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Gravity platformer 100%PEN
@Stage\n\n@Cat\n\nwhen flag clicked\nset size to (20) %\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x movement v] by (-1)\n switch costume to (left cat v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x movement v] by (1)\n switch costume to (right cat v)\n end\n set [x movement v] to ((X movement) * (0.9))\n change x by (X movement)\n if <touching (platfrom v)?> then\n change y by (1)\n end\n if <touching (platfrom v)?> then\n change y by (1)\n end\n if <touching (platfrom v)?> then\n change y by (1)\n end\n if <touching (platfrom v)?> then\n change y by (1)\n end\n if <touching (platfrom v)?> then\n change y by (-4)\n change x by (([x position v] of [platfrom v]) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X movement) > [0]> then\n set [x movement v] to [-10]\n else\n set [x movement v] to [10]\n end\n set [y movement v] to [15]\n else\n set [x movement v] to [0]\n end\n end\n change [y movement v] by (-1)\n change y by (Y movement)\n if <touching (platfrom v)?> then\n change y by ((Y movement) - ((Y movement) * (2)))\n set [y movement v] to [0]\n end\n change y by (-1)\n if <<touching (platfrom v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y movement v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (traps v)?> then\n broadcast (Reset v)\n switch costume to (reset v)\n wait (1) seconds\n end\n if <touching color (#be8a00)?> then\n broadcast (You Win! v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x movement v] to [0]\nset [y movement v] to [0]\ngo to x: (-216) y: (40)\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>>> then\n set [y movement v] to [10]\nend\nchange y by (1)\nif <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (1)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by (10)\n if <<touching color (#ffffff)?> or <<touching color (#00ff08)?> or <touching color (#ff0000)?>>> then\n change y by ((X movement) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <key (w v) pressed?>> then\n if <(X movement) > [0]> then\n set [x movement v] to [-5]\n else\n set [x movement v] to [5]\n end\n else\n set [x movement v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nsay [Uhh this is a platformer not a clicker lol] for (3) seconds\n\n@Platfrom\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Traps\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\n@Blank :D\n\n@You Win Sign\n\nwhen flag clicked\nhide variable [timer v]\nset [timerlength v] to [0]\nhide\nset [timerlength v] to [500]\nreset timer\nforever\n set [timer v] to (timer)\n if <(Timerlength) < (Timer)> then\n start sound [pop v]\n end\nend\n\nask [what is your timer length] and wait\n\nwhen I receive [you win! v]\nshow\nshow variable [timer v]\n\n
I unshared this a while ago, I'm not sure why.\n
Platformer Engine #Games
@Stage\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\nwhen I receive [run platformer v]\nforever\n play sound [Ever Warmer v] until done\nend\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n Reset - Setup\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (100) %\nReset - Setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv 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)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\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) + (10))>>>> 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 [13]\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 (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n set size to (100) %\n go to x: (-201) y: (0)\n play sound [A Elec Bass v] until done\n end\n if <(y position) < [-180]> then\n go to x: (-201) y: (0)\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (100) %\nshow\n\nwhen I start as a clone\nrepeat (1)\n if <(costume [number v]) = [2]> then\n switch costume to (clone2 v)\n repeat (1)\n change [ghost v] effect by (10)\n end\n end\nend\nwait (0.09) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (respawn v)?> then\n set size to (100) %\n go to x: (-201) y: (0)\n end\nend\n\nwhen I receive [hide! v]\ngo to x: (-201) y: (0)\n\nwhen I receive [bounce v]\nchange [yv v] by (0.05)\n\nwhen flag clicked\nforever\n if <touching (smaller v)?> then\n set size to (150) %\n end\nend\n\nwhen I receive [naxt level v]\nset size to (100) %\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n wait (1) seconds\n change y by (2)\n wait (1) seconds\nend\n\n@bouncy\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n play sound [Jump v] until done\n broadcast (bounce v)\n end\nend\n\nwhen I receive [naxt level v]\nnext costume\n\n@Letter\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Respawn \n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n broadcast (HIDE! v)\n play sound [Oops v] until done\n end\nend\n\nwhen I receive [naxt level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Smaller \n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [naxt level v]\nnext costume\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n
PART 2 IS OUT!!!!!!!!!!!!!!\n\nPART 2\nLINK: https://scratch.mit.edu/projects/591854273\n\n\n —~~Welcome to CANDY VALLEY~~—\n\nControls- Arrow keys, or finger if on mobile \n\n‼️‼️‼️‼️‼️TOP LOVED OMMMMMMMGGGGGGGG XD ‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️‼️\nfirst time getting top loved or on all\n‼️‼️‼️‼️‼️‼️Top remixed xdxdxdxxd‼️‼️‼️‼️‼️‼️‼️\n\nMaybe to remixed\n\n500 loves and I’ll count to 500 with my voice XD\nTaken a while cuz I’m busy xd\nGoal- To take a journey in candy Valley \n\nYou may see cloud made out of cotton candy and the floor made of sugar and you are now in Candy Valley\n\nIf you liked it give a love, fav and maybe follow, thanks\n\nIf you get stuck talking to people do this\n1. Click the screen \n2. Now you can move \n3. Finish what the person is saying \n4. When there is no text box left you can go \n5. Thanks for playing my game\n\nSo.... part 2 is goin to take awhile cuz I almost deleted all the code in THIS game not part 2 so I was a little stressed \n\n\n100 LOVES and 100 Favs for PART 2 XD\n*already gets 100 on one day* XD\nREMIX This To try to make it better\n\nOther notes\n.there is a boss \n. About 20 levels \n. Took me a long time to make\n.hope you have fun\n.please say in the comments how you think about the game and if there is any glitches, thanks\n. I hope this gets featured\n. 100% possible and 100% cool XD\n Hope you Have a great day
3D Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento_-_Sunrise\[Converterino v] until done\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen [r v] key pressed\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nforever\n if <touching (levels v)?> then\n broadcast (Bounce v)\n if <(Yv) > [0]> then\n set [yv v] to [-20]\n else\n set [yv v] to [20]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (Bounce v)\n broadcast (Return v)\n end\nend\n\nwhen I receive [return v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Levels\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\n@Web\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@SKIP\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n@RETRY\n\nwhen this sprite clicked\nbroadcast (Return v)\n\nwhen flag clicked\nshow\n\n@Player Shadow2\n\nwhen flag clicked\nforever\n set size to (size) %\n set [ghost v] effect to (86)\n go to (player v)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n
This is a scrolling platformer with special features!!\nI worked about 2 weeks on this!!!\n\nInstructions:\n-Move with: WASD\n-Throw knifes with "e"\n-Hit with Space\n-Slide with "Down Arrow"\n-Open parachute with "up Arrow"\n\nI hope you like it!!
