receive [level loop v]\nforever\n if <(kil) = [0]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [240]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n hide\n else\n set [onscreen v] to [1]\n show\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nset [invincible? v] to [0]\nset [oooooooooooof v] to [0]\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n switch costume to (koop1 v)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat until <(oooooooOOooof) = [1]>\n switch costume to (koop1 v)\n if <(oooooooOOooof) = [0]> then\n wait (.15) seconds\n end\n next costume\n if <(oooooooOOooof) = [0]> then\n wait (.15) seconds\n end\n end\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n if <(You spin me right round) = [1]> then\n spindie\n end\n set [invincible? v] to [1]\n broadcast (SpawnShell v)\n switch costume to (koophit v)\n repeat (3)\n if <(direction) = [90]> then\n change [level_x v] by (20)\n else\n change [level_x v] by (-20)\n end\n end\n repeat (6)\n if <(direction) = [90]> then\n change [level_x v] by (10)\n else\n change [level_x v] by (-10)\n end\n end\n repeat (6)\n if <(direction) = [90]> then\n change [level_x v] by (6)\n else\n change [level_x v] by (-6)\n end\n end\n set [invincible? v] to [0]\n repeat (15)\n if <(direction) = [90]> then\n change [level_x v] by (2)\n else\n change [level_x v] by (-2)\n end\n end\n wait (.5) seconds\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (20))> and <(distance to [hitbox v]) < [50]>>\n switch costume to (koop3 v)\n if <(direction) = [90]> then\n change [level_x v] by (5)\n else\n change [level_x v] by (-5)\n end\n wait (.1) seconds\n next costume\n if <(direction) = [90]> then\n change [level_x v] by (5)\n else\n change [level_x v] by (-5)\n end\n wait (.1) seconds\n end\n broadcast (extra jump v)\n if <(You spin me right round) = [1]> then\n spindie\n end\n switch costume to (koop5 v)\n wait (.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (20))> and <(distance to [hitbox v]) < [50]>>\n if <(direction) = [90]> then\n change [level_x v] by (2)\n else\n change [level_x v] by (-2)\n end\n end\n broadcast (extra jump v)\n set [oooooooooooof v] to [1]\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <not <(costume [number v]) = [12]>> then\n repeat until <touching (ground v)?>\n if <(onscreen) = [1]> then\n change [level_y v] by (-1)\n end\n end\n end\nend\n\ndefine spindie\nstop [other scripts in sprite v]\nstart sound [super-stomp v]\nswitch costume to (smoke1 v)\nrepeat (4)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n wait (0) seconds\n next costume\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [subworldpipe v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n switch costume to (fireflower v)\n forever\n point in direction (90)\n wait (.2) seconds\n point in direction (-90)\n wait (.2) seconds\n end\nend\nif <(costume [number v]) = [15]> then\n forever\n switch costume to (coin1 v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n wait (.1) seconds\n wait until <touching (its a me mario v)?>\n broadcast (FireMarioTransform v)\n delete this clone\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (0) seconds\nif <(BOSS FIGHT?) = [0]> then\n Create\nend\nif <<(BOSS FIGHT?) = [1]> and <(DefeatedBowser?) = [1]>> then\n switch costume to (switch1 v)\n set [level_y v] to [-131]\n set [level_x v] to [250]\n create clone of (_myself_ v)\n set [level_x v] to [9999]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait until <touching (fireball v)?>\n spindie\nend\n\nwhen I start as a clone\nset [kil v] to [0]\nwait until <<touching (koopashell v)?> and <not <(costume [number v]) > [11]>>>\nif <(Invincible?) = [0]> then\n set [kil v] to [1]\n stop [other scripts in sprite v]\n start sound [kick v]\n point in direction (-90)\n set rotation style [all around v]\n repeat (3)\n change x by (5)\n change y by (5)\n end\n repeat (3)\n change x by (5)\n change y by (-5)\n end\n repeat (3)\n change x by (5)\n change y by (-10)\n end\n repeat until <touching (_edge_ v)?>\n change x by (5)\n change y by (-20)\n end\n change x by (5)\n change y by (-20)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<(Level_X) > [2390]> and <(Level_X) < [2405]>> then\n turn right (180) degrees\n change [level_x v] by (-15)\n end\n if <<(Level_X) > [2715]> and <(Level_X) < [2730]>> then\n turn right (180) degrees\n change [level_x v] by (15)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n wait (.5) seconds\n wait until <<([y position v] of [hitbox v]) > ((y position) + (30))> and <(distance to [hitbox v]) < [50]>>\n start sound [switch v]\n switch costume to (switch2 v)\n broadcast (extra jump v)\n broadcast (SCREENSHAKE v)\n broadcast (CoinRain v)\nend\n\nwhen I receive [coinrain v]\nif <(clone) = [0]> then\n switch costume to (coin1 v)\n repeat (300)\n create clone of (_myself_ v)\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n point in direction (90)\n set [level_y v] to [200]\n set [level_x v] to (pick random (150) to (350))\n if <(pick random (1) to (2)) = [1]> then\n repeat until <(Level_Y) < [-140]>\n change [level_x v] by (2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n set [level_y v] to [-150]\n forever\n change [level_x v] by (2)\n end\n else\n repeat until <(Level_Y) < [-140]>\n change [level_x v] by (-2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n set [level_y v] to [-150]\n forever\n change [level_x v] by (-2)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n wait until <touching (its a me mario v)?>\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n start sound [coin v]\n repeat (8)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n wait (3) seconds\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\n delete this clone\nend\n\n@phase through platforms\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (-61 v)\nCreate\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (-61 v)\nset [level_y v] to [0]\nset [level_x v] to [540]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nchange [level_x v] by (540)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (3)\n change [level_x v] by (540)\n create clone of (_myself_ v)\n next costume\nend\nchange [level_x v] by (999)\n\nwhen I receive [level loop v]\nforever\n set [ghost v] effect to (100)\n set [level_y v] to (costume [name v])\n set x to ((Level_X) - (Scroll X))\n set y to (0)\n if <([y position v] of [hitbox v]) > (Level_Y)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(BOSS FIGHT?) = [1]>\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (1) seconds\nif <(BOSS FIGHT?) = [0]> then\n Create\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\n@Bowser\n\nwhen flag clicked\nset [defeatedbowser? v] to [0]\nset [clowncaralive? v] to [0]\nhide\n\nwhen I receive [die v]\nwait (.02) seconds\nstop [other scripts in sprite v]\nset [clowncaralive? v] to [0]\nrepeat (20)\n change size by (-10)\nend\nhide\n\nwhen I receive [subworldpipe v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [305]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [245]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [subworldpipe v]\nif <(DefeatedBowser?) = [0]> then\n set [clowncaralive? v] to [1]\n set [level_x v] to [0]\n set [clowncarloop v] to [1]\n set [level_y v] to [500]\n set [clowncar hp v] to [20]\n set size to (200) %\n wait (3) seconds\n set rotation style [left-right v]\n start sound [clowncar-moveout-thenin v]\n point in direction (-90)\n wait (2) seconds\n repeat (90)\n change [level_y v] by (-5)\n end\n forever\n repeat (2)\n set [y v] to [0]\n set [clowncarloop v] to [1]\n repeat (80)\n point towards (its a me mario v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n set [projectile name v] to [mace]\n create clone of (_myself_ v)\n wait (5) seconds\n end\n start sound [clowncar-moveout v]\n repeat (40)\n change size by (-5)\n change [level_y v] by (5)\n end\n broadcast (SCREENSHAKE v)\n start sound [shatter v]\n clear graphic effects\n set [proj x v] to [-200]\n set [proj y v] to [-200]\n set [projectile name v] to [podobo]\n create clone of (_myself_ v)\n repeat (7)\n wait (.25) seconds\n change [proj x v] by (150)\n create clone of (_myself_ v)\n end\n repeat (11)\n wait (.25) seconds\n create clone of (_myself_ v)\n change [proj x v] by (-135)\n end\n wait (1) seconds\n set [level_x v] to (([x position v] of [hitbox v]) + (Scroll X))\n set [level_y v] to [250]\n set [clowncarloop v] to [0]\n set size to (200) %\n set rotation style [left-right v]\n start sound [clowncar-reenter v]\n point in direction (-90)\n repeat (39)\n switch costume to (i am going to kill you then kill you again v)\n change [level_y v] by (-5)\n point towards (its a me mario v)\n end\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (its a me mario v)\n change [y v] by (-3)\n change [level_y v] by (y)\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n if <(x position) > ([x position v] of [hitbox v])> then\n repeat until <(x position) < ([x position v] of [hitbox v])>\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_x v] by (-5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (its a me mario v)\n change [level_x v] by (-5)\n change [y v] by (-3)\n change [level_y v] by (y)\n if <touching (hitbox v)?> then\n broadcast (Mario Get Hurt v)\n end\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n wait (.05) seconds\n end\n else\n repeat until <(x position) > ([x position v] of [hitbox v])>\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_x v] by (5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (its a me mario v)\n change [level_x v] by (5)\n change [y v] by (-3)\n change [level_y v] by (y)\n if <touching (hitbox v)?> then\n broadcast (Mario Get Hurt v)\n end\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n wait (.05) seconds\n end\n end\n set [clowncarloop v] to [1]\n set [level_y v] to [-60]\n start sound [clowncar-moveout v]\n repeat (13)\n change [level_y v] by (10)\n end\n set [y v] to [0]\n set [clowncarloop v] to [1]\n repeat (80)\n point towards (its a me mario v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n set [clowncarloop v] to [0]\n wait (.06) seconds\n switch costume to (a'ight lets have a look v)\n repeat (2)\n wait (.2) seconds\n next costume\n end\n set [projectile name v] to [saw]\n repeat (2)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n set [projectile name v] to [flower]\n create clone of (_myself_ v)\n wait (.5) seconds\n set [projectile name v] to [saw]\n create clone of (_myself_ v)\n wait (.5) seconds\n set [clowncarloop v] to [1]\n end\nend\nset [level_y v] to [9999]\n\nwhen I receive [subworldpipe v]\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [mace]> then\n set rotation style [all around v]\n switch costume to (mace1 v)\n start sound [unknown1 v]\n set [y v] to [0]\n repeat (6)\n wait (.3) seconds\n next costume\n end\n repeat (11)\n start sound [saw v]\n change [y v] by (3)\n turn right (y) degrees\n switch costume to (mace8 v)\n wait (0) seconds\n turn right (y) degrees\n next costume\n wait (0) seconds\n end\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [podobo]> then\n set rotation style [all around v]\n forever\n switch costume to (podobo1 v)\n wait (.05) seconds\n switch costume to (podobo2 v)\n wait (.05) seconds\n end\nend\nif <(PROJECTILE NAME) = [saw]> then\n set rotation style [left-right v]\n forever\n start sound [saw v]\n switch costume to (saw1 v)\n wait (.05) seconds\n switch costume to (saw2 v)\n wait (.05) seconds\n end\nend\nif <(PROJECTILE NAME) = [flower]> then\n set rotation style [left-right v]\n forever\n switch costume to (fireflower v)\n wait (.05) seconds\n switch costume to (fireflower2 v)\n wait (.05) seconds\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nif <(PROJECTILE NAME) = [podobo]> then\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\nelse\n if <(PROJECTILE NAME) = [saw]> then\n change [level_y v] by (25)\n end\nend\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [305]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nwait (.2) seconds\nforever\n if <<(costume [number v]) = [33]> or <(costume [number v]) = [34]>> then\n wait until <touching (hitbox v)?>\n broadcast (FireMarioTransform v)\n wait (.5) seconds\n delete this clone\n else\n wait until <touching (hitbox v)?>\n broadcast (Mario Get Hurt v)\n repeat (10)\n set [brightness v] effect to (50)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [flower]> then\n set [y v] to [20]\n point towards (its a me mario v)\n repeat until <(Level_Y) < [-100]>\n change [y v] by (-2)\n change [level_y v] by (y)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n end\n set [level_y v] to [-113]\n wait (1) seconds\n repeat (10)\n set [ghost v] effect to (100)\n wait (.02) seconds\n set [ghost v] effect to (0)\n wait (.02) seconds\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [saw]> then\n set [y v] to [15]\n point towards (its a me mario v)\n repeat until <(Level_Y) < [-110]>\n change [y v] by (-2)\n change [level_y v] by (y)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n end\n set [level_y v] to [-120]\n wait (0) seconds\n if <(x position) > ([x position v] of [hitbox v])> then\n set [y v] to [0]\n repeat (50)\n change [y v] by (-1)\n change [level_x v] by (y)\n end\n else\n set [y v] to [0]\n repeat (50)\n change [y v] by (1)\n change [level_x v] by (y)\n end\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [podobo]> then\n wait (.02) seconds\n point in direction (90)\n start sound [podoboo v]\n repeat (10)\n change [level_y v] by (25)\n end\n repeat (5)\n change [level_y v] by (15)\n end\n repeat (5)\n change [level_y v] by (5)\n end\n point in direction (-90)\n repeat (5)\n change [level_y v] by (-5)\n end\n repeat (5)\n change [level_y v] by (-20)\n end\n repeat (5)\n change [level_y v] by (-30)\n end\n delete this clone\nend\n\nwhen I receive [subworldpipe v]\nforever\n if <(clowncarloop) = [1]> then\n repeat (10)\n if <(clowncarloop) = [1]> then\n switch costume to (clowncar v)\n repeat (2)\n next costume\n end\n end\n end\n if <(clowncarloop) = [1]> then\n switch costume to (clowncar v)\n repeat (3)\n next costume\n end\n end\n end\nend\n\nwhen I receive [subworldpipe v]\nwait (1) seconds\nforever\n wait until <touching (fireball v)?>\n change [clowncar hp v] by (-1)\n start sound [map-castle-demolish v]\n repeat (15)\n set [ghost v] effect to (50)\n wait (.02) seconds\n set [ghost v] effect to (0)\n wait (.02) seconds\n end\nend\n\nwhen I receive [subworldpipe v]\nwait (1) seconds\nif <(DefeatedBowser?) = [0]> then\n wait until <(ClownCar HP) < [1]>\n broadcast (Bowser Die v)\n set [defeatedbowser? v] to [1]\n stop [other scripts in sprite v]\n repeat (2)\n start sound [map-castle-demolish v]\n switch costume to (die1 v)\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n show\n set [brightness v] effect to (5)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n switch costume to (die2 v)\n start sound [map-castle-demolish v]\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n show\n set [brightness v] effect to (5)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n end\n start sound [boss-defeat v]\n repeat (20)\n change size by (-5)\n end\n hide\nend\n\nwhen I receive [bowser die v]\ndelete this clone\n\n@fireball\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nset [clone v] to [1]\nstart sound [fireball v]\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen flag clicked\nset [level_x v] to [0]\nset [level_y v] to [999999]\nhide\n\nwhen I receive [level loop v]\nforever\n if <(clone) = [1]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n delete this clone\n else\n set [onscreen v] to [1]\n show\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [level_x v] to (([x position v] of [hitbox v]) + (Scroll X))\nset [level_y v] to (([y position v] of [hitbox v]) + (-15))\nif <(FireBallDirection) = [-90]> then\n point in direction (-105)\nelse\n point in direction (105)\nend\nif <(direction) = [-105]> then\n repeat (50)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <touching (ground v)?> then\n turn left (-30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n turn left (30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n end\n delete this clone\nelse\n repeat (25)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <touching (ground v)?> then\n turn left (30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n turn left (-30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (bowser v)?>>\nwait (.03) seconds\ndelete this clone\n\n@KoopaShell\n\nwhen flag clicked\nhide\n\nwhen I receive [level loop v]\nforever\n if <(clone) = [1]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [240]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n if <(Being Carried?) = [1]> then\n set [ghost v] effect to (99)\n else\n delete this clone\n end\n else\n set [onscreen v] to [1]\n clear graphic effects\n show\n end\n end\nend\n\nwhen I receive [spawnshell v]\nif <(clone) = [0]> then\n switch costume to (shell1 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [level_x v] to (PROJ X)\nset [level_y v] to (PROJ Y)\nset [clone v] to [1]\nset [speed y v] to [1]\nset [being carried? v] to [0]\nforever\n if <not <touching (ground v)?>> then\n if <(Being Carried?) = [1]> then\n set [speed y v] to [1]\n else\n change [speed y v] by (-1)\n end\n end\n change [level_y v] by (speed y)\n if <touching (ground v)?> then\n if <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [level_y v] to [-161]\n else\n set [level_y v] to [-130]\n end\n else\n if <<(Level_X) < [2417]> or <(Level_X) > [2707]>> then\n set [level_y v] to [-155]\n else\n set [level_y v] to [-27]\n end\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange [level_x v] by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change [level_y v] by (1)\nend\nif <(slope) = [8]> then\n change y by ((0) - (slope))\nend\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\nchange [level_y v] by (1)\n\nchange [level_y v] by (-1)\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n switch costume to (shell1 v)\n wait (.5) seconds\n wait until <<touching (hitbox v)?> and <(Carrying Object?) = [0]>>\n set [carrying object? v] to [1]\n set [being carried? v] to [1]\n repeat until <<key (space v) pressed?> or <mouse down?>>\n set [level_y v] to (([y position v] of [hitbox v]) + (-15))\n if <([direction v] of [hitbox v]) = [90]> then\n point in direction (90)\n set [level_x v] to ((([x position v] of [hitbox v]) + (Scroll X)) + (25))\n else\n point in direction (-90)\n set [level_x v] to ((([x position v] of [hitbox v]) + (Scroll X)) + (-25))\n end\n end\n set [carrying object? v] to [0]\n set [being carried? v] to [0]\n start sound [kick v]\n set [speed y v] to [0]\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (35))> and <(distance to [hitbox v]) < [50]>>\n next costume\n if <(direction) = [90]> then\n Walk (direction) [8]\n else\n Walk (direction) [-8]\n end\n if <<(Level_X) > [2390]> and <(Level_X) < [2405]>> then\n turn right (180) degrees\n Walk (direction) [-20]\n end\n if <<(Level_X) > [2715]> and <(Level_X) < [2745]>> then\n point in direction (90)\n Walk (direction) [20]\n end\n end\n broadcast (extra jump v)\n change y by (10)\n start sound [kick v]\nend\n\nturn left (180) degrees\nchange [level_x v] by (speed)\n\nTouch Ground <(speed y) > [0]>\n\nchange [level_x v] by ((0) - (speed))\n\nwhen I receive [teleportin v]\ndelete this clone\n\n
Use arrow keys, avoid spikes, saws, enemies, bosses and lava. Survive 30 seconds in the boss battle as your outside forces are slowly taking care of him!\nuse s key to skip.\nNEW GAME: https://scratch.mit.edu/projects/601752581/
LASERS 2 || a platformer
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (ShowEpisode v)\n\nhide\n\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nshow\n\n@BlueSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\nif then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\nend\n\nif <key (space v) pressed?> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\nend\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwait (0.6) seconds\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset [score v] to [99999999999]\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\n\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ #BestScore)) - (Numeral)) of (☁ #BestScore))\n wait (1) seconds\n if <(Score) > (☁ #BestScore)> then\n if <(username) = [atomicmagicnumber]> then\n end\nend\n\nset [☁ #bestscore v] to [0]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nchange y by (-1)\nif <(#XP seconds left) > [0]> then\n set [yvelocity v] to [-9]\nend\nchange y by (1)\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-200) y: (-100)\nif <(Level) = [1]> then\n go to x: (-200) y: (-100)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-210) y: (50)\nhide\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n end\nend\n\nif <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nif <(Level) = [3]> then\n\nif <(Level) = [1]> then\n clear graphic effects\nelse\n if <(Level) = [2]> then\n set [color v] effect to (60)\n set [brightness v] effect to (-15)\n end\nend\n\nset [ghost v] effect to (50)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\ngo to [front v] layer\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\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 [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nplay sound [Walk v] until done\n\nstart sound [Walk v]\n\nstart sound [Walk v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\nwhen flag clicked\nif <touching (lava v)?> then\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Joycrafting v)\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (213) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n end\n next costume\nend\n\nwhen I receive [levelup v]\nshow\nif <(Level) = [2]> then\n go to x: (-65) y: (68)\nend\nif <(Level) = [3]> then\n go to x: (224) y: (-84)\nend\nif <(Level) = [4]> then\n go to x: (220) y: (-115)\nend\nif <(Level) = [5]> then\n go to x: (220) y: (-142)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [3]> then\n if <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n end\n stop [this script v]\nend\nwait (0.1) seconds\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([x position v] of [controlcharacter v]) > [-40]> then\n next costume\n broadcast (-L1Bridge v)\n stop [this script v]\n else\n broadcast (L1BridgePrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n if <<([x position v] of [controlcharacter v]) > [-25]> and <([x position v] of [controlcharacter v]) < [56]>> then\n next costume\n broadcast (-L2Ladder v)\n stop [this script v]\n else\n broadcast (L2Ladderprompt v)\n end\nend\nif <(costume [number v]) = [23]> then\n broadcast (ArmWithSword v)\n next costume\nend\nif <(costume [number v]) = [28]> then\n set [holdingboat? v] to [Yes]\n next costume\nend\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nset [level v] to [5]\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\n@HINTS\n\nwhen I receive [start v]\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nif <([costume # v] of [crafting v]) < [5]> then\n think [What now?]\nend\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nreset timer\nif <([costume # v] of [crafting v]) < [6]> then\n think [AWESOME!]\nend\nsay []\nwait until <(timer) > [2]>\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Walk to the river then press SPACEBAR or ACTION to craft a bridge!]\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\nsay [Go higher first!] for (5) seconds\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1bridge v)\nshow\n\nwhen I receive [-l2ladder v]\nswitch costume to (-l2ladder v)\nshow\n\nwhen I receive [-l3mined v]\nswitch costume to (-3mined v)\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\nend\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Creeper\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (Creeper v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n change x by (10)\n end\n hide\n else\n end\n end\nend\n\nbroadcast (BombHit v)\nbroadcast (RestartLevel v)\nstart sound [mine v]\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (Creeper v)\n\nwhen I receive [creeper v]\nswitch costume to (creeper v)\nif <(Level) = [3]> then\n wait (0.3) seconds\n show\n go to x: (111) y: (-70)\n go to [front v] layer\nend\nif <(Level) = [4]> then\n show\n go to x: (111) y: (-98)\n go to [front v] layer\nend\nforever\n point in direction (90)\n repeat (50)\n change x by (0.5)\n end\n point in direction (-90)\n repeat (50)\n change x by (-0.5)\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (80) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nset [score v] to [0]\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\ngo to x: (0) y: (60)\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-135) y: (-45)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (20)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-20) y: (-25)\n switch costume to (5 v)\nend\nset size to (80) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\ngo to x: (-50) y: (-111)\nswitch costume to (3 v)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (#ReleaseTheFruit v)\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [holdingboat? v] to [No]\n\nwhen I receive [start v]\nset size to (50) %\nstop [other scripts in sprite v]\nforever\n if <(HoldingBoat?) = [Yes]> then\n go to (controlcharacter v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [restartlevel v]\nset [holdingboat? v] to [No]\n\nwhen I receive [levelup v]\nset [holdingboat? v] to [No]\n\nset [level v] to [4]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\nforever\n if <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\n end\nend\n\nrepeat until <(Level) > [2]>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\n@HOLDING\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [#holdingsword? v] to [No]\nset [#holdingpickaxe? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n set [#holdingsword? v] to [No]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nsay []\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nset [#holdingpickaxe? v] to [No]\n\nbroadcast (RestartLevel v)\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [FunWin v]\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwait (1) seconds\n\nglide (1) secs to x: (0) y: (-210)\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [6]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [5]> then\n go to x: (-150) y: (-150)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (80)\n end\nend\nif <(Level) = [3]> then\n go to x: (30) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (65) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <<(Level) = [1]> or <(Level) = [4]>> then\n go to x: (-193) y: (-134)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\nplay sound [456966__funwithsound__success-fanfare-trumpets v] until done\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\nend\ndelete this clone\n\nif <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\nend\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset [score v] to [0]\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nset [level v] to [0]\n\nwait (3) seconds\n\n@tinyrunner\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to x: (8) y: (300)\nshow\nglide (1) secs to x: (8) y: (-51)\nbroadcast (EndTalk v)\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [WOW!] for (2) seconds\n wait (3) seconds\n say [★★★ AWSOME! ★★★] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [This game took AGES to make...📆] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [AtomicMagicNumber MIGHT make episode 2...] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [Ok, free jokes coming up. No extra charge.] for (7) seconds\n wait (3) seconds\n say [How does Minecraft Steve get his exercise?] for (7) seconds\n wait (1) seconds\n say [He runs around the block!!!] for (7) seconds\n wait (3) seconds\n say [What is Minecraft Steve's fav sport?] for (7) seconds\n wait (1) seconds\n say [Boxing!!!] for (4) seconds\n wait (1) seconds\n say [Why did the skeleton run away?] for (7) seconds\n wait (1) seconds\n say [He had no-body to back him up!!!!!] for (7) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\npoint in direction (-90)\n\ngo to x: (0) y: (-14)\n\ngo to [back v] layer\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\nswitch costume to (loveb v)\n\nbroadcast (gameover v)\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n
wow already on #3 all trending thanks\nwow community is loving thanks\ncommunity is remixing ty\n\nVIEWS THIS GAME: https://scratch.mit.edu/projects/812037426/\n\n*THE COIN SLIDER IS ON PURPOSE! IT IS SO YOU CAN TEST OUT THE STUFF IN THE SHOP!*\n\n\nGuys! This is an engine and not a game. Also, the last jump is the third platform, that is all that I put together for this engine. (It's just a short example.)\n\n\nThis is a template for scrolling platformers!\nIt is a polished template in my opinion.\n\nIf you do take this template, please give credit.\nAll code by me.\nShop by @StratfordJames\nAssets by Kenney.nl\n\nA like and favorite would be appreciated.\nYou can change anything you would like.\n\nI'm sorry for not being active.\nI haven't been motivated to make anything.\n\nbut here you go :D\n\nTags:\n#Games #Tutorials\n\n
Notebook | Platformer #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunlight v] until done\n set [ghost v] effect to (25)\nend\n\n@1\n\n@2\n\n@Player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n set [is the chat open v] to [0]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [is the chat open v] to [0]\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [200]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [200]\nset [inair v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [1]> then\n set [scroll x v] to [850]\n set [scroll y v] to [360]\n set [x v] to [850]\n set [y v] to [360]\nelse\n if <(Checkpoint) = [2]> then\n set [x v] to [2850]\n set [scroll x v] to [2850]\n set [scroll y v] to [460]\n set [y v] to [460]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [1650]\n set [scroll x v] to [1655]\n set [scroll y v] to [855]\n set [y v] to [855]\n end\n end\nend\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nif <(Checkpoint) = [4]> then\n set [x v] to [3550]\n set [scroll x v] to [3550]\n set [scroll y v] to [800]\n set [y v] to [800]\nelse\n set [scroll x v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [-550]> then\n set [scroll y v] to [-650]\nend\nif <(y) < [-550]> then\n set [exit v] to [die]\nend\nPosition\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nhide\n\nset [exit v] to []\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n set [☁ p9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nadd [HI] to [chat v]\n\nadd [This is how you do it] to [chat v]\n\nhide\n\nset [checkpoint v] to [2]\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> then\n switch costume to (player 2 v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 3 v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>> then\n switch costume to (player 6 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 5 v)\n end\n else\n switch costume to (player 1 v)\n if <<<(mouse y) > ((y position) + (20))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (player 4 v)\n end\n end\nend\n\nif <<<(YV) < [-1.5]> and <<(PARACHUTE) = [1]> and <(water) < [3]>>> and <<key (space v) pressed?> or <mouse down?>>> then\n switch costume to (join (letter (1) of (costume [name v])) [b])\nend\n\nwhen I receive [begin v]\nforever\n Set Costume\nend\n\nwrite ((FRAME) + (58)) to encoded\n\nwhen I receive [begin v]\nforever\n if <touching (saws v)?> then\n broadcast (died v)\n set [exit v] to [die]\n end\nend\n\nGAME - DIE\n\nset rotation style [all around v]\nrepeat (10)\n change y by (8)\n change [ghost v] effect by (8)\n turn right (18) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\nwait (0.01) seconds\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nTEST-DIE\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\n go to [back v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n set [value v] to (☁ P9)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nif <<<(x position) > [200]> or <[-200] > (x position)>> or <<(y position) > [160]> or <[-160] > (y position)>>> then\n set rotation style [all around v]\n switch costume to (arrow1-a v)\n go to [front v] layer\n point towards (player v)\n if on edge, bounce\n go to [front v] layer\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (player 1 v)\nend\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [outro v] to [no]\nhide\n\nwhen I receive [outro v]\nset [outro v] to [yes]\n\nwhen flag clicked\nforever\n if <(Outro) = [yes]> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [this script v]\n end\nend\n\n@Thumnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@PLATFORM\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [500] Y [-100]\n CLONE AT X [370] Y [248]\n CLONE AT X [500] Y [164]\n CLONE AT X [600] Y [0]\n CLONE AT X [700] Y [200]\n CLONE AT X [-750] Y [350]\n CLONE AT X [-700] Y [0]\n CLONE AT X [-700] Y [50]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\nCLONE AT X [169] Y [-74]\nCLONE AT X [500] Y [74]\nCLONE AT X [410] Y [188]\nCLONE AT X [-350] Y [470]\nCLONE AT X [-500] Y [0]\nCLONE AT X [-500] Y [200]\nCLONE AT X [-500] Y [400]\nCLONE AT X [300] Y [270]\nCLONE AT X [700] Y [70]\nCLONE AT X [600] Y [70]\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [850] y: [350]\n Clone at x: [2850] y: [450]\n Clone at x: [1650] y: [855]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\nClone at x: [0] y: [930]\n\n@Saws\n\nwhen I receive [green flag v]\nforever\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (0.4)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (100))) ((Moving Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [310] y: [-30]\nClone at x: [700] y: [30]\nClone at x: [1150] y: [390]\nClone at x: [2210] y: [312]\nClone at x: [2370] y: [695]\nClone at x: [1900] y: [800]\nClone at x: [1400] y: [907]\nClone at x: [1050] y: [907]\n\nClone at x: [170] y: [-158]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [58362]\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen flag clicked\nhide\n\nClone at x: [1000] y: [255]\nClone at x: [1500] y: [-300]\nClone at x: [980] y: [1215]\nClone at x: [1300] y: [1215]\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (25)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Outro v)\n stop [this script v]\nend\n\ngo to [front v] layer\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nset [checkpoint v] to [0]\nswitch costume to (checkpoint closed v)\nhide\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [988]\nend\nset [checkpoint : x v] to [-99999]\n\nClone at x: [2000] y: [85]\nClone at x: [0] y: [930]\nClone at x: [1100] y: [60]\nClone at x: [3070] y: [30]\nClone at x: [400] y: [345]\nClone at x: [3550] y: [625]\n\nwhen I receive [reset v]\n\nwhen I receive [setup v]\n\nwhen I receive [end intro v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(username) = [complicatedcodes]> then\n set [sy v] to [20]\nend\n\nstart sound [CHECKPOINT v]\nswitch costume to (checkpoint open v)\nchange [checkpoint v] by (1)\n\nif <(costume [number v]) = [2]> then\n\nwait (100) seconds\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo [forward v] (1) layers\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nrepeat (3)\n repeat (3)\n wait (0.25) seconds\n next costume\n end\nend\nhide\n\nwait (3) seconds\n\n@cgat\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nset [ghost v] effect to (25)\ngo to x: (36) y: (28)\nforever\n if <(is the chat open) = [1]> then\n switch costume to (costume1 v)\n show\n else\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen [t v] key pressed\nset [is the chat open v] to [1]\n\nwait (3) seconds\nset [is the chat open v] to [0]\n\nwhen flag clicked\nset [is the chat open v] to [0]\nswitch costume to (costume2 v)\nshow\n\n@announcement\n\nwhen flag clicked\nswitch costume to (costume2 \(6\) v)\ngo to x: (-77) y: (36)\n\nwhen flag clicked\n\nwhen I receive [joined v]\nwait (3) seconds\ngo to [front v] layer\nglide (1) secs to x: (-77) y: (-130)\nwait (2) seconds\nglide (1) secs to x: (-77) y: (36)\n\n@Background Clouds\n\nswitch costume to (science 1 1 v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (science 1 1 v)\n CLONE AT X [500] Y [-100]\n CLONE AT X [370] Y [248]\n CLONE AT X [500] Y [164]\n CLONE AT X [600] Y [0]\n CLONE AT X [700] Y [200]\n CLONE AT X [-750] Y [350]\n CLONE AT X [-700] Y [0]\n CLONE AT X [-700] Y [50]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Clone at x: (x) y: (y)\n\nwhen [space v] key pressed\n\nset [sy v] to [20]\n\nCLONE AT X [169] Y [-74]\nCLONE AT X [500] Y [74]\nCLONE AT X [410] Y [188]\nCLONE AT X [-350] Y [470]\nCLONE AT X [-500] Y [0]\nCLONE AT X [-500] Y [200]\nCLONE AT X [-500] Y [400]\nCLONE AT X [300] Y [270]\nCLONE AT X [700] Y [70]\nCLONE AT X [600] Y [70]\n\n
Welcome to Yoshi: A Platformer!\nLeft/Right arrows: move\nSpace/up arrow: Jump\nCollect coins and avoid spikes!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi\n#games #art #stories #yoshi
The Scratch Platformer! 2.0
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Ball\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> 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 (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#000000)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\nwhen I receive [reset v]\ngo to x: (-217) y: (-20)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [bensound-scifi v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nhide\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nhide\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\n
<> Arrow Keys or WASD to move/jump\n<> You can walljump!\n<> Stay motivated :)
cave platformer
@Stage\n\n@Ground\n\nwhen flag clicked\nforever\n change [counter v] by (1)\n wait (0) seconds\n if <[1] < (timer)> then\n reset timer\n set [fps v] to (Counter)\n set [counter v] to [0]\n end\n if <(costume [number v]) = [7]> then\n broadcast (secret v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nset volume to (50) %\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nnext costume\n\nplay sound [SpringInMyStep v] until done\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (secret v)\n stop [this script v]\n end\n if <(costume [number v]) = [1]> then\n broadcast (start v)\n end\nend\n\n@Slime\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\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 ((Change in x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#000000)?> then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (roundedright v)\n change [change in x v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (roundedleft v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n set size to (65) %\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n play sound [SpringInMyStep v] until done\nend\n\nhide\n\nwhen flag clicked\nforever\n if <touching color (#2200ff)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n end\n if <touching color (#fff800)?> then\n wait until <not <touching color (#fff800)?>>\n say [Easter egg found] for (2) seconds\n end\nend\n\nset language to (de v)::tts\nset voice to (tenor v)::tts\nspeak [congrats]::tts\nspeak [you have found the easter egg]::tts\nspeak [there are no more easter eggs]::tts\n\nwhen flag clicked\nset size to (65) %\nswitch costume to (roundedright v)\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00ff0c)?> then\n set size to (25) %\n end\nend\n\nwhen flag clicked\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\ndefine Death Check\nif <<touching color (#b10000)?> or <touching color (#ff0000)?>> then\n set size to (65) %\n switch costume to (roundedright v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Splat v] until done\nend\n\nwhen [r v] key pressed\nset size to (65) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Turbo Mode Detector\n\nwhen flag clicked\nforever\n if <[50] < (FPS)> then\n show\n else\n hide\n end\nend\n\n