☆Minecraft Platformer☆part5 マインクラフトプラットフォーマー
@Stage\n\nwhen I receive [ask v]\nask [Level] and wait\nif <[code outcomes v] contains (answer)?> then\n set [code v] to (answer)\n ask [Costume] and wait\n if <[costume outcomes v] contains (answer)?> then\n broadcast (Code correct v)\n set [costume v] to (answer)\n else\n broadcast (Invalid savecode v)\n end\nelse\n broadcast (Invalid savecode v)\nend\n\n@Blank\n\n@Level\n\nwhen flag clicked\nset [menu open? v] to [1]\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [code correct v]\nswitch costume to (Code)\nset [menu open? v] to [0]\n\nwhen I receive [start game v]\nset [menu open? v] to [0]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(Menu Open?) = [0]> then\n play sound [Alan Walker - Force v] until done\n end\nend\n\n@Player\n\nwhen I receive [code correct v]\nswitch costume to (letter (3) of (Code))\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [gravity v] to [-1]\nset [speed y v] to [0]\nforever\n point in direction (90)\n set [costume v] to (costume [number v])\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(fall) < [3]> then\n set [speed y v] to [12]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [speed x v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [speed x v] by (1.5)\n end\n set [speed x v] to ((Speed X) * (0.8))\n change [speed y v] by (Gravity)\n Move - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed y) ))\n if <<touching (_edge_ v)?> and <[163] < (x position)>> then\n broadcast (Next Level v)\n go to x: (-200) y: (5)\n end\n if <<touching (_edge_ v)?> and <(x position) < [163]>> then\n if on edge, bounce\n end\n if <<<touching (obstacles v)?> or <touching (saw v)?>> or <touching (lava v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (5)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\ndefine Move - in steps (steps)\nchange [fall v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n if <touching (level v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n if <touching (level v)?> then\n set y to (last value)\n if <(Speed y) < [0]> then\n set [fall v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [9]> or <(Level) = [10]>> then\n point in direction (75)\n else\n if <<(Level) = [15]> or <(Level) = [19]>> then\n point in direction (105)\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (5)\n\nbroadcast (Start Game v)\n\nwhen I receive [code correct v]\ngo to x: (-200) y: (5)\nswitch costume to (Costume)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (Costume)\nend\n\n@Obstacles\n\nwhen I receive [code correct v]\nswitch costume to (Code)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\nswitch costume to (01 v)\n\nwhen flag clicked\ngo to [back v] layer\n\n@Snowflakes\n\nwhen flag clicked\nset [ghost v] effect to (10)\ngo to [back v] layer\nhide\nforever\n if <(Clones Off?) = [0]> then\n if <[show snoflakes v] contains (Level)?> then\n repeat until <not <[show snoflakes v] contains (Level)?>>\n show\n create clone of (_myself_ v)\n go to x: (pick random (200) to (-200)) y: (180)\n wait (0.1) seconds\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-158]>>\n change y by (-5)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Saw\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n turn right (3) degrees\n if <[show saw v] contains (Level)?> then\n show\n if <<(Level) = [20]> or <(Level) = [16]>> then\n go to x: (45) y: (-99)\n end\n if <(Level) = [21]> then\n go to x: (-70) y: (-99)\n end\n else\n hide\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n if <(Clones Off?) = [0]> then\n go to [back v] layer\n wait (3) seconds\n create clone of (_myself_ v)\n go to x: (240) y: (246)\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nrepeat ((236) / (2.5))\n change x by (-3)\n change x by (-3)\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Menu BG\n\nwhen flag clicked\nswitch costume to (mountains v)\ngo to x: (0) y: (1)\nshow\nforever\n set x to ((mouse x) / (30))\n set y to ((mouse x) / (30))\nend\n\nwhen flag clicked\nforever\n wait (5) seconds\n next costume\nend\n\nwhen I receive [start game v]\nhide\nswitch costume to (mountains v)\n\nwhen I receive [code correct v]\nhide\nswitch costume to (mountains v)\n\n@Play\n\nwhen flag clicked\ngo to [front v] layer\nset [code v] to [011]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nplay sound [Low Whoosh v] until done\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [code correct v]\nhide\n\n@Load Game\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Ask v)\n\nwhen I receive [code correct v]\nhide\n\n@Clones on/off\n\nwhen flag clicked\nswitch costume to (0 v)\ngo to [front v] layer\nshow\nset size to (100) %\nforever\n set [clones off? v] to (costume [name v])\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [code correct v]\nhide\n\nwhen this sprite clicked\nnext costume\nplay sound [Low Whoosh v] until done\n\n@Save\n\nwhen flag clicked\nset size to (50) %\nhide variable [costume v]\nhide variable [level v]\ngo to [back v] layer\nforever\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\ngo to x: (-211) y: (-167)\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Next Costume v)\nforever\n if <([costume name v] of [something v]) = [1]> then\n show variable [costume v]\n show variable [level v]\n else\n hide variable [costume v]\n hide variable [level v]\n end\nend\n\n@Something\n\nwhen I receive [next costume v]\nnext costume\n\n@Particles\n\nwhen flag clicked\nset size to (70) %\nhide\nforever\n if <(Clones Off?) = [0]> then\n if <(Level) = [4]> then\n create clone of (_myself_ v)\n go to x: (pick random (9) to (90)) y: (-90)\n show\n wait (0.1) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat until <<touching color (#ff6b66)?> or <touching (_edge_ v)?>>\n change y by (3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<not <(Level) = [4]>> and <(Clones Off?) = [0]>> then\n hide\n end\nend\n\n
-Teamwork||A Platformer-\nSTOP ADVERTISING!\nYou and your friend are lost in a alien place where you must work together to escape and go back home!\nNew Game https://scratch.mit.edu/projects/486293968/\n\n-How to Play-\nUse Arrow keys to move blue and WASD to move red.\nYou can only stay on a platform that is the same color as the character.\nPress the black button to change the colors around.\nAvoid the spikes and get to the flag for the next level.\n\n-Milestones-\nShared! (1/29/2021)\n1000 views! (1/31/2021)\n@Indian-Programmer liked/faved! (2/1/2021)\n10000 views! (2/2/2021)\nFront-paged! (2/8/2021)\n\n-Credits-\nThanks to me for the code (some references to @griffpatch 's engine).\nArt also by me.\nMusic is excerpt from Tevo by Vexento.\n\n-Tags-\n#All #Games #Platformer #Unique #Teamwork #Red #Blue #Spikes #Flag #Button #kevtheguy
Soccer Platformer
@Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (お気に入り v)\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\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 <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 <(Camera_x) < [3440]> then\n switch costume to (緑上 v)\n else\n switch costume to (水上 v)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <(Camera_x) < [3440]> then\n switch costume to (緑右 v)\n else\n switch costume to (水右 v)\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 <(Camera_x) < [3440]> then\n switch costume to (緑右 v)\n else\n switch costume to (水右 v)\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 <(Camera_x) < [3440]> then\n switch costume to (緑中 v)\n else\n switch costume to (水中 v)\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2 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) < [-450]> 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 [-50]\nset [camera _y v] to [10]\nset [x v] to [-50]\nset [y v] to [10]\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 [camera_x v] to [5500]\n\nbroadcast (message1 v)\n\n@地面\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\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]\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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\n@背景\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\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] [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]\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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\n@サムネ\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nbroadcast (message1 v)\n\n@影\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [お気に入り 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\n@針\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]\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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\nwhen I receive [goal v]\ndelete this clone\n\n@バネ\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 (ステージ5 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 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 [1920] [0] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム1 v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nwait (0.05) seconds\nswitch costume to (コスチューム1 v)\nwait (0.05) seconds\nswitch costume to (ステージ5 v)\n\nwhen I receive [goal v]\ndelete this clone\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\n\nwhen I receive [プログラム2 v]\n移動 ((3370) - (Camera_x)) ((50) - (Camera _y))\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 set [復活x v] to [3370]\n set [復活y v] to [100]\n start sound [チェック v]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen I receive [goal v]\ndelete this clone\n\nwhen I receive [隠す v]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\n\n@水\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 receive [goal v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\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 [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]\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]\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 repeat (100)\n change [my_x v] by (4)\n end\n wait (2.5) seconds\n repeat (100)\n change [my_x v] by (-4)\n end\n wait (2.5) seconds\nend\n\nwhen I receive [goal v]\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) )>> 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 [4700] [230] [1]\nswitch costume to (none v)\n\nwhen flag clicked\nhide\nset [復活 v] to [0]\n\n@すいか\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\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\n@Watermelon\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 if <(Camera_x) > [3440]> then\n switch costume to (2 v)\n else\n switch costume to (watermelon v)\n end\nend\n\nwhen I receive [goal v]\nhide\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\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 [1570] [40] [1] [50]\n配置 [3020] [150] [1] [30]\n\nwhen I receive [goal v]\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\n@回る針\n\nwhen I start as a clone\nshow\nforever\n turn left (3) degrees\nend\n\nwhen I receive [goal v]\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 end\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\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\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 [1825] [30] [1]\nステージ配置 [3730] [2] [2]\nステージ配置 [5745] [-100] [3]\nswitch costume to (none v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\n@バネ2\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\n\nwhen I receive [バネ2 v]\nswitch costume to (コスチューム5 v)\nwait (0.05) seconds\nswitch costume to (コスチューム6 v)\nwait (0.05) seconds\nswitch costume to (コスチューム5 v)\nwait (0.05) seconds\nswitch costume to (コスチューム4 v)\n\nwhen I receive [goal v]\ndelete this clone\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 移動 ((5740) - (Camera_x)) ((0) - (Camera _y))\nend\n\nwhen I receive [message1 v]\nhide\nステージ配置 [5740] [0] [1]\nbroadcast (プログラム v)\n\nwhen flag clicked\nset [復活 v] to [0]\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]\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 [6894] [-50] [1]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nshow\nforever\n if <(language::translate) = [日本語]> 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star v)\n else\n switch costume to (日nonstar v)\n end\n else\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star v)\n else\n switch costume to (外nonstar v)\n end\n end\nend\n\nwhen I receive [隠す 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)\nbroadcast (message1 v)\n\nwhen I receive [隠す v]\nhide\n\n@スターコイン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 go to x: ((5250) - (Camera_x)) y: ((300) - (Camera _y))\n if <<(x position) = ((5250) - (Camera_x))> and <(y position) = ((300) - (Camera _y))>> then\n show\n else\n hide\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 [5250] [300] []\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\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\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\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n if <touching (プレイヤー v)?> then\n hide\n else\n show\n end\nend\n\nshow\ngo to [front v] layer\nforever\nend\n\nrepeat (10)\n\nwhen I receive [goal v]\ndelete this clone\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\nelse\nend\n\nwhen I start as a 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\nwhen I receive [message1 v]\nhide\nステージ配置 [3036] [-50] [1]\nステージ配置 [680] [3] [2]\nswitch costume to (none v)\n\nwhen flag clicked\nset [復活 v] to [0]\n\n@スターコイン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 go to x: ((3150) - (Camera_x)) y: ((-60) - (Camera _y))\n if <<(x position) = ((3150) - (Camera_x))> and <(y position) = ((-60) - (Camera _y))>> then\n show\n else\n hide\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 [3150] [-60] []\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\n@スターコイン1\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 go to x: ((550) - (Camera_x)) y: ((-20) - (Camera _y))\n if <<(x position) = ((550) - (Camera_x))> and <(y position) = ((-20) - (Camera _y))>> then\n show\n else\n hide\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 [550] [-20] []\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\nset [camera_x v] to [3370]\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 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]\nset [コインの枚数 v] to [0]\nhide\n配置 [100] [0] [1]\n配置 [150] [0] [1]\n配置 [335] [55] [1]\n配置 [385] [55] [1]\n配置 [455] [210] [1]\n配置 [534] [170] [1]\n配置 [620] [210] [1]\n配置 [735] [110] [1]\n配置 [735] [60] [1]\n配置 [735] [10] [1]\n配置 [835] [58] [1]\n配置 [965] [0] [1]\n配置 [1090] [58] [1]\n配置 [1280] [5] [1]\n配置 [1280] [55] [1]\n配置 [1425] [0] [1]\n配置 [1425] [50] [1]\n配置 [1425] [100] [1]\n配置 [1425] [150] [1]\n配置 [1425] [200] [1]\n配置 [1290] [206] [1]\n配置 [1240] [206] [1]\n配置 [1190] [206] [1]\n配置 [1140] [206] [1]\n配置 [1090] [206] [1]\n配置 [1040] [206] [1]\n配置 [990] [206] [1]\n配置 [940] [206] [1]\n配置 [890] [206] [1]\n配置 [975] [385] [1]\n配置 [1025] [385] [1]\n配置 [1100] [500] [1]\n配置 [1160] [500] [1]\n配置 [1220] [500] [1]\n配置 [1280] [500] [1]\n配置 [1340] [500] [1]\n配置 [1400] [500] [1]\n配置 [1460] [500] [1]\n配置 [2280] [40] [1]\n配置 [2350] [80] [1]\n配置 [2420] [40] [1]\n配置 [2500] [90] [1]\n配置 [2570] [130] [1]\n配置 [2640] [90] [1]\n配置 [2702] [130] [1]\n配置 [2772] [170] [1]\n配置 [2842] [130] [1]\n配置 [3450] [55] [1]\n配置 [3500] [105] [1]\n配置 [3550] [105] [1]\n配置 [3600] [105] [1]\n配置 [3650] [55] [1]\n配置 [3975] [33] [1]\n配置 [4025] [33] [1]\n配置 [4075] [33] [1]\n配置 [4125] [33] [1]\n配置 [1561] [380] [1]\n配置 [1561] [330] [1]\n配置 [1561] [280] [1]\n配置 [1561] [230] [1]\n配置 [1561] [180] [1]\n配置 [1561] [130] [1]\n配置 [1561] [80] [1]\n配置 [4000] [280] [1]\n配置 [4040] [310] [1]\n配置 [4080] [280] [1]\n配置 [4115] [380] [1]\n配置 [4165] [380] [1]\n配置 [4215] [380] [1]\n配置 [4265] [380] [1]\n配置 [4315] [380] [1]\n配置 [4365] [380] [1]\n配置 [4520] [274] [1]\n配置 [4570] [274] [1]\n配置 [4620] [274] [1]\n配置 [4670] [274] [1]\n配置 [4720] [274] [1]\n配置 [4770] [274] [1]\n配置 [4820] [274] [1]\n配置 [4870] [274] [1]\n配置 [4920] [274] [1]\n配置 [4970] [274] [1]\n配置 [5020] [274] [1]\n配置 [5070] [274] [1]\n配置 [5120] [274] [1]\n配置 [5542] [190] [1]\n配置 [5498] [140] [1]\n配置 [5442] [90] [1]\n配置 [5398] [40] [1]\n配置 [5542] [-60] [1]\n配置 [5498] [-10] [1]\n配置 [670] [5] [1]\n配置 [670] [-45] [1]\n配置 [620] [5] [1]\n配置 [620] [-45] [1]\n配置 [3065] [-55] [1]\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 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 [goal v]\ndelete this clone\n\n@intro for @hinomaru\n\ndefine Clone (cos) (cc?)\nset [costume v] to (costume [name v])\nset [cam control? v] to (cc?)\nswitch costume to (cos)\ncreate clone of (_myself_ v)\nswitch costume to (costume)\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\ndefine Position\npoint in direction (0)\nturn right (((direction) + (shake dir)) - (\[Intro\] Cam dir)) degrees\nset [costume v] to (costume [name v])\nswitch costume to (position v)\ngo to x: ((((((x) + (shake x)) + (\[Intro\] cam x)) * (((size) + (\[Intro\] cam zoom)) / (100))) * ([cos v] of (\[Intro\] Cam dir) )) - (((((y) + (shake y)) + (\[Intro\] cam y)) * (((size) + (\[Intro\] cam zoom)) / (100))) * ([sin v] of (\[Intro\] Cam dir) ))) y: ((((((x) + (shake x)) + (\[Intro\] cam x)) * (((size) + (\[Intro\] cam zoom)) / (100))) * ([sin v] of (\[Intro\] Cam dir) )) + (((((y) + (shake y)) + (\[Intro\] cam y)) * (((size) + (\[Intro\] cam zoom)) / (100))) * ([cos v] of (\[Intro\] Cam dir) )))\nif <(size) > [100]> then\n switch costume to (blank v)\nelse\n switch costume to (screen v)\nend\nset size to ((\[Intro\] cam zoom) + ((size) + (size++))) %\nswitch costume to (costume)\n\nwhen I start as a clone\nif <<(Cam control?) = [1]> or <<(Cam control?) = [y]> or <(Cam control?) = [yes]>>> then\n Position\n forever\n Position\n end\nend\n\ndefine Pos Reset\nset [x v] to [0]\nset [y v] to [0]\nset [size v] to [100]\nset [direction v] to [90]\n\ndefine Cam Reset\nset [\[intro\] cam x v] to [0]\nset [\[intro\] cam y v] to [0]\nset [\[intro\] cam zoom v] to [0]\nset [\[intro\] cam dir v] to [0]\n\ndefine FW (x) (y)\ndelete all of [memo_pos v]\nadd (x) to [memo_pos v]\nadd (y) to [memo_pos v]\nadd (direction) to [memo_pos v]\nadd (size) to [memo_pos v]\nset [fw i v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [direction v] to [0]\nset [size v] to [50]\nrepeat (12)\n set [color v] effect to (110)\n Clone [FW1] [1]\n change [direction v] by ((360) / (12))\n set [fw i v] to ((1) - (FW i))\nend\nclear graphic effects\nPos Reset\nset [\[intro\] fw spd v] to [20]\nset [x v] to (item (1) of [memo_pos v])\nset [y v] to (item (2) of [memo_pos v])\nset [direction v] to (item (3) of [memo_pos v])\nset [size v] to (item (4) of [memo_pos v])\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [FW1]> then\n if <(FW i) = [1]> then\n set [brightness v] effect to (100)\n end\n repeat (8)\n change [\[rocal\] fw spd v] by (\[Intro\] FW spd)\n move (\[rocal\] FW spd) steps\n end\n repeat (14)\n change [\[rocal\] fw spd v] by (\[Intro\] FW spd)\n move (\[rocal\] FW spd) steps\n next costume\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] start v]\nforever\n change [\[intro\] fw spd v] by (((0) - (\[Intro\] FW spd)) / (6))\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [flash]> then\n set size to (100) %\n repeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] start v]\nswitch costume to (blank v)\nset size to (100) %\nhide\nCam Reset\nPos Reset\nreset timer\nClone [Icon] [1]\nwait [1.3]\nClone [Flash] [0]\nClone [BG] [1]\nClone [Light] [1]\nClone [Bar] [0]\nClone [Text] [1]\nClone [月\(?\)] [1]\nClone [山] [1]\nClone [ライト] [1]\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Icon]> then\n clear graphic effects\n set [direction v] to [-90]\n set [size v] to [1]\n Position\n repeat (20)\n change [size v] by (((300) - (size)) / (5))\n change [direction v] by (((90) - (direction)) / (8))\n end\n repeat (20)\n change [size v] by (((50) - (size)) / (5))\n change [direction v] by (((-90) - (direction)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Bar]> then\n repeat (30)\n go to [front v] layer\n go [backward v] (2) layers\n end\n forever\n go to [front v] layer\n end\nend\n\ndefine Shake (time)\nset [\[intro\] shake n v] to [8]\nrepeat until <(time) < (timer)>\n set [shake x v] to (([sin v] of ((timer) * (1000)) ) * (\[Intro\] Shake n))\n set [shake y v] to (([sin v] of ((timer) * (1000)) ) * (\[Intro\] Shake n))\n set [shake dir v] to (([cos v] of ((timer) * (1000)) ) * ((\[Intro\] Shake n) / (2)))\n change [\[intro\] shake n v] by ((() - (\[Intro\] Shake n)) / (5))\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Text]> then\n set [text fin size v] to [80]\n set [text dir fin v] to [90]\n Shake [10]\n wait [6]\n change [text fin size v] by (-50)\n Shake [13]\n change [text fin size v] by (100)\n Shake [15]\nend\n\nwhen I receive [\[intro\] start v]\nset [cam dir fin v] to [0]\nCam Reset\nPos Reset\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nwait [1.3]\nrepeat until <(timer) > [8]>\n Clone [Particle] [1]\n wait (pick random (0.2) to (0.5)) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Particle]> then\n set [size v] to (pick random (80) to (100))\n set [x v] to (pick random ((-480) * ((100) / (size))) to (0))\n set [y v] to [-180]\n Position\n forever\n set [color v] effect to (130)\n change [x v] by ((1.6) * (2))\n change [y v] by ((1) * (2))\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Text]> then\n forever\n go to [front v] layer\n go [backward v] (1) layers\n change [size v] by (((text fin size) - (size)) / (6))\n change [direction v] by (((text dir fin) - (direction)) / (6))\n end\nend\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [SW]?> then\n set [size++ v] to [1]\n set [fish eye v] to [20]\n Position\n repeat until <(round (size++)) = (SW Size)>\n go to [front v] layer\n go [backward v] (3) layers\n set [fisheye v] effect to (fish eye)\n change [size++ v] by (((SW Size) - (size++)) / (7))\n set [fish eye v] to ((fish eye) * (1.3))\n end\n delete this clone\nend\n\ndefine SW Create (x) (y) (finsize) (dir) (type) (c) (b)\ndelete all of [memo_pos v]\nadd (x) to [memo_pos v]\nadd (y) to [memo_pos v]\nadd (dir) to [memo_pos v]\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [x v] to (x)\nset [y v] to (y)\nset [direction v] to (dir)\nset [sw size v] to (finsize)\nClone (join [SW1/] (type)) [1]\nclear graphic effects\nset [x v] to (item (1) of [memo_pos v])\nset [y v] to (item (2) of [memo_pos v])\nset [direction v] to (item (3) of [memo_pos v])\n\nwhen I receive [\[intro\] start v]\nSW Create [0] [0] [150] [0] [1] [0] [100]\nwait [1.5]\nSW Create [0] [0] [150] [90] [2] [0] [100]\nwait [1.9]\nSW Create [0] [0] [150] [180] [2] [0] [100]\nwait [2.3]\nSW Create [0] [0] [150] [90] [1] [0] [100]\nFW [0] [0]\nwait [3.3]\nSW Create [0] [0] [150] [0] [4] [0] [100]\nwait [3.5]\nSW Create [0] [0] [150] [90] [4] [0] [100]\nwait [3.7]\nSW Create [0] [0] [150] [180] [4] [0] [100]\nwait [3.9]\nSW Create [0] [0] [150] [270] [4] [0] [100]\nwait [4.1]\nFW [] []\nwait [6]\nFW [0] [250]\nFW [0] [-250]\nwait [6.5]\nSW Create [100] [0] [110] [90] [2] [0] [100]\nSW Create [-100] [0] [110] [90] [2] [0] [100]\nwait [6.8]\nSW Create [100] [0] [110] [180] [2] [0] [100]\nSW Create [-100] [0] [110] [180] [2] [0] [100]\nwait [7.5]\nFW [200] [0]\nFW [-200] [0]\nFW [0] [200]\nFW [0] [-200]\n\nwhen I receive [\[intro\] start v]\nrepeat until <[8.18] < (timer)>\n change [cam dir++ v] by (((Cam dir fin) - (Cam dir++)) / (6))\nend\nforever\n change [cam dir++ v] by (((Cam dir fin) - (Cam dir++)) / (10))\nend\n\nwhen I start as a clone\nshow\nwait [8]\nrepeat (33)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [\[intro\] start v]\nwait [8]\nstop [other scripts in sprite v]\nbroadcast (\[Intro\] end v)\nstop [this script v]\n\nwhen I receive [\[intro\] start v]\nplay sound [TheFatRat & Slaydit - Solitude \[cut by_ @pokosuke0825\] v] until done\nbroadcast (\[Intro\] end v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BG]> then\n set [direction v] to [90]\n switch costume to (size v)\n set size to (100) %\n switch costume to (bg v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [月\(?\)]> then\n set [x v] to [-250]\n set [y v] to [100]\nend\n\nwhen I receive [\[intro\] start v]\nwait [3.3]\nchange [\[intro\] shake n v] by (30)\n\nwhen I receive [\[intro\] start v]\nwait [2.3]\nrepeat (30)\n change [\[intro\] cam zoom v] by ((5) - ((\[Intro\] cam zoom) / (15)))\nend\nwait [4]\nrepeat (30)\n change [\[intro\] cam zoom v] by ((0) - ((\[Intro\] cam zoom) / (15)))\nend\nwait [4.5]\nrepeat (30)\n set [\[intro\] cam x v] to ((15) - ((\[Intro\] cam x) / (10)))\n change [\[intro\] cam dir v] by ((15) - ((\[Intro\] Cam dir) / (15)))\n change [\[intro\] cam zoom v] by ((-3) - ((\[Intro\] cam zoom) / (10)))\nend\nrepeat (30)\n set [\[intro\] cam x v] to ((0) - ((\[Intro\] cam x) / (10)))\n change [\[intro\] cam dir v] by ((-2) - ((\[Intro\] Cam dir) / (15)))\n change [\[intro\] cam zoom v] by ((3) - ((\[Intro\] cam zoom) / (15)))\nend\n\nwhen I receive [\[intro\] start v]\nwait [4.5]\nrepeat (20)\n change [\[intro\] cam y v] by ((5) - ((\[Intro\] cam y) / (5)))\nend\nrepeat (20)\n change [\[intro\] cam y v] by ((-5) - ((\[Intro\] cam y) / (5)))\nend\nrepeat (20)\n change [\[intro\] cam y v] by ((0) - ((\[Intro\] cam y) / (5)))\nend\nwait [7]\nrepeat (20)\n change [\[intro\] cam zoom v] by ((-1) - ((\[Intro\] cam zoom) / (5)))\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [山]> then\n set [direction v] to [90]\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [ライト]> then\n set [direction v] to [90]\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (\[Intro\] start v)\n\nwhen I receive [\[intro\] end v]\nbroadcast (message1 v)\n\n