Its been 3 years..... \nadvertise all you want\nADVERTISERS _ BEWARE\nwhy are people still advertising???\nOK, level 1 is able to be passed now!\nsooo... um... I know it is a little bit too late for scratch month. But I put a mammoth amount of effort into making this, so I hope you enjoyed, almost everything, the level... are from scratch! \n-Arrow keys, touch screen or was to move, get to the portal at the end of each level, \n-Press space to skip a level \n-press m to mute\nif you found any glitches, please tell me.\nLove fav and follow if you liked it!!!\nComment on which level is the hardest!\nhttps://forkphorus.github.io/#398527778 for less lag\n
Minecraft Platformer 6 ネザー
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<(yLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> <<(xLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [4]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\n\n
Volcano a Platformer #all#trending#games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [Story Song \(online-audio-converter v] until done\nend\n\nwhen I receive [start game v]\nswitch backdrop to (2 v)\n\nwhen backdrop switches to [19 v]\n\nbroadcast (end v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite3\n\nwhen flag clicked\nhide\nbroadcast (start game v)\n\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nshow\n\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nstart sound [E trumpet v]\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [end v]\n\ngo to [front v] layer\n\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\n@Sprite1\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-20)\nswitch costume to (costume3 v)\nset size to (125) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> 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 color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n 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 color (#000000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n set size to (125) %\n broadcast (next level v)\n go to x: (-200) y: (-20)\n if <(level) = [6]> then\n go to x: (-200) y: (50)\n end\n end\n if <touching color (#b28ad6)?> then\n go to x: (-200) y: (-20)\n end\n if <touching color (#f346ff)?> then\n set [yv v] to [11]\n end\n if <touching color (#00ff55)?> then\n set size to (75) %\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (50)\n end\n change y by (0.5)\nend\n\nwhen I receive [start game v]\nforever\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [9]>> then\n go to x: (120) y: (-20)\n end\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [10]>> then\n go to x: (120) y: (-20)\n end\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [14]>> then\n go to x: (120) y: (-20)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n
https://scratch.mit.edu/projects/725480536/\n新作!\n\n\nplatformer 検索傾向1位ありがとう!\nMinecraft 検索傾向1位ありがとう!\nおすすめ 検索傾向1位ありがとう!\n\n再共有版です\n\n\n⁂ ▶︎ᴍɪɴᴇᴄʀᴀғᴛ◀︎ ⁂\n\n日本語は下\n\nEnglish\n\n▶︎ Operation method\n\n▶︎ How to control the character\nUse the arrow keys or tap\n\n▶︎ How to use the sword\nTap the spacebar or sword (mobile may be difficult to do)\n\n▶︎ About the enemy\n\nEnemy List\n\n1. Zombies\n2. Skeleton\n3. Spider\n4. Chibisuke (self-made character)\n5. Wizard\n\n▶︎ About settings\nThere are three in the settings: BGM, sound effects, and cloud.\nIf you want to eliminate BGM and sound effects, please set it to [OFF].\nIf you want to save to the cloud, please set it to [ON]\n\n▶︎ About skins\nSkins can be changed by pressing the skin's button and tapping on the character\nThere are currently only two types, but we plan to add more in the future.\n\n日本語\n\n▶︎操作方法\n\n▶︎キャラクターの操作方法\n矢印キーまたはタップで操作\n\n▶︎剣の使い方\nスペースキーまたは剣をタップ(モバイルはやりづらいかもしれません)\n\n▶︎敵について\n\n敵一覧\n\n1.ゾンビ\n2.スケルトン\n3.クモ\n4.チビ助 (自作キャラクター)\n5.ウィザー\n\n▶︎設定について\n設定ではbgm、効果音、cloudの3つがあります\nBGMや効果音をなくしたい方は[OFF]にしてください\ncloudに保存したい方は[ON]にしてください\n\n\n▶︎スキンについて\nスキンはスキンのボタンを押してキャラクターをタップすると変更が可能です\n現在は2種類しかありませんが今後追加予定です
Minecraft Platformer
@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide variable [☁ 45654 v]\n\n@Background\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nMove with ScreenShake | amount (0 to 1) [0.25]\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [12]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [13]> then\n switch costume to (costume1 v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n set size to (100) %\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nMove with ScreenShake | amount (0 to 1) [0.25]\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n broadcast (Won v)\n end\nend\n\nswitch costume to (b v)\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Next Level v)\nbroadcast (Start v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [start v]\nswitch costume to (blue v)\nset rotation style [left-right v]\nforever\n switch costume to ([costume name v] of [thanks v])\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (2)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (yell v)\n broadcast (Screen Shake v)\n broadcast (Reset v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n@Screen Shake\n\nwhen flag clicked\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\ndefine Screen Shake | strengthX (strengthx) strengthY (strengthy) interval (interval) duration (duration)\nset [_screenshake_starttime v] to (timer)\nset [screenshake_x v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthx))\nset [screenshake_y v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthy))\nset [_screenshake_lasttime v] to (timer)\nrepeat until <(timer) > ((_screenShake_startTime) + (duration))>\n wait ((interval) - ((timer) - (_screenShake_lastTime))) seconds\n set [_screenshake_fraction v] to ((1) - (((timer) - (_screenShake_startTime)) / (duration)))\n set [screenshake_x v] to ((((ScreenShake_X) / ([abs v] of (ScreenShake_X) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthx))))\n set [screenshake_y v] to ((((ScreenShake_Y) / ([abs v] of (ScreenShake_Y) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthy))))\n set [_screenshake_lasttime v] to (timer)\nend\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\nwhen I receive [screen shake v]\nScreen Shake | strengthX [8] strengthY [8] interval [0.03] duration [0.3]\n\n@Transition2\n\nwhen I receive [12345 v]\n\nwhen flag clicked\nhide\n\nwhen I receive [_complete transition v]\nrepeat (14)\n change y by (40)\nend\nhide\n\nwhen I receive [screen shake v]\nstart sound [Low Whoosh v]\nwait (0.4) seconds\nbroadcast (ゲームスタート v)\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-500)\nrepeat (13)\n change y by (40)\nend\nbroadcast (_Complete Transition v)\n\n@Affect\n\nwhen flag clicked\nswitch costume to (0 v)\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [click v]\nrepeat (5)\n next costume\nend\nswitch costume to (0 v)\n\nwhen flag clicked\nforever\n if <mouse down?> then\n broadcast (click v)\n end\nend\n\n@fin\n\nwhen flag clicked\nset [fin v] to [no]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [won v]\nset [fin v] to [yes]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [広告 v]\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (ぐれー v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [ポップ v]\nrepeat (30)\n change y by (((145) - (y position)) / (4))\nend\nrepeat (3)\n next costume\n wait (0.75) seconds\nend\nrepeat (30)\n change y by (((220) - (y position)) / (4))\nend\nhide\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (4))\n change y by (((140) - (y position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (4))\n change y by (((95) - (y position)) / (4))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [広告 v]\nwait (1) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\n\nrepeat (10)\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\nbroadcast (広告 v)\n\n@bg\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@stars\n\nwhen I start as a clone\nif <(pick random (1) to (4)) = [1]> then\n set [v v] to (pick random (5.0) to (7.0))\nelse\n set [v v] to (pick random (0.6) to (2.0))\nend\nrepeat until <(y position) > [179]>\n change y by (v)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (80))\nswitch costume to (resize v)\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (2))\nforever\n if <(pick random (1) to (0)) = [1]> then\n wait (pick random (12) to (5)) seconds\n else\n wait (pick random (0.1) to (0.3)) seconds\n end\n repeat (3)\n change [ghost v] effect by (10)\n end\n repeat (3)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Start v)\n\n@soft\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (2.0)) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to ((25) * (pick random (1) to (8)))\ngo to x: (pick random (-240) to (240)) y: (pick random (180) to (-180))\nshow\nset [ghost v] effect to (100)\nswitch costume to (resize v)\nset size to (pick random (100) to (250)) %\nswitch costume to (soft v)\nset [d v] to (pick random (-3.0) to (3.0))\nrepeat (40)\n step\n change [ghost v] effect by (-1)\nend\nrepeat (pick random (0) to (120))\n step\nend\nrepeat (40)\n step\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine step\nturn right (d) degrees\nmove (2) steps\n\nwhen I receive [celebration unbelievable v]\nset [color v] effect to (120)\n\nwhen I receive [celebration wow v]\nset [color v] effect to (120)\n\nbroadcast (celebration unbelievable v)\n\nbroadcast (celebration Wow v)\n\nwhen flag clicked\nbroadcast (celebration Wow v)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0.1) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n\n@RAIN\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\nglide (0.5) secs to x: (0) y: (-180)\ngo to x: (-60) y: (180)\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [high v]\nset [pixelate v] effect to (0)\n\nwhen I receive [medium v]\nset [pixelate v] effect to (10)\n\nwhen I receive [low v]\nset [pixelate v] effect to (20)\n\nwhen I receive [rain v]\nhide\ngo to x: (60) y: (0)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [rain v]\ngo to [back v] layer\nforever\n play sound [Rain v] until done\nend\n\nwhen flag clicked\nwait (18) seconds\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nwait (3) seconds\nbroadcast (rain v)\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (3) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-100) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\n@Thanks\n\nwhen flag clicked\nswitch costume to (red v)\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (blue v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (red v)\n\nwhen flag clicked\n\nwhen flag clicked\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@sus\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Figur2\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@Motion dectation\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen [timer v] > (0)\nreset timer\nset [pen v] to <touching (mouse-pointer v)?>\nif <(pen) = [true]> then\n change [☁ 45654 v] by (1)\n broadcast (Hovering Over Report Button v) and wait\nend\n\nwhen I receive [hovering over report button v]\nforever\n create clone of (_myself_ v)\nend\n\n
Welcome to Dark scrolling platformer!\n\n- Arrow keys or WASD to move. Sorry, not mobile :(\n- Press r to restart\n- Try to find the door (at the end of each level)\n- Don't fall\n- Try to complete in the shortest amount of time. \n- Please love, favorite, and follow!\n\nHave fun! :D\n
[60K VIEWS] Blackout | Platformer
@Stage\n\nswitch backdrop to (backdrop40 v)\n\nwhen I receive [otherworld v]\nbroadcast (owmusic v)\n\nwhen backdrop switches to [backdrop1 v]\nbroadcast (earth v)\n\nwhen I receive [earthmusic v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n start sound [Golf Land v]\n wait (57.68) seconds\nend\n\nwhen I receive [earth v]\nbroadcast (earthmusic v)\n\nwhen I receive [owmusic v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n start sound [Rhinoceros v]\n wait (203.78) seconds\nend\n\nset [test v] to [1]\n\nset [test v] to [0]\n\nwhen I receive [doodle v]\nbroadcast (doodlemusic v)\n\nwhen I receive [doodlemusic v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n start sound [Pixelland v]\n wait (233.72) seconds\nend\n\nwhen backdrop switches to [backdrop34 v]\nbroadcast (otherworld v)\n\nwhen backdrop switches to [backdrop42 v]\nbroadcast (doodle v)\n\nwhen I receive [endgamemusic v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [Nebula Belt Intro v]\nwait (4.37) seconds\nforever\n start sound [Nebula Belt v]\n wait (66.22) seconds\nend\n\nwhen backdrop switches to [backdrop63 v]\nbroadcast (endgame v)\n\nwhen I receive [endgame v]\nbroadcast (endgamemusic v)\n\nwhen flag clicked\nshow variable [level v]\n\nhide variable [level v]\nhide variable [coins v]\n\nwhen backdrop switches to [backdrop70 v]\nbroadcast (gong v)\n\nwhen backdrop switches to [backdrop71 v]\nbroadcast (finale v)\n\nwhen I receive [gong v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n start sound [Bell Toll v]\n wait (4.02) seconds\nend\n\nwhen I receive [finalemusic v]\nstop [other scripts in sprite v]\nstart sound [The Ultimate Show intro v]\nwait (16) seconds\nforever\n start sound [The Ultimate Show v]\n wait (70.38) seconds\nend\n\nwhen I receive [finale v]\nbroadcast (finalemusic v)\n\n@Player\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (coinreset v)\nend\nif <touching color (#003fff)?> then\n set [y v] to [16]\nend\nif <(y position) < [-219]> then\n go to x: (X Spawn) y: (Y Spawn)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [y spawn v] to [-120]\nset [x spawn v] to [-210]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (60) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\nif <(username) = [acduckii_rises]> then\n switch costume to (bubbles v)\nelse\n switch costume to (randombird)\nend\n\nwhen [r v] key pressed\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [switch bird v]\nif <(costume [number v]) = [4]> then\n switch costume to (red v)\nelse\n next costume\nend\n\nrepeat until <not <(randombird) = (costume [number v])>>\n\nset [randombird v] to (pick random (1) to (4))\n\nwhen I receive [restart v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen flag clicked\nset [randombird v] to (pick random (1) to (4))\nforever\n wait until <(x position) > [210]>\n broadcast (clear v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [72]> then\n wait until <(y position) > [130]>\n else\n wait until <(x position) > [186]>\n end\n if <<(pig = dead?) = [1]> and <(charged pig = dead?) = [1]>> then\n broadcast (clearstage v)\n switch backdrop to (next backdrop v)\n if <(backdrop [name v]) = [testing]> then\n switch backdrop to (backdrop1 v)\n end\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (clearstage v)\n if <(costume [number v]) = [5]> then\n if <(username) = [acduckii_rises]> then\n switch costume to (bubbles v)\n else\n switch costume to (randombird)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) > [68]> and <(backdrop [number v]) < [74]>> then\n set size to (30) %\n else\n set size to (60) %\n end\nend\n\nwhen flag clicked\nset [tut v] to [0]\nset [blueclone v] to [0]\nforever\n if <(costume [number v]) = [5]> then\n repeat (2)\n change [blueclone v] by (1)\n create clone of (_myself_ v)\n end\n wait until <not <(costume [number v]) = [5]>>\n set [blueclone v] to [0]\n repeat (2)\n delete this clone\n end\n else\n set [blueclone v] to [0]\n delete this clone\n end\nend\n\nwhen I start as a clone\nswitch costume to (join [blue_] (blueclone))\nchange y by ((blueclone) * (60))\nchange x by ((blueclone) * (60))\nif <(blueclone) = [1]> then\n repeat until <(blueclone) = [0]>\n blueclone 1\n end\nelse\n if <(blueclone) = [2]> then\n repeat until <(blueclone) = [0]>\n blueclone 2\n end\n end\nend\n\ndefine blueclone 1\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (a v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\nend\nif <key (d v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (w v) pressed?> 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\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (w v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n delete this clone\nend\nif <touching color (#003fff)?> then\n set [y v] to [16]\nend\nif <(y position) < [-219]> then\n go to x: (X Spawn) y: (Y Spawn)\nend\n\ndefine blueclone 2\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (j v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\nend\nif <key (l v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (i 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\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (i v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n delete this clone\nend\nif <touching color (#003fff)?> then\n set [y v] to [16]\nend\nif <(y position) < [-219]> then\n go to x: (X Spawn) y: (Y Spawn)\nend\n\nwhen I start as a clone\nif <(tut) = [0]> then\n if <(blueclone) = [1]> then\n say [Use the WASD keys to move me!] for (1) seconds\n else\n if <(blueclone) = [2]> then\n wait (1) seconds\n say [Use the IJKL keys to move me!] for (1) seconds\n set [tut v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nwait until <(blueclone) = [0]>\ndelete this clone\n\nwhen [r v] key pressed\nset [blueclone v] to [0]\nwait (0.01) seconds\nif <(costume [number v]) = [5]> then\n repeat (2)\n change [blueclone v] by (1)\n create clone of (_myself_ v)\n end\nelse\n set [blueclone v] to [0]\n delete this clone\nend\n\nwhen I receive [blues v]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (blue_main v)\nsay [Get me to the other side!] for (1) seconds\n\nwhen I receive [clearstage v]\nset [coin collected? v] to [0]\n\n\n\nwhen [r v] key pressed\nbroadcast (clear v)\n\n@Coin\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (155) y: (-99)\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (155) y: (-99)\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (170) y: (97)\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-14) y: (-5)\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (64) y: (36)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (40) y: (-13)\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (75) y: (115)\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (124) y: (97)\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (35) y: (-88)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (190) y: (125)\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-15) y: (151)\n\nwhen backdrop switches to [backdrop15 v]\nshow\ngo to x: (190) y: (78)\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (-5) y: (9)\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (198) y: (74)\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (114) y: (-5)\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (73) y: (-67)\n\nwhen backdrop switches to [backdrop19 v]\nshow\ngo to x: (-48) y: (48)\n\nwhen backdrop switches to [backdrop20 v]\nshow\ngo to x: (160) y: (-40)\n\nwhen backdrop switches to [backdrop21 v]\nshow\ngo to x: (50) y: (-75)\n\nwhen backdrop switches to [backdrop22 v]\nshow\ngo to x: (93) y: (145)\n\nwhen backdrop switches to [backdrop23 v]\nshow\ngo to x: (122) y: (-29)\n\nwhen backdrop switches to [backdrop24 v]\nshow\ngo to x: (7) y: (10)\n\nwhen backdrop switches to [backdrop25 v]\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop26 v]\nshow\ngo to x: (58) y: (3)\n\nwhen backdrop switches to [backdrop27 v]\nshow\ngo to x: (12) y: (70)\n\nwhen backdrop switches to [backdrop28 v]\nshow\ngo to x: (63) y: (40)\n\nwhen backdrop switches to [backdrop29 v]\nshow\ngo to x: (20) y: (35)\n\nwhen backdrop switches to [backdrop29 v]\nshow\ngo to x: (20) y: (30)\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nset [coins v] to [0]\nshow\nforever\n go to [back v] layer\n if <touching (player v)?> then\n set [coin collected? v] to [1]\n hide\n change [coins v] by (coins per coin)\n start sound [Coin v]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-8) y: (-26)\n\nwhen backdrop switches to [backdrop45 v]\nshow\ngo to x: (51) y: (-35)\n\nwhen backdrop switches to [backdrop46 v]\nshow\ngo to x: (171) y: (-6)\n\nwhen backdrop switches to [backdrop48 v]\nshow\ngo to x: (0) y: (-10)\n\nwhen backdrop switches to [backdrop47 v]\nshow\ngo to x: (-30) y: (82)\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop59 v]\nhide\n\nwhen backdrop switches to [backdrop61 v]\nshow\ngo to x: (-143) y: (121)\n\nwhen backdrop switches to [backdrop62 v]\nhide\n\nwhen backdrop switches to [backdrop64 v]\nhide\n\nwhen backdrop switches to [backdrop63 v]\nshow\ngo to x: (-8) y: (-26)\n\nwhen flag clicked\nforever\n next costume\n wait (0.025) seconds\nend\n\nwhen backdrop switches to [testing v]\nshow\n\nwhen [c v] key pressed\nif <(backdrop [name v]) = [testing]> then\n go to (mouse-pointer v)\nend\n\nwhen [r v] key pressed\nbroadcast (coinreset v)\n\nwhen I receive [coinreset v]\nif <(coin collected?) = [1]> then\n show\n set [coin collected? v] to [0]\n change [coins v] by (-1)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-146) y: (162)\n\nwhen this sprite clicked\nbroadcast (shop v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (15)\nset [ghost v] effect to (0)\nset [shop v] to [0]\nhide\n\nwhen I receive [shop v]\nif <(shop) = [0]> then\n set [shop v] to [1]\nelse\n if <(shop) = [1]> then\n set [shop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n show\n else\n hide\n set [demo? v] to [0]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (125) y: (25)\nset [coins per coin v] to [1]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) > [36]> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n say [Weaken Pigs: 10 Coins] for (2) seconds\n say [Duration: 40 seconds] for (2) seconds\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(backdrop [number v]) > [36]> then\n set [demo? v] to [pigdebuff]\nelse\n think [Unlocks at Level 37] for (2) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(shop) = [1]> and <<(demo?) = [0]> or <(demo?) = [pigdebuff]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(demo?) = [pigdebuff]> then\n go to x: (-165) y: (63)\n else\n set x to (125)\n set y to (25)\n end\nend\n\nwhen flag clicked\ngo to x: (125) y: (25)\nhide\nforever\n if <(backdrop [number v]) > [36]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (25)\nhide\nforever\n if <(backdrop [number v]) > [31]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) > [31]> and <(demo?) = [0]>> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n say [The Blues: 15 coins] for (2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(shop) = [1]> and <<(demo?) = [0]> or <(demo?) = [blues]>>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(backdrop [number v]) > [31]> then\n broadcast (shoppreview_blues v)\nelse\n think [Unlocks at Level 32] for (2) seconds\nend\n\nif <<(Coins) = [15]> or <(Coins) > [15]>> then\n change [coins v] by (-15)\n set [shop v] to [0]\n broadcast (blues v)\nelse\n say [Insufficient funds.] for (2) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(demo?) = [blues]> then\n go to x: (-165) y: (63)\n else\n set x to (0)\n set y to (25)\n end\nend\n\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-125) y: (25)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [changecost v] to [0]\nforever\n if <<(demo?) = [0]> and <touching (mouse-pointer v)?>> then\n repeat until <not <touching (mouse-pointer v)?>>\n if <(changecost) = [0]> then\n say [Change Bird - FREE] for (2) seconds\n else\n say (join [Change Bird - ] (join (changecost) [ coins])) for (2) seconds\n end\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (shoppreview_swap v)\n\nwhen flag clicked\nforever\n if <<(shop) = [1]> and <<(demo?) = [0]> or <(demo?) = [swap]>>> then\n show\n else\n hide\n end\nend\n\nif <<(Coins) = (changecost)> or <(Coins) > (changecost)>> then\n change [coins v] by (join [-] (changecost))\n if <(changecost) = [0]> then\n change [changecost v] by (1)\n else\n change [changecost v] by ((changecost) * (2))\n end\n broadcast (switch bird v)\nelse\n say [Not enough coins!] for (2) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(demo?) = [swap]> then\n go to x: (-165) y: (63)\n else\n set x to (-125)\n set y to (25)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset [counters hidden? v] to [0]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen [0 v] key pressed\ngo to [front v] layer\nif <(counters hidden?) = [0]> then\n set [counters hidden? v] to [1]\n hide variable [level v]\n hide variable [coins v]\nelse\n set [counters hidden? v] to [0]\n show variable [level v]\n show variable [coins v]\nend\n\nbroadcast (switch bird v)\n\n@Sprite7\n\nwhen flag clicked\nif <(username) = []> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n switch costume to (costume2 v)\n wait until <key (l v) pressed?>\n switch costume to (costume1 v)\n go to x: (126) y: (154)\n go to [front v] layer\n show\n set [ghost v] effect to (25)\nelse\n hide\nend\n\n@Robo Pig\n\nwhen backdrop switches to [backdrop37 v]\nplace robo-pig at [154] [-90]\n\nwhen backdrop switches to [backdrop38 v]\nplace robo-pig at [189] [-73]\n\nwhen backdrop switches to [backdrop39 v]\nhide\n\nwhen backdrop switches to [backdrop47 v]\nplace robo-pig at [170] [100]\n\nwhen backdrop switches to [backdrop48 v]\nplace robo-pig at [96] [-125]\n\nwhen backdrop switches to [backdrop40 v]\nhide\n\nwhen backdrop switches to [backdrop59 v]\nplace robo-pig at [126] [-21]\n\ndefine place robo-pig at (x) (y)\nshow\nswitch costume to (costume1 v)\nset [pig = dead? v] to [0]\nset size to (50) %\nif <([costume name v] of [player v]) = [bomb]> then\n wait until <touching (player v)?>\n hide\n set [pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\nelse\n if <(pigs weakened?) = [true]> then\n go to x: (x) y: (y)\n wait until <touching (player v)?>\n broadcast (restart v)\n next costume\n next costume\n wait until <touching (player v)?>\n hide\n set [pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\n else\n go to x: (x) y: (y)\n wait until <touching (player v)?>\n repeat (2)\n wait until <touching (player v)?>\n broadcast (restart v)\n next costume\n end\n wait until <touching (player v)?>\n hide\n set [pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\n end\nend\n\nwhen backdrop switches to [backdrop64 v]\nplace robo-pig at [11] [108]\n\nwhen backdrop switches to [backdrop60 v]\nset [pig = dead? v] to [1]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwait until <touching (player v)?>\nbroadcast (restart v)\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (costume1 v)\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) < [37]> then\n set [pig = dead? v] to [1]\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nerase all\nforever\n go to (mouse-pointer v)\n go [backward v] (999) layers\n set pen size to (7.5)\n if <(level) = [51]> then\n set pen color to (#ffffff)\n else\n set pen color to (#000000)\n end\nend\n\nwhen [r v] key pressed\nerase all\n\nwhen I receive [restart v]\n\nerase all\n\nwhen flag clicked\nforever\n wait until <([x position v] of [player v]) > [186]>\n broadcast (clear v)\nend\n\nwhen I receive [clear v]\nerase all\n\nwhen backdrop switches to [backdrop42 v]\nerase all\n\nwhen backdrop switches to [backdrop47 v]\nerase all\n\nwhen backdrop switches to [backdrop48 v]\nerase all\n\nwhen backdrop switches to [backdrop49 v]\nerase all\n\nwhen backdrop switches to [backdrop45 v]\nerase all\n\nwhen flag clicked\nforever\n if <<<([backdrop # v] of [_stage_ v]) > [41]> and <([backdrop # v] of [_stage_ v]) < [62]>> and <mouse down?>> then\n pen down\n else\n pen up\n end\nend\n\nwhen backdrop switches to [backdrop43 v]\nerase all\n\nwhen backdrop switches to [backdrop44 v]\nerase all\n\nwhen backdrop switches to [backdrop46 v]\nerase all\n\nwhen backdrop switches to [backdrop50 v]\nerase all\n\nwhen backdrop switches to [backdrop51 v]\nerase all\n\nwhen backdrop switches to [backdrop52 v]\nerase all\n\nwhen backdrop switches to [backdrop53 v]\nerase all\n\nerase all\n\nwhen backdrop switches to [backdrop54 v]\nerase all\n\nwhen backdrop switches to [backdrop55 v]\nerase all\n\nwhen backdrop switches to [backdrop56 v]\nerase all\n\nwhen flag clicked\nshow variable [coins v]\nshow variable [level v]\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen backdrop switches to [backdrop57 v]\nerase all\n\nwhen backdrop switches to [backdrop58 v]\nerase all\n\nwhen I receive [clear v]\nerase all\n\nwhen flag clicked\nforever\n if <(username) = [acduckii_rises]> then\n wait until <key (t v) pressed?>\n wait until <key (e v) pressed?>\n wait until <key (s v) pressed?>\n wait until <key (t v) pressed?>\n wait until <key (m v) pressed?>\n wait until <key (o v) pressed?>\n wait until <key (d v) pressed?>\n wait until <key (e v) pressed?>\n ask [Welcome to Testing Mode! Please enter the number of the level you'd like to test below:] and wait\n switch backdrop to (answer)\n ask [How many coins do you need?] and wait\n if <(answer) > [0]> then\n change [coins v] by (answer)\n end\n else\n end\nend\n\nwhen flag clicked\nforever\n if <<<(pig = dead?) = [1]> and <(charged pig = dead?) = [1]>> and <([x position v] of [player v]) > [186]>> then\n erase all\n end\nend\n\nwhen backdrop switches to [backdrop61 v]\nerase all\n\nwhen backdrop switches to [backdrop60 v]\nerase all\n\nwhen backdrop switches to [backdrop62 v]\nerase all\n\nwhen backdrop switches to [backdrop63 v]\nerase all\n\n@Charged Robo Pig\n\nwhen backdrop switches to [backdrop58 v]\nplace charged pig at [96] [-91]\n\nwhen backdrop switches to [backdrop59 v]\nplace charged pig at [104] [78]\n\nwhen backdrop switches to [backdrop60 v]\nset [charged pig = dead? v] to [1]\n\ndefine place charged pig at (x) (y)\nshow\nswitch costume to (costume1 v)\nset [charged pig = dead? v] to [0]\nset size to (45) %\nif <([costume name v] of [player v]) = [bomb]> then\n wait until <touching (player v)?>\n broadcast (restart v)\n switch costume to (costume5 v)\n wait until <touching (player v)?>\n hide\n set [charged pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\nelse\n if <(pigs weakened?) = [true]> then\n go to x: (x) y: (y)\n wait until <touching (player v)?>\n repeat (1)\n wait until <touching (player v)?>\n broadcast (restart v)\n next costume\n next costume\n end\n wait until <touching (player v)?>\n broadcast (restart v)\n next costume\n wait until <touching (player v)?>\n hide\n set [charged pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\n else\n go to x: (x) y: (y)\n wait until <touching (player v)?>\n repeat (3)\n wait until <touching (player v)?>\n broadcast (restart v)\n next costume\n end\n wait until <touching (player v)?>\n hide\n set [charged pig = dead? v] to [1]\n repeat (3)\n change [coins v] by (1)\n wait (0.05) seconds\n end\n end\nend\n\nwhen backdrop switches to [backdrop67 v]\nplace charged pig at [69] [-111]\n\nwhen backdrop switches to [backdrop68 v]\nset [charged pig = dead? v] to [1]\n\nwhen backdrop switches to [backdrop77 v]\nplace charged pig at [81] [20]\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (costume1 v)\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) < [58]> then\n set [charged pig = dead? v] to [1]\n end\nend\n\n@Diamond\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [all around v]\nset size to (32) %\nhide\nforever\n if <touching (player v)?> then\n change [coins v] by (10)\n hide\n start sound [Jump v]\n end\nend\n\nwhen backdrop switches to [backdrop64 v]\nshow\ngo to x: (14) y: (0)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nset rotation style [all around v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (100) %\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nif <(pick random (1) to (2)) = [2]> then\n repeat (20)\n change size by (-5)\n turn left (2) degrees\n change [ghost v] effect by (5)\n wait (0.05) seconds\n end\nelse\n repeat (20)\n change size by (-5)\n turn left (-2) degrees\n change [ghost v] effect by (5)\n wait (0.05) seconds\n end\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop68 v]\nshow\ngo to x: (81) y: (17)\n\nwhen backdrop switches to [backdrop69 v]\nshow\ngo to x: (0) y: (28)\n\nwhen backdrop switches to [backdrop65 v]\nhide\n\nwhen backdrop switches to [backdrop70 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (50) y: (-40)\npoint in direction (90)\nforever\n if <(backdrop [number v]) = [66]> then\n set [swing v] to [5]\n show\n repeat (11)\n turn right (swing) degrees\n change [swing v] by (-1)\n end\n set [swing v] to [5]\n repeat (11)\n turn left (swing) degrees\n change [swing v] by (-1)\n end\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop67 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <not <(backdrop [number v]) = [66]>> then\n hide\n else\n show\n end\nend\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (-40) y: (0)\npoint in direction (90)\nforever\n if <(backdrop [number v]) = [71]> then\n show\n glide (2) secs to x: (-40) y: (-160)\n glide (2) secs to x: (-40) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <not <(backdrop [number v]) = [71]>> then\n hide\n else\n show\n end\nend\n\n@DiamondAdjacent\n\nwhen flag clicked\nset rotation style [all around v]\nhide\nforever\n if <(backdrop [number v]) = [66]> then\n go to (sprite9 v)\n repeat until <touching (player v)?>\n show\n turn right (5) degrees\n end\n change [coins v] by (10)\n hide\n start sound [Jump v]\n stop [this script v]\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop66 v]\npoint in direction (90)\ngo to (sprite9 v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <not <(backdrop [number v]) = [66]>> then\n hide\n end\nend\n\n@Ultra Pig\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <(backdrop [number v]) = [69]> then\n show\n glide (2) secs to x: (0) y: (-140)\n glide (2) secs to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <not <(backdrop [number v]) = [69]>> then\n hide\n else\n show\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <(backdrop [number v]) = [73]> then\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (80) y: (-160)\npoint in direction (90)\nforever\n if <(backdrop [number v]) = [71]> then\n show\n glide (2) secs to x: (80) y: (0)\n glide (2) secs to x: (80) y: (-160)\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (80) y: (-160)\npoint in direction (90)\nforever\n if <not <(backdrop [number v]) = [71]>> then\n hide\n else\n show\n end\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (-40) y: (0)\npoint in direction (90)\nforever\n if <(backdrop [number v]) = [74]> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (75) %\nforever\n if <not <(backdrop [number v]) = [74]>> then\n hide\n else\n show\n end\nend\n\n@bluesdemo\n\nwhen flag clicked\nset [demo? v] to [0]\ngo to x: (150) y: (20)\nhide\nswitch costume to (bluesdemo v)\nforever\n next costume\nend\n\nwhen flag clicked\nforever\n if <(demo?) = [blues]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [shoppreview_blues v]\nswitch costume to (bluesdemo v)\nset [demo? v] to [blues]\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (-165) y: (-21)\n\nwhen flag clicked\nforever\n if <(demo?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nif <(demo?) = [blues]> then\n if <<(Coins) = [15]> or <(Coins) > [15]>> then\n change [coins v] by (-15)\n set [shop v] to [0]\n broadcast (blues v)\n else\n say [Insufficient funds.] for (2) seconds\n end\nelse\n if <(demo?) = [swap]> then\n if <<(Coins) = (changecost)> or <(Coins) > (changecost)>> then\n change [coins v] by (join [-] (changecost))\n set [shop v] to [0]\n broadcast (switch bird v)\n else\n say [Insufficient funds.] for (2) seconds\n end\n else\n if <(demo?) = [pigdebuff]> then\n if <<(Coins) = [10]> or <(Coins) > [10]>> then\n change [coins v] by (-10)\n set [shop v] to [0]\n set [pigs weakened? v] to [true]\n wait (40) seconds\n set [pigs weakened? v] to [false]\n else\n say [Insufficient funds.] for (2) seconds\n end\n else\n say [Something broke.]\n end\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n if <(demo?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (demo?)\nend\n\n@swapdemo\n\nwhen flag clicked\nforever\n if <(demo?) = [swap]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [shoppreview_swap v]\nswitch costume to (swapdemo v)\nset [demo? v] to [swap]\n\nwhen flag clicked\nset [demo? v] to [0]\ngo to x: (150) y: (27)\nhide\nswitch costume to (swapdemo v)\nforever\n next costume\nend\n\n@glass block\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\nwhen I receive [restart v]\nif <([costume name v] of [player v]) = [Bomb]> then\n set [extrahit_glass? v] to [0]\nelse\n set [extrahit_glass? v] to [1]\nend\n\ndefine place glass block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <(costume [name v]) = [full]> then\n if <<([costume name v] of [player v]) = [Bomb]> or <([costume name v] of [player v]) = [Chuck]>> then\n start sound (join [c] (pick random (1) to (3)))\n set [extrahit_glass? v] to [1]\n else\n start sound (join [d] (pick random (1) to (2)))\n end\n else\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n if <(costume [name v]) = [damaged]> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n set [destroyed? v] to [1]\n else\n next costume\n end\n wait until <not <(distance to [hitbox v]) < [60]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop11 v]\nplace glass block at x: [0] y: [-94] size: [75] angle: [90] level: [11]\n\ndefine respawn all glass blocks\nplace glass block at x: [0] y: [-94] size: [75] angle: [90] level: [11]\nplace glass block at x: [67] y: [158] size: [75] angle: [90] level: [14]\nplace glass block at x: [121] y: [-85] size: [75] angle: [0] level: [23]\nplace glass block at x: [-77] y: [32] size: [65] angle: [90] level: [24]\nplace glass block at x: [-84] y: [-132] size: [75] angle: [10] level: [35]\nplace glass block at x: [46] y: [-85] size: [65] angle: [90] level: [77]\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all glass blocks\n\nwhen backdrop switches to [backdrop14 v]\nplace glass block at x: [67] y: [158] size: [75] angle: [90] level: [14]\n\nwhen backdrop switches to [backdrop23 v]\nplace glass block at x: [121] y: [-85] size: [75] angle: [0] level: [23]\n\nwhen backdrop switches to [backdrop35 v]\nplace glass block at x: [-84] y: [-132] size: [75] angle: [10] level: [35]\n\nwhen backdrop switches to [backdrop77 v]\nplace glass block at x: [46] y: [-85] size: [65] angle: [90] level: [77]\n\nwhen backdrop switches to [testing v]\nplace glass block at x: [0] y: [-70] size: [75] angle: [0] level: [78]\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@wood block\n\nswitch costume to (particles1 v)\nwait (0.05) seconds\nswitch costume to (particles2 v)\nwait (0.06) seconds\nswitch costume to (particles3 v)\nwait (0.07) seconds\nswitch costume to (gone v)\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\ndefine place wood block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <(costume [name v]) = [full]> then\n if <([costume name v] of [player v]) = [Bomb]> then\n start sound (join [c] (pick random (1) to (3)))\n set [extrahit_wood? v] to [1]\n else\n start sound (join [d] (pick random (1) to (2)))\n end\n else\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n if <(costume [name v]) = [damaged]> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n set [destroyed? v] to [1]\n else\n next costume\n end\n wait until <not <(distance to [hitbox v]) < [50]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\ndefine respawn all wood blocks\nplace wood block at x: [50] y: [-94] size: [75] angle: [90] level: [11]\nplace wood block at x: [58] y: [16] size: [80] angle: [90] level: [13]\nplace wood block at x: [-10] y: [25] size: [45] angle: [90] level: [29]\nplace wood block at x: [117] y: [-148] size: [65] angle: [0] level: [36]\n\nwhen backdrop switches to [backdrop11 v]\nplace wood block at x: [50] y: [-94] size: [75] angle: [90] level: [11]\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all wood blocks\n\nwhen backdrop switches to [backdrop13 v]\nplace wood block at x: [58] y: [16] size: [80] angle: [90] level: [13]\n\nwhen backdrop switches to [backdrop29 v]\nplace wood block at x: [-10] y: [25] size: [45] angle: [90] level: [29]\n\nwhen backdrop switches to [backdrop36 v]\nplace wood block at x: [117] y: [-148] size: [75] angle: [0] level: [36]\n\nwhen backdrop switches to [backdrop77 v]\nplace wood block at x: [117] y: [-148] size: [65] angle: [0] level: [77]\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@stone block\n\nswitch costume to (particles1 v)\nwait (0.05) seconds\nswitch costume to (particles2 v)\nwait (0.06) seconds\nswitch costume to (particles3 v)\nwait (0.07) seconds\nswitch costume to (gone v)\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\nif <(costume [name v]) = [full]> then\n start sound (join [c] (pick random (1) to (3)))\nelse\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n else\n start sound (join [d] (pick random (1) to (2)))\n end\nend\nnext costume\n\ndefine place stone block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <<(costume [name v]) = [damaged]> or <([costume name v] of [player v]) = [Bomb]>> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n else\n next costume\n end\n if <<<(costume [name v]) = [full]> or <(costume [name v]) = [bruised]>> and <not <([costume name v] of [player v]) = [Bomb]>>> then\n start sound (join [c] (pick random (1) to (3)))\n else\n if <<(costume [name v]) = [battered]> and <not <([costume name v] of [player v]) = [Bomb]>>> then\n start sound (join [d] (pick random (1) to (2)))\n else\n if <<(costume [name v]) = [damaged]> or <([costume name v] of [player v]) = [Bomb]>> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n end\n wait until <not <(distance to [hitbox v]) < [50]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\ndefine respawn all stone blocks\nplace stone block at x: [100] y: [-94] size: [75] angle: [90] level: [11]\nplace stone block at x: [-14] y: [-138] size: [75] angle: [-5] level: [16]\n\nwhen backdrop switches to [backdrop11 v]\nplace stone block at x: [100] y: [-94] size: [75] angle: [90] level: [11]\n\n\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all stone blocks\n\nwhen backdrop switches to [backdrop16 v]\nplace stone block at x: [-14] y: [-138] size: [75] angle: [-5] level: [16]\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@debuffdemo\n\nwhen flag clicked\nforever\n if <(demo?) = [pigdebuff]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [shoppreview_debuff v]\nswitch costume to (swapdemo v)\nset [demo? v] to [pigdebuff]\n\nwhen flag clicked\nset [demo? v] to [0]\ngo to x: (150) y: (20)\nhide\nswitch costume to (byepiggy v)\nforever\n next costume\nend\n\n@Meteor Pig\n\nwhen backdrop switches to [backdrop71 v]\nshow\nrepeat until <(backdrop [number v]) > [71]>\n point in direction (-140)\n set y to (240)\n set x to (pick random (70) to (400))\n repeat until <<touching (player v)?