Teamwork||A Platformer #Games
@Stage\n\nwhen I receive [change state v]\nswitch backdrop to (title v)\n\nwhen flag clicked\nswitch backdrop to (title v)\nset [timer v] to [0]\nforever\n if <<(game state - current) = [game]> and <(text?) = [0]>> then\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\nwhen [timer v] > (1000)\nreset timer\n\nwhen I receive [start level - back layer v]\nswitch backdrop to (sky-day v)\n\nwhen I receive [credits v]\nswitch backdrop to (sky-dusk v)\n\n@player\n\nwhen flag clicked\nhide\nset size to (100) %\nset [const - friction v] to [0.5]\nset [const - jump power v] to [12]\nset [const - climb speed v] to [3]\nset [const - wall jump? v] to [0]\nset [const - gravity v] to [-1]\nset [animation frame v] to [0]\nset [slope v] to [0]\nset rotation style [left-right v]\nset [const - max speed v] to [8]\nset [time midair v] to [0]\nset [global level v] to [1]\nset [player spawn x v] to [-150]\nset [player spawn y v] to [-50]\nset [disqualified? v] to [0]\nset [score - total v] to [0]\nset [levels cleared v] to [0]\nsetup\n\ndefine animate costume\nif <not <(player move dir) = [0]>> then\n point in direction (player move dir)\nend\nif <(player move mode) = [p]> then\n set [animation frame v] to (((animation frame) + (0.5)) mod (5))\n switch costume to ([floor v] of (((animation frame) mod (4)) + (16)) )\nelse\n if <<<(player move mode) = [w]> and <(time midair) < [2]>> and <not <(player move dir) = [0]>>> then\n set [animation frame v] to (((animation frame) + (0.5)) mod (5))\n switch costume to ([floor v] of (((animation frame) mod (5)) + (2)) )\n else\n if <(player move mode) = [c]> then\n point in direction (1)\n if <((player move dir) + ((CTRLS - up) - (CTRLS - down))) > [0]> then\n set [animation frame v] to (((animation frame) + ((0.4) * <(([abs v] of (player xvel) ) + ([abs v] of (player yvel) )) > [0]>)) mod (4))\n end\n switch costume to (([floor v] of (animation frame) ) + (12))\n else\n if <(player move mode) = [h]> then\n switch costume to (hurt v)\n else\n if <(player move mode) = [v]> then\n switch costume to (victory v)\n else\n if <[15] < (time midair)> then\n set [animation frame v] to (((animation frame) + (0.5)) mod (5))\n switch costume to ([floor v] of (((animation frame) mod (2)) + (10)) )\n else\n if <[10] < (time midair)> then\n switch costume to (jump2 v)\n else\n if <[2] < (time midair)> then\n switch costume to (jump1 v)\n else\n set [animation frame v] to [0]\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [player move dir v] to (left/right)\nif <(mode) = [w]> then\n change [player xvel v] by (player move dir)\n if <(player move dir) = [0]> then\n set [player xvel v] to ((player xvel) * (CONST - friction))\n else\n if <(CONST - max speed) < ([abs v] of (player xvel) )> then\n change [player xvel v] by ((0) - (player move dir))\n end\n end\nelse\n if <(mode) = [p]> then\n set [player xvel v] to ((player xvel) * (CONST - friction))\n else\n if <(mode) = [c]> then\n set [player xvel v] to ((CONST - climb speed) * (player move dir))\n else\n if <(mode) = [s]> then\n set [player xvel v] to ((player move dir) * ((CONST - max speed) / (2)))\n else\n if <(mode) = [f]> then\n set [player xvel v] to ((CONST - max speed) * (player move dir))\n else\n if <(mode) = [h]> then\n if <(time midair) = [0]> then\n set [player xvel v] to ((player xvel) * (CONST - friction))\n end\n else\n set [player xvel v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine None\nif <<(mode) = [w]> or <(mode) = [p]>> then\n if <<(up/down) > [0]> and <(time midair) < [2]>> then\n if <(time midair) < [1]> then\n add [jump] to [sounds v]\n end\n set [player yvel v] to (CONST - jump power)\n end\n change [time midair v] by (1)\n if <((-2.5) * (CONST - max speed)) < (player yvel)> then\n change [player yvel v] by (CONST - gravity)\n end\nelse\n if <(mode) = [h]> then\n change [time midair v] by (1)\n if <((-2.5) * (CONST - max speed)) < (player yvel)> then\n change [player yvel v] by (CONST - gravity)\n end\n else\n if <(mode) = [c]> then\n set [player yvel v] to ((CONST - climb speed) * (up/down))\n else\n if <(mode) = [s]> then\n set [player yvel v] to (((CONST - jump power) / (2)) * (up/down))\n else\n if <(mode) = [f]> then\n set [player yvel v] to ((up/down) * (CONST - max speed))\n else\n end\n end\n end\n set [time midair v] to [1]\n end\nend\n\ndefine setup\nhide\nset [text? v] to [1]\nset [player xvel v] to [0]\nset [player yvel v] to [0]\nset [player xpos v] to (player spawn x)\nset [player ypos v] to (player spawn y)\nif <<(player spawn x) = [-150]> and <(player spawn y) = [-50]>> then\n set [camera x v] to [0]\n set [camera y v] to [0]\nelse\n set [camera x v] to (player spawn x)\n set [camera y v] to (player spawn y)\nend\nset [edit mode? v] to [0]\nset [player move mode v] to [w]\nset [player move dir v] to [0]\nset [player wall collision? v] to [0]\nset [player obj collision? v] to [0]\nset [player health v] to [4]\nset [player invincible? v] to [0]\nset [player timer v] to [0]\ngo to x: (player xpos) y: (player ypos)\npoint in direction (1)\nset [text? v] to [0]\nset [ghost v] effect to (0)\nbroadcast (HUD - health v)\nbroadcast (HUD - update score v)\n\nwhen I receive [hud - edit mode v]\nif <(edit mode?) = [0]> then\n set [text? v] to [1]\n hide\n wait (0.5) seconds\n set [text? v] to [0]\n show\nelse\nend\n\nwhen I receive [player - hurt v]\nif <(player invincible?) = [0]> then\n add [player hit] to [sounds v]\n set [player invincible? v] to [1]\n set [player move mode v] to [h]\n set [player move dir v] to [0]\n set [time midair v] to [1]\n set [player xvel v] to (((0) - (CONST - max speed)) * (direction))\n set [player yvel v] to ((CONST - jump power) / (2))\n broadcast (HUD - health v)\n wait until <(time midair) = [0]>\n if <(player health) < [1]> then\n player death\n else\n set [player move mode v] to [w]\n repeat (4)\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n end\n set [ghost v] effect to (0)\n set [player invincible? v] to [0]\n end\nend\n\ndefine player death\nset [player xvel v] to [0]\nrepeat (10)\n add effect | ID: (2) x: (player xpos) y: ((player ypos) + (25))\nend\nset [ghost v] effect to (100)\nhide\nrepeat (30)\n set [hud hover icon v] to [0]\n broadcast (tick v) and wait\nend\nadd [game over] to [sounds v]\nrepeat (30)\n set [hud hover icon v] to [0]\n broadcast (tick v) and wait\nend\nset [text? v] to [1]\nsetup\n\ndefine None\nif <<<((text?) + (player obj collision?)) = [0]> and <(CTRLS - interact) = [1]>> and <<(player move mode) = [p]> or <(player move mode) = [w]>>> then\n set [player move mode v] to [p]\n if <(player timer) = [0]> then\n set [player timer v] to (density)\n add [punch] to [sounds v]\n add projectile | ID: (1) x: ((player xpos) + ((direction) * (30))) y: ((player ypos) + (22))\n add effect | ID: (1) x: ((player xpos) + ((direction) * (30))) y: ((player ypos) + (22))\n else\n change [player timer v] by (-1)\n end\nelse\n if <(player move mode) = [p]> then\n set [player move mode v] to [w]\n end\nend\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active projectiles v]\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\ndefine None\nchange y by (player yvel)\nrepeat until <not <<touching (level hitbox v)?> or <touching (solid objs v)?>>>\n if <midair> then\n change y by (-1)\n else\n change y by (1)\n set [time midair v] to [0]\n end\n set [player yvel v] to [0]\nend\nchange [player ypos v] by ((y position) - (init y))\n\ndefine None\nset [slope v] to [0]\nchange x by (xvel)\nrepeat until <<(slope) > [8]> or <not <<touching (level hitbox v)?> or <touching (solid objs v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) > [8]> then\n set [player xvel v] to [1]\n change y by ((0) - (slope))\n repeat until <not <<touching (level hitbox v)?> or <touching (solid objs v)?>>>\n if <not <(xvel) = [0]>> then\n change x by ((0) - (xvel))\n else\n set [player xvel v] to ((0) - ((player xvel) + ((CONST - max speed) * (([abs v] of (player xvel) ) / (player xvel)))))\n change x by ((2) * (player xvel))\n end\n end\n set [player xvel v] to [0]\nend\nchange [player xpos v] by ((x position) - (init x))\nchange [player ypos v] by ((y position) - (init y))\nscroll camera x ((480) * ((item (global level) of [level lengths v]) - (1))) (0) (0.08)\nscroll camera y (1000) (-1000) (0.3) (50)\n\nwhen I receive [reset level v]\nstop [other scripts in sprite v]\nset [score - level v] to [0]\nset [player spawn x v] to [-150]\nset [player spawn y v] to [-50]\nsetup\nmain\n\ndefine get controls\nset [ctrls - left v] to (<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (-1))\nset [ctrls - right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [ctrls - up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [ctrls - down v] to (<<key (down arrow v) pressed?> or <key (s v) pressed?>> * (-1))\nset [ctrls - interact v] to (<key (space v) pressed?> + (0))\n\nwhen I receive [start level - front layer v]\nstop [other scripts in sprite v]\nset [player spawn x v] to [-150]\nset [player spawn y v] to [-50]\nset [score - level v] to [0]\nsetup\nset [camera x v] to [0]\nset [camera y v] to [0]\nmain\n\nwhen I receive [end level v]\nstop [other scripts in sprite v]\nhide\nset [player spawn x v] to [-150]\nset [player spawn y v] to [-50]\nsetup\n\ndefine scroll player\ngo to x: ((player xpos) - (camera x)) y: ((player ypos) - (camera y))\nif <<(round ((player xpos) - (camera x))) = (round (x position))> and <(round ((player ypos) - (camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine None\nif <not <<(player ypos) < (scroll lower bound)> or <(player ypos) > (scroll upper bound)>>> then\n change [camera y v] by (round ((((player ypos) - (camera y)) + (camera offset)) * (drift speed)))\n if <<(player ypos) < (scroll lower bound)> or <(player ypos) > (scroll upper bound)>> then\n change [camera y v] by ((0) - (round ((((player ypos) - (camera y)) + (camera offset)) * (drift speed))))\n end\nend\n\ndefine None\nif <not <<(player xpos) < (scroll lower bound)> or <(player xpos) > (scroll upper bound)>>> then\n change [camera x v] by (round ((((player xpos) + ((player xvel) * (20))) - (camera x)) * (drift speed)))\n if <<(camera x) < (scroll lower bound)> or <(camera x) > (scroll upper bound)>> then\n change [camera x v] by ((0) - (round ((((player xpos) + ((player xvel) * (20))) - (camera x)) * (drift speed))))\n end\nend\n\ndefine main\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n switch costume to (hitbox v)\n get controls\n if <<(text?) = [0]> and <(edit mode?) = [0]>> then\n player move y ((CTRLS - up) + (CTRLS - down)) (player move mode)\n y collision | midair?: <[0] < (player yvel)> initial y: (y position)\n player move x ((CTRLS - right) + (CTRLS - left)) (player move mode)\n x collision | initial xvel: (round (player xvel)) initial x: (x position) initial y: (y position)\n punch (5)\n end\n scroll player\n animate costume\n broadcast (tick v) and wait\nend\n\n@level visual\n\nwhen I receive [start level - back layer v]\nif <(level panel #) > [-1]> then\n show\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (50) layers\n\nwhen I receive [tick v]\nposition\n\nwhen flag clicked\nhide\nswitch costume to (null v)\nset size to (400) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nlevel lengths accessor [06,06,06,06,06,]\nset [level panel # v] to [0]\nrepeat (2)\n switch costume to (join (global level) (join [.] (level panel #)))\n create clone of (_myself_ v)\n change [level panel # v] by (1)\nend\nset [level panel # v] to [-1]\nswitch costume to (null v)\n\nwhen I receive [end level v]\nstop [other scripts in sprite v]\nhide\n\ndefine position\nif <<(level panel #) > [-1]> and <(game state - current) = [game]>> then\n set [level xpos v] to ((480) - (((camera x) + ((level panel #) * (480))) mod (960)))\n set [level ypos v] to ((0) - (camera y))\n go to x: (level xpos) y: (level ypos)\n switch costume? ((([ceiling v] of (((camera x) + ((level panel #) * (480))) / (960)) ) * (2)) - (level panel #))\n if <<(round (level xpos)) = (round (x position))> and <(round (level ypos)) = (round (y position))>> then\n show\n else\n hide\n end\nend\n\ndefine level lengths accessor []\nset [counter v] to [0]\ndelete (all) of [level lengths v]\nrepeat (round ((length of (data)) / (3)))\n add (join (letter ((counter) + (1)) of (data)) (letter ((counter) + (2)) of (data))) to [level lengths v]\n change [counter v] by (3)\nend\n\ndefine None\nif <not <(level costume) = (join (join (global level) [.]) (costume #))>> then\n set [level costume v] to (join (join (global level) [.]) (costume #))\n switch costume to (level costume)\n if <<(costume #) > ((item (global level) of [level lengths v]) + (0))> or <(costume #) < [1]>> then\n switch costume to (null v)\n end\nend\n\n@level hitbox\n\nwhen flag clicked\nhide\nswitch costume to (null v)\nset size to (400) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [level panel # v] to [0]\nrepeat (2)\n switch costume to (join (global level) (join [.] (level panel #)))\n create clone of (_myself_ v)\n change [level panel # v] by (1)\nend\nset [level panel # v] to [-1]\nswitch costume to (null v)\n\ndefine None\nif <not <(level costume) = (join (join (global level) [.]) (costume #))>> then\n set [level costume v] to (join (join (global level) [.]) (costume #))\n switch costume to (level costume)\n if <<(costume #) > ((item (global level) of [level lengths v]) + (0))> or <(costume #) < [1]>> then\n switch costume to (null v)\n end\nend\n\nwhen I receive [reset level v]\nif <(level panel #) > [-1]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [end level v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nposition\n\nwhen I receive [start level - back layer v]\nif <(level panel #) > [-1]> then\n show\n go to [front v] layer\nend\n\ndefine position\nif <<(level panel #) > [-1]> and <(game state - current) = [game]>> then\n set [level xpos v] to ((480) - (((camera x) + ((level panel #) * (480))) mod (960)))\n set [level ypos v] to ((0) - (camera y))\n go to x: (level xpos) y: (level ypos)\n switch costume? ((([ceiling v] of (((camera x) + ((level panel #) * (480))) / (960)) ) * (2)) - (level panel #))\nend\n\nwhen I receive [hud - edit mode v]\nset [ghost v] effect to (((1) - (edit mode?)) * (100))\n\n@buttons\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset size to (100) %\nset [button function v] to [0]\nset [button data v] to []\n\ndefine None\nset [button timer v] to [0]\nset [button function v] to (button function)\nset [button data v] to (data)\nswitch costume to (costume)\nset [button costume v] to (costume [number v])\nif <(button data) > [0]> then\n if <not <([floor v] of (levels cleared) ) > ((button data) - (2))>> then\n switch costume to (locked v)\n else\n if <not <([floor v] of (levels cleared) ) < (button data)>> then\n switch costume to ((button costume) + (5))\n end\n end\nend\nset [button x v] to (x)\nset [button y v] to (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [button function v] to [0]\nset [button data v] to []\n\nwhen this sprite clicked\nadd [button click] to [sounds v]\nif <(costume [number v]) = [6]> then\n add effect | ID: (8) x: (button x) y: ((button y) + (10))\n repeat until <<(length of [active effects v]) = [0]> and <(length of [effect clones v]) = [50]>>\n broadcast (tick v)\n end\nelse\n if <(button function) = [game]> then\n if <(game state - current) = [level select]> then\n set [global level v] to (button data)\n set [game state - target v] to (button function)\n broadcast (change state v)\n end\n else\n set [game state - target v] to (button function)\n broadcast (change state v)\n end\nend\n\nwhen I receive [change state v]\nif <(button function) = [0]> then\n if <(game state - target) = [title]> then\n wait until <(game state - current) = (game state - target)>\n make button | function: [level select] costume: [start] x: (0) y: (-110) extra data: [0]\n make button | function: [help] costume: [help] x: (-80) y: (-110) extra data: [0]\n make button | function: [leaderboard] costume: [leader] x: (80) y: (-110) extra data: [0]\n else\n if <(game state - target) = [level select]> then\n wait until <(game state - current) = (game state - target)>\n make button | function: [game] costume: [level1] x: (-140) y: (-5) extra data: [1]\n make button | function: [game] costume: [level2] x: (-70) y: (-5) extra data: [2]\n make button | function: [game] costume: [level3] x: (0) y: (-5) extra data: [3]\n make button | function: [game] costume: [level4] x: (70) y: (-5) extra data: [4]\n make button | function: [game] costume: [level5] x: (140) y: (-5) extra data: [5]\n make button | function: [title] costume: [back] x: (0) y: (-120) extra data: [0]\n else\n if <<(game state - target) = [leaderboard]> or <(game state - target) = [help]>> then\n make button | function: [title] costume: [back] x: (0) y: (-120) extra data: [0]\n else\n end\n end\n end\nelse\n fade and size (1)\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nbutton behavior\n\ndefine button behavior\nif <(button data) = [0]> then\n forever\n pop | bounciness: (0.5) min size: (100) max size: (120)\n end\nelse\n if <(button data) > [0]> then\n forever\n pop | bounciness: (0.5) min size: (100) max size: (120)\n end\n else\n end\nend\n\ndefine None\nif <touching (mouse-pointer v)?