> or <(y position) < [-140]>>\n move (10) steps\n end\n if <touching (player v)?> then\n broadcast (restart v)\n end\nend\nhide\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\npoint in direction (-135)\nset size to (30) %\nforever\n go to [back v] layer\nend\n\n@glass 2\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\nwhen I receive [restart v]\nif <([costume name v] of [player v]) = [Bomb]> then\n set [extrahit_glass? v] to [0]\nelse\n set [extrahit_glass? v] to [1]\nend\n\ndefine place glass block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <(costume [name v]) = [full]> then\n if <<([costume name v] of [player v]) = [Bomb]> or <([costume name v] of [player v]) = [Chuck]>> then\n start sound (join [c] (pick random (1) to (3)))\n set [extrahit_glass? v] to [1]\n else\n start sound (join [d] (pick random (1) to (2)))\n end\n else\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n if <(costume [name v]) = [damaged]> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n set [destroyed? v] to [1]\n else\n next costume\n end\n wait until <not <(distance to [hitbox v]) < [50]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\ndefine respawn all glass blocks\nplace glass block at x: [167] y: [-125] size: [75] angle: [-20] level: [35]\nplace glass block at x: [116] y: [-85] size: [65] angle: [90] level: [77]\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all glass blocks\n\nwhen backdrop switches to [backdrop35 v]\nplace glass block at x: [167] y: [-125] size: [75] angle: [-20] level: [35]\n\nwhen backdrop switches to [backdrop77 v]\nplace glass block at x: [116] y: [-85] size: [65] angle: [90] level: [77]\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@wood 2\n\nswitch costume to (particles1 v)\nwait (0.05) seconds\nswitch costume to (particles2 v)\nwait (0.06) seconds\nswitch costume to (particles3 v)\nwait (0.07) seconds\nswitch costume to (gone v)\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\ndefine place wood block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <(costume [name v]) = [full]> then\n if <([costume name v] of [player v]) = [Bomb]> then\n start sound (join [c] (pick random (1) to (3)))\n set [extrahit_wood? v] to [1]\n else\n start sound (join [d] (pick random (1) to (2)))\n end\n else\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n if <(costume [name v]) = [damaged]> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n set [destroyed? v] to [1]\n else\n next costume\n end\n wait until <not <(distance to [hitbox v]) < [50]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\ndefine respawn all wood blocks\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all wood blocks\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@stone 2\n\nswitch costume to (particles1 v)\nwait (0.05) seconds\nswitch costume to (particles2 v)\nwait (0.06) seconds\nswitch costume to (particles3 v)\nwait (0.07) seconds\nswitch costume to (gone v)\n\nwhen flag clicked\nswitch costume to (full v)\nhide\n\nif <(costume [name v]) = [full]> then\n start sound (join [c] (pick random (1) to (3)))\nelse\n if <(costume [name v]) = [damaged]> then\n start sound (join [x] (pick random (1) to (2)))\n else\n start sound (join [d] (pick random (1) to (2)))\n end\nend\nnext costume\n\ndefine place stone block at x: (x) y: (y) size: (size) angle: (angle) level: (level)\nif <(backdrop [number v]) = (level)> then\n set [destroyed? v] to [0]\n switch costume to (full v)\n set size to (size) %\n point in direction (angle)\n go to x: (x) y: (y)\n repeat until <<(costume [name v]) = [gone]> or <not <(backdrop [number v]) = (level)>>>\n if <(touchingplayer?) = [true]> then\n if <<(costume [name v]) = [damaged]> or <([costume name v] of [player v]) = [Bomb]>> then\n switch costume to (particles1 v)\n wait (0.05) seconds\n switch costume to (particles2 v)\n wait (0.06) seconds\n switch costume to (particles3 v)\n wait (0.07) seconds\n switch costume to (gone v)\n else\n next costume\n end\n if <<<(costume [name v]) = [full]> or <(costume [name v]) = [bruised]>> and <not <([costume name v] of [player v]) = [Bomb]>>> then\n start sound (join [c] (pick random (1) to (3)))\n else\n if <<(costume [name v]) = [battered]> and <not <([costume name v] of [player v]) = [Bomb]>>> then\n start sound (join [d] (pick random (1) to (2)))\n else\n if <<(costume [name v]) = [damaged]> or <([costume name v] of [player v]) = [Bomb]>> then\n start sound (join [x] (pick random (1) to (2)))\n end\n end\n end\n wait until <not <(distance to [hitbox v]) < [50]>>\n end\n end\n set [destroyed? v] to [1]\n stop [this script v]\nelse\n set [destroyed? v] to [1]\n stop [this script v]\nend\n\ndefine respawn all stone blocks\n\n\n\nwhen flag clicked\nset [destroyed? v] to [1]\nforever\n if <(destroyed?) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [clear v]\nrespawn all stone blocks\n\nwhen backdrop switches to [backdrop16 v]\nplace stone block at x: [140] y: [-20] size: [75] angle: [-40] level: [16]\n\nwhen flag clicked\nforever\n set [touchingplayer? v] to <touching (hitbox v)?>\nend\n\n@temporary sprite menu buffer\n\n@temporary sprite menu buffer2\n\n@Hitbox\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\nforever\n switch costume to ([costume name v] of [player v])\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\n
Among us - platformer
@Stage\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nclear graphic effects\nset volume to (100) %\nforever\n play sound [Sky High \[NCS Release\] v] until done\nend\n\nwait (1) seconds\n\nchange [color v] effect by (10)\n\nchange [brightness v] effect by (25)\n\nwhen flag clicked\nswitch costume to (1 v)\nwait until <(ステージ) = [9]>\nswitch costume to (2 v)\nwait until <(ステージ) = [10]>\nswitch costume to (3 v)\nwait until <(ステージ) = [15]>\nswitch costume to (4 v)\nwait until <(ステージ) = [16]>\nswitch costume to (6 v)\nwait until <(ステージ) = [18]>\nswitch costume to (7 v)\nwait until <(ステージ) = [19]>\nswitch costume to (6 v)\nwait until <(ステージ) = [23]>\nswitch costume to (1 v)\nwait until <(ステージ) = [25]>\nswitch costume to (1 v)\nwait until <(ステージ) = [29]>\nswitch costume to (5 v)\nwait until <(ステージ) = [32]>\nswitch costume to (1 v)\n\nplay sound [Alan Walker - Faded2 v] until done\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n set volume to (0) %\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set volume to (100) %\n wait until <not <key (space v) pressed?>>\nend\n\n@設定\n\nwhen flag clicked\nset [ステージの多さ v] to [33]\nset [キャラ v] to [1]\nset [残像 v] to [ON]\nset [色 v] to []\n\nset [☁ 世界記録 v] to [147]\n\n@road-\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nrepeat until <(ステージ) = (ステージの多さ)>\n wait (1) seconds\n change [time v] by (1)\nend\nbroadcast (aasdasdas v)\nforever\n if <not <(TIME) = [0]>> then\n if <(TIME) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (TIME)\n end\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [time v] to [0]\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nclear graphic effects\n\nset [☁ 世界記録 v] to [147]\n\n@spike2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [qq v] to [0]\n\nwhen I receive [next v]\nset [qq v] to [0]\n\nif <(ステージ) = [5]> then\n switch costume to (トゲ太 v)\n set size to (100) %\n go to x: (8) y: (83)\n show\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [next v]\ndelete this clone\n\nrepeat (3)\n move (80) steps\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@スプライト5\n\ndefine ぐるぐる (方向) (速さ) (でっかちゃん) ()\nset size to (でっかちゃん) %\nforever\n if <(方向) = [1]> then\n turn right (速さ) degrees\n else\n turn left (速さ) degrees\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(ステージ) = [26]> then\n ぐるぐる [1] [3] [150] []\nend\nif <(ステージ) = [27]> then\n ぐるぐる [1] [3] [150] []\nend\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [26]>\ngo to x: (33) y: (-31)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [27]>\ngo to x: (-56) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (52) y: (-28)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\n@リフト\n\ndefine 移動 (x) (y) (x2) (y2) (t) (y) (速さ)\ngo to x: (x) y: (y)\nforever\n glide (速さ) secs to x: (x2) y: (y2)\n wait (1) seconds\n glide (速さ) secs to x: (x) y: (y)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [18]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(ステージ) = [18]> then\n 移動 [-80] [-78] [50] [-78] [] [] [3]\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@プレイヤー\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nswitch costume to (キャラ)\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen [z v] key pressed\n\nwhen flag clicked\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-168]> then\n start sound [oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (50)\n end\n if <<touching (spike2 v)?> or <touching (スプライト5 v)?>> then\n start sound [oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (50)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [xxxxxxx v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or > then\n change [xxxxxxx v] by (1)\n point in direction (90)\n end\n set [xxxxxxx v] to ((XXXXXXX) * (0.9))\n change x by (XXXXXXX)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change x by ((XXXXXXX) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(XXXXXXX) > [0]> then\n set [xxxxxxx v] to [-7]\n else\n set [xxxxxxx v] to [7]\n end\n set [ykiroku v] to [15]\n else\n set [xxxxxxx 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 (road- v)?> or <touching (リフト v)?>> then\n if then\n set [ykiroku v] to [20]\n start sound [ニュッ v]\n end\n end\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <touching (水 v)?> then\n set [ykiroku v] to [2]\n else\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n set [ykiroku v] to [16.3]\n start sound [ニュッ v]\n end\n end\n end\n change y by (1)\n if <touching (水 v)?> then\n change [ykiroku v] by (-0.1)\n else\n change [ykiroku v] by (-1)\n end\n change y by (Ykiroku)\n if <<touching (road- v)?> or <touching (リフト v)?>> then\n change y by ((Ykiroku) * (-1))\n set [ykiroku v] to [0]\n end\n if <(x position) > [230]> then\n if <not <(ステージ) = (ステージの多さ)>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n wait (0.5) seconds\n end\n end\nend\n\nwait (1) seconds\n\nwait (2.4) seconds\n\nset [ステージ v] to [10]\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (join (キャラ) [2])\n if <touching (水 v)?> then\n change [ykiroku v] by (-0.1)\n end\n else\n switch costume to (join (キャラ) [1])\n end\nend\n\nset [ステージ v] to [24]\n\nwhen this sprite clicked\nif <not <(キャラ) = [4]>> then\n change [キャラ v] by (1)\nelse\n set [キャラ v] to [0]\nend\n\n@スプライト1\n\n@バネ\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n end\nend\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [19]>\ngo to x: (-130) y: (-72)\nshow\nwait until <(ステージ) = [20]>\ngo to x: (-102) y: (-68)\nshow\nwait until <(ステージ) = [21]>\nhide\n\n@121212\n\nwhen flag clicked\nhide\n\nforever\n if <(ステージ) = [7]> then\n show\n else\n end\n go to [back v] layer\n if <(ステージ) = [8]> then\n stop [this script v]\n end\nend\n\n@rrrrrr\n\nwhen I receive [aasdasdas v]\nshow\n\nwhen flag clicked\nhide\n\n@2\n\nwhen flag clicked\nset [ooooooooooooo v] to [0]\nset [桁 v] to [1]\ngo to x: (-119) y: (161)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I start as a clone\nset [a v] to (桁)\nchange x by ((桁) * (11))\nshow\nforever\n switch costume to (letter (桁) of (TIME))\n if <<((20) - (aa)) = ((20) - (a))> or <((20) - (aa)) < ((20) - (a))>> then\n if <(ooooooooooooo) = [1]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [コイン v] to [0]\nforever\n set [aa v] to (length of (TIME))\nend\n\nmove (10) steps\n\ngo to (random position v)\n\ngo to x: (-119) y: (161)\n\n@rrrrrr2\n\nwhen flag clicked\nhide\n\nwhen I receive [aasdasdas v]\nshow\n\n@3\n\nwhen flag clicked\nset [桁 v] to [1]\ngo to x: (-119) y: (135)\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [桁 v] by (1)\nend\n\nwhen I start as a clone\nset [a v] to (桁)\nchange x by ((桁) * (11))\nshow\nforever\n switch costume to (letter (桁) of (☁ 世界記録))\n if <<((20) - (aaaaaa)) = ((20) - (a))> or <((20) - (aaaaaa)) < ((20) - (a))>> then\n if <(ooooooooooooo) = [1]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [変数 v] to [0]\nforever\n set [aaaaaa v] to (length of (☁ 世界記録))\nend\n\nset [☁ 世界記録 v] to [800]\n\n@a\n\nwhen flag clicked\nhide\n\n@asa\n\nwhen I receive [aasdasdas v]\nset [ooooooooooooo v] to [1]\nset [assa v] to [0]\nforever\n repeat (10)\n change [assa v] by (-0.2)\n end\n repeat (10)\n change [assa v] by (0.2)\n end\n repeat (10)\n change [assa v] by (0.2)\n end\n repeat (10)\n change [assa v] by (-0.2)\n end\nend\n\nwhen I receive [aasdasdas v]\nshow\npoint in direction (105)\nforever\n turn right (assa) degrees\nend\n\nwhen flag clicked\nhide\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n stop [all v]\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(ステージ) = [10]>\nshow\ngo to [front v] layer\nrepeat until <(ステージ) = [15]>\n go to (プレイヤー v)\nend\nhide\n\n@砂\n\nwhen flag clicked\nwait until <(ステージ) = [15]>\nrepeat until <(ステージ) = [23]>\n change [xxxxxxx v] by (1)\n wait (pick random (0.01) to (0.08)) seconds\n switch costume to (pick random (1) to (10))\n go to x: (-1000) y: (pick random (143) to (-144))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (80) to (110)) %\nshow\nrepeat (10)\n if <(pick random (1) to (3)) = [1]> then\n change x by (8)\n else\n if <(pick random (1) to (2)) = [1]> then\n change x by (9)\n else\n change x by (11)\n end\n end\nend\nrepeat until <touching (_edge_ v)?>\n if <(pick random (1) to (3)) = [1]> then\n change x by (7)\n else\n if <(pick random (1) to (2)) = [1]> then\n change x by (8)\n else\n change x by (10)\n end\n end\nend\ndelete this clone\n\n@処理\n\nwhen flag clicked\nif <<touching (mouse-pointer v)?> or <<touching color (#067814)?> or <<color (#ff0000) is touching (#501c36)?> or <key (space v) pressed?>>>> then\n go to x: (pick random (335246463) to ((length of [りんご]) * (((くぁくぁあqっくぁくぁくぁくぁくぁくぁくぁくぁ) + ([abs v] of (loudness) )) / ((ooooooooooooo) - (loudness))))) y: ([x position v] of [button1 v])\nend\nif <<touching (mouse-pointer v)?> or <<touching color (#0cff2a)?> or <<color (#a77888) is touching (#dbff59)?> or <key (space v) pressed?>>>> then\n go to x: (pick random (timer) to ((length of [りんご]) * (((lll) + (loudness)) / ((ooooooooooooo) - (loudness))))) y: ([x position v] of [プレイヤー v])\nend\nif <<touching (mouse-pointer v)?> or <<touching color (#ff0cbe)?> or <<color (#a77888) is touching (#501c36)?> or <key (space v) pressed?>>>> then\n go to x: (pick random (223) to ((length of [りんご]) * (((くぁくぁあqっくぁくぁくぁくぁくぁくぁくぁくぁ) + (timer)) / ((ooooooooooooo) - (loudness))))) y: ([x position v] of [設定 v])\nend\n\nwhen flag clicked\n\nset drag mode [not draggable v]\n\nset drag mode [draggable v]\n\nturn right (15) degrees\npoint in direction (90)\nrepeat (10)\n move (10) steps\n turn left (15) degrees\nend\nstop [other scripts in sprite v]\n\ndelete this clone\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\n@スプライト3\n\n@水\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [24]>\nswitch costume to (1 v)\nshow\nwait until <(ステージ) = [25]>\nswitch costume to (2 v)\nwait until <(ステージ) = [28]>\nhide\n\n@次だああああああああ!\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to [front v] layer\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to [front v] layer\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nchange [ステージ v] by (1)\nswitch costume to (コスチューム3 \(1\) v)\nstart sound [Rip v]\nrepeat (7)\n go to [front v] layer\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nbroadcast (next Stage v)\n\n@スプライト6\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait until <(ステージ) = [32]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nいえい [-320] [-289] [3] []\n\nwhen I receive [next v]\ndelete this clone\n\ndefine いえい (y) (y2) (hhh) (おおお)\ngo to x: (-10) y: (y)\nforever\n glide (hhh) secs to x: (-10) y: (y2)\n wait (1) seconds\n glide (hhh) secs to x: (-10) y: (y)\n wait (1) seconds\nend\n\n@ううう\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwait (0.01) seconds\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@スプライト7\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nshow\n\nwhen this sprite clicked\nset volume to (0) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nhide\n\n
Platformer - #games
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset size to (600) %\ngo to [front v] layer\nset [default size v] to [0]\nforever\n switch costume to (hitbox v)\n go to x: (default size) y: (y position)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 v)?> then\n change y by (1)\n if <touching (sprite3 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 [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [13]\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 (-1.5)\n change y by (y)\n if <touching (sprite3 v)?> then\n out\n if <key (up arrow v) pressed?> then\n set [y v] to [16]\n end\n out2\n end\n if <[3] > (item (last) of [infront v])> then\n set [default size v] to (x position)\n if <not <(x position) > [0]>> then\n set [default size v] to [0]\n change [scrollx v] by ((x) * (-1))\n end\n else\n if <(item (1) of [infront v]) > [0]> then\n set [default size v] to (x position)\n if <not <[0] > (x position)>> then\n set [default size v] to [0]\n change [scrollx v] by ((x) * (-1))\n end\n else\n set [default size v] to [0]\n change [scrollx v] by ((x) * (-1))\n end\n end\n if <[-207] > (y position)> then\n set [scrollx v] to [0]\n go to x: (0) y: (0)\n end\n if <<(y) = [0]> and <([abs v] of (x) ) > [2]>> then\n change [i v] by (0.5)\n switch costume to (((i) mod (7)) + (5))\n else\n if <(y) > [0]> then\n switch costume to (jump2 v)\n else\n if <[0] > (y)> then\n switch costume to (jump3 v)\n else\n switch costume to (jump v)\n end\n end\n end\nend\n\nchange x by (1)\nif <not <touching (sprite3 v)?>> then\nend\nchange x by (-1)\n\nchange x by (-1)\nif <not <touching (sprite3 v)?>> then\nend\nchange x by (1)\n\ndefine out\nif <(y) < [-1]> then\n repeat until <not <touching (sprite3 v)?>>\n change y by (1)\n end\nelse\n change y by ((y) * (-1))\nend\nset [y v] to [0]\n\ndefine out2\nset [i1 v] to [0]\nrepeat until <(i1) = [20]>\n if <touching (sprite3 v)?> then\n stop [this script v]\n end\n change [i1 v] by (1)\n change y by (-1)\nend\nchange y by (20)\n\nchange y by (1)\n\n@Sprite2\n\nwhen flag clicked\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scrollx) + (((costume [number v]) - (1)) * (480))) y: (0)\n if <<(x position) > [463.9]> or <[-463.9] > (x position)>> then\n hide\n else\n show\n end\n replace item (costume [number v]) of [infront v] with (x position)\nend\n\nadd [thing] to [infront v]\n\n@Sprite3\n\nwhen flag clicked\nset [scrollx v] to [0]\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scrollx) + (((costume [number v]) - (1)) * (480))) y: (0)\n if <<(x position) > [463.9]> or <[-463.9] > (x position)>> then\n hide\n else\n show\n end\nend\n\nwait (0) seconds\ncreate clone of (_myself_ v)\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\nend\n\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\ngo [backward v] (30) layers\nforever\n set x to ((scrollx) / (5))\nend\n\n@Cloud\n\nwhen flag clicked\ngo to [front v] layer\nset [i v] to [0]\ngo [backward v] (35) layers\ngo to x: (0) y: (25)\nforever\n set x to (((scrollx) / (8)) + (i))\n if <(x position) < [-850]> then\n go to x: (165) y: (25)\n set [i v] to [350]\n end\n change [i v] by (-0.25)\nend\n\nif then\n change x by (-0.25)\nend\n\nif <(x) < [0]> then\n change x by (0.5)\nelse\nend\n\n@ASSETS!\n\nwhen flag clicked\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n go to x: ((scrollx) + ((costume [number v]) * (480))) y: (0)\n if <<(x position) > [240.9]> or <[-240.9] > (x position)>> then\n hide\n else\n show\n end\n if <(distance to [sprite1 v]) < [200]> then\n say (item (costume [number v]) of [say v])\n else\n say []\n end\nend\n\n
3D platformer engine v1.6.0
@Stage\n\n@player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n switch costume to (steve 2 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (steve 1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> 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 (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [deaths v] to [0]\ngo to x: (-53) y: (-115)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (ok 2 v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (ok time v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n broadcast (ok time 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n broadcast (nice v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mob2 v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\nwhen I receive [new skin v]\n\nwhen flag clicked\nswitch costume to (steve 1 v)\n\nwhen I receive [new skin v]\nstop [other scripts in sprite v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n switch costume to (steve 4 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (steve 3 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> 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 (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (grass v)\n\nwhen I receive [next level v]\nnext costume\n\ndefine higher score (higher score)\n\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(☁ Highscore) < (timer:)> then\n set [☁ highscore v] to (☁ Highscore)\n end\n if <(higher score) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n add (timer:) to [cloud v]\n end\nend\n\nadd (☁ Highscore) to [cloud v]\nadd <(☁ Highscore) = [50]> to [cloud v]\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\ndefine Cloud\n\n@soil\n\n@nether portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [minecraft song v] until done\nend\n\nshow\ngo to [front v] layer\n\nhide\ngo to [back v] layer\n\n@mob2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [ok time 3 v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (zombie2 v)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch costume to (zombie2 v)\n show\n go to [front v] layer\n go to x: (-111) y: (28)\n end\nend\n\nwhen I receive [ok time v]\nhide\n\nwhen I receive [nice v]\nhide\ngo to [back v] layer\n\n@cow5\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n if <touching (player v)?> then\n broadcast (milk v)\n end\n end\n if <(level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (new skin v)\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\nwhen I receive [milk v]\nshow\n\n
°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖\nThanks! hello.\nWelcome to my platformer!\nhave fun.\n\n▶Description\nOperate with the arrow keys.\n\nIf it hits a thorn or magma, it will die.\nPlease be careful.\n\nIt's a very long platformer!\nComment your times :)\n\nThere is a hidden goal.\nThe hint is 17 stages.\n\n°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖✧✧˖°°˖\n\nどうも!こんにちは。\n僕のプラットフォーマーへようこそ!\n楽しんでください。\n\n▶説明\n矢印キーで操作します。\n\nトゲやマグマに当たると死んでしまいます。\n気を付けてください。\n\nとっても長いプラットフォーマーです!\n面白さを追求しました。\n\nタイムをコメントしてね:D\n\n隠しゴールがあります。\nヒントは17ステージです。
MARS platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Upbeat Inspiring Game Music Spirit Run by HeatleyBros v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n switch costume to (laft v)\n end\n change x by (X Velocity)\n set [x velocity v] to ((X Velocity) * (0.9))\n if <touching color (#1b1b1b)?> then\n change y by (1)\n if <touching color (#1b1b1b)?> then\n change y by (1)\n if <touching color (#1b1b1b)?> then\n change y by (1)\n if <touching color (#1b1b1b)?> then\n change y by (1)\n if <touching color (#1b1b1b)?> then\n change y by (1)\n if <touching color (#1b1b1b)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jamp v)\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\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 (#1b1b1b)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jamp v)\n if <touching color (#1b1b1b)?> then\n set [y velocity v] to [15]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <<<touching color (#ff0000)?> or <touching color (#e60000)?>> or <(Scroll Y) > [700]>> then\n set [scroll x v] to [726]\n set [scroll y v] to [110]\n end\n if <touching color (#00e5ff)?> then\n broadcast (Next level v) and wait\n end\n if <touching color (#ffbb00)?> then\n change [y velocity v] by (5)\n change [scroll y v] by (5)\n end\nend\n\ndefine Tick\nTick\n\nwhen [r v] key pressed\nset [scroll x v] to [726]\nset [scroll y v] to [110]\n\nwhen [space v] key pressed\nbroadcast (Next level v)\n\nwhen flag clicked\nswitch costume to (player v)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (0) y: (0)\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (laft v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (right v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scroll x v] to [726]\nset [scroll y v] to [110]\n\nwhen flag clicked\nset [level v] to [1]\nset [scroll x v] to [726]\nset [scroll y v] to [110]\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen flag clicked\nshow\n\n@Cloud\n\nwhen I start as a clone\ngo to x: (-230) y: (pick random (35) to (150))\nshow\nswitch costume to (pick random (1) to (20))\nset [ghost v] effect to (pick random (30) to (50))\ngo [forward v] (1) layers\nrepeat (130)\n change x by (4)\nend\ndelete this clone\n\nwhen I receive [black v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (10000000) y: (1000000000000)\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@Fire Fly~\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (30) to (100)) %\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nrepeat (5)\n change [ghost v] effect by (pick random (-3) to (-10))\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Moon\n\nwhen flag clicked\nshow\ngo to x: (24) y: (15)\nset size to (100) %\nset [sun v] to [100]\nforever\n change size by ([cos v] of (Sun) )\n change [sun v] by (7)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
✪✪✪✪✪✪ Platformer Designer ✪✪✪✪✪✪\n\n❶ Use arrow keys, WASD or mobile touchscreen.\n❷Play the classic worlds!\n❸Try the super easy world designer! Share your code!\n❹Play other gamers worlds!\n\n\n---------------------------------------------------------------------\nPlay as Peppa Pig, Mario, Minecraft Steve, and the Fortnite Llama. Packed with animation and music\n-------------------------------------------------------------------\nOfficial Bonus - to thank you for reading this stuff\n\nIf you add your level code to the comments section, it might get added to the game!\n\n
Pen Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\nend\n\n@Player\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\nchange y by (-1)\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-180) y: (-120)\nset [ghost v] effect to (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (player v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <touching (virus v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [speed y v] to [0]\n go to x: (-180) y: (-120)\n set [ghost v] effect to (0)\n end\n if <touching color (#0068ff)?> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-10)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (10)\n end\n else\n if <touching color (#ff00e3)?> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (2)\n end\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-6)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (6)\n end\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(y position) < [-179]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [speed y v] to [0]\n go to x: (-180) y: (-120)\n set [ghost v] effect to (0)\n end\n if <(x position) > [219]> then\n go to x: (-180) y: (-120)\n broadcast (Next level v)\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Glitch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Virus\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\n@Other\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
Arrow keys to move\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThis is a platformer that is for new Scratchers. But even if you are not a new Scratcher you can still enjoy the platformer. \n\nInstructions:\nArrow keys to move\nSpace key to skip a level\n\nHelpful links for new Scratchers:\nScratch wiki: https://en.scratch-wiki.info/\nDiscussion forums: https://scratch.mit.edu/discuss/ Scratch welcoming committee: https://scratch.mit.edu/studios/146521\n\nPlease like favorite and follow!\n\nCan you find the rainbow color? It only has a 0.5% chance of dropping. Comment in the comments section if you found it!
Drawn(Platformer) Mobile Friendly #games
@Stage\n\nwhen [m v] key pressed\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen stage clicked\nhide variable [mouse v]\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\n\nwhen I receive [play game v]\nset volume to (100) %\nforever\n play sound [POL-bright-future-short v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nend\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nend\n\n@Blank\n\n@Player\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nend\n\ndefine Game - Win\nset rotation style [all around v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nclear graphic effects\nset rotation style [left-right v]\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\nend\nwait (0.5) seconds\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\nif <(LEVEL) = [4]> then\n set [color v] to [15]\nend\n\ndefine Clone (num)\nrepeat (num)\n create clone of (particles v)\nend\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Clone [20]\n Game - Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [8]\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (15)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (bounce v)?> then\n set [sy v] to [22]\nend\n\nwhen flag clicked\nhide\n\nchange [sx v] by (-2)\n\nchange [sx v] by (2)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-80] y: [400]\n Clone at x: [-470] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [-8]\n Clone at x: [600] y: [400]\n Clone at x: [640] y: [150]\n Clone at x: [400] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [-8]\n Clone at x: [480] y: [250]\n Clone at x: [-250] y: [600]\n Clone at x: [-400] y: [400]\n Clone at x: [-300] y: [300]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\nif <(LEVEL) = [4]> then\n set [color v] to [15]\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-1000] y: [500]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [400]\n Clone at x: [640] y: [150]\n Clone at x: [400] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-800] y: [1100]\n Clone at x: [-100] y: [600]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Collectables\n\nwhen I receive [tick v]\nswitch costume to ((((timer) * (15)) mod (6)) + (1))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n start sound [smb3_nspade_match v]\n else\n start sound [Coin v]\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [270] y: [-73]\n Clone at x: [434] y: [14]\n Clone at x: [686] y: [83]\n Clone at x: [1021] y: [68]\n Clone at x: [1238] y: [43]\n Clone at x: [1428] y: [421]\n Clone at x: [1297] y: [613]\n Clone at x: [926] y: [672]\n Clone at x: [915] y: [572]\n Clone at x: [825] y: [614]\n Clone at x: [901] y: [852]\n Clone at x: [727] y: [1017]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [206] y: [44]\n Clone at x: [-198] y: [118]\n Clone at x: [832] y: [282]\n Clone at x: [628] y: [-48]\n Clone at x: [1165] y: [337]\n Clone at x: [1425] y: [411]\n Clone at x: [1057] y: [483]\n Clone at x: [931] y: [619]\n Clone at x: [1828] y: [578]\n Clone at x: [2165] y: [639]\n Clone at x: [2320] y: [718]\n Clone at x: [1974] y: [938]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [-119] y: [167]\n Clone at x: [214] y: [49]\n Clone at x: [451] y: [125]\n Clone at x: [716] y: [274]\n Clone at x: [1075] y: [280]\n Clone at x: [677] y: [365]\n Clone at x: [1059] y: [447]\n Clone at x: [655] y: [547]\n Clone at x: [374] y: [680]\n Clone at x: [191] y: [1239]\n Clone at x: [161] y: [1085]\n Clone at x: [-158] y: [1750]\n Clone at x: [272] y: [1979]\n end\n end\nend\nset [x v] to [-9999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [619] y: [1030]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1865] y: [916]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [376] y: [1967]\n else\n set [x v] to [-9999999]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Particles\n\nwhen I start as a clone\ngo to (player v)\nset [xv v] to (pick random (-10) to (10))\nclear graphic effects\nshow\nset size to (pick random (80) to (120)) %\nset [color v] effect to (COLOR)\nset [yv v] to (pick random (5) to (30))\nrepeat (50)\n change [yv v] by (-2)\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [ghost v] effect by (2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
\nAll levels are Possible i've beat this many times.\nWASD or arrows to move. \n\nhttps://scratch.mit.edu/projects/664812217\n
Grass || A multiplayer platformer #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-goinghigher v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [frames v] to [4]\nset [frame v] to [0]\n\ndefine Costume\nswitch costume to (hitbox v)\nif <(Jump/Fall) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((2) + ((Frame) mod (6))) )\n end\nelse\n if <(Yv) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-170) y: (-30)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<not <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n set [frame v] to [0]\n else\n change [frame v] by ((2) / (Frames))\n end\n Costume\nend\n\ndefine Platforming Physics\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.5)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.8))\nchange x by (Xv)\nif <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 ((0) - (Xv))\n change y by (-4)\n end\n end\n end\n end\nend\nchange [jump/fall v] by (1)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((0) - (Yv))\n set [jump/fall v] to [0]\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<not <touching color (#4d0000)?>> and <touching (ground v)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [yv v] to [12]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n Fade\nend\nif <touching (trampoline v)?> then\n change y by ((0) - (Yv))\n change x by ((0) - (Xv))\n set [yv v] to [17]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [12]\n end\nend\nif <touching (flag v)?> then\n broadcast (Slide v)\n Fade\n change [level v] by (1)\nend\nif <(y position) < [-150]> then\n Fade\nend\nif <touching (portal v)?> then\n Fade\n broadcast (End v)\nend\n\nwhen flag clicked\nforever\n Platforming Physics\nend\n\ndefine Fade\nrepeat (5)\n change [ghost v] effect by (25)\nend\ngo to x: (-170) y: (-30)\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.05) seconds\nrepeat (5)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [reset v]\nFade\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (25)\npoint in direction (90)\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\ngo to x: (200) y: (-135)\npoint in direction (90)\nshow\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (25)\npoint in direction (90)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (25)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (portal v)\ngo to [back v] layer\nhide\nforever\n if <(Level) = [10]> then\n go to x: (130) y: (-70)\n set [size v] to [0]\n set size to (0) %\n show\n repeat (25)\n change size by (((100) - (size)) / (5))\n set [size v] to [1]\n end\n if <(Size) = [1]> then\n set size to (100) %\n stop [this script v]\n end\n end\nend\n\n@End\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nstop [all v]\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [slide v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (500)\ngo to [front v] layer\nshow\nrepeat (35)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (0.1) seconds\nrepeat (35)\n change y by (((-500) - (y position)) / (5))\n change [ghost v] effect by (4)\nend\nhide\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (25)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Reset Button\n\nwhen flag clicked\ngo to x: (205) y: (150)\nset size to (70) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (3))\n else\n change size by (((70) - (size)) / (3))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Reset v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [reset v]\nchange size by (((60) - (size)) * (0.5))\n\n
ARROW KEYS TO MOVE\n___________________________________________\nThis is a platformer of Beethoven! \nLetters at a background are \nall wise saying of Beethoven\n\nI'm sorry it's pretty short?\nI'll add some if you guys want!\n\nMOBILE FRIENDLY!!\n=====================================\n@TimMcCool\n@FunnyAnimatorJimTV\n@sharkyshar\n@04tmoody\n@-BoyMcBoy-\n@TheGreenNinga\n saw this game!!!!
Grimace Platformer || #all #games #art
@Stage\n\nwhen flag clicked\nforever\n change [whirl v] effect by (0)\n change [color v] effect by (0)\nend\n\nwhen flag clicked\nforever\n play sound [Shooting_Stars_\(getmp3 v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@thumbnail2\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <(timer) > [0.1]> then\n show\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nwait () seconds\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (-1)\nend\n\n@Player\n\nwhen flag clicked\nset size to (48) %\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [checkpoint v] to [1]\nReset and begin level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Player: speed x) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set x to (last value)\n set [player: speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set y to (last value)\n if <(Speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick player v]\nMoved by moving platform\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Player: speed x) ) + ([abs v] of (Speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <([abs v] of (Player: speed x) ) < [1]> then\n set [frame v] to [0]\n set [player: speed x v] to [0]\n else\n change [frame v] by (0.25)\n end\nelse\n change [player: speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (.5)\nend\nset [player: speed x v] to ((Player: speed x) * (RESISTANCE))\n\ndefine Reset and begin level\nset [speed y v] to [0]\nset [scene # v] to (CHECKPOINT)\ngo to x: (-170) y: (55)\npoint in direction (90)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick First v)\n broadcast (Tick player v)\n broadcast (Tick - Last v)\n set [player x v] to (x position)\n set [player y v] to (y position)\n set [player direction v] to (direction)\nend\n\nwhen I receive [tick - last v]\nset size to ((50) + ((5) * ([sin v] of ((timer) * (360)) ))) %\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to x: [-235]\n change [checkpoint v] by (1)\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x: [235]\n change [checkpoint v] by (-1)\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\nif <touching (ghost v)?> then\n broadcast (Lose Life v)\nend\nif <touching (jump boost v)?> then\n change [speed y v] by (25)\nend\nif <touching (speed boost v)?> then\n change [player: speed x v] by (1.5)\nend\nif <(y position) < [-160]> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\nFix collision in direction [0]\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nset size to (50) %\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Falling) > [1]> then\n if <(Speed y) > [0]> then\n switch costume to (pico-jump v)\n else\n switch costume to (pico fall v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (4)) ))\nelse\n switch costume to (pico-stand v)\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n switch costume to (pico-death v)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nReset and begin level\n\ndefine Moved by moving platform\nCheck Touching Solid\nif <(Touching) > [0]> then\n Fix collision in direction [0]\nend\n\n
GAME OUT! Jungle Platformer has finally been released. This game took a lot of time and effort so can you smash that love button? Follow Kittygirl--708\nvery much appreciated :D \n-------------------------------------------------------------------------\nP.S: All levels are possible\n\nThank you so much guys! I fell sick some time ago and after recovering I log on and find THIS! Its CrAzY!!!\n\n\n.......................................................................................\nINSTRUCTIONS\n\nArrow keys or WASD Keys to move.\n.......................................................................................\nDO NOT ADVERTISE ON THIS PROJECT\n\nPlease do not show hate on this project, a lot of time was spent\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou still here?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGonna Leave?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWell you might as well follow me now that your here (~ ̄▽ ̄)~\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nUhh...hello again?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "I've finally touched grass"\n\n :D
Adventure-A Platformer #Games
@Stage\n\n@Sprite12\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nhide\ngo to x: (225) y: (72)\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nwait until <(Level) = [7]>\nshow\nrepeat until <(Level) = [8]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n move (10) steps\nend\nwait (0.1) seconds\ndelete this clone\n\nhide\n\nrepeat until <(Level) = [5]>\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [6]>\npoint in direction (90)\ngo to x: (69) y: (16)\nshow\nwait until <(Level) = [7]>\nhide\n\nwait until <(Level) = [5]>\nshow\ngo to x: (25) y: (-128)\npoint in direction (90)\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\nwait until <(Level) = [6]>\nhide\n\n@Sprite5\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nset size to (125) %\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nrepeat (5)\n wait (0.001) seconds\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [12 v]\nset size to (100) %\n\nwhen I receive [11 v]\nset size to (125) %\n\n@Sprite6\n\nwhen I receive [1 v]\nhide\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [ded v]\nif <(Level) = [5]> then\n show\nend\n\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume2 v)\n\nif <(Level) = [6]> then\n show\nend\n\n@Sprite7\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-13) y: (-105)\nwait until <(Level) = [3]>\nhide\n\nchange y by (10)\nshow\nwait until <(Level) = [4]>\n\ngo to x: (66) y: (-101)\nshow\nwait until <(Level) = [7]>\nhide\n\ngo to x: (73) y: (73)\n\nwhen flag clicked\nwait (1) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (-220) y: (138)\nwait until <(Level) = [3]>\nhide\n\nshow\nchange x by (10)\nwait until <(Level) = [4]>\n\nshow\ngo to x: (-220) y: (161)\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.0001) seconds\nhide\nwait until <(Level) = [4]>\ngo to x: (7) y: (29)\nshow\nwait until <(Level) = [5]>\nhide\n\ngo to x: (248) y: (29)\n\nshow\n\nshow\n\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [6]>\ngo to x: (33) y: (42)\nshow\nwait until <(Level) = [7]>\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [a v] to [1]\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nif <(a) = [1]> then\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n broadcast (1 v)\n hide\nend\n\nwhen flag clicked\n\nwhen flag clicked\nwait (0.0001) seconds\nhide\nwait until <(Level) = [5]>\nshow\ngo to x: (-72) y: (67)\n\nwhen I receive [ded v]\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [2]> then\n show\nend\n\nif <(Level) = [3]> then\n show\nend\n\nwait until <(Level) = [6]>\nshow\ngo to x: (-148) y: (100)\n\n@p\n\nwhen flag clicked\nhide\nwait until <(Level) = [1]>\nshow\nswitch costume to (costume1 v)\nwait until <(Level) = [2]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [3]>\nswitch costume to (costume3 v)\nwait until <(Level) = [4]>\nswitch costume to (costume4 v)\nwait until <(Level) = [5]>\nswitch costume to (costume5 v)\nwait until <(Level) = [6]>\nswitch costume to (costume7 v)\nwait until <(Level) = [7]>\nswitch costume to (costume6 v)\nwait until <(Level) = [8]>\nhide\n\n@Sprite1\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [4]>\nshow\ngo to x: (87) y: (27)\nrepeat until <(Level) = [5]>\n repeat (30)\n change y by (10)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (1) seconds\n repeat (15)\n change y by (-20)\n if <(Level) = [5]> then\n hide\n end\n end\n wait (0.5) seconds\nend\nhide\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n set [yvel v] to (jump height)\n end\nend\nif <touching (sprite9 v)?> then\n set [yvel v] to [20]\nend\nif <touching (sprite10 v)?> then\n if <(Level) = [5]> then\n set [xvel v] to [25]\n else\n set [xvel v] to [20]\n end\nend\nif <touching (sprite11 v)?> then\n set [xvel v] to [-25]\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\n\ndelete this clone\n\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\nset size to (125) %\nbroadcast (11 v)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n broadcast (11 v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (sprite1 v)?>> or <<touching (p v)?> or <touching (sprite12 v)?>>> then\n broadcast (Ded v) and wait\n broadcast (11 v)\n set size to (125) %\n end\nend\n\nwhen I receive [respawn v]\nset size to (125) %\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nset size to (125) %\nforever\n if <touching (sprite2 v)?> then\n set size to (100) %\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n go to (sprite7 v)\n wait (2) seconds\n end\n if <touching (sprite7 v)?> then\n go to (sprite8 v)\n wait (2) seconds\n end\nend\n\nchange y by (1)\n\n\n\nset [yvel v] to [20]\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [5]>\nshow\ngo to x: (195) y: (48)\n\nwait until <(Level) = [5]>\nshow\ngo to x: (-125) y: (79)\n\nhide\n\nshow\ngo to x: (-215) y: (68)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [ded v]\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [5]> then\n show\nend\n\nwait until <(Level) = [4]>\nshow\ngo to x: (-212) y: (30)\n\ngo to x: (-212) y: (90)\n\nwait until <(Level) = [3]>\nshow\ngo to x: (199) y: (50)\nwait until <(Level) = [6]>\nshow\ngo to x: (181) y: (30)\n\nwhen flag clicked\nset size to (90) %\nforever\n repeat (20)\n change size by (1)\n wait (0.03) seconds\n end\n repeat (20)\n change size by (-1)\n wait (0.03) seconds\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [0138 v] until done\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (139) y: (-170)\nhide\nwait until <(Level) = [1]>\nswitch costume to (costume1 v)\nrepeat until <(Level) = [2]>\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\nwait until <(Level) = [3]>\nswitch costume to (costume2 v)\nrepeat until <(Level) = [4]>\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [3]> then\n repeat (150)\n change y by (2)\n end\nend\nif <(Level) = [1]> then\n repeat (105)\n change y by (2)\n end\nend\ndelete this clone\n\nrepeat until <touching (_edge_ v)?>\n\nwhen I start as a clone\nforever\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\n
BORING.\nUse the arrow keys WHHYYYY IS DIS SO POPULAR???\nR to restart OMG AHHHH THIS IS ON THE EXPLORE PAGE!!!!!\nShout out too...@cs905953 She is such a good friend!!!!\nLoved by: \n@tonynsc @ChristianKid5 @-Handle-\n@Wumboy @mudlark0000 @americanyoyo\nTop loved!!!! 4/19/18 \n
Divine Skies || A Multiplayer Scrolling Platformer
@Stage\n\nwhen I receive [next world v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Reset_Music v)\n\ndefine Music\nforever\n if <(world) = [1]> then\n switch backdrop to (plains v)\n play sound [Bloody Trapland World 1 The Plains Level Theme.mp3 v] until done\n end\n if <(world) = [2]> then\n switch backdrop to (city v)\n play sound [Betus Blues_S v] until done\n forever\n play sound [Betus Blues_loop v] until done\n end\n end\n if <(world) = [3]> then\n switch backdrop to (clouds v)\n play sound [東方 Touhou Electronic arrange #101- 六花輪翔.mp3 v] until done\n end\n if <(world) = [4]> then\n switch backdrop to (red v)\n play sound [Dr v] until done\n forever\n play sound [Dr2 v] until done\n end\n end\n if <(world) = [5]> then\n switch backdrop to (plains v)\n play sound [Cider Time_S v] until done\n forever\n play sound [Cider Time_loop v] until done\n end\n end\n if <(world) = [6]> then\n switch backdrop to (plains v)\n play sound [VWSW_DigitalEcstasy_FULL_Loop v] until done\n end\n if <(world) = [7]> then\n switch backdrop to (city v)\n play sound [Stage_Underground_DeepAbyss v] until done\n end\n if <(world) = [8]> then\n switch backdrop to (clouds v)\n play sound [霧の湖_S v] until done\n forever\n play sound [霧の湖_loop v] until done\n end\n end\n if <(world) = [9]> then\n switch backdrop to (red v)\n play sound [Stage_ConstructionSite_Chasing v] until done\n end\n if <(world) = [10]> then\n switch backdrop to (plains v)\n play sound [Cider Time_S v] until done\n forever\n play sound [Cider Time_loop v] until done\n end\n end\nend\n\nwhen I receive [load_game v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Reset_Music v)\n\nwhen I receive [reset_music v]\nforever\n set volume to ((Volume:) * (0.5)) %\nend\n\nwhen I receive [reset_music v]\nMusic\n\n@logo\n\nwhen I receive [message3 v]\nset [id v] to [7]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ndelete this clone\n\ndefine logo\nstart sound [02 v]\nset [load v] to [0]\nswitch costume to (sfproject v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nwait until <(load) = [50]>\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nwait until <(load) = [100]>\nset [load v] to [0]\nset [id v] to [0]\n\nwhen flag clicked\nBoot\nbroadcast (Cloud_Read v) and wait\nset [load v] to [5]\nwait (0.1) seconds\nif <(username) = []> then\n set [load v] to [20]\n broadcast (Message2 v)\n set [id v] to [6]\n create clone of (_myself_ v)\nelse\n set [load v] to [0]\n broadcast (Load_title v)\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n set size to (180) %\n switch costume to (loading v)\n go to [front v] layer\n go [backward v] (1) layers\n wait until <(load) = [50]>\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (2) seconds\n set [load v] to [100]\n wait until <(load) = [0]>\n wait until <not <(load) = [0]>>\n wait until <(load) = [0]>\n delete this clone\nelse\n if <(ID) = [2]> then\n wait (1) seconds\n go to x: (-120) y: (-140)\n show\n set size to (90) %\n set [pixelate v] effect to (100)\n set [ghost v] effect to (100)\n switch costume to (scratch logo v)\n go to [front v] layer\n repeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(ID) = [3]> then\n show\n set size to (400) %\n set [ghost v] effect to (100)\n switch costume to (sfproject v)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n reset timer\n wait (1) seconds\n set [load v] to [50]\n wait until <(load) = [100]>\n wait until <(load) = [0]>\n delete this clone\n else\n if <(ID) = [4]> then\n wait (1) seconds\n go to x: (150) y: (-140)\n show\n set size to (90) %\n set [pixelate v] effect to (100)\n set [ghost v] effect to (100)\n switch costume to (noseynose&samirin v)\n go to [front v] layer\n repeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(ID) = [5]> then\n go to x: (-200) y: (20)\n switch costume to (messege3 v)\n set size to (180) %\n go to [front v] layer\n show\n wait until <(load) = [0]>\n delete this clone\n else\n if <(ID) = [6]> then\n go to x: (-180) y: (90)\n switch costume to (messege1 v)\n set size to (180) %\n go to [front v] layer\n show\n wait until <(load) = [0]>\n delete this clone\n else\n if <(ID) = [7]> then\n go to x: (-200) y: (20)\n switch costume to (messege4 v)\n set size to (180) %\n go to [front v] layer\n show\n wait until <(load) = [0]>\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine Boot\nset size to (100) %\nswitch backdrop to (背景1 v)\ngo to x: (0) y: (0)\nhide\nlogo\n\nwhen flag clicked\nset volume to (Volume:) %\n\nwhen I start as a clone\nset volume to (Volume:) %\n\nwhen I receive [message1 v]\nset [id v] to [5]\ncreate clone of (_myself_ v)\n\n@player\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (400)\n change [ghost v] effect by (0.25)\nend\nbroadcast (end2 v)\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset volume to (Volume:) %\nwait (1) seconds\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [number v]) < [2]> then\n start sound [walk v]\n next costume\n else\n switch costume to (walk1 v)\n end\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [number v]) < [2]> then\n start sound [walk v]\n next costume\n else\n switch costume to (walk1 v)\n end\n wait (0.1) seconds\n end\n if <(moving) = [no]> then\n switch costume to (jump v)\n end\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n if <(moving) = [yes]> then\n switch costume to (idle v)\n end\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (0)\nhide\nset rotation style [left-right v]\nset size to (100) %\ngo to [front v] layer\nforever\n if <([costume # v] of [detection v]) = [1]> then\n if <[10] < ((([y position v] of [hitbox v]) + (8)) mod (20))> then\n set y to (([y position v] of [hitbox v]) + ((20) - ((([y position v] of [hitbox v]) + (8)) mod (20))))\n else\n set y to (([y position v] of [hitbox v]) + ((([y position v] of [hitbox v]) + (8)) mod (20)))\n end\n set x to ([x position v] of [hitbox v])\n else\n go to (hitbox v)\n end\nend\n\nwhen I receive [stop v]\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\n\n@hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (-210) y: (-30)\nset [yv v] to [0]\nshow\n\ndefine fix\nrepeat until <not <touching (lvl v)?>>\n change y by (-0.5)\nend\nset [jumping v] to [yes]\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-210) y: (-30)\nset volume to (Volume:) %\n\nwhen I receive [jump v]\nset [yv v] to [12]\nstart sound [Jump v]\nset [moving v] to [no]\n\nwhen flag clicked\nwait until <(load) = [1]>\nwait until <(load) = [100]>\nswitch costume to (hitbox2 v)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-210) y: (-30)\nset [yv v] to [0]\nforever\n change y by (yv)\n if <(yv) > [-10]> then\n change [yv v] by (-0.5)\n else\n set [moving v] to [no]\n end\n if <touching (lvl v)?> then\n set [moving v] to [yes]\n change y by ([abs v] of (yv) )\n change y by (-0.5)\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [jumping v] to [yes]\nforever\n if <key (right arrow v) pressed?> then\n change x by (2.5)\n if <touching (lvl v)?> then\n change x by (-2.5)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-2.5)\n if <touching (lvl v)?> then\n change x by (2.5)\n end\n end\n if <touching (lvl v)?> then\n if <([costume # v] of [detection v]) = [2]> then\n fix\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <<touching (lvl v)?> and <([costume # v] of [detection v]) = [2]>>\n set [jumping v] to [no]\n fix\n wait until <not <<touching (lvl v)?> and <([costume # v] of [detection v]) = [2]>>>\nend\n\nwhen flag clicked\nwait until <(load) = [1]>\nwait until <(load) = [100]>\nset volume to (Volume:) %\nforever\n if <key (up arrow v) pressed?> then\n if <([costume # v] of [detection v]) = [1]> then\n if <(jumping) = [yes]> then\n if <[10] < (((y position) + (8)) mod (20))> then\n set y to ((y position) + ((20) - (((y position) + (8)) mod (20))))\n else\n set y to ((y position) + (((y position) + (8)) mod (20)))\n end\n start sound [Jump v]\n set [yv v] to [8]\n set [moving v] to [no]\n end\n end\n end\n wait until <(yv) < [4]>\nend\n\nwhen I receive [end2 v]\nstop [other scripts in sprite v]\n\n@detection\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (lvl v)?> then\n switch costume to (yes v)\n else\n switch costume to (no v)\n end\nend\n\n@lvl\n\nwhen I receive [render v]\nif <(costume [number v]) = [9]> then\n broadcast (next world v)\n set [world v] to [2]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [16]> then\n broadcast (next world v)\n set [world v] to [3]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [23]> then\n broadcast (next world v)\n set [world v] to [4]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [31]> then\n broadcast (next world v)\n set [world v] to [5]\nend\n\nwhen I receive [begin v]\nswitch costume to ((Read_Out) * (1))\nif <(costume [number v]) < [9]> then\n set [world v] to [1]\nelse\n if <(costume [number v]) < [16]> then\n set [world v] to [2]\n else\n if <(costume [number v]) < [23]> then\n set [world v] to [3]\n else\n if <(costume [number v]) < [30]> then\n set [world v] to [4]\n else\n if <(costume [number v]) < [31]> then\n set [world v] to [5]\n else\n if <(costume [number v]) < [38]> then\n set [world v] to [6]\n else\n if <(costume [number v]) < [45]> then\n set [world v] to [7]\n else\n if <(costume [number v]) < [52]> then\n set [world v] to [8]\n else\n if <(costume [number v]) < [60]> then\n set [world v] to [9]\n else\n set [world v] to [10]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (next world v)\nbroadcast (next stage v)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\n\nwhen I receive [next stage v]\nnext costume\nbroadcast (render v)\nif <((costume [number v]) - (1)) = [29]> then\n set [read_out v] to [30]\n broadcast (Cloud_Save v) and wait\nelse\n if <((costume [number v]) - (1)) = [59]> then\n set [read_out v] to [30]\n broadcast (Cloud_Save v) and wait\n else\n if <not <((costume [number v]) - (1)) = [30]>> then\n if <(length of ((costume [number v]) - (1))) = [1]> then\n set [read_out v] to (join [0] ((costume [number v]) - (1)))\n else\n set [read_out v] to ((costume [number v]) - (1))\n end\n broadcast (Cloud_Save v) and wait\n end\n end\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [30]> then\n broadcast (end v)\n broadcast (next world v)\n set [world v] to [5]\nend\n\nwhen I receive [load_title v]\nset [world v] to [5]\nswitch costume to (end v)\nset size to (2000) %\ngo to x: (0) y: (20)\nshow\nset [ghost v] effect to (0)\nbroadcast (next stage v)\n\nwhen I receive [load_game v]\nbroadcast (begin v)\n\nwhen I receive [render v]\nif <(costume [number v]) = [39]> then\n broadcast (next world v)\n set [world v] to [7]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [46]> then\n broadcast (next world v)\n set [world v] to [8]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [53]> then\n broadcast (next world v)\n set [world v] to [9]\nend\n\nwhen I receive [render v]\nif <(costume [number v]) = [60]> then\n broadcast (end v)\n broadcast (next world v)\n set [world v] to [5]\nend\n\n@bg\n\nwhen flag clicked\nswitch costume to (template v)\nset size to (2000) %\ngo to x: (0) y: (20)\nshow\nset [ghost v] effect to (0)\nforever\n switch costume to ([costume # v] of [lvl v])\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\n\n@tile\n\nwhen flag clicked\nhide\n\nwhen I receive [render v]\npoint in direction (90)\nerase all\nrender\n\nwhen I receive [render v]\npoint in direction (90)\ndelete this clone\n\nwhen I start as a clone\nhide\nwait until <(load) = [100]>\nshow\nset volume to (Volume:) %\nif <(costume [number v]) = [7]> then\n wait until <touching (hitbox_player v)?>\n broadcast (next stage v)\n broadcast (Restart v)\n wait until <not <touching (hitbox_player v)?>>\nelse\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n point in direction (90)\n show\n set size to (100) %\n forever\n turn left (5) degrees\n end\n else\n if <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n if <(bullet_ID) = [0]> then\n set size to (80) %\n forever\n move (10) steps\n end\n else\n set size to (200) %\n wait (1.5) seconds\n if <(bullet_ID) = [1]> then\n forever\n set [bullet_id v] to [0]\n point in direction (0)\n start sound [Attack v]\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n else\n if <(bullet_ID) = [2]> then\n forever\n set [bullet_id v] to [0]\n point in direction (180)\n start sound [Attack v]\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n else\n if <(bullet_ID) = [3]> then\n forever\n set [bullet_id v] to [0]\n repeat (8)\n turn right (45) degrees\n create clone of (_myself_ v)\n end\n start sound [Attack v]\n wait (1.5) seconds\n end\n else\n if <(bullet_ID) = [4]> then\n forever\n set [bullet_id v] to [0]\n point in direction (-90)\n start sound [Attack v]\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n else\n if <(bullet_ID) = [5]> then\n forever\n set [bullet_id v] to [0]\n point towards (hitbox_player v)\n start sound [Attack v]\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n else\n if <(bullet_ID) = [6]> then\n forever\n set [bullet_id v] to [0]\n point in direction (90)\n start sound [Attack v]\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine render\nset [load v] to [0]\ngo to [front v] layer\npoint in direction (90)\nerase all\ngo to x: (-230) y: (-170)\nbroadcast (start v) and wait\nset size to (100) %\nshow\nrepeat (18)\n repeat (24)\n if <<touching (lvl v)?> or <touching (bg v)?>> then\n switch costume to (sertch v)\n if <touching color (#00ff55)?> then\n switch costume to (detection2 v)\n point in direction (90)\n if <<touching (lvl v)?> or <touching (_edge_ v)?>> then\n switch costume to (dirt v)\n Stamp\n else\n switch costume to (grass v)\n Stamp\n end\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (stone v)\n Stamp\n else\n if <touching color (#ffffff)?> then\n switch costume to (cloud v)\n Stamp\n else\n if <touching color (#cccc00)?> then\n switch costume to (gold v)\n Stamp\n else\n if <touching color (#ff00bf)?> then\n switch costume to (black v)\n Stamp\n else\n if <touching color (#00cc44)?> then\n switch costume to (detection2 v)\n point in direction (90)\n if <<touching (bg v)?> or <touching (_edge_ v)?>> then\n switch costume to (dirtbg v)\n Stamp\n else\n switch costume to (grassbg v)\n Stamp\n end\n else\n if <touching color (#666666)?> then\n switch costume to (stonebg v)\n Stamp\n else\n if <touching color (#e5e5e5)?> then\n switch costume to (cloudbg v)\n Stamp\n else\n if <touching color (#999900)?> then\n switch costume to (goldbg v)\n Stamp\n else\n if <touching color (#cc0099)?> then\n switch costume to (blackbg v)\n Stamp\n else\n if <touching color (#ff0000)?> then\n switch costume to (detection v)\n set [i v] to [0]\n repeat until <<<touching (lvl v)?> and <not <touching color (#ff0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n if <(i) = [4]> then\n set [i v] to [0]\n repeat until <<<touching (_edge_ v)?> and <not <touching color (#ff0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n end\n switch costume to (spike v)\n if <(direction) = [90]> then\n point in direction (90)\n end\n if <(direction) = [180]> then\n point in direction (180)\n end\n if <(direction) = [-90]> then\n point in direction (-90)\n end\n if <(direction) = [0]> then\n point in direction (0)\n end\n Stamp\n else\n if <touching color (#ce0000)?> then\n switch costume to (detection v)\n set [i v] to [0]\n repeat until <<<touching (lvl v)?> and <not <touching color (#ce0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n if <(i) = [4]> then\n set [i v] to [0]\n repeat until <<<touching (_edge_ v)?> and <not <touching color (#ce0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n end\n switch costume to (spike_h v)\n if <(direction) = [90]> then\n point in direction (90)\n end\n if <(direction) = [180]> then\n point in direction (180)\n end\n if <(direction) = [-90]> then\n point in direction (-90)\n end\n if <(direction) = [0]> then\n point in direction (0)\n end\n Stamp\n else\n if <touching color (#9a0000)?> then\n switch costume to (detection v)\n set [i v] to [0]\n repeat until <<<touching (lvl v)?> and <not <touching color (#9a0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n if <(i) = [4]> then\n set [i v] to [0]\n repeat until <<<touching (_edge_ v)?> and <not <touching color (#9a0000)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n end\n switch costume to (black spike_h v)\n if <(direction) = [90]> then\n point in direction (90)\n end\n if <(direction) = [180]> then\n point in direction (180)\n end\n if <(direction) = [-90]> then\n point in direction (-90)\n end\n if <(direction) = [0]> then\n point in direction (0)\n end\n Stamp\n else\n if <touching color (#66004c)?> then\n set [i v] to [0]\n switch costume to (detection2 v)\n repeat until <<<touching (lvl v)?> and <not <touching color (#66004c)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n if <(i) = [4]> then\n set [i v] to [0]\n repeat until <<<touching (_edge_ v)?> and <not <touching color (#66004c)?>>> or <(i) = [4]>>\n change [i v] by (1)\n turn right (90) degrees\n end\n end\n switch costume to (black spike v)\n if <(direction) = [90]> then\n point in direction (90)\n end\n if <(direction) = [180]> then\n point in direction (180)\n end\n if <(direction) = [-90]> then\n point in direction (-90)\n end\n if <(direction) = [0]> then\n point in direction (0)\n end\n Stamp\n else\n if <touching color (#006622)?> then\n switch costume to (bush v)\n Stamp\n else\n if <touching color (#660000)?> then\n switch costume to (sign v)\n Stamp\n else\n if <touching color (#ffff00)?> then\n switch costume to (win v)\n hide\n create clone of (_myself_ v)\n show\n else\n if <touching color (#7f00ff)?> then\n switch costume to (spinner v)\n hide\n create clone of (_myself_ v)\n show\n if <<(world) = [1]> or <(world) = [6]>> then\n switch costume to (dirtbg v)\n Stamp\n else\n if <<(world) = [3]> or <(world) = [8]>> then\n switch costume to (goldbg v)\n Stamp\n else\n if <<(world) = [4]> or <(world) = [9]>> then\n switch costume to (blackbg v)\n Stamp\n else\n switch costume to (stonebg v)\n Stamp\n end\n end\n end\n else\n if <touching color (#00cccc)?> then\n switch costume to (spinner_h v)\n hide\n create clone of (_myself_ v)\n show\n if <<(world) = [1]> or <(world) = [6]>> then\n switch costume to (dirtbg v)\n Stamp\n else\n if <<(world) = [3]> or <(world) = [8]>> then\n switch costume to (goldbg v)\n Stamp\n else\n if <<(world) = [4]> or <(world) = [9]>> then\n switch costume to (blackbg v)\n Stamp\n else\n switch costume to (stonebg v)\n Stamp\n end\n end\n end\n else\n if <<touching color (#083300)?> or <<touching color (#106700)?> or <<touching color (#1c9900)?> or <<touching color (#ffe600)?> or <<touching color (#827700)?> or <touching color (#00fbff)?>>>>>> then\n switch costume to (bullet_1 v)\n hide\n if <touching color (#083300)?> then\n set [bullet_id v] to [1]\n end\n if <touching color (#106700)?> then\n set [bullet_id v] to [2]\n end\n if <touching color (#1c9900)?> then\n set [bullet_id v] to [3]\n end\n if <touching color (#827700)?> then\n set [bullet_id v] to [4]\n end\n if <touching color (#ffe600)?> then\n set [bullet_id v] to [5]\n end\n if <touching color (#00fbff)?> then\n set [bullet_id v] to [6]\n end\n create clone of (_myself_ v)\n show\n if <(world) = [6]> then\n switch costume to (dirtbg v)\n Stamp\n else\n if <(world) = [8]> then\n switch costume to (goldbg v)\n Stamp\n else\n if <(world) = [9]> then\n switch costume to (blackbg v)\n Stamp\n else\n switch costume to (stonebg v)\n Stamp\n end\n end\n end\n else\n if <touching color (#003fff)?> then\n switch costume to (spring v)\n hide\n create clone of (_myself_ v)\n show\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 point in direction (90)\n change x by (20)\n end\n set x to (-230)\n change y by (20)\nend\nbroadcast (stop v)\nset [load v] to [100]\nhide\n\ndefine Stamp\nstamp\nswitch costume to (sertch v)\n\nwhen I start as a clone\nwait until <(load) = [100]>\nif <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n if <(bullet_ID) = [0]> then\n wait (0.1) seconds\n wait until <<touching (lvl v)?> or <touching (_edge_ v)?>>\n start sound [disappear v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <(load) = [100]>\nif <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n forever\n switch costume to (bullet_2 v)\n wait (0.01) seconds\n switch costume to (bullet_1 v)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nwait until <(load) = [100]>\nif <<(costume [number v]) = [25]> or <(costume [number v]) = [26]>> then\n forever\n wait until <touching (hitbox_player v)?>\n broadcast (Restart v)\n end\nend\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n if <<<(world) = [1]> or <(world) = [5]>> or <(world) = [6]>> then\n wait (pick random (3) to (6)) seconds\n go to x: (316) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n if <<(world) = [2]> or <(world) = [7]>> then\n wait (pick random (0.2) to (0.5)) seconds\n go to x: (316) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n if <<(world) = [3]> or <(world) = [8]>> then\n wait (pick random (0.2) to (0.5)) seconds\n go to x: (316) y: (pick random (-180) to (-100))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n if <<(world) = [4]> or <(world) = [9]>> then\n wait (pick random (0.2) to (0.5)) seconds\n go to x: (316) y: (pick random (180) to (60))\n switch costume to (pick random (3) to (4))\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [stop v]\nif <<(world) = [1]> or <<(world) = [5]> or <(world) = [6]>>> then\n repeat (10)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\nend\nif <<(world) = [2]> or <(world) = [7]>> then\n repeat (20)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\nend\nif <<(world) = [3]> or <(world) = [8]>> then\n repeat (20)\n go to x: (pick random (240) to (-240)) y: (pick random (-180) to (-100))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\nend\nif <<(world) = [4]> or <(world) = [9]>> then\n repeat (20)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (3) to (4))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n if <touching (cloud thing v)?> then\n delete this clone\n end\n if <(clouds) = [no]> then\n delete this clone\n end\n if <<(world) = [4]> or <(world) = [9]>> then\n if <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>> then\n delete this clone\n end\n end\n if <(costume [number v]) = [1]> then\n if <<<(world) = [1]> or <(world) = [3]>> or <<(world) = [6]> or <(world) = [8]>>> then\n set size to (300) %\n set [ghost v] effect to (50)\n move (-0.5) steps\n end\n if <<<(world) = [2]> or <(world) = [3]>> or <<(world) = [7]> or <(world) = [8]>>> then\n set size to (300) %\n set [ghost v] effect to (50)\n move (-4) steps\n end\n if <(world) = [5]> then\n set size to (300) %\n set [ghost v] effect to (50)\n move (-0.5) steps\n end\n end\n if <(costume [number v]) = [2]> then\n if <<(world) = [1]> or <(world) = [6]>> then\n set size to (200) %\n set [ghost v] effect to (75)\n move (-0.25) steps\n end\n if <<<(world) = [2]> or <(world) = [3]>> or <<(world) = [7]> or <(world) = [8]>>> then\n set size to (200) %\n set [ghost v] effect to (50)\n move (-2) steps\n end\n if <<(world) = [5]> or <(world) = [10]>> then\n set size to (200) %\n set [ghost v] effect to (75)\n move (-0.25) steps\n end\n end\n if <<(world) = [4]> or <(world) = [9]>> then\n if <(costume [number v]) = [3]> then\n set size to (300) %\n set [ghost v] effect to (50)\n move (-4) steps\n end\n if <(costume [number v]) = [4]> then\n set size to (200) %\n set [ghost v] effect to (50)\n move (-2) steps\n end\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [stop v]\ndelete this clone\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I receive [next world v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(clouds) = [no]> then\n wait until <(clouds) = [yes]>\n repeat (10)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n else\n wait until <(clouds) = [no]>\n repeat (10)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [load_title v]\nrepeat (10)\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (60))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\n@lvlhole\n\nwhen flag clicked\nset size to (2000) %\ngo to x: (0) y: (-18)\nshow\nset [ghost v] effect to (100)\n\n@cloud thing\n\nwhen flag clicked\ngo to x: (-20) y: (0)\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\n\n@title\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [load_title v]\ngo to x: (-85) y: (120)\ngo to [front v] layer\nshow\nset size to (500) %\ndelete this clone\n\n@Button\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [load_title v]\nwait until <(load) = [100]>\nset [load v] to [0]\nif <not <(ID) = [0]>> then\n delete this clone\nend\nset [id v] to [0]\nif <(ID) = [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [14]\n create clone of (_myself_ v)\n set [id v] to [0]\n set [id v] to [0]\nend\n\nwhen I start as a clone\nset volume to (Volume:) %\nif <(ID) = [1]> then\n switch costume to (start v)\n set size to (300) %\n go to x: (0) y: (20)\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (start2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (start v)\n set size to (300) %\n end\n end\nelse\n if <(ID) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to (100)\n show\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n if <(Read_Out) = [00]> then\n set [read_out v] to [01]\n end\n if <(Read_Out) = [30]> then\n set [read_out v] to [31]\n end\n broadcast (begin v)\n delete this clone\n else\n if <(ID) = [3]> then\n go to [front v] layer\n set size to (300) %\n go to x: (0) y: (-35)\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (options2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (options v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [4]> then\n go to x: (0) y: (-130)\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (back2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (back v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [5]> then\n show\n go to x: (0) y: (-25)\n go to [front v] layer\n if <(clouds) = [yes]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n set size to (300) %\n forever\n if <(costume [number v]) = [8]> then\n set [clouds v] to [yes]\n else\n set [clouds v] to [no]\n end\n end\n else\n if <(ID) = [6]> then\n go to x: (-60) y: (-95)\n set size to (300) %\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (y2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (y1 v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [7]> then\n go to x: (60) y: (-95)\n set size to (300) %\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (n2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (n1 v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [8]> then\n show\n set size to (150) %\n switch costume to (volume_board v)\n go to x: (-75) y: (20)\n else\n if <(ID) = [9]> then\n show\n set size to (225) %\n switch costume to (volume_slider1 v)\n go to x: ((1.5) * ((Volume:) - (50))) y: (26)\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (volume_slider2 v)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n if <[75] < (mouse x)> then\n go to x: (75) y: (26)\n else\n if <(mouse x) < [-75]> then\n go to x: (-75) y: (26)\n else\n go to x: (mouse x) y: (26)\n end\n end\n set [volume: v] to (((x position) / (1.5)) + (50))\n end\n set [volume: v] to (((x position) / (1.5)) + (50))\n end\n else\n switch costume to (volume_slider1 v)\n end\n end\n else\n if <(ID) = [10]> then\n go to x: (0) y: (-95)\n set size to (300) %\n show\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (ok2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (ok v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [11]> then\n go to [front v] layer\n set size to (300) %\n go to x: (0) y: (-95)\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (reset2 v)\n set size to (350) %\n start sound [Jump v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (reset1 v)\n set size to (300) %\n end\n end\n else\n if <(ID) = [12]> then\n show\n set size to (150) %\n switch costume to (board v)\n go to x: (0) y: (10)\n else\n if <(ID) = [13]> then\n go to x: (0) y: (-60)\n set size to (300) %\n show\n go to [front v] layer\n if <<(difficulty) = [0]> or <(difficulty) = [2]>> then\n switch costume to (nomal v)\n else\n switch costume to (hard v)\n end\n else\n if <(ID) = [14]> then\n if <(difficulty) = [1]> then\n switch costume to (title2 v)\n set size to (300) %\n go to x: (120) y: (50)\n show\n go to [front v] layer\n else\n delete this clone\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 this sprite clicked\nif <(ID) = [1]> then\n set [load v] to [1]\n broadcast (Main_Button v)\nelse\n if <(ID) = [3]> then\n set [load v] to [3]\n broadcast (Main_Button v)\n else\n if <(ID) = [4]> then\n if <[1] < (difficulty)> then\n if <<(Read_Out) = [0]> or <(Read_Out) = [30]>> then\n change [difficulty v] by (-2)\n if <(difficulty) = [0]> then\n set [read_out v] to [00]\n else\n set [read_out v] to [30]\n end\n set [load v] to [4]\n broadcast (Main_Button v)\n else\n set [load v] to [12]\n broadcast (Main_Button v)\n end\n else\n set [load v] to [4]\n broadcast (Main_Button v)\n end\n else\n if <(ID) = [5]> then\n start sound [Jump v]\n if <(costume [number v]) = [8]> then\n switch costume to (off v)\n else\n switch costume to (on v)\n end\n else\n if <(ID) = [6]> then\n if <(load) = [11]> then\n set [load v] to [0]\n wait (0) seconds\n set [load v] to [6]\n broadcast (Main_Button v)\n else\n change [difficulty v] by (-2)\n if <<(difficulty) = [0]> or <(difficulty) = [2]>> then\n set [read_out v] to [00]\n else\n set [read_out v] to [30]\n end\n set [load v] to [0]\n wait (0) seconds\n set [load v] to [4]\n broadcast (Main_Button v)\n end\n else\n if <(ID) = [7]> then\n if <(load) = [11]> then\n set [load v] to [0]\n wait (0) seconds\n set [load v] to [7]\n broadcast (Main_Button v)\n else\n set [load v] to [0]\n wait (0) seconds\n set [load v] to [7]\n broadcast (Main_Button v)\n end\n else\n if <(ID) = [10]> then\n set [load v] to [10]\n broadcast (Main_Button v)\n else\n if <(ID) = [11]> then\n set [load v] to [11]\n broadcast (Main_Button v)\n else\n if <(ID) = [13]> then\n start sound [Jump v]\n if <<(difficulty) = [0]> or <(difficulty) = [2]>> then\n set [difficulty v] to [3]\n switch costume to (hard v)\n else\n set [difficulty v] to [2]\n switch costume to (nomal v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [main_button v]\nif <(load) = [1]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [0]\n end\nelse\n if <(load) = [3]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [8]\n create clone of (_myself_ v)\n set [id v] to [9]\n create clone of (_myself_ v)\n set [id v] to [11]\n create clone of (_myself_ v)\n set [id v] to [13]\n create clone of (_myself_ v)\n set [id v] to [0]\n end\n else\n if <(load) = [4]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [14]\n create clone of (_myself_ v)\n set [id v] to [0]\n end\n else\n if <(load) = [6]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [8]\n create clone of (_myself_ v)\n set [id v] to [9]\n create clone of (_myself_ v)\n set [id v] to [11]\n create clone of (_myself_ v)\n set [id v] to [13]\n create clone of (_myself_ v)\n if <(difficulty) = [0]> then\n set [read_out v] to [00]\n else\n set [read_out v] to [30]\n end\n set [id v] to [0]\n end\n else\n if <(load) = [7]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [4]\n create clone of (_myself_ v)\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [8]\n create clone of (_myself_ v)\n set [id v] to [9]\n create clone of (_myself_ v)\n set [id v] to [11]\n create clone of (_myself_ v)\n set [id v] to [13]\n create clone of (_myself_ v)\n set [id v] to [0]\n end\n else\n if <(load) = [10]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n broadcast (Load_title v)\n end\n else\n if <(load) = [11]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [6]\n create clone of (_myself_ v)\n set [id v] to [7]\n create clone of (_myself_ v)\n set [id v] to [12]\n create clone of (_myself_ v)\n set [id v] to [0]\n broadcast (Message1 v)\n end\n else\n if <(load) = [12]> then\n if <not <(ID) = [0]>> then\n delete this clone\n end\n if <(ID) = [0]> then\n set [id v] to [6]\n create clone of (_myself_ v)\n set [id v] to [7]\n create clone of (_myself_ v)\n set [id v] to [12]\n create clone of (_myself_ v)\n set [id v] to [0]\n broadcast (Message3 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set volume to (Volume:) %\nend\n\nwhen I receive [message2 v]\nif <not <(ID) = [0]>> then\n delete this clone\nend\nset [id v] to [0]\nif <(ID) = [0]> then\n set [id v] to [10]\n create clone of (_myself_ v)\n set [id v] to [0]\nend\n\n@text\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [end2 v]\nswitch costume to (congrats v)\nset [ghost v] effect to (100)\nshow\nset size to (200) %\ngo to x: (-54) y: (29)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [end2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (text v)\nset [ghost v] effect to (100)\nshow\nset size to (300) %\ngo to x: (73) y: (-39)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (-5) y: (-2)\nset size to (800) %\nset [ghost v] effect to (100)\n\nwhen I receive [stop v]\ngo to [front v] layer\n\n@Hitbox_Player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nset rotation style [left-right v]\nset size to (100) %\nforever\n go to (player v)\nend\n\nwhen I receive [end2 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait until <<touching color (#131111)?