> then\n change size by (((max) - (size)) * (bounce))\nelse\n change size by (((min) - (size)) * (bounce))\nend\n\ndefine None\nset [ghost v] effect to ((55) + ((in\(-1\)/out\(1\)) * (-45)))\nset size to ((95) + ((in\(-1\)/out\(1\)) * (5))) %\nrepeat (5)\n change [ghost v] effect by ((in\(-1\)/out\(1\)) * (19))\n change size by ((in\(-1\)/out\(1\)) * (-2))\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\n@HUD\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\npoint in direction (0)\nset size to (100) %\nswitch costume to (null v)\nset [ghost v] effect to (0)\nset [hud hover icon v] to [0]\nset [hud timer v] to [0]\nset [hud clone id v] to [0]\nrepeat (3)\n change [hud clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [hud clone id v] to [0]\n\nwhen I start as a clone\nif <(HUD clone ID) = [1]> then\n switch costume to (edit mode v)\nelse\n if <(HUD clone ID) = [2]> then\n switch costume to (space1 v)\n else\n if <(HUD clone ID) = [3]> then\n switch costume to (health4 v)\n else\n end\n end\nend\n\nwhen I receive [end level v]\nhide\n\nwhen I receive [start level - front layer v]\nif <(HUD clone ID) = [3]> then\n show\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [hud - edit mode v]\nif <(HUD clone ID) = [1]> then\n if <(edit mode?) = [1]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [hud - health v]\nif <(HUD clone ID) = [3]> then\n switch costume to (join [health] (player health))\nend\n\nwhen I receive [tick v]\nif <(HUD clone ID) = [2]> then\n if <(HUD hover icon) = [0]> then\n set [player obj collision? v] to [0]\n set [hud timer v] to [0]\n hide\n else\n if <(HUD hover icon) = [space]> then\n set [player obj collision? v] to [1]\n end\n go to (player v)\n if <((HUD timer) mod (15)) = [0]> then\n switch costume to (join (HUD hover icon) ((1) + (((HUD timer) / (15)) mod (2))))\n show\n go to [front v] layer\n end\n set [hud timer v] to (((HUD timer) + (1)) mod (30))\n set [hud hover icon v] to [0]\n end\nend\n\n@editor\n\nwhen flag clicked\nset [old camera x v] to [0]\nset [old camera y v] to [0]\ngo to x: (0) y: (0)\nhide\nswitch costume to (neutral v)\nshow list [objects v]\n\ndefine enter object data\nhide list [objects v]\nadd (join (join (global level) [#]) (join (join (round ((camera x) + (x position))) [#]) (join (round ((camera y) + (y position))) [#]))) to [objects v]\nask [Enter a costume ID for the object \(leave blank to skip\):] and wait\nget input (answer)\nask [If this object is animated or changes costumes, enter the number of costumes \(make sure they're in consecutive order\). Leave blank to skip:] and wait\nget input (answer)\nask [Enter an object behavior ID: \[0\] animation \[1\] dialogue \[2\] ladder \[3\] switch \[4\] door \[5\] block \[6\] moving enemy \[7\] toxic slime \[8\] event trigger \[9\] item \[10\] checkpoint \[11\] level end \[12\] beacon \[13\] abyss] and wait\nget input (answer)\nask [If this object is linked to another, enter its INDEX here \(leave blank to skip\):] and wait\nget input (answer)\nask [If this object has dialogue or health associated with it, enter it here \(leave blank to skip\):] and wait\nget input (answer)\nshow list [objects v]\nbroadcast (obj - create v)\n\ndefine None\nif <((CTRLS - right) - (CTRLS - left)) > [0]> then\n change [camera x v] by ((speed) * ((CTRLS - right) + (CTRLS - left)))\n if <<(camera x) < [-100]> or <(camera x) > (((480) * ((item (global level) of [level lengths v]) - (1))) + (100))>> then\n change [camera x v] by ((0) - ((speed) * ((CTRLS - right) + (CTRLS - left))))\n end\nend\nif <((CTRLS - up) - (CTRLS - down)) > [0]> then\n change [camera y v] by ((speed) * ((CTRLS - up) + (CTRLS - down)))\n if <<(camera y) < [-1000]> or <(camera y) > [1000]>> then\n change [camera y v] by ((0) - ((speed) * ((CTRLS - up) + (CTRLS - down))))\n end\nend\n\ndefine get input []\nif <(input) > [0]> then\n replace item (last) of [objects v] with (join (item (last) of [objects v]) (join (input) [#]))\nelse\n replace item (last) of [objects v] with (join (item (last) of [objects v]) (join [0] [#]))\nend\n\nwhen I receive [hud - edit mode v]\nif <(edit mode?) = [0]> then\n set [camera x v] to (old camera x)\n set [camera y v] to (old camera y)\n hide\nelse\n set [old camera x v] to (camera x)\n set [old camera y v] to (camera y)\n switch costume to (pointer v)\n show\n go to [front v] layer\n repeat until <(edit mode?) = [0]>\n switch costume to (pointer v)\n go to (mouse-pointer v)\n if <<<touching (objects v)?> or <touching (solid objs v)?>> or <touching (mobs v)?>> then\n switch costume to (neutral v)\n if <key (c v) pressed?> then\n switch costume to (grab v)\n repeat until <key (v v) pressed?>\n go to (mouse-pointer v)\n scroll (CONST - max speed)\n end\n end\n end\n scroll (CONST - max speed)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n ask [Create a new object? \(yes/no\)] and wait\n if <(answer) = [yes]> then\n enter object data\n end\n end\n end\nend\n\nwhen [r v] key pressed\nif <(backdrop [number v]) > [1]> then\n broadcast (reset level v)\nend\n\ndefine warning\nif <<not <(username) = [amylaser]>> and <(disqualified?) = [0]>> then\n go to x: (0) y: (-120)\n switch costume to (null v)\n show\n ask [Are you sure you want to enter Edit/Cheat Mode? Doing so will disqualify your score for this session from the Leaderboard. yes/no] and wait\n if <(answer) = [yes]> then\n set [disqualified? v] to [1]\n end\nend\n\nwhen [z v] key pressed\nwarning\nif <<(disqualified?) = [1]> or <(username) = [amylaser]>> then\n ask [Enter a command \(skip / health / fly / inv\):] and wait\n if <(answer) = [skip]> then\n ask (join [Skip how many levels? Must be between 1 and ] (length of [level lengths v])) and wait\n if <<[0] < ((answer) + (0))> and <((answer) + (0)) < ((length of [level lengths v]) + (1))>> then\n set [levels cleared v] to (answer)\n ask (join (join [Skipped ] (answer)) [ levels. Press Enter to finish]) and wait\n set [game state - target v] to [level select]\n broadcast (change state v)\n else\n ask [Invalid command. Press Enter to finish] and wait\n end\n else\n if <(answer) = [fly]> then\n if <(player move mode) = [f]> then\n set [player move mode v] to [w]\n else\n set [player move mode v] to [f]\n end\n ask (join (join [Flying set to ] <(player move mode) = [f]>) [. Press Enter to finish]) and wait\n else\n if <(answer) = [health]> then\n ask [Set health to:] and wait\n set [player health v] to (answer)\n broadcast (HUD - health v)\n ask (join (join [Health was set to ] (player health)) [. Press Enter to finish]) and wait\n else\n if <(answer) = [inv]> then\n set [player invincible? v] to ((1) - (player invincible?))\n ask (join (join [Invincibility set to ] <(player invincible?) = [1]>) [. Press Enter to finish]) and wait\n else\n if <(answer) = [win]> then\n ask [You win the game. Press Enter to finish.] and wait\n set [levels cleared v] to (length of [level lengths v])\n set [game state - target v] to [credits]\n broadcast (change state v)\n else\n ask [Invalid command. Press Enter to finish] and wait\n end\n end\n end\n end\n end\nend\n\nwhen [e v] key pressed\nif <(backdrop [number v]) > [1]> then\n warning\n if <<(disqualified?) = [1]> or <(username) = [amylaser]>> then\n set [edit mode? v] to ((1) - (edit mode?))