> or <<touching color (#cccccc)?> or <touching (lvlhole v)?>>>\n broadcast (Restart v)\n wait until <<touching color (#131111)?> or <<touching color (#cccccc)?> or <touching (lvlhole v)?>>>\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#003fff)?>\n broadcast (jump v)\n wait until <not <touching color (#003fff)?>>\nend\n\n@Cloud_Save\n\ndelete all of [backup v]\ninsert (☁ 0) at (last) of [backup v] \ninsert (☁ 1) at (last) of [backup v] \ninsert (☁ 2) at (last) of [backup v] \ninsert (☁ 3) at (last) of [backup v] \ninsert (☁ 4) at (last) of [backup v] \ninsert (☁ 5) at (last) of [backup v] \ninsert (☁ 6) at (last) of [backup v] \ninsert (☁ 7) at (last) of [backup v] \ninsert (☁ 8) at (last) of [backup v] \ninsert (☁ 9) at (last) of [backup v] \n\nset [☁ 0 v] to (item (1) of [backup v])\nset [☁ 1 v] to (item (2) of [backup v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 2 v] to (item (3) of [backup v])\nset [☁ 3 v] to (item (4) of [backup v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 4 v] to (item (5) of [backup v])\nset [☁ 5 v] to (item (6) of [backup v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 6 v] to (item (7) of [backup v])\nset [☁ 7 v] to (item (8) of [backup v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 8 v] to (item (9) of [backup v])\nset [☁ 9 v] to (item (10) of [backup v])\n\ndelete all of [処理 v]\nadd [1] to [処理 v]\nadd [] to [処理 v]\nswitch costume to (letter (1) of (username))\nif <(length of (current [month v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [month v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [month v]))\nend\nif <(length of (current [date v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [date v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [date v]))\nend\nif <(length of (current [dayofweek v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [dayofweek v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [dayofweek v]))\nend\nif <(length of (current [hour v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [hour v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [hour v]))\nend\nif <(length of (current [minute v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [minute v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [minute v]))\nend\nif <(length of (current [second v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [second v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [second v]))\nend\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nswitch costume to (letter ((length of (username)) / (2)) of (username))\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nswitch costume to (letter (length of (username)) of (username))\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nadd (join (join (☁ 0) (join (☁ 1) (join (☁ 2) (join (☁ 3) (join (☁ 4) (☁ 5)))))) (☁ 6)) to [処理 v]\nadd (join (☁ 7) (join (☁ 8) (☁ 9))) to [処理 v]\nif <not <((length of (item (3) of [処理 v])) / (3)) = (length of (item (4) of [処理 v]))>> then\n set [read_out v] to [00]\n delete all of [処理 v]\n broadcast (Cloud_Error v)\n start sound [02 v]\n stop [this script v]\nend\nreplace item (1) of [処理 v] with [1]\nrepeat (296)\n if <(item (2) of [処理 v]) = (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v])))))))> then\n add ((((item (1) of [処理 v]) - (1)) / (6)) + (1)) to [処理 v]\n end\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nif <(Read_Out) = [Read]> then\n if <(length of [処理 v]) = [4]> then\n set [read_out v] to [00]\n else\n set [read_out v] to (join (letter (((item (5) of [処理 v]) * (2)) - (1)) of (item (4) of [処理 v])) (letter ((item (5) of [処理 v]) * (2)) of (item (4) of [処理 v])))\n end\nend\nif <(length of [処理 v]) = [4]> then\n add (((length of (item (4) of [処理 v])) / (2)) + (1)) to [処理 v]\nend\nadd (item (2) of [処理 v]) to [処理 v]\nreplace item (1) of [処理 v] with [1]\nrepeat ((item (5) of [処理 v]) - ((1) + <<(length of (item (3) of [処理 v])) = [1788]> and <(item (5) of [処理 v]) = (((length of (item (4) of [処理 v])) / (2)) + (1))>>))\n replace item (6) of [処理 v] with (join (item (6) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v]))))))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nreplace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nrepeat ((298) - (((item (1) of [処理 v]) - (1)) / (6)))\n replace item (6) of [処理 v] with (join (item (6) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v]))))))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nadd (current [year v]) to [処理 v]\nreplace item (7) of [処理 v] with (join (item (7) of [処理 v]) (Read_Out))\nreplace item (1) of [処理 v] with [1]\nrepeat ((item (5) of [処理 v]) - ((1) + <<(length of (item (3) of [処理 v])) = [1788]> and <(item (5) of [処理 v]) = (((length of (item (4) of [処理 v])) / (2)) + (1))>>))\n replace item (7) of [処理 v] with (join (item (7) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (4) of [処理 v])) (letter ((item (1) of [処理 v]) + (1)) of (item (4) of [処理 v]))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nend\nreplace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nrepeat ((298) - (((item (1) of [処理 v]) - (1)) / (2)))\n replace item (7) of [処理 v] with (join (item (7) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (4) of [処理 v])) (letter ((item (1) of [処理 v]) + (1)) of (item (4) of [処理 v]))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nend\nreplace item (1) of [処理 v] with [1]\nrepeat (7)\n add [] to [処理 v]\n repeat (256)\n replace item (length of [処理 v]) of [処理 v] with (join (item (length of [処理 v]) of [処理 v]) (letter (item (1) of [処理 v]) of (item (6) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\n end\nend\nreplace item (1) of [処理 v] with [1]\nrepeat (3)\n add [] to [処理 v]\n repeat (256)\n replace item (length of [処理 v]) of [処理 v] with (join (item (length of [処理 v]) of [処理 v]) (letter (item (1) of [処理 v]) of (item (7) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\n end\nend\nset [☁ 0 v] to (item (8) of [処理 v])\nset [☁ 1 v] to (item (9) of [処理 v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 2 v] to (item (10) of [処理 v])\nset [☁ 3 v] to (item (11) of [処理 v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 4 v] to (item (12) of [処理 v])\nset [☁ 5 v] to (item (13) of [処理 v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 6 v] to (item (14) of [処理 v])\nset [☁ 7 v] to (item (15) of [処理 v])\nrepeat (4)\n wait () seconds\nend\nset [☁ 8 v] to (item (16) of [処理 v])\nset [☁ 9 v] to (item (17) of [処理 v])\ndelete all of [処理 v]\nswitch costume to (samirin's cloud v)\n\ndefine 処理時刻確認\nswitch costume to (0 v)\nrepeat until <(costume [number v]) = [65]>\n stop [other scripts in sprite v]\n if <<(join (letter (1) of (☁ 0)) (letter (2) of (☁ 0))) = (current [month v])> and <(join (letter (3) of (☁ 0)) (letter (4) of (☁ 0))) = (current [date v])>> then\n if <((((current [hour v]) * (3600)) + ((current [minute v]) * (60))) + (current [second v])) > (((((join (letter (7) of (☁ 0)) (letter (8) of (☁ 0))) * (3600)) + ((join (letter (9) of (☁ 0)) (letter (10) of (☁ 0))) * (60))) + (join (letter (11) of (☁ 0)) (letter (12) of (☁ 0)))) + (3))> then\n 処理\n if <not <(Read_Out) = [Er]>> then\n set [☁ 0 v] to (item (8) of [処理 v])\n set [☁ 1 v] to (item (9) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 2 v] to (item (10) of [処理 v])\n set [☁ 7 v] to (item (15) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 3 v] to (item (11) of [処理 v])\n set [☁ 4 v] to (item (12) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 5 v] to (item (13) of [処理 v])\n set [☁ 6 v] to (item (14) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 8 v] to (item (16) of [処理 v])\n set [☁ 9 v] to (item (17) of [処理 v])\n delete all of [処理 v]\n switch costume to (samirin's cloud v)\n end\n end\n else\n if <((((current [hour v]) * (3600)) + ((current [minute v]) * (60))) + (current [second v])) > (((((join (letter (7) of (☁ 0)) (letter (8) of (☁ 0))) * (3600)) + ((join (letter (9) of (☁ 0)) (letter (10) of (☁ 0))) * (60))) + (join (letter (11) of (☁ 0)) (letter (12) of (☁ 0)))) - (86397))> then\n 処理\n if <not <(Read_Out) = [Er]>> then\n set [☁ 0 v] to (item (8) of [処理 v])\n set [☁ 1 v] to (item (9) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 2 v] to (item (10) of [処理 v])\n set [☁ 7 v] to (item (15) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 3 v] to (item (11) of [処理 v])\n set [☁ 4 v] to (item (12) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 5 v] to (item (13) of [処理 v])\n set [☁ 6 v] to (item (14) of [処理 v])\n repeat (4)\n wait () seconds\n end\n set [☁ 8 v] to (item (16) of [処理 v])\n set [☁ 9 v] to (item (17) of [処理 v])\n delete all of [処理 v]\n switch costume to (samirin's cloud v)\n end\n end\n end\n if <not <(costume [number v]) = [65]>> then\n wait (1) seconds\n end\nend\n\nstop [other scripts in sprite v]\n\ndefine Read_Only\n処理\ndelete all of [処理 v]\nswitch costume to (samirin's cloud v)\n\nwhen I receive [cloud_read v]\nif <not <(username) = []>> then\n set [read_out v] to [Read]\n Read_Only\n if <(Read_Out) < [29]> then\n set [difficulty v] to [0]\n else\n set [difficulty v] to [1]\n end\nend\n\nwhen I receive [cloud_read v]\nwait (0.1) seconds\n\ndefine セーブデータ .読み込み .更新\n処理時刻確認\n\ndefine 処理\ndelete all of [処理 v]\nadd [1] to [処理 v]\nadd [] to [処理 v]\nswitch costume to (letter (1) of (username))\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nswitch costume to (letter ((length of (username)) / (2)) of (username))\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nswitch costume to (letter (length of (username)) of (username))\nif <(length of (costume [number v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (costume [number v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (costume [number v]))\nend\nadd (join (join (☁ 0) (join (☁ 1) (join (☁ 2) (join (☁ 3) (join (☁ 4) (☁ 5)))))) (☁ 6)) to [処理 v]\nadd (join (☁ 7) (join (☁ 8) (☁ 9))) to [処理 v]\nadd [] to [処理 v]\nreplace item (1) of [処理 v] with [13]\nrepeat ((length of (item (3) of [処理 v])) - (12))\n replace item (5) of [処理 v] with (join (item (5) of [処理 v]) (letter (item (1) of [処理 v]) of (item (3) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\nend\nreplace item (3) of [処理 v] with (item (5) of [処理 v])\ndelete (5) of [処理 v]\nadd [] to [処理 v]\nreplace item (1) of [処理 v] with [5]\nrepeat ((length of (item (4) of [処理 v])) - (4))\n replace item (5) of [処理 v] with (join (item (5) of [処理 v]) (letter (item (1) of [処理 v]) of (item (4) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\nend\nreplace item (4) of [処理 v] with (item (5) of [処理 v])\ndelete (5) of [処理 v]\nif <not <((length of (item (3) of [処理 v])) / (3)) = (length of (item (4) of [処理 v]))>> then\n set [read_out v] to []\n delete all of [処理 v]\n broadcast (Cloud_Error v)\n start sound [02 v]\n stop [this script v]\nend\nreplace item (1) of [処理 v] with [1]\nrepeat (296)\n if <(item (2) of [処理 v]) = (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v])))))))> then\n add ((((item (1) of [処理 v]) - (1)) / (6)) + (1)) to [処理 v]\n end\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nif <(Read_Out) = [Read]> then\n if <(length of [処理 v]) = [4]> then\n set [read_out v] to [00]\n else\n set [read_out v] to (join (letter (((item (5) of [処理 v]) * (2)) - (1)) of (item (4) of [処理 v])) (letter ((item (5) of [処理 v]) * (2)) of (item (4) of [処理 v])))\n end\nend\nif <(length of [処理 v]) = [4]> then\n add (((length of (item (4) of [処理 v])) / (2)) + (1)) to [処理 v]\nend\nadd (item (2) of [処理 v]) to [処理 v]\nreplace item (1) of [処理 v] with [1]\nrepeat ((item (5) of [処理 v]) - ((1) + <<(length of (item (3) of [処理 v])) = [1788]> and <(item (5) of [処理 v]) = (((length of (item (4) of [処理 v])) / (2)) + (1))>>))\n replace item (6) of [処理 v] with (join (item (6) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v]))))))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nreplace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nrepeat ((298) - (((item (1) of [処理 v]) - (1)) / (6)))\n replace item (6) of [処理 v] with (join (item (6) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (1)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (2)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (3)) of (item (3) of [処理 v])) (join (letter ((item (1) of [処理 v]) + (4)) of (item (3) of [処理 v])) (letter ((item (1) of [処理 v]) + (5)) of (item (3) of [処理 v]))))))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (6))\nend\nreplace item (2) of [処理 v] with []\nif <(length of (current [month v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [month v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [month v]))\nend\nif <(length of (current [date v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [date v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [date v]))\nend\nif <(length of (current [dayofweek v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [dayofweek v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [dayofweek v]))\nend\nif <(length of (current [hour v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [hour v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [hour v]))\nend\nif <(length of (current [minute v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [minute v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [minute v]))\nend\nif <(length of (current [second v])) = [1]> then\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (join [0] (current [second v])))\nelse\n replace item (2) of [処理 v] with (join (item (2) of [処理 v]) (current [second v]))\nend\nreplace item (6) of [処理 v] with (join (item (2) of [処理 v]) (item (6) of [処理 v]))\nadd (Read_Out) to [処理 v]\nreplace item (1) of [処理 v] with [1]\nrepeat ((item (5) of [処理 v]) - ((1) + <<(length of (item (3) of [処理 v])) = [1788]> and <(item (5) of [処理 v]) = (((length of (item (4) of [処理 v])) / (2)) + (1))>>))\n replace item (7) of [処理 v] with (join (item (7) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (4) of [処理 v])) (letter ((item (1) of [処理 v]) + (1)) of (item (4) of [処理 v]))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nend\nreplace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nrepeat ((298) - (((item (1) of [処理 v]) - (1)) / (2)))\n replace item (7) of [処理 v] with (join (item (7) of [処理 v]) (join (letter (item (1) of [処理 v]) of (item (4) of [処理 v])) (letter ((item (1) of [処理 v]) + (1)) of (item (4) of [処理 v]))))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (2))\nend\nreplace item (7) of [処理 v] with (join (current [year v]) (item (7) of [処理 v]))\nreplace item (1) of [処理 v] with [1]\nrepeat (7)\n add [] to [処理 v]\n repeat (256)\n replace item (length of [処理 v]) of [処理 v] with (join (item (length of [処理 v]) of [処理 v]) (letter (item (1) of [処理 v]) of (item (6) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\n end\nend\nreplace item (1) of [処理 v] with [1]\nrepeat (3)\n add [] to [処理 v]\n repeat (256)\n replace item (length of [処理 v]) of [処理 v] with (join (item (length of [処理 v]) of [処理 v]) (letter (item (1) of [処理 v]) of (item (7) of [処理 v])))\n replace item (1) of [処理 v] with ((item (1) of [処理 v]) + (1))\n end\nend\n\nwhen I receive [cloud_save v]\nstop [other scripts in sprite v]\nif <not <(username) = []>> then\n セーブデータ .読み込み .更新\nend\n\nwhen I receive [cloud_error v]\nset [☁ 0 v] to []\nset [☁ 1 v] to []\nrepeat (4)\n wait () seconds\nend\nset [☁ 2 v] to []\nset [☁ 3 v] to []\nrepeat (4)\n wait () seconds\nend\nset [☁ 4 v] to []\nset [☁ 5 v] to []\nrepeat (4)\n wait () seconds\nend\nset [☁ 6 v] to []\nset [☁ 7 v] to []\nrepeat (4)\n wait () seconds\nend\nset [☁ 8 v] to []\nset [☁ 9 v] to []\n\n
★★★★★ Click and Jump ★★★★★\n\n ★★★How to play★★★\n- Arrow keys to move !\n- Click the ninja to jump\n- Don't touch Spikes, Slimes and Lava\n- Press space to actack\n\n ★Goals★\n- Up to #20 on #All\n- Up to #8 on Games\n- 9000+ views\n- 1000 + Loves And Favs\n\n ★★★★★★★★★★Credits★★★★★★★★★★★★\n- Thanks to @-InfinityCode- for the sword design and slime design.\n- Thanks to @AKAV_BROTHERS for some codes.\n- The other codes by me ! \n\n ❤️ + ⭐ = Thanks\n\n
Light - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@blank\n\n@プラフォ君\n\ndefine v( ̄Д ̄)v イエイ\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\n\ndefine 横へいこうね\nrepeat until <not <touching (地面 v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine 縦型授業すたとんとん\nrepeat until <not <touching (地面 v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [開始 v]\nset rotation style [left-right v]\n初期化\nswitch costume to (スキン)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n v( ̄Д ̄)v イエイ\n if <touching (地面 v)?> then\n change y by (-5)\n 横へいこうね\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [壁 v]\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 縦型授業すたとんとん\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [ジャンプ v]\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (-100)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-179]> then\n go to x: (-200) y: (-100)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <([costume # v] of [地面 v]) = [15]>\n if <(x position) > [239]> then\n go to x: (-200) y: (-100)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nshow\nset size to (85) %\ngo to x: (-200) y: (-100)\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\nwhen I receive [開始 v]\nclear graphic effects\nforever\n if <([costume # v] of [プラフォ君表示用の v]) = [7]> then\n change [color v] effect by (2)\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [開始 v]\nforever\n create clone of (_myself_ v)\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [開始 v]\nshow\nforever\n go to x: (46) y: (5)\nend\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [開始 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@次\n\nwhen I receive [level v]\nstart sound [ふっ v]\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@雪\n\nwhen I receive [開始 v]\nhide\nforever\n wait (pick random (0.3) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset [音量管理 v] to [0]\nrepeat until <(音量管理) = [1]>\n set volume to (volume) %\nend\n\nwhen I receive [ホーム画面 v]\nset [volume v] to [100]\nforever\n play sound [TheFatRat JJD Prelude VIP Edit v] until done\nend\n\nwhen I receive [回転はじめ v]\nset [音量管理 v] to [1]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [回転追わり v]\nstop all sounds\n\nwhen flag clicked\nset [12 v] to [0]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (pick random (-250) to (250)) y: (250)\nshow\nrepeat until <(y position) < [-179]>\n change y by (pick random (-5) to (-8))\n change x by (pick random (-2) to (1))\nend\nhide\ndelete this clone\n\n@回転するだけ\n\nwhen flag clicked\nhide\n\nwhen I receive [回転はじめ v]\nshow\nforever\n go to [front v] layer\n turn right (20) degrees\nend\n\nwhen I receive [回転追わり v]\nhide\nstop [other scripts in sprite v]\n\n@サムネイル\n\nwhen flag clicked\nshow\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [サムネの動き v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.5)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\n@ホーム\n\nwhen I receive [開始 v]\nhide\n\nwhen I receive [ホーム画面 v]\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n set [skin v] to (costume [number v])\nend\n\nwhen I receive [skin変更 v]\nnext costume\n\nwhen I receive [qawsed v]\nrepeat (25)\n change [pixelate v] effect by (5)\nend\nswitch costume to (コスチューム2 v)\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [演出 v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nset size to (100) %\nset [jksa v] to [0]\nbroadcast (qawsed v)\nrepeat (25)\n change size by (jksa)\n change [jksa v] by (5)\nend\n\nwhen I receive [qawsed v]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (開始 v)\n\n@イントロバージョン2\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (212)\nshow\nglide (0.1) secs to x: (0) y: (0)\nstart sound [金属ロゴ表示1 v]\nrepeat (12)\n next costume\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (ホーム画面 v)\n\nwhen flag clicked\ngo to x: (0) y: (212)\nwait (0.3) seconds\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@ぷれい4\n\nwhen flag clicked\nset [ok1 v] to [0]\nswitch costume to (コスチューム1 v)\nhide\nrepeat until <(ok1) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (20)\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <<not <([costume # v] of [プラフォ君表示用の v]) = [7]>> or <<([costume # v] of [プラフォ君表示用の v]) = [7]> and <(鍵) = [1]>>> then\n set [ok1 v] to [1]\n switch costume to (コスチューム1 v)\n set volume to (volume) %\n broadcast (回転はじめ v)\n play sound [決定 v] until done\n broadcast (回転追わり v)\n broadcast (演出 v)\n hide\n broadcast (引退 v)\n hide\nend\n\nwhen I receive [ホーム画面 v]\ngo to x: (0) y: (-130)\nshow\nforever\n glide (1.5) secs to x: (0) y: (-120)\n glide (1.5) secs to x: (0) y: (-130)\nend\n\n@スプライト7\n\nwhen I receive [メッセージ1 v]\nif <not <(kaginotikk) = [1]>> then\n hide\n show\n glide (0.5) secs to x: (140) y: (155)\n wait (0.1) seconds\n glide (0.5) secs to x: (140) y: (200)\n hide\n set [kaginotikk v] to [1]\nelse\n hide\nend\n\nwhen flag clicked\nset [kaginotikk v] to [0]\n\n@★♥\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [星b v] to [No]\nforever\n set [星a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nset [ハートb v] to [No]\nforever\n set [ハートa v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ハートb v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\n@プラフォ君表示用の\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset size to (140) %\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen I receive [次に移行 v]\nnext costume\n\nwhen I receive [戻るよ= v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [演出 v]\nhide\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (-60) y: (-50)\nhide\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nstart sound [Water Drop v]\nbroadcast (戻るよ= v)\nchange [スキン v] by (-1)\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (30)\n else\n set size to (90) %\n clear graphic effects\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nset [スキン v] to [1]\nhide\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nstart sound [Water Drop v]\nbroadcast (次に移行 v)\nchange [スキン v] by (1)\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\ngo to x: (60) y: (-50)\nswitch costume to (コスチューム1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (30)\n else\n set size to (90) %\n clear graphic effects\n end\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\nset [鍵 v] to [0]\nforever\n if <(鍵) = [1]> then\n hide\n else\n if <([costume # v] of [プラフォ君表示用の v]) = [7]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [鍵 v] to [1]\nhide\n\n@タボ-\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.00001) seconds\n if <[5] < (Turbo)> then\n stop [all v]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (2)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n hide\n if <([costume # v] of [地面 v]) = [15]> then\n show\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n hide\n if <([costume # v] of [地面 v]) = [11]> then\n go to [back v] layer\n show\n end\nend\n\n
---------------------------------------------------------------------\nUse arrows to move (↑ to jump, ← & →)\n---------------------------------------------------------------------\nTouch the right wall to get to the next level\n--------------------------------------------------------------------
Grow! - Platformer
@Stage\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n set volume to (VOLUME) %\nend\n\nwhen flag clicked\nforever\n play sound [Jim Yosef & Alex Skrindo - Ruby \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) < [12]> or <(LEVEL) > [18]>> then\n switch backdrop to (costume1 v)\n else\n switch backdrop to (costume2 v)\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset variables and position\nforever\n change level and player position\n death and win\n jumping controls\n walking controls\n resistance\n move in steps (([abs v] of (sx) ) + ([abs v] of (sy) ))\nend\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((sx) / (steps))\n check solid\n if <(touching) = [1]> then\n collide x - slope or wall\n end\n set [last value v] to (y position)\n change y by ((sy) / (steps))\n check solid\n if <(touching) = [1]> then\n collide y - ceiling or floor\n end\nend\n\ndefine jumping controls\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(wall slide) > [0]> then\n set [sy v] to (JUMP FORCE)\n set [wall slide v] to [0]\n turn right (180) degrees\n set [sx v] to (((direction) / (90)) * (15))\n end\n if <(falling) < [3]> then\n set [sy v] to (JUMP FORCE)\n end\nend\nif <(wall slide) > [0]> then\n check wall slide\n if <(sy) < [0]> then\n set [sy v] to ((sy) * (0.8))\n end\nend\n\ndefine walking controls\nset [key x v] to (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>)\nif <(KEY X) = [0]> then\n switch costume to (player v)\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [sx v] to ((sx) * (0.98))\n end\n if <([abs v] of (sx) ) < [1]> then\n set [sx v] to [0]\n end\nelse\n change [sx v] by ((KEY X) * (ACCELERATION))\n if <(sy) > [0]> then\n switch costume to (playerup v)\n else\n switch costume to (playerright \(or left\) v)\n end\n point in direction ((KEY X) * (90))\nend\n\ndefine resistance\nset [sx v] to ((sx) * (RESISTANCE))\nchange [sy v] by (GRAVITY)\n\ndefine set variables and position\nset [level v] to [1]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.85]\nset [sy v] to [0]\nset [wall slide v] to [0]\ngo to x: (-200) y: (55)\n\ndefine check solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\ndefine collide x - slope or wall\ncheck wall slide\nchange y by (1)\ncheck solid\nif <(touching) > [0]> then\n change y by (1)\n check solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [sx v] to [0]\n stop [this script v]\n end\n set [sx v] to ((sx) * (0.85))\nend\nset [sx v] to ((sx) * (0.95))\nslip\n\ndefine collide y - ceiling or floor\nset y to (last value)\nif <(sy) > [0]> then\n set [sy v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n slip\nend\nset [sy v] to ((sy) * (0.85))\n\ndefine slip\nchange y by (-2)\nchange x by (1)\ncheck solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [sx v] by (1)\n stop [this script v]\nend\nchange x by (-2)\ncheck solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [sx v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine check wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nset rotation style [left-right v]\ncheck solid\nset [wall slide v] to (touching)\n\ndefine change level and player position\nif <(x position) > [235]> then\n if <not <(LEVEL) = [19]>> then\n change [level v] by (1)\n go to x: (-200) y: (55)\n end\nend\n\ndefine death and win\nif <touching (trampoline v)?> then\n set [sy v] to [17.5]\nend\nif <(y position) < [-179]> then\n go to x: (-200) y: (55)\nelse\n if <touching (spikes - lava v)?> then\n go to x: (-200) y: (55)\n else\n if <touching (saws v)?> then\n go to x: (-200) y: (55)\n else\n if <touching (boss v)?> then\n go to x: (-200) y: (55)\n else\n if <<(LEVEL) = [18]> and <<([ceiling v] of (y position) ) < [-40]> and <([floor v] of (x position) ) > [200]>>> then\n set [win v] to [1]\n else\n set [win v] to [0]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (playertrail v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <(LEVEL) < [19]> then\n set [gametime v] to (timer)\n else\n if <(GAMETIME) < (☁ WR)> then\n set [☁ wr v] to (GAMETIME)\n end\n end\nend\n\nwhen flag clicked\nset [costume v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\n\n@Spikes - Lava\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <(costume [number v]) = [13]>>> then\n go to x: (0) y: (0)\n repeat (14)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Saws\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n go to x: (0) y: (-110)\n point in direction (90)\n repeat (15)\n turn right (24) degrees\n end\n else\n if <(costume [number v]) = [9]> then\n go to x: (-50) y: (-110)\n point in direction (90)\n repeat (15)\n turn right (24) degrees\n end\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\nforever\n wait (3) seconds\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(LEVEL) > [11]> then\n hide\nend\ngo to x: (240) y: (pick random (80) to (130))\nshow\nrepeat (192)\n change x by (-2.5)\n if <(LEVEL) > [11]> then\n hide\n end\nend\ndelete this clone\n\nwhen flag clicked\n\n@Mute\n\nwhen this sprite clicked\nset [volume v] to [0]\n\n@Unmute\n\nwhen this sprite clicked\nset [volume v] to [100]\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite1\n\n@Boss\n\nwhen flag clicked\nforever\n if <(LEVEL) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n repeat (50)\n change y by (1.5)\n end\n repeat (50)\n change y by (-1.5)\n end\nend\n\n@White Effect\n\nwhen flag clicked\nshow variable [☁ wr v]\nshow variable [gametime v]\nswitch costume to (costume1 v)\nforever\n if <(WIN) = [1]> then\n set [x v] to [-200]\n set [y v] to [55]\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set [win v] to [0]\n wait (2) seconds\n set [level v] to [19]\n repeat (25)\n change [ghost v] effect by (4)\n end\n else\n set [ghost v] effect to (100)\n set [x v] to []\n set [y v] to []\n end\nend\n\nwhen [timer v] > (TIME)\nswitch costume to (costume2 v)\nshow\nhide variable [☁ wr v]\nhide variable [gametime v]\n\n@love\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <(title) = [1]>> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (3) to (3)) seconds\n switch costume to (download \(68\) v)\n go to x: (110) y: (-155)\n show\n go to [front v] layer\n start sound [Pop v]\n wait (1) seconds\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n
#1 All Trending- Thanks xDDDDD\n#2 Tutorial Trending too xD\n=========================================\n✦ Thanks for checking out Apaul- A simple platformer where you move around. Wow.\n=========================================\nDIRECTIONS:\n⋆ A/D to move\n⋆ W to jump\n=========================================
超LONG! platformer!! 【ゲーム】
@Stage\n\nwhen I receive [reset v]\nif <(actual level) < [11]> then\n stop [other scripts in sprite v]\n repeat (20)\n change volume by (-5)\n end\n stop all sounds\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [geometry dash v]\nforever\n play sound [Stereo Madness v] until done\nend\n\nwhen I receive [level build v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (mince v)\nend\n\nwhen I receive [egg inc v]\nforever\n play sound [Fresh_Fallen_Snow v] until done\nend\n\nwhen I receive [polyart v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (! v)\nend\n\nwhen I receive [flappy v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (# v)\nend\n\nwhen I receive [mince v]\nforever\n play sound [Minecraft - Piano 3 v] until done\nend\n\nwhen I receive [# v]\nforever\n play sound [If_I_Had_a_Chicken v] until done\nend\n\nwhen I receive [! v]\nforever\n play sound [Obelisks v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [geometry dash v]\ngo to x: (0) y: (0)\n\nwhen I receive [geometry win v]\nset rotation style [all around v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [turn@# v] to [0]\nrepeat until <(x position) > [238]>\n turn right (turn@#) degrees\n change x by (Xv)\n change y by (Yv)\n change [yv v] by (0.4)\n change [xv v] by (0.5)\n change [turn@# v] by (0.2)\nend\nset rotation style [left-right v]\nset pen size to (40)\nset pen color to (#46d1f2)\ngo to x: (241) y: (180)\npen down\ngo to x: (241) y: (-180)\npen up\nrepeat (5)\n wait (pick random (0) to (0.3)) seconds\n lala\n set pen size to (40)\n set pen color to (#46d1f2)\n go to x: (241) y: (180)\n pen down\n go to x: (241) y: (-180)\n pen up\nend\nwait (1) seconds\nbroadcast (reset v)\n\ndefine la\nrepeat (50)\n if <not <touching (_edge_ v)?>> then\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\n end\nend\n\nwhen I receive [reset v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n if <<(x position) > [238]> and <<not <(actual level) = [11]>> and <not <((actual level) mod (2)) = [0]>>>> then\n change [actual level v] by (1)\n broadcast (reset v)\n end\n change [xpos v] by (1)\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) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\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 (ground v)?> or <touching (geometry boxes v)?>> 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 (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> 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)\nend\n\nwhen I receive [geometry dash v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\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) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\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 (ground v)?> or <touching (geometry boxes v)?>> 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 (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> 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 if <touching (geometry spikes v)?> then\n go to x: (0) y: (0)\n broadcast (geometry death v)\n end\n change y by (1)\nend\n\ndefine lala\ngo to x: (241) y: (0)\npoint in direction (pick random (-45) to (-135))\nset pen size to (pick random (10) to (25))\npen down\nset pen (brightness v) to (pick random (70) to (100))\nset [ghost v] effect to (100)\nrepeat until <not <touching (_edge_ v)?>>\n lalala\nend\nrepeat until <touching (_edge_ v)?>\n la\nend\nmove (20) steps\npen up\n\ndefine lalala\nrepeat (30)\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\nend\n\nwhen I receive [egg inc v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\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) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> 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 (10)\n end\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 (egg inc v)?> and <<(y position) > [-120]> and <(y position) < [-100]>>> then\n broadcast (chicken v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [-40]> and <(y position) < [-20]>>> then\n broadcast (egg value v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [28]> and <(y position) < [60]>>> then\n broadcast (+chicken v)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> 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 (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> 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)\nend\n\nwhen I receive [polyart v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\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) * (0.95))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if 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 (10)\n end\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 (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> 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 (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> 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)\nend\n\nbroadcast (egg inc v)\n\nbroadcast (geometry dash v)\n\nbroadcast (polyart v)\n\nbroadcast (flappy v)\n\nwhen I receive [flappy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level build v]\nwait (0.4) seconds\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (start x) y: (start y)\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\nend\nforever\n if <(x position) > [238]> then\n change [current item # v] by (1)\n if <(current item #) < [10]> then\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n else\n broadcast (reset v)\n end\n end\n if <<<key (e v) pressed?> and <(Wood:) > [0]>> and <not <touching (wood v)?>>> then\n change [wood: v] by (-1)\n create clone of (wood v)\n end\n if <touching (water v)?> then\n change [yv v] by (-0.1)\n if <(Yv) < [-4]> then\n set [yv v] to [-4]\n end\n else\n change [yv v] by (-0.5)\n end\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) * (0.95))\n change x by (Xv)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\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 (ground v)?> or <touching (ground/other v)?>> 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 (10)\n end\n if <<touching (ground v)?> or <touching (ground/other v)?>> 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 if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [yv v] to [3]\n end\n change y by (1)\n if <touching (lava v)?> then\n go to x: (start x) y: (start y)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\n end\n end\n go to [front v] layer\nend\n\nset [compressed v] to (item (current item #) of [minecraft levels v])\nbroadcast (level build v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [current item # v] to [1]\nset [actual level v] to [1]\nbroadcast (reset v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [geometry dash v]\nswitch costume to (geometry v)\n\nwhen I receive [reset v]\nshow\nswitch costume to ((actual level) + (4))\n\nwhen I receive [egg inc v]\nswitch costume to (egg v)\n\nwhen I receive [polyart v]\nswitch costume to (egg2 v)\n\nwhen I receive [flappy v]\nswitch costume to (flappy v)\n\nwhen I receive [level build v]\nhide\n\n@geometry dash\n\nwhen I receive [geometry dash v]\nhide\nswitch backdrop to (geometry v)\nrandom\nset [! v] to [1]\nrepeat (96)\n wait until <(Xpos) > [10]>\n broadcast (geometry clone v)\n change [! v] by (1)\n set [xpos v] to [0]\n if <([x position v] of [player v]) < [-237]> then\n broadcast (geometry death v)\n end\nend\nwait (5) seconds\nbroadcast (geometry win v)\n\ndefine random\ndelete all of [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000002000022])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000001111])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000122222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [110000000011])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000001100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000111])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000111000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000111000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111000000000])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222221111])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000001010])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000101010])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000010101010])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [001010101010])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [101010101010])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222122222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [100000000001])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [122221222211])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111111111111])\n\nwhen I receive [reset v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nif <(actual level) = [2]> then\n go to x: (0) y: (-60)\n show\n wait until <touching (player v)?>\n broadcast (geometry dash v)\n change [actual level v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\nbroadcast (geometry dash v)\ndelete this clone\n\nbroadcast (reset v)\n\n@geometry spikes\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n change x by (-5)\nend\ndelete this clone\n\nchange x by (-10)\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n if <(letter (!) of (item (#) of [geometry level v])) = [2]> then\n create clone of (_myself_ v)\n end\n change y by (-57)\n change [# v] by (1)\nend\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n clone\nend\n\nset [clone? v] to [0]\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@geometry boxes\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n clone\nend\n\nset [clone? v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n change x by (-5)\nend\ndelete this clone\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n if <(letter (!) of (item (#) of [geometry level v])) = [1]> then\n create clone of (_myself_ v)\n end\n change y by (-57)\n change [# v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@egg inc\n\nwhen I receive [egg inc v]\nshow variable [chickens in house v]\nshow variable [$ v]\nshow variable [egg value v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nset [chickens per press v] to [1]\nset [egg value v] to [0.25]\nset [$ v] to [0]\ngo to x: (-169) y: (-80)\nswitch costume to (costume1 v)\nswitch backdrop to (blue sky v)\nshow\nsay [Get 1 million dollars. \(it's actually pretty easy\)] for (4) seconds\nforever\n wait (0.5) seconds\n change [$ v] by ((chickens in house) * (egg value))\n change [chickens in house v] by (round ((chickens in house) * (0.005)))\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nbroadcast (reset v)\n\nbroadcast (egg inc v)\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to x: (-169) y: ((-80) + ((80) * (id)))\nswitch costume to (id)\n\nwhen I receive [egg inc v]\ndelete all of [costs v]\nadd [10] to [costs v]\nadd [15] to [costs v]\n\nwhen I receive [+chicken v]\nif <<<($) > (item (2) of [costs v])> or <($) = (item (2) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (2) of [costs v]))\n change [chickens per press v] by (1)\n replace item (2) of [costs v] with ((item (2) of [costs v]) * (2))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (2) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg value v]\nif <<<($) > (item (1) of [costs v])> or <($) = (item (1) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (1) of [costs v]))\n change [egg value v] by ((0.25) + (round ((egg value) / (8))))\n replace item (1) of [costs v] with ((item (1) of [costs v]) * (1.3))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (1) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg inc v]\nforever\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nwhen I receive [egg inc v]\nchange [actual level v] by (1)\nwait until <($) > [1000000]>\nask [You won! Type y to keep playing or n to go to the next level. If you keep playing, whenever you want to continue, just press n] and wait\nif <(answer) = [y]> then\nwait until <key (n v) pressed?>\nbroadcast (reset v)\n\nwhen I receive [reset v]\nhide variable [chickens in house v]\nhide variable [egg value v]\nhide variable [$ v]\nhide\nif <(actual level) = [4]> then\n set size to (230) %\n switch costume to (egg,_inc v)\n go to x: (0) y: (-50)\n show\n wait until <touching (player v)?>\n hide\n set size to (100) %\n broadcast (egg inc v)\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@chicken\n\nwhen I receive [chicken v]\nif <(clone?) = [0]> then\n chicken\nend\n\nwhen I start as a clone\nset [xv v] to (pick random (-12.) to (12))\nset [yv v] to (pick random (10.) to (13))\nshow\nset [clone? v] to [1]\ngo to (egg inc v)\ngo to [front v] layer\nrepeat until <touching (ground v)?>\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n change x by (xv)\n change y by (yv)\nend\nlower\nset [xv v] to [1]\nrepeat until <touching (house v)?>\n change x by (xv)\n next costume\n if <(xv) < [15]> then\n change [xv v] by (0.5)\n end\nend\nrepeat (10)\n set [xv v] to ((xv) * (0.96))\n next costume\n change x by (xv)\nend\nchange [chickens in house v] by (1)\ndelete this clone\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\ndefine lower\nchange y by ((yv) * (-1))\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\nchange y by (-6)\n\ndefine chicken\nrepeat (chickens per press)\n create clone of (_myself_ v)\nend\n\nwhen [z v] key pressed\nset [chickens in house v] to (round ((chickens in house) * (0.01)))\nset [chickens per press v] to (round ((chickens per press) * (0.1)))\nset [$ v] to [0]\nset [egg value v] to (round ((egg value) * (0.1)))\nreplace item (1) of [costs v] with [10]\nreplace item (2) of [costs v] with [15]\n\nwhen I receive [reset v]\nset [chickens in house v] to [0]\nset [clone? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@house\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [egg inc v]\nswitch costume to (costume1 v)\ngo to x: (155) y: (-98)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (169) y: (-117)\ngo to x: (155) y: (-98)\nforever\n go to [front v] layer\nend\n\n@screen-shot-2019-02-10-at-71402-pm\n\nwhen I receive [reset v]\nif <(actual level) = [6]> then\n show\n go to x: (0) y: (-50)\n wait until <touching (player v)?>\n broadcast (polyart v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@polyart 1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [polyart # v] to [1]\nhide\n\nwhen I receive [polyart v]\nif <[2] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n switch costume to (54949708-cute-grey-face-of-domestic-hamster-on-green-background-2 v)\n if <(polyart #) = [1]> then\n set [how many more? v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n next costume\n end\n go to x: (0) y: (-47)\n wait until <(distance to [player v]) < [5]>\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I start as a clone\nset y to (-47)\nif <[1] = (costume [number v])> then\n forever\n go to [front v] layer\n set x to ((([x position v] of [player v]) - (-30)) / (20))\n show\n end\nelse\n forever\n go to [front v] layer\n set x to (([y position v] of [player v]) - (-47))\n show\n end\nend\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\ngo to x: (0) y: (-47)\nif <(costume [number v]) < [3]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [polyart v]\nif <[10] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n if <(polyart #) = [2]> then\n set [id v] to [1]\n repeat (10)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (145) y: (41)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (3) seconds\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I receive [polyart v]\nif <(costume [number v]) < [11]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [polyart # v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nclear graphic effects\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (42)) / (id)) y: ((((round ([x position v] of [player v])) - (145)) / (id)) - (0))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (145)) / (id)) y: ((((round ([y position v] of [player v])) - (42)) / (id)) - (0))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 4\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (111)) / (id)) y: ((((round ([x position v] of [player v])) - (-160)) / (id)) - (50))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (-160)) / (id)) y: ((((round ([y position v] of [player v])) - (111)) / (id)) - (50))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (-50)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nbroadcast (glide v)\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\nif <(polyart #) = [3]> then\n go to x: (0) y: (0)\n set size to (150) %\n hide\n clear graphic effects\n switch costume to (final2 v)\n set [id v] to [2]\n repeat (107)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (-160) y: (111)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (7) seconds\n clear graphic effects\n broadcast (reset v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@el flapo\n\nwhen I receive [flappy v]\nshow\nswitch backdrop to (flappy v)\ngo to x: (-100) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nwait until <touching color (#66abff)?>\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [7]\n end\n change [yv v] by (-1)\n change y by (yv)\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 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 end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n set rotation style [left-right v]\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <touching (pipes v)?> then\n broadcast (rip el flapo v)\n end\nend\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (flappy v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nrepeat until <touching color (#000000)?>\n change y by (yv)\n change [yv v] by (-1)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [flappy v]\nrepeat (10)\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\nend\nwait (5) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-60) to (100))\nrepeat until <(x position) < [-249]>\n change x by (-5)\nend\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch backdrop to (flappy v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@ground/other\n\nwhen I start as a clone\nshow\nif <(#) = [ig]> then\n go to x: (x) y: (y)\n switch costume to (wood v)\n set [ghost v] effect to (0)\n show\nelse\n if <(#) = [special]> then\n add [1] to [current level v]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (id) of [current level v] with (current item #)\n end\n switch costume to (item (id) of [current level v])\n if <touching (mouse-pointer v)?> then\n switch costume to (current item #)\n set [ghost v] effect to (0)\n else\n if <(item (id) of [current level v]) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\n end\n else\n switch costume to (#)\n set [ghost v] effect to (0)\n if <<(#) = [1]> or <<(#) = [4]> or <<(#) = [5]> or <<(#) = [7]> or <(#) = [8]>>>>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\ndefine compress\nset [# v] to [1]\nset [compressed v] to []\nrepeat (length of [current level v])\n set [compressed v] to (join (compressed) (item (#) of [current level v]))\n change [# v] by (1)\nend\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n if <(letter (id) of (compressed)) = [8]> then\n set [start x v] to (x position)\n set [start y v] to (y position)\n end\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [# v] to [ig]\n\ndefine buuild\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\ndelete all of [current level v]\nset [# v] to [special]\nrepeat (9)\n repeat (13)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [level build v]\nswitch backdrop to (minecraft v)\nshow variable [wood: v]\nrepeat (1)\n delete this clone\nend\nwait (0.1) seconds\ndraw\n\nwhen [space v] key pressed\n\nset [compressed v] to (item (1) of [minecraft levels v])\nbroadcast (level build v)\n\nrepeat (10)\n delete this clone\nend\ncompress\nadd (compressed) to [minecraft levels v]\nbuuild\n\nbuuild\n\nwhen flag clicked\ndelete all of [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111118111111111113333344443333222222222222222222222222222222222222222] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111116666611111111666668111111666666655555666666666666666666666666666666666] to [minecraft levels v]\nadd [111111111111181111111111114455555555555445444445444444544444544444454454454455444445444445544444544444555555555555555] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111111111111111111111111111111811111111111166111111111116655555555555] to [minecraft levels v]\nadd [111111111111151111111111155111111111115511111111111551111111111155111111111115511117771111551111787111155333333333335] to [minecraft levels v]\nadd [111111811111167777777777766777777777776677777777777667777777777766777777777776677777777777667777777777763333333333333] to [minecraft levels v]\nadd [711111141111171111114111117111111411115711111141111571111114111157111111411115781111141111533333334333332222222422222] to [minecraft levels v]\nadd [111111111111111111111111111111134311111111332421111111122242311111132224223333132222422222232222244444442222225555555] to [minecraft levels v]\nadd [111111111111111111111111116111111111141661111111411166611414111116684111111111666111111111155555555555555555555555555] to [minecraft levels v]\n\nwhen I receive [reset v]\nhide variable [wood: v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(#) = [ig]> then\n delete this clone\nend\n\n@water\n\nwhen I start as a clone\nshow\nif <(#) = [4]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\nwait (0.05) seconds\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@lava\n\nwhen I start as a clone\nshow\nif <(#) = [5]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@wood\n\nwhen I start as a clone\nshow\nif <(id) = [done]> then\n go to x: ((round (([x position v] of [player v]) / (40))) * (40)) y: ((round (([y position v] of [player v]) / (40))) * (40))\n set [ghost v] effect to (50)\n switch costume to (wood v)\n wait until <not <touching (player v)?>>\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (ground/other v)\n set [ghost v] effect to (0)\n delete this clone\nelse\n if <(#) = [7]> then\n switch costume to (#)\n set [ghost v] effect to (0)\n wait until <<touching (player v)?> and <key (space v) pressed?>>\n go to [front v] layer\n set [xv v] to (pick random (-2.) to (2))\n set [yv v] to (pick random (2) to (4.))\n set size to (7) %\n set [pitch v] effect to (23)\n repeat (3)\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n repeat until <<touching (ground/other v)?> or <touching (player v)?>>\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n remove\n set [yv v] to [0]\n set [xv v] to ((y position) + (2))\n repeat until <touching (player v)?>\n if <(y position) > (xv)> then\n change [yv v] by (-0.1)\n else\n change [yv v] by (0.1)\n end\n change y by (yv)\n end\n set volume to (50) %\n start sound [pop v]\n change [wood: v] by (1)\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen I receive [level build v]\nrepeat (13)\n delete this clone\nend\ndraw\n\ndefine draw\nset size to (20) %\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nset [wood: v] to [0]\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [id v] to [done]\n\ndefine remove\nrepeat until <not <touching (ground/other v)?>>\n change y by (1)\nend\nchange y by (3)\n\nwait until <touching (player v)?>\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(actual level) = [11]> then\n repeat (13)\n delete this clone\n end\n draw\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Flappy_Bird_icon\n\nwhen I receive [reset v]\nif <(actual level) = [8]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n broadcast (flappy v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@unnamed\n\nwhen I receive [reset v]\nif <(actual level) = [10]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n set [current item # v] to [1]\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@backgroundthingy\n\ndefine speed\nshow\nerase all\ngo to x: (-210) y: (150)\nrepeat (4)\n repeat (6)\n switch costume to (pick random (1) to (6))\n stamp\n change x by (80)\n end\n set x to (-210)\n change y by (-80)\nend\nhide\n\nwhen I receive [reset v]\n\nwait (0.05) seconds\nspeed\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n set [played? v] to [1]\n start sound [Royalty Free - Hero Theme 5BSting5D v]\n go to x: (0) y: (0)\n set size to (80) %\n hide\n erase all\n set [special? v] to [1]\n create clone of (_myself_ v)\n set [special? v] to [0]\n clone\n set [special? v] to [2]\n create clone of (_myself_ v)\n set [special? v] to [3]\n wait (4) seconds\n switch costume to (costume32 v)\n set size to (20) %\n show\n switch costume to (costume6 v)\n point in direction (90)\n set rotation style [all around v]\n repeat (15)\n change size by (4)\n turn right (24) degrees\n end\n wait (0.5) seconds\n broadcast (logo1 v)\nelse\n broadcast (start v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (costume32 v)\nelse\n if <(special?) = [0]> then\n wait (pick random (0.0) to (2)) seconds\n show\n move\n glide (1.5) secs to x: (0) y: (0)\n end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n create clone of (_myself_ v)\n next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n set rotation style [don't rotate v]\n point in direction (((costume [number v]) - (8)) * (14.4))\n set [vroom v] to [10]\n repeat until <touching (_edge_ v)?>\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n repeat (2)\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n delete this clone\nelse\n wait (1.5) seconds\n if <(special?) = [3]> then\n broadcast (start v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n hide\n delete this clone\nend\n\nset [played? v] to [0]\n\n
instructions are in game\n\npls love and fave to show me your support (I worked around 30+ hours on this)\n\n@04tmoody for scrolling platformer engine\n@StratfordJames For one of the trees \n\n\n\n#dn_scrtch #dn #sunset #art #game #platformer #mobile #WASD #scrolling #hashtag
Midnight - A platformer
@Stage\n\nwhen flag clicked\nset [time v] to [0]\nswitch backdrop to (black v)\n\nwhen I receive [mainmenu v]\nswitch backdrop to (cave v)\nset volume to (100) %\nplay sound [TA-OpeningTheme Intro v] until done\nforever\n play sound [TA-OpeningTheme v] until done\nend\n\nwhen I receive [enter game v]\nswitch backdrop to (cave v)\n\nwhen I receive [win! v]\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in stage v]\nset volume to (100) %\nwait (1) seconds\nplay sound [TA-Game Over v] until done\n\n@Block\n\nwhen flag clicked\nhide\n\nwhen I receive [mainmenu v]\nswitch costume to (lightblock -normal v)\ngo to x: (0) y: (-83)\nshow\nset [local blinkrandom v] to [-45]\nforever\n change [local blinkrandom v] by (0.5)\n if <(Local BlinkRandom) = [222]> then\n set [local blinkrandom v] to [0]\n end\n if <(Local BlinkRandom) = [7]> then\n Blink\n end\n if <(Local BlinkRandom) = [34]> then\n Blink\n end\n if <(Local BlinkRandom) = [42]> then\n Blink\n end\n if <(Local BlinkRandom) = [84]> then\n Blink\n end\n if <(Local BlinkRandom) = [126]> then\n Blink\n end\n if <(Local BlinkRandom) = [134]> then\n Blink\n end\n if <(Local BlinkRandom) = [198]> then\n Blink\n end\nend\n\ndefine Blink\nrepeat (5)\n go to (hitbox v)\n next costume\nend\nrepeat (5)\n go to (hitbox v)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [enter game v]\nstop [other scripts in sprite v]\nswitch costume to (lightblock -normal v)\nshow\nset [local blinkrandom v] to [-45]\nforever\n change [local blinkrandom v] by (0.5)\n go to (hitbox v)\n if <(Local BlinkRandom) = [222]> then\n set [local blinkrandom v] to [0]\n end\n if <(Local BlinkRandom) = [7]> then\n Blink\n end\n if <(Local BlinkRandom) = [34]> then\n Blink\n end\n if <(Local BlinkRandom) = [42]> then\n Blink\n end\n if <(Local BlinkRandom) = [84]> then\n Blink\n end\n if <(Local BlinkRandom) = [126]> then\n Blink\n end\n if <(Local BlinkRandom) = [134]> then\n Blink\n end\n if <(Local BlinkRandom) = [198]> then\n Blink\n end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@DarkCircle\n\nwhen flag clicked\nhide\n\nwhen I receive [bright up v]\nif <(Local Clone?) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [bright reset v]\nif <(Local Clone?) = [1]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (Local Ghost)\n end\nend\n\nwhen I receive [enter game v]\nset size to (100) %\nset [extendo v] to [0]\nset [local ghost v] to [0]\nset [local clone? v] to [1]\nQuickCreate\nset [local clone? v] to [0]\n\nwhen I receive [mainmenu v]\nset size to (100) %\nset [extendo v] to [0]\nset [local ghost v] to [0]\nset [local clone? v] to [1]\nQuickCreate\nset [local clone? v] to [0]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (80)\n set [local ghost v] to [-2]\nend\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (60)\n set [local ghost v] to [-4]\nend\nif <(costume [number v]) = [4]> then\n set [ghost v] effect to (40)\n set [local ghost v] to [-6]\nend\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (0)\n set [local ghost v] to [-8]\nend\nif <(costume [number v]) = [6]> then\n set [local ghost v] to [-10]\n forever\n if <(Local Data) = [1]> then\n set y to (0)\n if <(Local Left,Right) = [0]> then\n set x to (([x position v] of [hitbox v]) - ((Extendo) + (460)))\n if <([x position v] of [hitbox v]) < [-50]> then\n hide\n else\n show\n end\n end\n if <(Local Left,Right) = [1]> then\n set x to (([x position v] of [hitbox v]) + ((Extendo) + (460)))\n if <([x position v] of [hitbox v]) > [50]> then\n hide\n else\n show\n end\n end\n else\n set x to (0)\n if <(Local Up,Down) = [0]> then\n set y to (([y position v] of [hitbox v]) - (345))\n if <([y position v] of [hitbox v]) < [0]> then\n hide\n else\n show\n end\n end\n if <(Local Up,Down) = [1]> then\n set y to (([y position v] of [hitbox v]) + (345))\n if <([y position v] of [hitbox v]) > [0]> then\n hide\n else\n show\n end\n end\n end\n end\nend\nset [local sizeglide v] to [0]\nrepeat (20)\n change size by (Local SizeGlide)\n go to (block v)\n change [local sizeglide v] by (0.07)\nend\nforever\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (-0.07)\n go to (block v)\n end\n repeat (40)\n change size by (Local SizeGlide)\n change [local sizeglide v] by (0.07)\n go to (block v)\n end\nend\n\ndefine QuickCreate\nswitch costume to (circle v)\ngo to [front v] layer\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nnext costume\nset [local data v] to [1]\nset [local left,right v] to [0]\ncreate clone of (_myself_ v)\nset [local left,right v] to [1]\ncreate clone of (_myself_ v)\nset [local data v] to [2]\nset [local up,down v] to [0]\ncreate clone of (_myself_ v)\nset [local up,down v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [deletecc v]\ndelete this clone\n\n@Dev\n\nwhen flag clicked\nbroadcast (Dev v)\n\nwhen I receive [dev v]\nset size to (200) %\nswitch costume to (letter1 v)\ngo to x: (-77) y: (21)\nset [local data v] to [0]\nset [local wait v] to [3]\n4Dir\nwait (Local Wait)\nchange x by (23)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (18)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (15)\nnext costume\n4Dir\nwait (Local Wait)\ngo to x: (20) y: (-10)\nset size to (100) %\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nwait (3) seconds\nbroadcast (FadeBlack - Fast v)\nrepeat (19)\nend\nhide\nclear graphic effects\nbroadcast (MainMenu v)\ndelete (all) of [spawn area x,y v]\ndelete (all) of [spawn type v]\ndelete this clone\n\nwhen I receive [mainmenu v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Data) = [1]> then\n show\n set [ghost v] effect to (100)\n set [local data v] to [2]\n change x by (-41)\n repeat (44)\n change [ghost v] effect by (-3)\n change x by (Local Data)\n change [local data v] by (-0.05)\n end\n FadeAway\nend\nif <(Local Data) = [2]> then\n show\n set [ghost v] effect to (100)\n set [local data v] to [-2]\n change x by (42)\n repeat (44)\n change [ghost v] effect by (-3)\n change x by (Local Data)\n change [local data v] by (0.05)\n end\n FadeAway\nend\nif <(Local Data) = [3]> then\n show\n set [ghost v] effect to (100)\n change y by (42)\n set [local data v] to [-2]\n repeat (44)\n change [ghost v] effect by (-3)\n change y by (Local Data)\n change [local data v] by (0.05)\n end\n FadeAway\nend\nif <(Local Data) = [4]> then\n show\n set [ghost v] effect to (100)\n change y by (-41)\n set [local data v] to [2]\n repeat (44)\n change [ghost v] effect by (-3)\n change y by (Local Data)\n change [local data v] by (-0.05)\n end\nend\n\ndefine 4Dir\nrepeat (4)\n change [local data v] by (1)\n create clone of (_myself_ v)\nend\nset [local data v] to [0]\n\ndefine FadeAway\nrepeat (10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine None\nrepeat (tick)\nend\n\n@Tile\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\nset [tile v] to [1]\nset [next? v] to [0]\nset [local fromlr v] to [0]\nset [map scrollfinished? v] to [1]\nset [water present? v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n wait until <(Map ScrollFinished?) = [1]>\n Part1\n Part2\n Part3\n Part4\n Part5\n Part6\n Part7\n Part8\n wait until <(Map ScrollFinished?) = [0]>\nend\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n go to x: (466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\nelse\n if <(Local FromLR) = [2]> then\n go to x: (-466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n if <(Local FromLR) = [3]> then\n go to x: (0) y: (-346)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n go to x: (0) y: (346)\n show\n glide (0.8) secs to x: (0) y: (0)\n end\n end\nend\nset [map scrollfinished? v] to [1]\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n set [next? v] to [0]\n set [local fromlr v] to [1]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (-466) y: (0)\n delete this clone\nelse\n if <(Next?) = [-1]> then\n set [next? v] to [0]\n set [local fromlr v] to [2]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (466) y: (0)\n delete this clone\n else\n if <(Next?) = [2]> then\n set [next? v] to [0]\n set [local fromlr v] to [3]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (346)\n delete this clone\n else\n set [next? v] to [0]\n set [local fromlr v] to [4]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (-346)\n delete this clone\n end\n end\nend\n\ndefine Part1\nif <(Tile) = [1]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-125] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - sign v)\n add [-28] to [spawn area x,y v]\n add [-58] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - eventzone v)\nend\nif <(Tile) = [2]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-90] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [3]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-40] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [31] to [spawn area x,y v]\n add [-96] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - torch v)\n add [-90] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - sign v)\nend\n\ndefine Part3\nif <(Tile) = [8]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [20] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [100] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\nend\nif <(Tile) = [9]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-136] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-86] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-36] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [14] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [64] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [114] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [0] to [spawn area x,y v]\n add [-40] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - wood platform v)\n add [-194] to [spawn area x,y v]\n add [13] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [10]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [-10] to [spawn area x,y v]\n add [25] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - springboard v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [-59] to [spawn area x,y v]\n add [25] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - sign v)\nend\n\ndefine Part4\nif <(Tile) = [11]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [12]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-144] to [spawn area x,y v]\n add [-124] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - torch v)\n add [115] to [spawn area x,y v]\n add [-79] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - torch v)\n add [115] to [spawn area x,y v]\n add [-129] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [-106] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-50] to [spawn area x,y v]\n add [-115] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [13]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-62] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [-10] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [150] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [36] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\nend\n\ndefine Part5\nif <(Tile) = [14]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [120] to [spawn area x,y v]\n add [-2] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - collectables v)\n add [60] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-119] to [spawn area x,y v]\n add [35] to [spawn area x,y v]\n add [8] to [spawn type v]\n create clone of (object - sign v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [15]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [16]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [85] to [spawn area x,y v]\n add [-130] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n if <(Key) = [0]> then\n add [147] to [spawn area x,y v]\n add [41] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - collectables v)\n end\nend\nif <(Tile) = [17]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [18]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\nend\nif <(Tile) = [19]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [41] to [spawn area x,y v]\n add [83] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - eventzone v)\nend\n\ndefine Part6\nif <(Tile) = [20]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-52] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [3] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [96] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [147] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-107] to [spawn area x,y v]\n add [16] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\n add [50] to [spawn area x,y v]\n add [8] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [21]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [-24] to [spawn area x,y v]\n add [76] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [76] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [22]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [-89] to [spawn area x,y v]\n add [-121] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\n add [159] to [spawn area x,y v]\n add [-40] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\nend\n\ndefine Part7\nif <(Tile) = [23]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [24]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [49] to [spawn area x,y v]\n add [-57] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - wood platform v)\n add [107] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [56] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-9] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-71] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [25]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [80] to [spawn area x,y v]\n add [77] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\nend\n\ndefine Part8\nif <(Tile) = [26]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [-240] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\n add [-67] to [spawn area x,y v]\n add [-144] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [27]> then\n add [240] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [148] to [spawn area x,y v]\n add [62] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\nend\nif <(Tile) = [28]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [137] to [spawn area x,y v]\n add [-89] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - torch v)\nend\nif <(Tile) = [29]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [30]> then\n add [-45] to [spawn area x,y v]\n add [-104] to [spawn area x,y v]\n add [99] to [spawn type v]\n create clone of (object - eventzone v)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (lv1 v)\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\n\ndefine Part2\nif <(Tile) = [4]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-61] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-11] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-124] to [spawn area x,y v]\n add [-33] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [5]> then\n add [-69] to [spawn area x,y v]\n add [16] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - eventzone v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [6]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [25] to [spawn area x,y v]\n add [23] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - torch v)\n add [-94] to [spawn area x,y v]\n add [36] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - torch v)\n add [-181] to [spawn area x,y v]\n add [-158] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - torch v)\nend\nif <(Tile) = [7]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [-75] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [92] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nset [ghost v] effect to (100)\nset [glide y v] to [0]\nset [glide left v] to [0]\nset [glide right v] to [0]\nset [player dir v] to [2]\nset [local nextmap? v] to [0]\nset [map scrollfinished? v] to [0]\nset [alreadydon? v] to [0]\nset [player touchwater? v] to [0]\nset [saved inwater v] to [0]\nset [landing? v] to [0]\ngo to x: (-161) y: (-82)\nswitch costume to (lightblock size v)\nshow\nrepeat (100)\nend\nforever\n set [local attempts v] to [0]\n set [tile to move v] to [0]\n CheckCollison\n CheckTouchTile? Left\n CheckTouchTile? Right\n NextMap?\nend\n\ndefine CheckTouchTile? Left\nif <touching (tile v)?> then\n change x by (1)\n set [glide left v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n stop [all v]\nend\n\ndefine CheckTouchTile? Right\nif <touching (tile v)?> then\n change x by (-1)\n set [glide right v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n stop [all v]\nend\n\ndefine None\nif <touching (object - water v)?> then\n change [glide left v] by ((x) / (2))\nelse\n change [glide left v] by (x)\nend\n\ndefine None\nif <touching (object - water v)?> then\n change [glide right v] by ((x) / (2))\nelse\n change [glide right v] by (x)\nend\n\ndefine Glide Left LimitedWater\nif <touching (object - water v)?> then\n if <(Glide Left) > [3]> then\n set [glide left v] to [3]\n end\n if <(Glide Left) < [0]> then\n set [glide left v] to [0]\n end\nelse\n if <(Glide Left) > [7]> then\n set [glide left v] to [7]\n end\n if <(Glide Left) < [0]> then\n set [glide left v] to [0]\n end\nend\n\ndefine Glide Right LimitedWater\nif <touching (object - water v)?> then\n if <(Glide Right) > [3]> then\n set [glide right v] to [3]\n end\n if <(Glide Right) < [0]> then\n set [glide right v] to [0]\n end\nelse\n if <(Glide Right) > [7]> then\n set [glide right v] to [7]\n end\n if <(Glide Right) < [0]> then\n set [glide right v] to [0]\n end\nend\n\ndefine None\nif <touching (object - water v)?> then\n if <(Jump) = [0]> then\n change [glide y v] by ((value) / (1.6))\n else\n change [glide y v] by ((value) / (2))\n end\n set [player touchwater? v] to [1]\nelse\n change [glide y v] by (value)\n set [player touchwater? v] to [0]\nend\n\nwhen I receive [next v]\nset [local nextmap? v] to [1]\n\ndefine NextMap?\nif <(Local NextMap?) = [1]> then\n if <(Next?) = [1]> then\n glide (0.8) secs to x: (-216) y: (y position)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (Done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [-1]> then\n glide (0.8) secs to x: (216) y: (y position)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (Done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [2]> then\n glide (0.8) secs to x: (x position) y: (156)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (Done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [-2]> then\n glide (0.8) secs to x: (x position) y: (-156)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (Done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n TweakBug 13\nend\n\nwhen I receive [tryagain! v]\nset x to (Saved X)\nset y to (Saved Y)\nset [glide y v] to (Saved Glide Y)\nset [glide left v] to (Saved Glide Left)\nset [glide right v] to (Saved Glide Right)\nset [jump v] to (Saved Jump)\nset [landing? v] to (Jump)\n\nwhen I receive [fireout v]\nset x to (87)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nglide (0.3) secs to x: (11) y: (4)\nbroadcast (FlashWhite v)\nglide (2) secs to x: (22) y: (8)\nrepeat (50)\nend\nbroadcast (GameEnd v)\nhide\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (-83)\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spring! v]\nTouchWater? (55)\nset [jump v] to [1]\nset [landing? v] to [1]\n\ndefine CheckCollison\nif <(Glide Y) > [-12]> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(Glide Y) > [0]> then\n TouchWater? (-2)\n end\n end\n TouchWater? (-1.3)\nend\nif <<touching (object - water v)?> and <(Glide Y) < [-4]>> then\n set [glide y v] to [-4]\nend\nchange y by (round (Glide Y))\nif <<(Glide Y) > [0]> and <<touching (tile v)?> or <touching (object - wood platform v)?>>> then\n repeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n change y by (-1)\n change [local attempts v] by (1)\n if <(Local Attempts) > [300]> then\n set [data v] to (join [301] (join [y-1] (join [T0] (Tile))))\n broadcast (Error v)\n stop [all v]\n end\n end\n set [glide y v] to [0]\nend\nif <<touching (tile v)?> or <touching (object - wood platform v)?>> then\n set [glide y v] to [0]\n set [jump v] to [0]\n if <<not <touching (object - water v)?>> and <(Landing?) = [1]>> then\n start sound [Landing v]\n set [landing? v] to [0]\n end\nend\nif <(Glide Y) < [-0.7]> then\n set [jump v] to [1]\nend\nif <(Glide Y) < [-1.4]> then\n set [landing? v] to [1]\nend\nrepeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n change y by (1)\n change [local attempts v] by (1)\n if <(Local Attempts) > [300]> then\n set [data v] to (join (join (join [x] (x position)) (join [y] (y position))) (join [T] (Tile)))\n broadcast (Error v)\n stop [all v]\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n TouchWater? L (1)\n set [player dir v] to [1]\n repeat (Glide Left)\n change x by (-1)\n CheckTouchTile? Left\n end\n Glide Left LimitedWater\nelse\n if <not <(Glide Left) = [0]>> then\n TouchWater? L (-1)\n repeat (Glide Left)\n change x by (-1)\n CheckTouchTile? Left\n end\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n TouchWater? R (1)\n set [player dir v] to [2]\n repeat (Glide Right)\n change x by (1)\n CheckTouchTile? Right\n end\n Glide Right LimitedWater\nelse\n if <not <(Glide Right) = [0]>> then\n TouchWater? R (-1)\n repeat (Glide Right)\n change x by (1)\n CheckTouchTile? Right\n end\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(Jump) = [0]>> then\n TouchWater? (17)\n set [jump v] to [1]\n set [landing? v] to [1]\n if <touching (object - water v)?> then\n start sound [WaterJump v]\n else\n start sound [Jump v]\n end\nend\nif <(Player TouchWater?) = [1]> then\n set [local random v] to (pick random (1) to (35))\n if <(Local Random) = [33]> then\n create clone of (object - bubble v)\n end\nend\nif <not <(Saved InWater) = [0]>> then\n change [saved inwater v] by (-1)\nend\nchange [time v] by (1)\n\nwhen I receive [enter game v]\nrepeat (100)\nend\nforever\n wait until <(Player TouchWater?) = [1]>\n if <(Saved InWater) = [0]> then\n create clone of (object - water effect v)\n start sound [WaterLanding v]\n end\n wait until <(Player TouchWater?) = [0]>\n if <(Saved InWater) = [0]> then\n create clone of (object - water effect v)\n start sound [WaterLanding v]\n end\nend\n\ndefine TweakBug 13\nif <<(Tile) = [13]> and <(x position) = [98]>> then\n change x by (2)\nend\n\n@Object - Teleporter\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [3]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [4]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [5]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [6]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [7]> then\n switch costume to (variant1 v)\nend\nrepeat (10)\nend\nwait until <touching (hitbox v)?>\nif <(Local Data) = [1]> then\n set [next? v] to [1]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [2]> then\n set [next? v] to [-1]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [3]> then\n set [next? v] to [2]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [4]> then\n set [next? v] to [-2]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [5]> then\n set [next? v] to [2]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [6]> then\n set [next? v] to [-1]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [7]> then\n set [next? v] to [1]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - KillZone\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (variant2 v)\nend\nforever\n wait until <<touching (hitbox v)?> and <(AlreadyDon?) = [0]>>\n set [alreadydon? v] to [1]\n repeat (2)\n end\n set [alreadydon? v] to [0]\n if <<(Local Data) = [1]> or <(Local Data) = [2]>> then\n start sound [SYS-PO-FALL v]\n broadcast (TryAgain! v)\n set [saved inwater v] to [3]\n end\n wait (0) seconds\n wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Torch\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n show\n if <(Local Data) = [1]> then\n switch costume to (variant1 v)\n broadcast (Bright Up v)\n end\n if <(Local Data) = [2]> then\n switch costume to (variant2 v)\n end\n if <(Local Data) = [3]> then\n switch costume to (variant3 v)\n broadcast (Bright Up v)\n end\n if <(Local Data) = [4]> then\n switch costume to (variant4 v)\n go [backward v] (3333) layers\n stop [this script v]\n end\n set [local type v] to [3]\n create clone of (_myself_ v)\n forever\n set [local randomemit v] to (pick random (1) to (45))\n if <(Local RandomEmit) = [1]> then\n set [local type v] to [2]\n create clone of (_myself_ v)\n end\n if <(Map ScrollFinished?) = [0]> then\n if <not <(Tile) = [29]>> then\n broadcast (Bright Reset v)\n end\n delete this clone\n end\n end\nend\nif <(Local Type) = [2]> then\n change y by (45)\n switch costume to (fire effect v)\n set [local glidex v] to (pick random (-1) to (1.001))\n set [local glidey v] to (pick random (3) to (0.001))\n repeat (60)\n change x by (Local GlideX)\n change y by (Local GlideY)\n change [local glidey v] by (-0.1)\n change size by (-1)\n if <touching (object - water v)?> then\n switch costume to (fire effect dust v)\n set [local glidey v] to [0]\n change y by (-1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(Local Type) = [3]> then\n change y by (45)\n switch costume to (moving fire v)\n set [ghost v] effect to (50)\n set [local glidex v] to (x position)\n set [local glidey v] to (y position)\n go to [front v] layer\n forever\n set x to (Local GlideX)\n set y to (Local GlideY)\n change x by (pick random (-1) to (0.001))\n change y by (pick random (-1) to (0.001))\n end\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Sign\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine Still there?\nif <(Player readingText?) = [0]> then\n start sound [SYS-CLOSE v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n delete this clone\nend\n\ndefine CheckData\nif <(Local Data) = [1]> then\n switch costume to (speechbb 1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [3]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [4]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) > [4]> then\n switch costume to (speechbb 2 v)\nend\n\ndefine FirstSign?\nif <(Local Data) = [1]> then\n repeat (95)\n end\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (sign v)\ngo to x: (-108) y: (-88)\ngo [backward v] (9999) layers\nshow\n\nwhen I receive [enter game v]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n show\n set size to (100) %\n switch costume to (sign v)\n FirstSign?\n forever\n wait until <touching (hitbox v)?>\n set [local type v] to [2]\n create clone of (_myself_ v)\n set [player readingtext? v] to [1]\n wait until <not <touching (hitbox v)?>>\n set [player readingtext? v] to [0]\n end\nend\nif <(Local Type) = [2]> then\n change y by (35)\n if <(x position) < [-94]> then\n set x to (-94)\n end\n set [ghost v] effect to (100)\n CheckData\n set size to (20) %\n go to [front v] layer\n start sound [SYS-CANSEL v]\n repeat (4)\n change size by (20)\n change [ghost v] effect by (-25)\n Still there?\n end\n repeat (2)\n change size by (-5)\n Still there?\n wait (0) seconds\n change size by (5)\n Still there?\n end\n set [local type v] to [3]\n create clone of (_myself_ v)\n forever\n Still there?\n end\nend\nif <(Local Type) = [3]> then\n set [ghost v] effect to (100)\n switch costume to ((Local Data) + (3))\n change y by (-10)\n go to [front v] layer\n repeat (5)\n change [ghost v] effect by (-20)\n Still there?\n change y by (2)\n end\n forever\n Still there?\n end\nend\n\n@FadeBlack\n\nwhen flag clicked\nhide\n\nwhen I receive [fadeblack v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [fadeblack - fast v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [flashwhite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (white v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nswitch backdrop to (end v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Object - EventZone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n go to x: (145) y: (35)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n change x by (60)\n switch costume to (arrow2 v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change y by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n end\nend\nif <(Local Data) = [3]> then\n switch costume to (variant2 v)\n wait until <touching (hitbox v)?>\n change x by (20)\n change y by (-10)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [99]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n broadcast (Win! v)\n delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - Water\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n change y by (-5)\n set [ghost v] effect to (75)\n show\n if <(Local Data) = [1]> then\n switch costume to (variant1 v)\n end\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water2 v)\n forever\n set [local glide v] to [0]\n forever\n repeat (10)\n change [local glide v] by (-0.1)\n change y by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (0.1)\n change y by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (-0.1)\n change y by (Local Glide)\n end\n end\n end\n end\nend\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n set [water present? v] to [0]\n delete this clone\nend\nif <(Tile) = [19]> then\n switch costume to (variant2 v)\n glide (0.8) secs to x: (0) y: (240)\nend\nif <(Tile) = [22]> then\n switch costume to (variant2 v)\n glide (0.6) secs to x: (0) y: (240)\nend\nif <(Tile) = [23]> then\n switch costume to (variant2 v)\n wait (0.2) seconds\n glide (0.6) secs to x: (0) y: (0)\nend\nif <(Tile) = [26]> then\n set [water present? v] to [0]\n delete this clone\nend\n\n@Object - Water2\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nQuickDelete\nset [ghost v] effect to (50)\nswitch costume to (variant2 v)\nchange y by (-5)\ngo [backward v] (333) layers\nshow\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n delete this clone\nend\nif <(Tile) = [19]> then\n set [ghost v] effect to (100)\nend\nif <(Tile) = [26]> then\n delete this clone\nend\n\n@Object - Urchin\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\npoint in direction (90)\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [3]> then\n switch costume to (variant1 v)\n turn right (180) degrees\nend\nforever\n wait until <touching (hitbox v)?>\n start sound [SYS-CARDLOSE v]\n broadcast (TryAgain! v)\n set [saved inwater v] to [3]\n wait (0) seconds\n wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nif <<(Local Data) = [1]> or <(Local Data) = [3]>> then\n forever\n set [local random v] to (pick random (1) to (65))\n if <(Local Random) = [1]> then\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\n@Object - Wood Platform\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\n forever\n change y by (6)\n CheckWater\n change y by (-5)\n end\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine CheckWater\nrepeat (10)\n if <not <touching (object - water v)?>> then\n change y by (-1)\n end\nend\n\n@Object - SpringBoard\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nset [brightness v] effect to (-25)\nshow\nswitch costume to (variant1-1 v)\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nforever\n wait until <touching (hitbox v)?>\n switch costume to (variant1-2 v)\n start sound [SYS-TIGGER-JP v]\n broadcast (Spring! v)\n wait until <not <touching (hitbox v)?>>\n wait until <touching (hitbox v)?>\n switch costume to (variant1-1 v)\n wait until <not <touching (hitbox v)?>>\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Collectables\n\nwhen flag clicked\nset [data v] to [0]\nset [key v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n switch costume to (door locked v)\n if <(Key) = [2]> then\n delete this clone\n end\n wait until <touching (hitbox v)?>\n if <(Key) = [0]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (FireOut v)\n end\n end\n end\n if <(Key) = [1]> then\n switch costume to (door opened v)\n start sound [SYS-DOOR0 v]\n set [key v] to [2]\n set [local data v] to [11]\n repeat (20)\n change y by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\nif <(Local Data) = [11]> then\n switch costume to (door open mold v)\n turn left (pick random (0) to (35)) degrees\n repeat (10)\n change x by (3)\n change [ghost v] effect by (10)\n change y by (4)\n turn right (15) degrees\n end\n delete this clone\nend\nif <(Local Data) = [2]> then\n switch costume to (key v)\n wait until <touching (hitbox v)?>\n start sound [SYS-DOOR2 v]\n switch costume to (text v)\n go to [front v] layer\n set [local glide v] to [4]\n change [key v] by (1)\n repeat (10)\n change y by (Local Glide)\n change [local glide v] by (-0.4)\n end\n wait (1) seconds\n delete this clone\nend\n\n@Object - Bubble\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nset [local glide v] to [0]\ngo to (hitbox v)\nchange y by (10)\nshow\nchange x by (pick random (-4) to (4))\nrepeat until <not <touching (object - water v)?>>\n change y by (10)\n if <touching (object - water v)?> then\n change y by (-10)\n else\n delete this clone\n end\n change y by (Local Glide)\n change [local glide v] by (0.1)\n if <(y position) > [171]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@GameName\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [mainmenu v]\nrepeat (26)\nend\nswitch costume to (indesign1 v)\ngo to x: (-20) y: (129)\nchange x by (6)\nchange y by (-6)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-6)\nchange y by (6)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (20)\nend\ngo to x: (60) y: (81)\nswitch costume to (indesign2 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (35)\nend\ngo to x: (0) y: (-166)\ngo to [front v] layer\nswitch costume to (indesign3 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-100)\nset [local glide v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\nset [local glide v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [enter game v]\ndelete this clone\n\nwhen I receive [gameend v]\ngo to x: (0) y: (-166)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (ct v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstart sound [aplausses v]\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nset [time v] to (round ((Time) / (30)))\nshow variable [time v]\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n wait until <not <<mouse down?> or <key (space v) pressed?>>>\n wait until <<mouse down?> or <key (space v) pressed?>>\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n if <(Local Glide) = [1]> then\n start sound [Click v]\n end\n repeat (10)\n hide\n wait (0) seconds\n show\n end\n if <(Local Glide) = [1]> then\n broadcast (FadeBlack v)\n repeat (20)\n end\n broadcast (DeleteCC v)\n broadcast (Enter Game v)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n forever\n repeat (10)\n end\n set [ghost v] effect to (0)\n repeat (10)\n end\n set [ghost v] effect to (75)\n end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange x by (-76)\nchange y by (-76)\nshow\nset [local glide v] to [8]\nrepeat (20)\n change x by (Local Glide)\n change y by (Local Glide)\n change [local glide v] by (-0.4)\n change [ghost v] effect by (-5)\n wait (0) seconds\nend\n\n@Tile Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\ngo [backward v] (999) layers\nset [local fromlr v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n go to x: (466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\nelse\n if <(Local FromLR) = [2]> then\n go to x: (-466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n if <(Local FromLR) = [3]> then\n go to x: (0) y: (-346)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n go to x: (0) y: (346)\n show\n glide (0.8) secs to x: (0) y: (0)\n end\n end\nend\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n set [local fromlr v] to [1]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (-466) y: (0)\n delete this clone\nelse\n if <(Next?) = [-1]> then\n set [local fromlr v] to [2]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (466) y: (0)\n delete this clone\n else\n if <(Next?) = [2]> then\n set [local fromlr v] to [3]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (346)\n delete this clone\n else\n set [local fromlr v] to [4]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (-346)\n delete this clone\n end\n end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Object - Water Effect\n\nwhen flag clicked\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n go to (hitbox v)\n set [local type v] to [2]\n set [ghost v] effect to (75)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nif <(Local Type) = [2]> then\n show\n change y by (-16)\n change x by (pick random (-6) to (6))\n switch costume to (variant 1 v)\n set [local glidex v] to (pick random (3) to (-3.001))\n set [local glidey v] to (pick random (6) to (0.5))\n repeat (60)\n change x by (Local GlideX)\n change y by (Local GlideY)\n change [local glidey v] by (-0.35)\n change size by (-1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@Report\n\nwhen flag clicked\nhide variable [data v]\nhide\n\nwhen I receive [error v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nshow variable [data v]\n\n
 English (Google翻訳)\nJump with the up key or W key\nMove with the left and right keys or A and D key\n 日本語\n上キーかWキーでジャンプ\n左右のキーかAとDキーで移動
Marshmello Platformer (COLLAB)
@Stage\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (1 v)\nend\nif <(Level) = [2]> then\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n switch costume to (3 v)\nend\n\nwhen I receive [begin v]\nif <(Level) = [1]> then\n switch costume to (1 v)\nend\nif <(Level) = [2]> then\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n switch costume to (3 v)\nend\n\nwhen I receive [gamemusic v]\n\nwhen flag clicked\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\n@Player\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nshow\nif <(Level) = [1]> then\n switch costume to (fun world v)\nend\nif <(Level) = [2]> then\n switch costume to (ice world v)\nend\nif <(Level) = [3]> then\n switch costume to (warrior world v)\nend\nbroadcast (SwitchToTask v)\nforever\n if <(-paused for animation?) = [Yes]> then\n set [hero y velocity v] to [1]\n set [hero x velocity v] to [0]\n wait until <not <(-paused for animation?) = [Yes]>>\n end\n Player Tick\nend\n\ndefine Player Tick\nchange [hero y velocity v] by (1)\nGravity\nJumpSensing\nLeft right sensing\nif <(Hero y velocity) > [14]> then\n set [hero y velocity v] to [14]\nend\nif <(Hero y velocity) < [-14]> then\n set [hero y velocity v] to [-14]\nend\n\ndefine Gravity\nif <(Hero y velocity) > [0]> then\n change y by (1)\n repeat (Hero y velocity)\n if <not <touching (herosensor v)?>> then\n change y by (1)\n set [-ypositionofplayer v] to [0]\n end\n end\n if <touching (herosensor v)?> then\n set [hero y velocity v] to [0]\n change y by (-1)\n end\nend\nif <(Hero y velocity) < [0]> then\n change y by (-1)\n repeat ([abs v] of (Hero y velocity) )\n if <not <touching (herosensor v)?>> then\n change y by (-1)\n else\n set [hero y velocity v] to [0]\n end\n end\n change y by (1)\nend\nif <(y position) > [530]> then\n broadcast (Respawn v)\n start sound [volcano v]\n broadcast (#DamageMe v)\nend\n\ndefine JumpSensing\nif <<<<([costume name v] of [joystick v]) = [N]> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [NW]>>> or <key (up arrow v) pressed?>> or <<key (w v) pressed?> or <(JumpingYes_or_No) = [Yes]>>> then\n change y by (1)\n if <<touching (herosensor v)?> or <(LiftJumpReady?) = [Yes]>> then\n set [hero y velocity v] to [-13]\n end\n change y by (-1)\nend\n\ndefine Left right sensing\nif <(Joypad Disabled?) = [Yes]> then\n set [hero x velocity v] to [0]\n stop [this script v]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<([costume name v] of [joystick v]) = [NE]> or <([costume name v] of [joystick v]) = [E]>>> then\n change [hero x velocity v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<([costume name v] of [joystick v]) = [NW]> or <([costume name v] of [joystick v]) = [W]>>> then\n change [hero x velocity v] by (1)\nend\nif <(Hero x velocity) < [-8]> then\n set [hero x velocity v] to [-8]\nend\nif <(Hero x velocity) > [8]> then\n set [hero x velocity v] to [8]\nend\nif <(Hero x velocity) > [0]> then\n repeat (Hero x velocity)\n if <not <touching (herosensor v)?>> then\n change x by (1)\n end\n end\n change [hero x velocity v] by (-0.5)\n if <touching (herosensor v)?> then\n change x by (-1)\n set [hero x velocity v] to [0]\n end\nend\nif <(Hero x velocity) < [0]> then\n repeat ([abs v] of (Hero x velocity) )\n if <not <touching (herosensor v)?>> then\n change x by (-1)\n end\n end\n change [hero x velocity v] by (0.5)\n if <touching (herosensor v)?> then\n change x by (1)\n set [hero x velocity v] to [0]\n end\nend\n\nwhen I receive [respawn v]\nStartPostions\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [i v] key pressed\n\nwhen [1 v] key pressed\n\nwhen [2 v] key pressed\n\nwhen [l v] key pressed\n\ndefine StartPostions\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\ngo to x: (889) y: (490)\n\nwait (1) seconds\n\nwhen I receive [levelup v]\nStartPostions\n\nwhen I receive [2b level shown - door open v]\nswitch costume to (2b v)\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (fun world v)\nend\nif <(Level) = [2]> then\n switch costume to (ice world v)\nend\nif <(Level) = [3]> then\n switch costume to (warrior world v)\nend\n\nwhen I receive [##launchplayer v]\nhide\nclear graphic effects\nset [max players v] to [8]\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nset [my player # v] to [0]\nbroadcast (Respawn v)\nbroadcast (begin v)\n\nask [Level?] and wait\nset [level v] to (answer)\n\nshow list [itemx v]\nshow list [itemy v]\nshow list [item name v]\nshow list [itemlevel v]\nshow list [microbad - walk rate v]\n\nadd ((0) - (x position)) to [itemx v]\nadd ((-30) - (y position)) to [itemy v]\nask [What are we putting here?] and wait\nadd (answer) to [item name v]\nadd (Level) to [itemlevel v]\nask [Walk Rate?] and wait\nadd (answer) to [microbad - walk rate v]\n\nhide list [itemx v]\nhide list [itemy v]\nhide list [item name v]\nhide list [itemlevel v]\nhide list [microbad - walk rate v]\n\nwhen I receive [begin v]\nStartPostions\n\n@crafting\n\ndefine StartLevelWithRightCostume\nswitch costume to (l1,0 v)\nwait (0.5) seconds\nif <(Level) = [1]> then\n switch costume to (l1,0 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (l3start v)\n stop [this script v]\nend\n\nif <(Level) = [4]> then\n switch costume to (level 4 v)\n stop [this script v]\nend\n\nwhen I receive [start v]\nStartLevelWithRightCostume\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nif <(Level) = [1]> then\n switch costume to (l1,0 v)\nend\nif <(Level) = [2]> then\n switch costume to (l1 end l2 start blank v)\nend\nif <(Level) = [3]> then\n switch costume to (l3start v)\nend\ngo to x: (171) y: (133)\npoint in direction (90)\nset size to (90) %\nbroadcast (Stretchwhenfull v)\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\n\nif <(costume [number v]) = [6]> then\n if <([y position v] of [font v]) > [-10]> then\n next costume\n broadcast (-ShowLadder v)\n stop [this script v]\n else\n broadcast (L1LadderPrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n set [holdingitem v] to [TNT]\nend\nif <(costume [number v]) = [22]> then\n next costume\n set [holdingitem v] to [BowAndArrow]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nif <(costume [number v]) = [5]> then\n stop [other scripts in sprite v]\n L1 crafting the table\n stop [this script v]\nend\nif <(costume [number v]) = [9]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [19]> then\n next costume\n broadcast (#L2 energy up! v)\n stop [this script v]\nend\nif <(costume [number v]) = [24]> then\n next costume\n stop [this script v]\nend\nbroadcast (#ACTION v)\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nstop [this script v]\n\nforever\n say (timer)\nend\n\nglide (1) secs to x: (171) y: (133)\n\nswitch costume to (l1 end l2 start blank v)\n\ndefine L1 crafting the table\npoint in direction (90)\nswitch costume to (*l1,4 wood for table3 v)\nset size to (80) %\ngo to x: (171) y: (133)\nrepeat (27)\n change size by (1)\n change y by (-2)\n change x by (-6)\nend\nrepeat (5)\n turn right (1) degrees\nend\nrepeat (10)\n turn right (-1) degrees\nend\nswitch costume to (l1 end l2 start blank v)\nrepeat (10)\n turn right (1) degrees\nend\nrepeat (5)\n turn right (-1) degrees\nend\nrepeat (27)\n change size by (-1)\n change y by (2)\n change x by (6)\nend\nbroadcast (Stretchwhenfull v)\n\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\n\nwhen I receive [stretchwhenfull v]\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (90) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\ndefine StretchWhenFull\n\nStretchWhenFull\n\nset size to (80) %\nbroadcast (Stretchwhenfull v)\n\nbroadcast (#ACTION v)\n\nstop [other scripts in sprite v]\n\nbroadcast (#ACTION v)\n\nset [ghost v] effect to (10)\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n switch costume to (l1 end l2 start blank v)\nend\nif <(Level) = [3]> then\n switch costume to (l3start v)\nend\n\nswitch costume to (l3start v)\nstop [this script v]\n\nnext costume\n\n@HeroSensor\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\nforever\n if <touching (zombie v)?> then\n broadcast (#DamageMe v)\n play sound [splatter v] until done\n wait (1) seconds\n end\n if <touching (blaze v)?> then\n broadcast (#DamageMe v)\n play sound [splatter v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\n@MyCostumes\n\nwhen I receive [#crafting v]\ngo to [front v] layer\nif <<(Level) = [2]> and <<([costume # v] of [crafting v]) > [12]> and <([costume # v] of [crafting v]) < [19]>>> then\n if <<([x position v] of [player v]) > [-820]> and <<([x position v] of [player v]) < [-770]> and <<([y position v] of [player v]) > [120]> and <(y position) < [140]>>>> then\n set [-paused for animation? v] to [Yes]\n point in direction (90)\n repeat (3)\n switch costume to (fisherman v)\n end\n repeat (12)\n next costume\n wait (0) seconds\n end\n set [-paused for animation? v] to [No]\n broadcast (NextCraftingStage v)\n end\nend\n\nwhen I receive [left v]\ngo to x: (100) y: (y position)\n\nglide (1) secs to x: (100) y: (y position)\n\nwhen I receive [right v]\ngo to x: (-100) y: (y position)\n\nglide (1) secs to x: (-100) y: (y position)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to [front v] layer\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [lowhit v]\nstop [other scripts in sprite v]\nset [costumelock v] to [Action]\nswitch costume to (lowhit v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (ryu-gem-ready v)\nset [costumelock v] to [PlayerReadyStance]\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\nwhen I receive [costumecontrol v]\nset [-paused for animation? v] to [No]\nshow\ngo to [front v] layer\nforever\n wait until <not <(-paused for animation?) = [Yes]>>\n if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (-90)\n set [costumelock v] to [WalkCycle]\n else\n if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (90)\n set [costumelock v] to [WalkCycle]\n else\n set [costumelock v] to [PlayerReadyStance]\n end\n end\n if <<(#HeroVulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n set [#herovulnerable? v] to [No]\n broadcast (HitDamage v)\n end\nend\n\nwhen I receive [cycles v]\nforever\n wait until <not <(-paused for animation?) = [Yes]>>\n if <(COSTUMELOCK) = [WalkCycle]> then\n switch costume to (normal v)\n repeat until <<not <(COSTUMELOCK) = [WalkCycle]>> or <(COSTUMELOCK) = [Action]>>\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (normal v)\n end\n repeat (1)\n end\n end\n if <(COSTUMELOCK) = [PlayerReadyStance]> then\n switch costume to (normal v)\n end\n repeat until <<not <(COSTUMELOCK) = [PlayerReadyStance]>> or <(COSTUMELOCK) = [Action]>>\nend\n\nwhen flag clicked\nhide\nset [costumelock v] to [PlayerReadyStance]\n\nset x to (?Stageshift <-->)\n\nset x to (882)\n\nwhen I receive [tree hitter v]\nswitch costume to (*tree hitter v)\nwait (0.2) seconds\nswitch costume to (walk10 v)\n\nif <(-paused for animation?) = [Yes]> then\n hide\nend\n\nshow\n\nforever\n set [cloudcostume v] to (costume [number v])\nend\n\nrepeat (12)\n next costume\nend\nset [-paused for animation? v] to [No]\n\nshow\nset size to (75) %\npoint in direction (90)\ngo to x: (0) y: (-30)\nbroadcast (CostumeControl v)\nbroadcast (Cycles v)\n\n@Lava\n\nwhen I start as a clone\nforever\n set y to (([y position v] of [player v]) - (600))\n if <(([y position v] of [player v]) - (600)) = (y position)> then\n show\n next costume\n else\n hide\n end\nend\n\nshow\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nif <(Level) = [3]> then\n repeat (2)\n set x to (() + (LavaX))\n end\n next costume\nelse\n hide\n if <(Level) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\ngo to [front v] layer\n\nwait until <(Level) = [3]>\ngo to x: (-170) y: (-173)\nset size to (70) %\nset [lavax v] to [-900]\nrepeat (12)\n next costume\n create clone of (_myself_ v)\n change [lavax v] by (260)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (-117) y: (-131)\ncreate clone of (_myself_ v)\ngo to x: (131) y: (-131)\ncreate clone of (_myself_ v)\n\ngo to x: (131) y: (-131)\n\nrepeat (10)\n\n@Tree\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [2]> then\n stop [this script v]\nend\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Tree]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\nif <touching (mycostumes v)?> then\n \n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n show\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@SkyParalax\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n go to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\nend\n\n@L1 Speech\n\nwhen I receive [begin v]\nRightTutor\n\nrepeat until <not <([costume # v] of [crafting v]) = [1]>>\nrepeat until <([costume # v] of [crafting v]) = [5]>\n\ndefine L1Speech\nif <(Mode) = [Hardcore]> then\n stop [this script v]\nend\nwait (0.2) seconds\nshow\nsay [Use arrow keys, WASD or mobile!] for (6) seconds\nsay [I need a crafting table!] for (3) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [1]>>\n say [Go to a tree. Press space, action↘ or crafting⭧ to chop tree.]\nend\nsay [Keep cutting!] for (2) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [2]>>\n say [Cut down 3 more trees.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [3]>>\n say [2 trees to go.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [4]>>\n say [1 more!]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [5]>>\n say [Press space, action or crafting to make your table.]\nend\nsay [Awesome!] for (1) seconds\nsay [Table made!] for (2) seconds\nrepeat until <not <(Level) = [1]>>\n say [Portal ➜]\nend\nsay []\n\ndefine L2Speech\nwait (0.2) seconds\n\nsay [Oh no! ] for (1) seconds\nsay [Look down there!] for (1.5) seconds\nsay [My hunger bar says I'm going to starve!] for (4) seconds\nsay [I'd better catch some fish...] for (4) seconds\n\nrepeat until <not <([costume # v] of [health v]) = [1]>>\n say [I need to find the some ]\nend\n\nwhen I receive [levelup v]\nRightTutor\n\ndefine RightTutor\npoint in direction (-90)\ngo to x: (-25) y: (0)\nif <(Level) = [1]> then\n L1Speech\nend\nif <(Level) = [2]> then\n L2Speech\nend\n\nrepeat until <not <([costume # v] of [crafting v]) = [2]>>\n say [Now find and cut down 3 more trees.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [3]>>\n say [2 trees to go.]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [4]>>\n say [1 left!]\nend\nrepeat until <not <([costume # v] of [crafting v]) = [5]>>\n say [Press space or click crafting to make your table.]\nend\nsay [Awesome!] for (1) seconds\nsay [Crafting table upgraded!] for (2) seconds\nrepeat until <not <([costume # v] of [crafting v]) = [6]>>\n say [Go to the portal ➜]\nend\n\nwhen I receive [#gameover v]\nhide\n\nwhen flag clicked\nhide\n\n@Portal\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\ngo to [back v] layer\nrepeat until <not <(Level) = [1]>>\n go to x: (([x position v] of [player v]) + (891)) y: (([y position v] of [player v]) + (-548))\n if <<(x position) = (([x position v] of [player v]) + (891))> and <(y position) = (([y position v] of [player v]) + (-548))>> then\n if <([costume # v] of [crafting v]) = [6]> then\n Sensing\n else\n hide\n end\n else\n hide\n end\nend\nrepeat until <not <(Level) = [2]>>\n go to x: (([x position v] of [player v]) + (-575)) y: (([y position v] of [player v]) + (-218))\n go to [front v] layer\n if <<(x position) = (([x position v] of [player v]) + (-575))> and <(y position) = (([y position v] of [player v]) + (-218))>> then\n if <([costume # v] of [crafting v]) = [20]> then\n show\n Sensing\n else\n hide\n end\n else\n hide\n end\nend\nrepeat until <not <(Level) = [3]>>\n go to x: (([x position v] of [player v]) + (-575)) y: (([y position v] of [player v]) + (-218))\n go to [front v] layer\n if <<(x position) = (([x position v] of [player v]) + (-575))> and <(y position) = (([y position v] of [player v]) + (-218))>> then\n if <([costume # v] of [crafting v]) = [20]> then\n show\n Sensing\n else\n hide\n end\n else\n hide\n end\nend\n\ndefine Sensing\nshow\nnext costume\nif <touching (herosensor v)?> then\n if <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n change [level v] by (1)\n broadcast (LevelUp v)\n stop [this script v]\n end\n if <(Mode) = [Trainer]> then\n broadcast (#GameOver v)\n stop [this script v]\n end\nend\n\nshow\n\nchange [level v] by (1)\n\n@Health\n\nhide\n\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <(Mode) = [Trainer]> then\n switch costume to (health8 v)\n stop [this script v]\nend\nif <(Mode) = [Normal]> then\n switch costume to (health8 v)\n stop [this script v]\nend\nif <(Mode) = [Hardcore]> then\n switch costume to (health 1 v)\n stop [this script v]\nend\n\nwhen I receive [nextcraftingstage v]\n\ndefine Costumes\n\nwhen I receive [levelup v]\n\nwhen flag clicked\ngo to x: (126) y: (-164)\nhide\n\nwhen I receive [#l2 energy up! v]\nif <(Mode) = [Hardcore]> then\n go to x: (73) y: (-164)\n set size to (300) %\n switch costume to (health 2 v)\n play sound [Chomp v] until done\n go to x: (126) y: (-164)\n set size to (200) %\n wait (0.2) seconds\n stop [this script v]\nend\ngo to x: (73) y: (-164)\nset size to (300) %\nswitch costume to (health8 v)\nplay sound [Chomp v] until done\ngo to x: (126) y: (-164)\nset size to (200) %\nwait (0.2) seconds\n\nnext costume\n\nwhen I receive [#damageme v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n broadcast (#GameOver v)\nend\n\nCostumes\n\nif <(Level) = [1]> then\n switch costume to (health 3 v)\nend\nif <(Level) = [2]> then\n switch costume to (health 3 v)\nend\nif <(Level) = [3]> then\n switch costume to (health8 v)\nend\n\nshow\ngo to [front v] layer\n\nsay [Game over] for (2) seconds\n\nif <(Level) = [1]> then\n\nswitch costume to ((costume [number v]) - (1))\n\nrepeat until <(costume [number v]) = [11]>\n\n@L2 trader\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (tree v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Trader]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n point towards (herosensor v)\n turn right (180) degrees\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n show\n next costume\n if <(Mode) = [Hardcore]> then\n if <([costume # v] of [crafting v]) = [10]> then\n broadcast (2b level shown - door open v)\n else\n say [Hi!]\n end\n end\n if <not <(Mode) = [Hardcore]>> then\n if <(distance to [herosensor v]) < [60]> then\n if <([costume # v] of [crafting v]) = [6]> then\n say [I hate trees! Please cut them down and I'll open the door for you. →]\n else\n if <([costume # v] of [crafting v]) = [7]> then\n say [Cut down the other 2 trees! →]\n end\n if <([costume # v] of [crafting v]) = [8]> then\n say [Cut down the last tree! →]\n else\n if <([costume # v] of [crafting v]) = [9]> then\n say [Hmm... can you craft the wood into sticks?]\n else\n if <([costume # v] of [crafting v]) = [10]> then\n say [Ok... I've opened the door for you.]\n broadcast (2b level shown - door open v)\n else\n if <([costume # v] of [crafting v]) = [11]> then\n say [There is more string up there to find!]\n else\n if <([costume # v] of [crafting v]) = [12]> then\n say [Why not craft a rod?]\n else\n if <([costume # v] of [crafting v]) = [13]> then\n say [Cool fishing rod. Now go and catch some fish. →]\n else\n if <<([costume # v] of [crafting v]) > [13]> and <([costume # v] of [crafting v]) < [19]>> then\n say [Keep fishing!]\n else\n if <([costume # v] of [crafting v]) = [19]> then\n say [Eat the fish to boost your energy!]\n else\n if <([costume # v] of [crafting v]) = [20]> then\n say [Now head into the portal in the house!]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n say []\n end\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n \n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif then\nelse\nend\n\n@L2 string\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (string v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [String]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n show\n if <touching (mycostumes v)?> then\n broadcast (NextCraftingStage v)\n delete this clone\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n \n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif <(distance to [herosensor v]) < [60]> then\n if <([costume # v] of [crafting v]) = [6]> then\n say [I hate trees! Please cut them down and I'll open the door for you... →]\n else\n if <([costume # v] of [crafting v]) = [7]> then\n say [Cut down the other tree! →]\n else\n if <([costume # v] of [crafting v]) = [8]> then\n say [Hmm... can you craft the wood into sticks?]\n else\n if <([costume # v] of [crafting v]) = [9]> then\n say [Ok... the string is up there! ↖]\n else\n if <([costume # v] of [crafting v]) = [10]> then\n say [The other string is up there too!]\n end\n end\n end\n end\n end\nelse\n say []\nend\n\nnext costume\n\n@L2 fishing\n\nwhen I receive [#crafting v]\nif <([costume # v] of [crafting v]) = [13]> then\n forever\n if <([abs v] of (Hero x velocity) ) > [0]> then\n change [costumecounter v] by (1)\n if <(Costumecounter) > [5]> then\n next costume\n set [costumecounter v] to [0]\n end\n end\n if <(Level) = [3]> then\n hide\n stop [this script v]\n end\n end\nend\n\nnext costume\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [crafting v]) = [13]>\nforever\n point in direction ([direction v] of [mycostumes v])\n if <(-paused for animation?) = [Yes]> then\n hide\n else\n if <([costume # v] of [player v]) < [14]> then\n show\n else\n hide\n end\n end\n if <(Level) = [3]> then\n hide\n stop [this script v]\n end\nend\n\nshow\n\n@L2 Fish\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (string v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [fish]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-40))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-40))>> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (mycostumes v)?> then\n \n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\nsay [Y] for (2) seconds\n\nsay [Here is s] for (2) seconds\n\nsay [Here is some string!] for (2) seconds\n\nsay [And...] for (2) seconds\n\nif <(distance to [herosensor v]) < [60]> then\n if <([costume # v] of [crafting v]) = [6]> then\n say [I hate trees! Please cut them down and I'll open the door for you... →]\n else\n if <([costume # v] of [crafting v]) = [7]> then\n say [Cut down the other tree! →]\n else\n if <([costume # v] of [crafting v]) = [8]> then\n say [Hmm... can you craft the wood into sticks?]\n else\n if <([costume # v] of [crafting v]) = [9]> then\n say [Ok... the string is up there! ↖]\n else\n if <([costume # v] of [crafting v]) = [10]> then\n say [The other string is up there too!]\n end\n end\n end\n end\n end\nelse\n say []\nend\n\nnext costume\n\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nif <touching (mycostumes v)?> then\n\n@Zombie\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n if <<touching (sword v)?> and <not <([costume name v] of [sword v]) = [Up]>>> then\n delete this clone\n end\n switch costume to ([costume # v] of [zombie v])\n show\n else\n hide\n end\nend\n\nif <touching (herosensor v)?> then\n broadcast (#DamageMe v)\n delete this clone\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n repeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Zombie]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\n end\nend\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen flag clicked\nset [baddie_clone_x_shift v] to [0]\nforever\n switch costume to (firstz v)\n set [baddies going l or r? v] to [r]\n repeat (24)\n repeat (3)\n change [baddie_clone_x_shift v] by (1)\n end\n next costume\n end\n switch costume to (firstz v)\n set [baddies going l or r? v] to [l]\n repeat (24)\n repeat (3)\n change [baddie_clone_x_shift v] by (-1)\n end\n next costume\n end\nend\n\n@Wood\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (wood v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Wood]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n show\n if <touching (mycostumes v)?> then\n broadcast (NextCraftingStage v)\n delete this clone\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nhide\n\n@Stick\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (wood v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Stick]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n show\n if <touching (mycostumes v)?> then\n broadcast (NextCraftingStage v)\n delete this clone\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nhide\n\n@Sword\n\nwhen I receive [#crafting v]\nif <([costume # v] of [crafting v]) = [24]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\nforever\n point in direction ([direction v] of [mycostumes v])\nend\n\nwhen I receive [#action v]\ngo to [front v] layer\nswitch costume to (diagonal v)\nwait (0.05) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [armwithwater v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\npoint in direction ([direction v] of [mycostumes v])\n\n@Winter Tree\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (tree v)\nif <not <(Level) = [2]>> then\n stop [this script v]\nend\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Tree]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#action v]\nif <touching (mycostumes v)?> then\n \n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (20))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (20))>> then\n show\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@Blaze\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT)) y: ((([y position v] of [player v]) + (local_clone_y)) + (30))\n if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (BADDIE_CLONE_X_SHIFT))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (30))>> then\n if <<touching (armwithwater v)?> and <not <([costume name v] of [armwithwater v]) = [Up]>>> then\n delete this clone\n end\n next costume\n show\n else\n hide\n end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [begin v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\nwhen I receive [upperblazepath v]\n\ndefine PositionZombie\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n repeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [blaze]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\n end\nend\n\nforever\n repeat (100)\n change [zombiex v] by (1)\n point in direction (90)\n end\n repeat (100)\n change [zombiex v] by (-1)\n point in direction (-90)\n end\nend\n\nstart sound [Splash v]\n\nif <touching (herosensor v)?> then\n broadcast (#DamageMe v)\n delete this clone\nend\n\n@bottle\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (water v)\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [bottle]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-10))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-10))>> then\n show\n set size to (80) %\n if <touching (mycostumes v)?> then\n broadcast (ArmWithWater v)\n delete this clone\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@ArmWithWater\n\nwhen I receive [armwithwater v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n point in direction ([direction v] of [mycostumes v])\nend\n\nwhen I receive [#action v]\ngo to [front v] layer\nwait (0.1) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [armwithwater v]\nshow\n\nwhen I receive [armwithbow v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@dragon\n\nwhen I start as a clone\nset size to (300) %\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5))) y: ((([y position v] of [player v]) + (local_clone_y)) + (100))\n if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5)))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (100))>> then\n if <touching (arrow v)?> then\n change size by (-5)\n start sound [eek v]\n if <(size) < [50]> then\n think [NO!!!!] for (2) seconds\n broadcast (#GameOver v)\n delete this clone\n end\n end\n if <touching (herosensor v)?> then\n broadcast (#DamageMe v)\n repeat (15)\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (5))) y: ((([y position v] of [player v]) + (local_clone_y)) + (100))\n if <(baddies going l or r?) = [l]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n next costume\n show\n end\n end\n if <(baddies going l or r?) = [l]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n next costume\n show\n else\n hide\n end\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [begin v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nif <(Level) = [3]> then\n repeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [dragon]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\n end\nend\n\ndelete this clone\n\nset size to (300) %\n\nbroadcast (#GameOver v)\ndelete this clone\n\n@armwithbow\n\nwhen I receive [#action v]\n\ngo to [front v] layer\nswitch costume to (diagonal v)\nwait (0.05) seconds\nswitch costume to (attack v)\nwait (0.3) seconds\nswitch costume to (diagonal v)\nwait (0.1) seconds\nswitch costume to (up v)\n\nwhen I receive [armwithbow v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n point in direction ([direction v] of [mycostumes v])\nend\n\n@bow\n\nwhen I receive [begin v]\nset [armed with bow? v] to [No]\nPosition\n\nwhen I receive [levelup v]\nset [armed with bow? v] to [No]\nPosition\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [1]\nrepeat (length of [item name v])\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [bow]> then\n set [local_clone_x v] to (item (MicroBad Clone Number) of [itemx v])\n set [local_clone_y v] to (item (MicroBad Clone Number) of [itemy v])\n create clone of (_myself_ v)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [lowhit v]\nwait (0.2) seconds\nif <touching (attacksensor v)?> then\n replace item (MicroBad Clone Number) of [itemlevel v] with ((item (MicroBad Clone Number) of [itemlevel v]) - (1))\n if <(item (MicroBad Clone Number) of [itemlevel v]) < [1]> then\n stop [other scripts in sprite v]\n set [heartx v] to (x position)\n set [hearty v] to (y position)\n create clone of (heart v)\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (() * (item (MicroBad Clone Number) of [microbad - walk rate v]))) y: ((([y position v] of [player v]) + (local_clone_y)) + (-10))\n if <<(x position) = (([x position v] of [player v]) + (local_clone_x))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (-10))>> then\n show\n set size to (80) %\n if <touching (mycostumes v)?> then\n set [armed with bow? v] to [Yes]\n broadcast (ArmWithBow v)\n delete this clone\n end\n else\n hide\n end\nend\n\n@Arrow\n\nwhen I start as a clone\nshow\ngo to (herosensor v)\nif <([direction v] of [mycostumes v]) = [90]> then\n point in direction (45)\nelse\n point in direction (-45)\nend\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [#action v]\nif <not <(Armed with bow?) = [Yes]>> then\n stop [this script v]\nend\ncreate clone of (_myself_ v)\n\n@Snow etc\n\nwhen I receive [begin v]\nhide\nforever\n repeat until <not <(Level) = [1]>>\n set [myx v] to (([x position v] of [player v]) + (-234))\n set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n switch costume to (costume1 v)\n clear graphic effects\n set [ghost v] effect to (10)\n set size to (100) %\n go to [back v] layer\n go [forward v] (2) layers\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (3)) seconds\n end\n repeat until <not <(Level) = [2]>>\n set [ghost v] effect to (5)\n switch costume to (snowflake v)\n set size to (200) %\n set size to (pick random (50) to (150)) %\n set [myx v] to (([x position v] of [player v]) + (pick random (-250) to (319)))\n set [myy v] to [-150]\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n repeat until <not <(Level) = [3]>>\n set [myx v] to (([x position v] of [player v]) + (-234))\n set [myy v] to (([y position v] of [player v]) + (pick random (-170) to (10)))\n switch costume to (costume1 v)\n clear graphic effects\n set [ghost v] effect to (10)\n set size to (100) %\n go to [back v] layer\n go [forward v] (2) layers\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (5)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(Level) = [1]> then\n forever\n if <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n change [myx v] by (2)\n change [myy v] by (pick random (1) to (-1))\n go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + ((0) - (Myy)))\n if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(y position) = (([y position v] of [player v]) + ((0) - (Myy)))>>> then\n delete this clone\n end\n end\nend\nif <(Level) = [2]> then\n forever\n change [myy v] by (-3)\n go to x: (([x position v] of [player v]) - (MyX)) y: (([y position v] of [player v]) + (Myy))\n turn right (4) degrees\n if <<not <(x position) = (([x position v] of [player v]) - (MyX))>> or <not <(x position) = (([y position v] of [player v]) + (Myy))>>> then\n delete this clone\n end\n change [myx v] by (1)\n end\nend\n\nwhen I receive [levelup v]\ndelete this clone\n\n@Start End screens\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nwait (1) seconds\nswitch costume to (selection v)\nbroadcast (ShowModeOptions v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nset [level v] to [1]\n\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\n@gAMEPLAYsELECTION2\n\nwhen I receive [showmodeoptions v]\nFaster\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Collect v]\n repeat until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change size by (0.5)\n end\n repeat (7)\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Clickable) = [Yes]> then\n reset timer\n set [clickable v] to [No]\n if <(costume [number v]) = [1]> then\n set [mode v] to [Normal]\n set [level v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [1]\n set [mode v] to [Hardcore]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [1]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [2]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [3]\n set [mode v] to [Trainer]\n end\n stop [other scripts in sprite v]\n broadcast (begin v)\n delete this clone\nend\n\nset [mode v] to [Normal]\n\nif <(costume [number v]) = [6]> then\n set [level v] to [4]\n set [mode v] to [Trainer]\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [hardcore death v]\nset [clickable v] to [No]\nswitch costume to (hardcore v)\ngo to x: (-170) y: (-80)\nset size to (1) %\nshow\nrepeat (30)\n go to [front v] layer\n change size by (5)\nend\n\nwhen I receive [showtraininglevelcomplete v]\nset [clickable v] to [No]\nwait (0.1) seconds\nset size to (300) %\nchange [level v] by (0)\nif <(Level) = [1]> then\n switch costume to (summer v)\n go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n switch costume to (winter v)\n go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n switch costume to (battle v)\n go to x: (-175) y: (600)\nend\nif <(Level) = [4]> then\n switch costume to (air v)\n go to x: (-525) y: (600)\nend\nshow\ngo to [front v] layer\nglide (1) secs to x: (x position) y: (350)\nbroadcast (ShowBestTimes v)\n\ndefine Faster\nhide\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nset [clickable v] to [Yes]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [begin v]\nhide\ndelete this clone\n\nif <(costume [number v]) = [1]> then\n set [level v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [level v] to [1]\n set [mode v] to [Hardcore]\nend\nif <(costume [number v]) = [3]> then\n set [level v] to [1]\n set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [4]> then\n set [level v] to [2]\n set [mode v] to [Trainer]\nend\nif <(costume [number v]) = [5]> then\n set [level v] to [3]\n set [mode v] to [Trainer]\nend\nstop [other scripts in sprite v]\nbroadcast (begin v)\ndelete this clone\n\n@Joystick\n\nwhen I receive [begin v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n switch costume to (action v)\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n wait (0.3) seconds\n end\n else\n switch costume to (neutral v)\n end\nend\n\nbroadcast (Jump v)\n\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\nend\nbroadcast (HeroPointLeft v)\nbroadcast (Jump v)\n\nbroadcast (HeroPointLeft v)\nchange [xvelocity v] by (1.2)\nif <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (HeroPointRight v)\nbroadcast (Jump v)\n\n@Jobs list\n\n@Timer\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nset [###time v] to [0]\nset [localsecondscounter v] to [0]\nwait (1) seconds\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\n forever\n change [###time v] by (1)\n change [localsecondscounter v] by (1)\n if <(LocalSecondsCounter) = [60]> then\n change [###time v] by (40)\n set [localsecondscounter v] to [0]\n end\n if <(GamePaused?) = [Yes]> then\n wait (7) seconds\n set [gamepaused? v] to [No]\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (###Time)) - (Numeral)) of (###Time))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (70) %\ngo to x: (-140) y: (165)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-23)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-17)\nchange [numeral v] by (1)\nset [#mode v] to [0]\nswitch costume to (clock normal v)\n\ngo to [front v] layer\n\nset [brightness v] effect to (50)\n\nbroadcast (#GameOver v)\n\n@cloud]\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\nclear graphic effects\ngo to [front v] layer\nstop [other scripts in sprite v]\nif <(Mode) = [Normal]> then\n if <(###Time) < (☁ Normal)> then\n set [☁ normal v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n end\nend\nif <(Mode) = [Hardcore]> then\n if <(###Time) < (☁ -Hardcore)> then\n set [☁ -hardcore v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n end\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n if <(###Time) < (☁ -L1)> then\n set [☁ -l1 v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n end\n end\n if <(Level) = [2]> then\n if <(###Time) < (☁ -L2)> then\n set [☁ -l2 v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n end\n end\n if <(Level) = [3]> then\n if <(###Time) < (☁ -level3)> then\n set [☁ -level3 v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n end\n end\nend\nshow\ngo to [front v] layer\nswitch costume to (10 v)\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nif <(Numeral) = [4]> then\n switch costume to (clock normal v)\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n set [####display_cloud_times v] to (☁ Normal)\nend\nif <(Mode) = [Hardcore]> then\n set [####display_cloud_times v] to (☁ -Hardcore)\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n set [####display_cloud_times v] to (☁ -L1)\n end\n if <(Level) = [2]> then\n set [####display_cloud_times v] to (☁ -L2)\n end\n if <(Level) = [3]> then\n set [####display_cloud_times v] to (☁ -level3)\n end\nend\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nif <(Numeral) = [4]> then\n switch costume to (clock normal v)\nend\n\nwhen I receive [#hardcoredeath v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nswitch costume to (0 v)\nset size to (40) %\ngo to x: (-30) y: (168)\nset [numeral v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-13)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\ncreate clone of (_myself_ v)\nchange x by (-10)\nchange [numeral v] by (1)\nset [#mode v] to [0]\n\nset [☁ -hardcore v] to [9999]\nset [☁ -level3 v] to [7777]\nset [☁ normal v] to [5555]\nset [☁ -l1 v] to [5555]\nset [☁ -l2 v] to [5555]\n\nif <(Level) = [1]> then\n if <(###Time) < (####display_cloud_times)> then\nend\n\nset [☁ -l2 v] to (####display_cloud_times)\n\nif <(###Time) < (☁ -level3)> then\n set [☁ -level3 v] to (####display_cloud_times)\nend\n\nset [☁ -hardcore v] to (####display_cloud_times)\n\nrepeat (10)\n\nswitch costume to (10 v)\n\nshow\n\n@Sprite1\n\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nswitch costume to (button v)\nset [ghost v] effect to (99)\nshow\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nwhen flag clicked\nset [gamepaused? v] to [No]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (localpause v)\nend\n\nset [ghost v] effect to (0)\n\nclear graphic effects\n\nwhen I receive [localpause v]\nset [gamepaused? v] to [Yes]\nstop [other scripts in sprite v]\nswitch costume to (ice v)\nshow\nset [ghost v] effect to (50)\nwait until <(GamePaused?) = [No]>\nhide\n\nwhen I receive [#gameover v]\nhide\n\n@Minecraft platformer 4 end screen\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n stop [this script v]\nend\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n show\n switch costume to (minecraft platformer 4 end screen v)\n go to x: (0) y: (-360)\n glide (1) secs to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen3 v)\nforever\n go to x: (0) y: (-132)\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n set size to (0) %\n set [size v] to (size)\n repeat until <touching (_edge_ v)?>\n change size by (3)\n change [size v] by (3)\n end\n repeat (8)\n change size by (-3)\n change [size v] by (-3)\n end\n repeat (6)\n repeat (10)\n change size by (1)\n change [size v] by (1)\n end\n repeat (10)\n change size by (-1)\n change [size v] by (-1)\n end\n end\n repeat until <not <(size) = (size)>>\n change size by (-4)\n change [size v] by (-4)\n end\nend\n\nwhen flag clicked\nhide\n\n@Minecraft platformer 4 end screen2\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n stop [this script v]\nend\nif <(Mode) = [Trainer]> then\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n show\n switch costume to (minecraft platformer 4 end screen v)\n go to x: (0) y: (-360)\n glide (1) secs to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen2 v)\nforever\n go to x: (0) y: (-132)\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n set size to (0) %\n set [size v] to (size)\n repeat until <touching (_edge_ v)?>\n change size by (3)\n change [size v] by (3)\n end\n repeat (8)\n change size by (-3)\n change [size v] by (-3)\n end\n repeat (6)\n repeat (10)\n change size by (1)\n change [size v] by (1)\n end\n repeat (10)\n change size by (-1)\n change [size v] by (-1)\n end\n end\n repeat until <not <(size) = (size)>>\n change size by (-4)\n change [size v] by (-4)\n end\nend\n\nwhen flag clicked\nhide\n\n@Minecraft platformer 4 end screen3\n\nwhen I receive [#gameover v]\nif <([costume # v] of [health v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n show\n switch costume to (minecraft platformer 4 end screen v)\n go to x: (0) y: (-360)\n glide (1) secs to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (minecraft platformer 4 end screen2 v)\nforever\n go to x: (0) y: (-132)\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n set size to (0) %\n set [size v] to (size)\n repeat until <touching (_edge_ v)?>\n change size by (3)\n change [size v] by (3)\n end\n repeat (8)\n change size by (-3)\n change [size v] by (-3)\n end\n repeat (6)\n repeat (10)\n change size by (1)\n change [size v] by (1)\n end\n repeat (10)\n change size by (-1)\n change [size v] by (-1)\n end\n end\n repeat until <not <(size) = (size)>>\n change size by (-4)\n change [size v] by (-4)\n end\nend\n\nwhen flag clicked\nhide\n\nif <(Mode) = [Trainer]> then\n\nif <([costume # v] of [health v]) = [1]> then\nend\n\n
コミュニティありがとう!\nコミュりありがとうございます!\nhttps://uploads.scratch.mit.edu/get_image/project/760734912_600x450.png\n       ~~~NEON platformer~~~\n        \n         日本語\n矢印キーまたはタップで操作です。\n楽しんで!\n\n       English\nArrow keys or tap for operation\nThe shades are Tik Tok icons.\n\n\n\nhttps://uploads.scratch.mit.edu/get_image/project/753166614_600x450.png
Cat Platformer
@Stage\n\nwhen backdrop switches to [backdrop21 v]\nask [Secret Code] and wait\nif <(answer) = [Crazybeast999]> then\n switch backdrop to (backdrop30 v)\nend\n\nwhen backdrop switches to [backdrop31 v]\nask [Secret Code 2.0] and wait\nif <(answer) = [Crazybeast999]> then\n switch backdrop to (backdrop23 v)\nend\n\nwhen backdrop switches to [backdrop31 v]\nif <not <(answer) = [Crazybeast999]>> then\n ask [Secret Code 2.0] and wait\nend\n\nwhen backdrop switches to [backdrop21 v]\nif <not <(answer) = [Crazybeast999]>> then\n ask [Secret Code] and wait\nend\n\n@Sprite1\n\ndefine Move\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv 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\nMove\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to x: (-158) y: (-22)\nforever\n if <touching color (#ff9999)?> then\n set [xy v] to [0]\n set [yv v] to [0]\n go to x: (-136) y: (-93)\n end\n if <touching color (#ff0000)?> then\n go to x: (-136) y: (-93)\n switch backdrop to (next backdrop v)\n end\n if <key (r v) pressed?> then\n go to x: (-136) y: (-93)\n end\n if <touching color (#99ffff)?> then\n set [yv v] to [20]\n end\n if <touching color (#99ffbb)?> then\n set [xv v] to [20]\n end\nend\n\ngo to (random position v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (3) seconds\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nshow\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (10)\nend\n\n
IMPORTANT: Double clicking the flag will fix most bugs. Don't forget to do that!\n\nWelcome to Terraformer, a Terraria inspired Survival Platformer using pen stamps to generate semi-random levels where you can build, fight and mine. \nCONTROLS:\nWAD to move\nHold left click to use item\n1-9 number keys or click slots to change hotbar slot\nR to reset player position (use this to get out of the cave if it is too hard to jump back up)\nS to crouch\nZ to switch to solid block type\nX to switch to background block type\nLeft and right arrow keys to change direction of block\nClick the arrow facing down to open inventory\nHOW TO PLAY:\nIn this game, your goal is to build with the blocks you obtain by mining, and get gold from the slimes living in the caves. You can buy more things using the gold in Deryll's shop. To reach the cave, simply mine straight down. If you build anything you'd like to share, remix this project with a screenshot. \nNOTES:\nDouble click flag, fullscreen so you can see\nYou will likely encounter some sort of bug while playing. Leave any bug reports or suggestions in the comments!\nSpeak to Deryll, he has a lot more tips if you need them.\nOh and also, no advertising.\n\nHeart and star or I will take those coins you got
Budgies! A Platformer Game
@Stage\n\nwhen I receive [start screen v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [8-bit v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [15]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-60)\nset size to (500) %\nforever\n if <touching (obsatcles v)?> then\n go to x: (-198) y: (-116)\n end\nend\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start game v]\ngo to x: (-198) y: (-116)\nset size to (400) %\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1.2)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1.2)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\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 y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-198) y: (-116)\nchange [level v] by (1)\n\nwhen I receive [player died v]\ngo to x: (-198) y: (-116)\nbroadcast (boss fight v)\n\n@Dark Cube\n\nwhen flag clicked\nset [boss lives v] to [3]\nset size to (400) %\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [boss fight v]\nshow\ngo to x: (74) y: (-118)\nset [ghost v] effect to (50)\nwait (1) seconds\nsay [Hello Pixely. We meet again.] for (3) seconds\nsay [Yes I am alive, partly, I will destroy you this time ] for (4) seconds\nwait (1) seconds\nset [boss lives v] to [3]\nglide (1) secs to x: (0) y: (0)\nsay [take this!] for (3) seconds\nwait (1) seconds\nsay [what why isn't it working] for (3) seconds\nbroadcast (shoot v)\nwait (1) seconds\nsay [oh ok time to perish!] for (3) seconds\nwait (1) seconds\nsay [ummmmmm.....] for (3) seconds\nwait (2) seconds\nsay [where did it go?] for (3) seconds\nbroadcast (boom v)\n\nwhen I receive [boom end v]\nhide\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@Arrow right2\n\nwhen this sprite clicked\nbroadcast (left v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (-55) y: (-61)\nshow\n\n@play\n\nwhen this sprite clicked\nbroadcast (start game v)\n\nwhen flag clicked\nshow\ngo to x: (14) y: (34)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@Arrow right\n\nwhen this sprite clicked\nbroadcast (right v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (49) y: (-61)\nshow\n\n@next\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n if <(level) = [14]> then\n hide\n end\n end\nend\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [boom end v]\nwait (4) seconds\nshow\n\n@--Atomic--\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [sine v] to [0]\npoint in direction (90)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (100)) %\nend\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (5)\nend\n\nstop [other scripts in sprite v]\n\npoint in direction (90)\n\nwhen flag clicked\nshow\nwait (7) seconds\nbroadcast (start screen v)\nhide\n\n@back\n\nwhen flag clicked\nshow\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v]\nset volume to (100) %\n\nwhen I receive [fade v]\nforever\n change volume by (-2)\nend\n\nwhen I receive [start screen v]\nhide\n\n@letters\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\nwait (3) seconds\nset [x v] to [30]\nshow\ngo to x: (300) y: (0)\nrepeat until <(x position) = [0]>\n set [x v] to ((x) / (1.1))\n change x by ((0) - (x))\nend\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (Fade v)\nforever\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start screen v]\nhide\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\nwhen flag clicked\nwait until <(level) = [14]>\nhide\nbroadcast (boss fight v)\n\nwhen I receive [boom end v]\nwait (4) seconds\nshow\n\n@obsatcles\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nforever\n if <(level) = [3]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [4]> then\n switch costume to (costume2 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n end\n if <(level) = [5]> then\n switch costume to (costume3 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [6]> then\n switch costume to (costume4 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [7]> then\n switch costume to (costume5 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [10]> then\n switch costume to (costume6 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [11]> then\n switch costume to (costume7 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [12]> then\n switch costume to (costume8 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n end\n if <(level) = [13]> then\n hide\n end\nend\n\n@Pixel Jump\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\ngo to x: (-50) y: (120)\nforever\n set size to (100) %\n go to x: (-50) y: (120)\n show\n clear graphic effects\n set [ghost v] effect to (0)\n forever\n change y by ([cos v] of ((p) / (1)) )\n change [p v] by (5)\n end\nend\n\nbroadcast (start screen v)\n\nwhen I receive [start game v]\nhide\n\n@2\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\nset size to (20) %\nshow\ngo to x: (171) y: (110)\npoint in direction (90)\nforever\n change [2 is turning v] by (7.5)\n point in direction ((([sin v] of (2 is turning) ) * (15)) + (90))\n set size to ((([sin v] of ((2 is turning) * (2)) ) * (25)) + (100)) %\nend\n\nwhen I receive [start game v]\nhide\n\n@Scared cube\n\nwhen flag clicked\nhide\nforever\n if <(level) = [8]> then\n show\n go to x: (133) y: (-116)\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until <touching (player v)?>\nsay [whispering* "Help me please. Follow this trail, please Pixely save this place"] for (5) seconds\nsay [Thankyou!] for (2) seconds\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\ngo to (dark cube v)\nshow\nglide (1) secs to x: (-69) y: (41)\nwait (3) seconds\nglide (1) secs to x: (-69) y: (41)\nhide\n\n@explode\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\n\nbroadcast (hide cat v)\n\nwait (0.1) seconds\n\nwhen I receive [boom v]\nshow\nstart sound [explbomb v]\nswitch costume to (explode-05-june\[2 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[3 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[4 v)\nwait (0.1) seconds\nbroadcast (boom end v)\nswitch costume to (explode-05-june\[5 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[6 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[7 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[8 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[9 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[10 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[11 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[12 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[13 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[14 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[15 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[16 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[17 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[18 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[19 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[20 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[21 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[22 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[23 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[24 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[25 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[26 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[27 v)\nwait (0.1) seconds\nhide\n\n@Sprite1\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n
You'll learn how to play in the game. There are 100 levels plus two bonus levels. All levels are now hardcore!\n\nHighly recommended to play MajesticPie's version before this, this platformer requires precision, sometimes down to the split second.\nGood luck! \n\n
Realm-A Platformer#TagInTheTitle#Games#All#Platformer
@Stage\n\n@Blank\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@3D\n\nwhen flag clicked\nforever\n if <(Mouse Movement) = [1]> then\n change [@rot x v] by ((-.02) * (mouse x))\n change [@rot y v] by ((0.02) * (mouse y))\n end\n if <(Mouse Movement) = [2]> then\n set [@rot x v] to ((-.8) * (mouse x))\n set [@rot y v] to ((0.8) * (mouse y))\n end\nend\n\ndefine Fill Tri (x0) (y0) (x1) (y1) (x2) (y2) (outline)\nset [_tri2 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [_tri3 v] to ([sqrt v] of ((((x0) - (x2)) * ((x0) - (x2))) + (((y0) - (y2)) * ((y0) - (y2)))) )\nset [_tri4 v] to ([sqrt v] of ((((x0) - (x1)) * ((x0) - (x1))) + (((y0) - (y1)) * ((y0) - (y1)))) )\nset [_tri1 v] to (((_tri2) + ((_tri3) + (_tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (_tri2)) * (((_tri1) - (_tri3)) * ((_tri1) - (_tri4)))) / (_tri1)) ))\nchange [_tri1 v] by (_tri1)\ngo to x: (((((_tri2) * (x0)) + ((_tri3) * (x1))) + ((_tri4) * (x2))) / (_tri1)) y: (((((_tri2) * (y0)) + ((_tri3) * (y1))) + ((_tri4) * (y2))) / (_tri1))\nset pen size to (_tri0)\npen down\nif <(_tri0) > [0]> then\n if <<(_tri3) < (_tri2)> or <(_tri4) < (_tri2)>> then\n if <<(_tri2) < (_tri3)> or <(_tri4) < (_tri3)>> then\n set [_tri1 v] to ((x position) - (x2))\n set [_tri2 v] to ((y position) - (y2))\n else\n set [_tri1 v] to ((x position) - (x1))\n set [_tri2 v] to ((y position) - (y1))\n end\n else\n set [_tri1 v] to ((x position) - (x0))\n set [_tri2 v] to ((y position) - (y0))\n end\n set [_tri1 v] to (([sqrt v] of (((_tri1) * (_tri1)) + ((_tri2) * (_tri2))) ) / ((_tri0) / (2)))\n set [_tri8 v] to (((_tri1) * (outline)) / ((_tri1) - (1)))\n set [_tri1 v] to ((0.5) - ((.5) / (_tri1)))\n set [_tri2 v] to (((x position) - (x0)) / (_tri0))\n set [_tri3 v] to (((y position) - (y0)) / (_tri0))\n set [_tri4 v] to (((x position) - (x1)) / (_tri0))\n set [_tri5 v] to (((y position) - (y1)) / (_tri0))\n set [_tri6 v] to (((x position) - (x2)) / (_tri0))\n set [_tri7 v] to (((y position) - (y2)) / (_tri0))\n repeat until <(_tri0) < (_tri8)>\n set [_tri0 v] to ((_tri1) * (_tri0))\n set pen size to ((_tri0) + (.5))\n go to x: ((x0) + ((_tri0) * (_tri2))) y: ((y0) + ((_tri0) * (_tri3)))\n go to x: ((x1) + ((_tri0) * (_tri4))) y: ((y1) + ((_tri0) * (_tri5)))\n go to x: ((x2) + ((_tri0) * (_tri6))) y: ((y2) + ((_tri0) * (_tri7)))\n go to x: ((x0) + ((_tri0) * (_tri2))) y: ((y0) + ((_tri0) * (_tri3)))\n end\nend\nset pen size to (outline)\ngo to x: (x0) y: (y0)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x0) y: (y0)\npen up\n\ndefine Fill 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nCalc. Player Pos (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nCalc. Turn\nif <not <<<(#z1) < [.1]> and <(#z2) < [.1]>> and <(#z3) < [.1]>>> then\n Z-Clipping\n Fill Tri ((!FOV) * ((#x1) / (#z1))) ((!FOV) * ((#y1) / (#z1))) ((!FOV) * ((#x2) / (#z2))) ((!FOV) * ((#y2) / (#z2))) ((!FOV) * ((#x3) / (#z3))) ((!FOV) * ((#y3) / (#z3))) [1]\nend\n\ndefine Set Point 3: (x3) (y3) (z3)\nset [#x3 v] to (x3)\nset [#y3 v] to (y3)\nset [#z3 v] to (z3)\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [temp v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (Temp)\n set [temp v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (Temp)\n set [temp v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (Temp)\n set [temp v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (Temp)\n set [temp v] to (item ((List_Item) + (1)) of [cube type v])\n replace item ((List_Item) + (1)) of [cube type v] with (item (List_Item) of [cube type v])\n replace item (List_Item) of [cube type v] with (Temp)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [~iii v] to [0]\nrepeat (length of [cube x pos v])\n change [~iii v] by (1)\n add (round ([sqrt v] of ((((@Player Z) - (item (~III) of [cube z pos v])) * ((@Player Z) - (item (~III) of [cube z pos v]))) + ((((@Player Y) - (item (~III) of [cube y pos v])) * ((@Player Y) - (item (~III) of [cube y pos v]))) + (((@Player X) - (item (~III) of [cube x pos v])) * ((@Player X) - (item (~III) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [#x1 v] to (x1)\nset [#y1 v] to (y1)\nset [#z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [#x2 v] to (x2)\nset [#y2 v] to (y2)\nset [#z2 v] to (z2)\n\ndefine Draw Cube At (x) (y) (z) (platform type)\npen up\nCalculate Trig Values\nif <(platform type) = [platform]> then\n set pen color to (#1c5dff)\nelse\n if <(platform type) = [lava]> then\n set pen color to (#ff1c1c)\n else\n if <(platform type) = [trampoline]> then\n set pen color to (#fff71c)\n else\n if <(platform type) = [end]> then\n set pen color to (#1cff45)\n end\n end\n end\nend\nset pen (brightness v) to (100)\nif <(item (~II) of [block distances v]) > [200]> then\n change pen (brightness v) by ((() - ((item (~II) of [block distances v]) - (200))) / (8))\nend\nif <(@Player X) > ((x) + (50))> then\n Fill 3d Tri ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\n Fill 3d Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(@Player Z) < ((z) - (50))> then\n Fill 3d Tri ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\n Fill 3d Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(@Player Z) > ((z) + (50))> then\n Fill 3d Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\n Fill 3d Tri ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\nend\nif <(@Player X) < ((x) - (50))> then\n Fill 3d Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\n Fill 3d Tri ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\nend\nif <(@Player Y) > ((y) + (50))> then\n Fill 3d Tri ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Fill 3d Tri ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(@Player Y) < ((x) - (50))> then\n Fill 3d Tri ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Fill 3d Tri ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (@Rot Y) )\nset [cos x v] to ([cos v] of (@Rot Y) )\nset [sin y v] to ([sin v] of (@Rot X) )\nset [cos y v] to ([cos v] of (@Rot X) )\n\ndefine Turn and Move\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [@zvel v] by ((2) * (Cos Y))\n change [@xvel v] by ((-2) * (Sin Y))\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [@zvel v] by ((-2) * (Cos Y))\n change [@xvel v] by ((2) * (Sin Y))\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [@zvel v] by ((-2) * (Sin Y))\n change [@xvel v] by ((-2) * (Cos Y))\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [@zvel v] by ((2) * (Sin Y))\n change [@xvel v] by ((2) * (Cos Y))\nend\nchange [@rot x v] by (@Rot X Vel)\nchange [@rot y v] by (@Rot Y Vel)\nif <(@Rot Y) < [-90]> then\n set [@rot y v] to [-90]\nend\nif <[90] < (@Rot Y)> then\n set [@rot y v] to [90]\nend\nset [@rot x vel v] to ((@Rot X Vel) * (.7))\nset [@rot y vel v] to ((@Rot Y Vel) * (.7))\n\ndefine Collisions\nset [touching platform? v] to [no]\nset [~i v] to [0]\nrepeat (length of [cube x pos v])\n change [~i v] by (1)\n if <<<not <(@Player Y) < ((item (~I) of [cube y pos v]) - (90))>> and <not <(@Player Y) > ((item (~I) of [cube y pos v]) + (130))>>> and <<<not <(@Player Z) < ((item (~I) of [cube z pos v]) - (60))>> and <not <(@Player Z) > ((item (~I) of [cube z pos v]) + (60))>>> and <<not <(@Player X) < ((item (~I) of [cube x pos v]) - (60))>> and <not <(@Player X) > ((item (~I) of [cube x pos v]) + (60))>>>>> then\n set [item v] to (~I)\n if <(item (~I) of [cube type v]) = [platform]> then\n set [touching platform? v] to [yes]\n stop [this script v]\n else\n if <(item (~I) of [cube type v]) = [lava]> then\n Reset\n stop [this script v]\n else\n if <(item (~I) of [cube type v]) = [trampoline]> then\n set [@yvel v] to [30]\n stop [this script v]\n else\n if <(item (~I) of [cube type v]) = [end]> then\n change [level v] by (1)\n Reset\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Physics\nset [top? v] to [no]\nchange [falling? v] by (1)\nchange [@yvel v] by (-1)\nchange [@player y v] by ([floor v] of (@Yvel) )\nCollisions\nif <(Touching platform?) = [yes]> then\n Y collision (@Yvel)\nend\nchange [@player z v] by (@Zvel)\nCollisions\nif <(Touching platform?) = [yes]> then\n Z Collision (@Zvel)\nend\nchange [@player x v] by (@Xvel)\nCollisions\nif <(Touching platform?) = [yes]> then\n X Collisions (@Xvel)\nend\nset [@zvel v] to ((@Zvel) * (0.7))\nset [@xvel v] to ((@Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [@yvel v] to [14]\nend\nif <(@Player Y) < [-500]> then\n Reset\nend\nset [@player y v] to ([floor v] of (@Player Y) )\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [@player y v] by (-1)\n else\n change [@player y v] by (1)\n set [falling? v] to [0]\n set [top? v] to [yes]\n end\n set [@yvel v] to [0]\n Collisions\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [@player z v] by (-1)\n else\n change [@player z v] by (1)\n end\n set [@zvel v] to [0]\n Collisions\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [@player x v] by (-1)\n else\n change [@player x v] by (1)\n end\n set [@xvel v] to [0]\n Collisions\nend\n\ndefine Reset\nswitch costume to (costume1 v)\nset size to (Infinity) %\nset [!fov v] to [200]\nset [@player x v] to [0]\nset [@player y v] to [300]\nset [@player z v] to [0]\nset [falling? v] to [50]\nset [@yvel v] to [0]\nset [@rot y v] to [0]\nset [@rot x v] to [0]\nset [@rot x vel v] to [0]\nset [@rot y vel v] to [0]\nset [sine v] to [0]\npen up\nGet data\n\nwhen flag clicked\nset [level v] to [1]\nerase all\nReset\nforever\n Broadcast\n Broadcast\nend\n\ndefine Get data\ndelete all of [xdif v]\ndelete all of [ydif v]\ndelete all of [zdif v]\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [cube type v]\nLevels\n\ndefine Render\nBackdrop\nDistance\nSort Lists\npen up\nset pen size to (2)\nset [~ii v] to [0]\nrepeat (length of [cube x pos v])\n change [~ii v] by (1)\n if <(item (~II) of [block distances v]) < [2000]> then\n Draw Cube At (item (~II) of [cube x pos v]) (item (~II) of [cube y pos v]) (item (~II) of [cube z pos v]) (item (~II) of [cube type v])\n end\nend\n\ndefine Level design (y) (x) (z) (type)\nadd (x) to [cube y pos v]\nadd (y) to [cube x pos v]\nadd (z) to [cube z pos v]\nadd (type) to [cube type v]\nadd [0] to [xdif v]\nadd [0] to [ydif v]\nadd [0] to [zdif v]\n\ndefine Backdrop\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (1000)\npen down\npen up\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick v)\n\nwhen I receive [tick v]\nBroadcast\nBroadcast\nTick\nBroadcast\nBroadcast\n\ndefine Tick-2\nBroadcast\nBroadcast\nchange [sine v] by (1)\nerase all\npen up\nset pen size to (2)\nGet data\nTurn and Move\nPhysics\nm\nRender\nset [!fps v] to (round ((1) / ((timer) - (Ptimer))))\nset [ptimer v] to (timer)\nBroadcast\nBroadcast\n\ndefine Calc. Player Pos (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nSet Point 1: ((x1) - (@Player X)) ((y1) - (@Player Y)) ((z1) - (@Player Z))\nSet Point 2: ((x2) - (@Player X)) ((y2) - (@Player Y)) ((z2) - (@Player Z))\nSet Point 3: ((x3) - (@Player X)) ((y3) - (@Player Y)) ((z3) - (@Player Z))\n\ndefine Calc. Turn\nSet Point 1: (((#z1) * (Sin Y)) + ((#x1) * (Cos Y))) (#y1) (((#z1) * (Cos Y)) - ((#x1) * (Sin Y)))\nSet Point 2: (((#z2) * (Sin Y)) + ((#x2) * (Cos Y))) (#y2) (((#z2) * (Cos Y)) - ((#x2) * (Sin Y)))\nSet Point 3: (((#z3) * (Sin Y)) + ((#x3) * (Cos Y))) (#y3) (((#z3) * (Cos Y)) - ((#x3) * (Sin Y)))\nSet Point 1: (#x1) (((#y1) * (Cos X)) - ((#z1) * (Sin X))) (((#y1) * (Sin X)) + ((#z1) * (Cos X)))\nSet Point 2: (#x2) (((#y2) * (Cos X)) - ((#z2) * (Sin X))) (((#y2) * (Sin X)) + ((#z2) * (Cos X)))\nSet Point 3: (#x3) (((#y3) * (Cos X)) - ((#z3) * (Sin X))) (((#y3) * (Sin X)) + ((#z3) * (Cos X)))\n\ndefine Z-Clipping\nif <(#z1) < [.2]> then\n set [#z1 v] to [.2]\nend\nif <(#z2) < [.2]> then\n set [#z2 v] to [.2]\nend\nif <(#z3) < [.2]> then\n set [#z3 v] to [.2]\nend\n\ndefine Tick\nTick-2\n\ndefine Levels\nif <(level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [350] [end]\nend\nif <(level) = [2]> then\n Level design [0] [0] [0] [platform]\n Level design [0] [0] [100] [lava]\n Level design [0] [0] [200] [platform]\n Level design [0] [0] [300] [lava]\n Level design [0] [0] [400] [platform]\n Level design [0] [0] [500] [lava]\n Level design [0] [0] [600] [end]\nend\nif <(level) = [3]> then\n Level design [0] [0] [0] [trampoline]\n Moving platform [0] [500] [100] [0] [-130] [100] [5] [lava]\n Level design [0] [0] [200] [trampoline]\n Moving platform [0] [500] [300] [0] [-130] [300] [5] [lava]\n Level design [0] [0] [400] [trampoline]\n Moving platform [0] [500] [500] [0] [-130] [500] [5] [lava]\n Level design [0] [0] [600] [trampoline]\n Moving platform [0] [500] [700] [0] [-130] [700] [5] [lava]\n Level design [0] [0] [800] [end]\nend\nif <(level) = [4]> then\n Level design [0] [0] [0] [platform]\n Moving platform [0] [100] [100] [0] [-100] [100] [5] [lava]\n Level design [0] [0] [200] [platform]\n Moving platform [0] [100] [300] [0] [-100] [300] [5] [lava]\n Level design [0] [0] [400] [platform]\n Moving platform [0] [100] [500] [0] [-100] [500] [5] [lava]\n Level design [0] [0] [600] [platform]\n Moving platform [0] [100] [700] [0] [-100] [700] [5] [lava]\n Level design [0] [0] [800] [end]\nend\nif <(level) = [5]> then\n Level design [0] [0] [0] [platform]\n Level design [0] [0] [100] [lava]\n Level design [0] [0] [200] [lava]\n Level design [0] [0] [300] [lava]\n Level design [0] [0] [350] [end]\n Level design [0] [0] [-250] [end]\nend\nif <(level) = [6]> then\n Level design [0] [0] [0] [platform]\n Moving platform [-500] [0] [120] [0] [0] [120] [4] [platform]\n Moving platform [-550] [0] [120] [-550] [500] [120] [4] [platform]\n Level design [-550] [500] [220] [trampoline]\n Level design [-550] [750] [600] [end]\nend\nif <(level) = [7]> then\n Level design [0] [0] [0] [trampoline]\n Moving platform [-500] [0] [270] [200] [0] [270] [2] [platform]\n Level design [-500] [0] [370] [platform]\n Level design [-500] [0] [470] [lava]\n Level design [-500] [0] [570] [platform]\n Level design [-500] [0] [670] [lava]\n Level design [-500] [0] [770] [end]\nend\nif <(level) = [8]> then\n Level design [0] [0] [0] [trampoline]\n Level design [200] [0] [350] [trampoline]\n Level design [-200] [0] [600] [trampoline]\n Level design [-200] [0] [1070] [trampoline]\n Level design [-200] [0] [1540] [end]\nend\nif <(level) = [9]> then\n Level design [0] [0] [0] [platform]\n Moving platform [0] [0] [100] [500] [0] [100] [2] [trampoline]\n Level design [500] [0] [200] [platform]\n Level design [500] [0] [450] [platform]\n Level design [500] [0] [700] [platform]\n Level design [500] [0] [950] [platform]\n Level design [500] [0] [1200] [end]\nend\nif <(level) = [10]> then\n Level design [0] [0] [0] [platform]\n Level design [-500] [0] [300] [platform]\n Level design [-500] [100] [300] [platform]\n Level design [-500] [200] [300] [platform]\n Level design [-600] [300] [300] [platform]\n Level design [-700] [400] [300] [platform]\n Level design [-400] [300] [300] [platform]\n Level design [-300] [400] [300] [platform]\n Level design [-100] [0] [300] [platform]\n Level design [-100] [100] [300] [platform]\n Level design [-100] [200] [300] [platform]\n Level design [0] [200] [300] [platform]\n Level design [100] [200] [300] [platform]\n Level design [100] [100] [300] [platform]\n Level design [100] [0] [300] [platform]\n Level design [0] [0] [300] [platform]\n Level design [300] [0] [300] [platform]\n Level design [300] [100] [300] [platform]\n Level design [300] [200] [300] [platform]\n Level design [500] [200] [300] [platform]\n Level design [500] [100] [300] [platform]\n Level design [500] [0] [300] [platform]\n Level design [400] [0] [300] [platform]\n Level design [400] [100] [0] [platform]\n Level design [400] [0] [-100] [platform]\n Level design [400] [100] [-200] [platform]\n Level design [400] [0] [-300] [platform]\n Level design [400] [100] [-400] [platform]\n Level design [400] [100] [-600] [platform]\n Level design [400] [0] [-600] [platform]\n Level design [400] [300] [-600] [platform]\n Level design [100] [0] [-600] [platform]\n Level design [100] [100] [-600] [platform]\n Level design [100] [200] [-600] [platform]\n Level design [100] [300] [-600] [platform]\n Level design [0] [200] [-600] [platform]\n Level design [-100] [100] [-600] [platform]\n Level design [-200] [0] [-600] [platform]\n Level design [-200] [100] [-600] [platform]\n Level design [-200] [200] [-600] [platform]\n Level design [-200] [300] [-600] [platform]\nend\n\ndefine Moving platform (x1) (y1) (z1) (x2) (y2) (z2) (speed) (type)\nadd (type) to [cube type v]\nadd (((((x2) - (x1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (x1)) to [cube x pos v]\nadd (((((y2) - (y1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (y1)) to [cube y pos v]\nadd (((((z2) - (z1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (z1)) to [cube z pos v]\nadd ((((((x2) - (x1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (x1)) - (((((x2) - (x1)) / (2)) * (([sin v] of (((sine) - (1)) * (speed)) ) + (1))) + (x1))) to [xdif v]\nadd ((((((y2) - (y1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (y1)) - (((((y2) - (y1)) / (2)) * (([sin v] of (((sine) - (1)) * (speed)) ) + (1))) + (y1))) to [ydif v]\nadd ((((((z2) - (z1)) / (2)) * (([sin v] of ((sine) * (speed)) ) + (1))) + (z1)) - (((((z2) - (z1)) / (2)) * (([sin v] of (((sine) - (1)) * (speed)) ) + (1))) + (z1))) to [zdif v]\n\ndefine m\nif <(top?) = [yes]> then\n change [@player x v] by (item (item) of [xdif v])\n change [@player z v] by (item (item) of [zdif v])\n change [@player y v] by (item (item) of [ydif v])\nend\n\nwhen I receive [free rewards v]\nif <not <(level) = [10]>> then\n wait until <key (x v) pressed?>\n change [level v] by (1)\n Levels\nend\n\nif <(platform type) = [trampoline]> then\n set pen color to (#fff71c)\nelse\n if <(platform type) = [end]> then\n set pen color to (#1cff45)\n end\nend\n\n@highscore\n\ndefine encode\nset [leader temp v] to []\nset [random: i v] to [1]\nrepeat until <(random: i) > (length of (leader))>\n find charcode (letter (random: i) of (leader))\n set [leader temp v] to (join (LEADER temp) (random: charcode))\n change [random: i v] by (1)\nend\nset [☁ leader v] to (LEADER temp)\n\nwhen flag clicked\nset [high score me v] to [0]\nforever\n if <<(level) = [8]> and <(☁ HIGH SCORE) > (timer)>> then\n set [leader v] to (username)\n encode\n set [high score me v] to [0]\n end\n decode\nend\n\ndefine find charcode (letter)\nset [random: charcode v] to [1]\nrepeat until <<(letter) = (letter (random: charcode) of (_Chars))> or <(random: charcode) > (length of (_Chars))>>\n change [random: charcode v] by (1)\nend\nif <(random: charcode) < [10]> then\n set [random: charcode v] to (join [0] (random: charcode))\nend\n\ndefine decode\nset [leader temp v] to (☁ LEADER)\nset [leader v] to []\nset [random: i v] to [1]\nrepeat until <(random: i) > (length of (LEADER temp))>\n set [random: charcode v] to (join (letter (random: i) of (LEADER temp)) (letter ((random: i) + (1)) of (LEADER temp)))\n set [leader v] to (join (leader) (letter (random: charcode) of (_Chars)))\n change [random: i v] by (2)\nend\n\nwhen flag clicked\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz\[\\]^_`{|}~]\n\nwhen flag clicked\n\nset [_chars v] to [0]\n\nwhen flag clicked\nforever\n decode\nend\n\nwhen flag clicked\nset [high score me v] to [0]\nwait (.5) seconds\nforever\n if <<(level) = [8]> and <(☁ HIGH SCORE) > (timer)>> then\n set [☁ high score v] to (timer)\n end\nend\n\nwhen flag clicked\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (10) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [free rewards v]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (FREE REWARDS v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n
         PLATFORMER\n\n日本語は下です\n\nEnglish\n▶About this work\n This is a simple platformer!\n Please enjoy it!\n\n▶Controls\n Use arrow keys to control.\n Tap the direction you want to go to advance the mobile.\n\n Avoid getting hit by needles and magma!\n\nDifficulty\nPC ★★★☆☆☆☆\nMobile ★★★★\n\nCredits\n BGM @-xaf-\n Sound Effects Sound Effects Lab\n\n 日本語\n▶この作品について\n シンプルなプラットフォーマーです!!\n ぜひ楽しんでください!!\n\n▶操作方法\n 矢印キーで操作します。\n モバイルはいきたい方向をタップで進めます\n\n 針やマグマに当たらないようにしてください!\n\n▶難易度\nPC   ★★★☆☆\nモバイル ★★★★☆\n\n▶クレジット\n BGM @-xaf-\n 効果音 効果音ラボ\n NEXT素材、参考 @goriraf0612\n 背景 @hati32\n \n  \n▶tag/タグ\n#game #all #platformer