\n broadcast (HUD - edit mode v)\n end\nend\n\n@objects\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\nswitch costume to (null v)\nset rotation style [left-right v]\nset [obj index v] to [0]\nset [obj active? v] to [0]\nset [player on ladders? v] to [0]\ndelete (all) of [active switches v]\ndelete (all) of [deleted objects v]\n\ndefine scan object list\nset [obj index v] to [0]\nrepeat (length of [objects v])\n change [obj index v] by (1)\n try to spawn object (obj index)\nend\nset [obj index v] to [0]\n\ndefine None\nset [obj index v] to (obj index)\nset [obj data v] to (item (obj index) of [objects v])\nparse data: (obj data) divider: [#]\nif <(obj level) = (global level)> then\n if <<(obj behavior ID) = [4]> or <(obj behavior ID) = [5]>> then\n add (obj index) to [solid objects v]\n else\n if <<<(obj behavior ID) = [6]> or <(obj behavior ID) = [7]>> or <<(obj behavior ID) = [12]> or <(obj behavior ID) = [13]>>> then\n add (obj index) to [enemies v]\n else\n create clone of (_myself_ v)\n switch costume to (null v)\n end\n end\nend\nset [obj active? v] to [0]\n\ndefine parse data: [] divider: []\nset [function - temp1 v] to [1]\nset [function - temp2 v] to [1]\nparse data chunk | data: (data) divider: (divider)\nset [obj level v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj xpos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj ypos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj costume v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj # of animation frames v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj behavior id v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj linked index v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj text v] to (FUNCTION - substring)\nset [obj timer v] to [0]\nset [obj active? v] to [1]\nswitch costume to (obj costume)\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\ndefine parse data chunk | data: [] divider: []\nrepeat until <(letter (FUNCTION - temp2) of (data)) = (divider)>\n change [function - temp2 v] by (1)\nend\nsubstring | start: (FUNCTION - temp1) end: (FUNCTION - temp2) string: (data)\nset [function - temp1 v] to ((FUNCTION - temp2) + (1))\nchange [function - temp2 v] by (1)\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (10) layers\n\ndefine None\nset [obj animation frame v] to (((obj animation frame) + (speed)) mod (5))\nswitch costume to ((obj costume) + (([floor v] of (obj animation frame) ) mod (obj # of animation frames)))\n\ndefine None\nif <(distance to [player v]) < [30]> then\n set [hud hover icon v] to [space]\n if <<(CTRLS - interact) = [1]> and <(obj timer) = [0]>> then\n set [ctrls - interact v] to [0]\n set [obj timer v] to [10]\n add (obj linked index) to [active switches v]\n add [switch] to [sounds v]\n switch costume to ((obj costume) + ((((costume [number v]) - (obj costume)) + (1)) mod (states)))\n add effect | ID: (1) x: (obj xpos) y: (obj ypos)\n add effect | ID: (6) x: (obj xpos) y: (obj ypos)\n else\n if <(obj timer) > [0]> then\n change [obj timer v] by (-1)\n end\n end\nend\n\ndefine ladder\nif <<([abs v] of ((player xpos) - (obj xpos)) ) < [20]> and <([abs v] of ((player ypos) - (obj ypos)) ) < [60]>> then\n if <<<(CTRLS - up) = [1]> or <<(CTRLS - down) = [-1]> and <(time midair) = [1]>>> and <((CTRLS - right) - (CTRLS - left)) = [0]>> then\n set [player move mode v] to [c]\n set [player xpos v] to (obj xpos)\n if <(obj timer) = [0]> then\n set [obj timer v] to [1]\n change [player on ladders? v] by (1)\n end\n else\n if <<((CTRLS - right) - (CTRLS - left)) > [0]> or <(time midair) = [0]>> then\n set [player move mode v] to [w]\n end\n end\n if <not <(player move mode) = [c]>> then\n set [hud hover icon v] to [climb]\n end\nelse\n if <(obj timer) = [1]> then\n set [obj timer v] to [0]\n change [player on ladders? v] by (-1)\n end\n if <<(player move mode) = [c]> and <(player on ladders?) = [0]>> then\n set [player move mode v] to [w]\n end\nend\n\ndefine None\nset [function - substring v] to (join (join (join (join (join (join (join (join (obj level) [#]) (join (round (obj xpos)) [#])) (join (round (obj ypos)) [#])) (join (obj costume) [#])) (join (obj # of animation frames) [#])) (join (obj behavior ID) [#])) (join (obj linked index) [#])) (join (obj text) [#]))\nreplace item (index) of [objects v] with (FUNCTION - substring)\n\nwhen I receive [hud - edit mode v]\nif <not <(obj index) = [0]>> then\n if <(obj active?) = [0]> then\n parse data: (obj data) divider: [#]\n set [obj active? v] to [0]\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n end\n if <(obj behavior ID) = [8]> then\n switch costume to (null v)\n end\n repeat until <(edit mode?) = [0]>\n wait until <touching (mouse-pointer v)?>\n if <(obj linked index) = [0]> then\n say (join (join [INDEX: ] (obj index)) (join [ ACTIVE: ] (obj active?)))\n else\n say (join (join [INDEX: ] (obj index)) (join [ LINKED TO: ] (obj linked index)))\n end\n wait until <not <touching (mouse-pointer v)?>>\n say []\n end\n if <(obj active?) = [0]> then\n hide\n end\nend\n\ndefine dialogue\nif <(distance to [player v]) < [50]> then\n set [hud hover icon v] to [space]\n if <<(CTRLS - interact) = [1]> and <<(obj timer) = [0]> and <(text?) = [0]>>> then\n set [text? v] to (obj text)\n broadcast (text - dialogue v)\n set [player move dir v] to [0]\n set [ctrls - interact v] to [0]\n set [obj timer v] to [10]\n set [player obj collision? v] to [1]\n else\n if <<(obj timer) > [0]> and <(text?) = [0]>> then\n change [obj timer v] by (-1)\n end\n end\nend\n\ndefine None\nanimate obj | speed: (0.5)\nif <<(distance to [player v]) < [40]> and <not <(obj timer) < [0]>>> then\n set [obj timer v] to [-100]\nend\nif <(obj timer) < [0]> then\n change [obj timer v] by (10)\n set [ghost v] effect to ((100) + (obj timer))\n change [obj ypos v] by ((obj timer) / (-10))\n if <(obj timer) = [0]> then\n add [pickup] to [sounds v]\n set [obj active? v] to [0]\n change [score - level v] by (p)\n broadcast (HUD - update score v)\n end\nelse\n set [obj timer v] to (((obj timer) + (5)) mod (360))\n change [obj ypos v] by ([sin v] of (obj timer) )\nend\n\ndefine event trigger\nif <not <(costume [number v]) = (obj costume)>> then\n switch costume to (obj costume)\nend\nif <<([abs v] of ((player xpos) - (obj xpos)) ) < [30]> and <([abs v] of ((player ypos) - (obj ypos)) ) < [100]>> then\n set [obj active? v] to [0]\n broadcast (obj text)\nend\n\ndefine checkpoint\nanimate obj | speed: (0.5)\nif <(distance to [player v]) < [30]> then\n set [player spawn x v] to (obj xpos)\n set [player spawn y v] to ((obj ypos) + (20))\n if <(obj timer) = [0]> then\n add [pickup] to [sounds v]\n set [obj costume v] to ((obj costume) + (obj # of animation frames))\n add effect | ID: (1) x: (obj xpos) y: (obj ypos)\n add effect | ID: (7) x: (obj xpos) y: (obj ypos)\n end\n set [obj timer v] to [1]\nend\n\nwhen I receive [start level - back layer v]\nif <(obj index) = [0]> then\n scan object list\n broadcast (obj - create solid/enemy v) and wait\nelse\n delete this clone\nend\n\ndefine level end\nif <<(distance to [player v]) < [30]> and <(obj timer) = [0]>> then\n set [obj timer v] to [60]\n set [player xvel v] to [0]\n set [player move mode v] to [v]\n add [level clear] to [sounds v]\n repeat (10)\n add effect | ID: (1) x: (player xpos) y: (player ypos)\n end\nend\nif <(obj timer) > [1]> then\n change [obj timer v] by (-1)\n if <(obj timer) = [1]> then\n if <not <[levels cleared v] contains (global level)?>> then\n add (global level) to [levels cleared v]\n end\n set [game state - target v] to [title]\n broadcast (change state v)\n end\nend\n\nwhen I receive [reset level v]\nparse data: (obj data) divider: [#]\nset [ghost v] effect to (0)\n\ndefine behavior\nif <<<(edit mode?) = [0]> and <(text?) = [0]>> and <(obj active?) = [1]>> then\n if <(obj behavior ID) = [0]> then\n animate obj | speed: (0.5)\n else\n if <(obj behavior ID) = [1]> then\n dialogue\n else\n if <(obj behavior ID) = [2]> then\n ladder\n else\n if <(obj behavior ID) = [3]> then\n switch | # of states: (obj # of animation frames)\n else\n if <(obj behavior ID) = [8]> then\n event trigger\n else\n if <(obj behavior ID) = [9]> then\n item | points: (10)\n else\n if <(obj behavior ID) = [10]> then\n checkpoint\n else\n if <(obj behavior ID) = [11]> then\n level end\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine scroll\ngo to x: ((obj xpos) - (camera x)) y: ((obj ypos) - (camera y))\nif <<(round ((obj xpos) - (camera x))) = (round (x position))> and <(round ((obj ypos) - (camera y))) = (round (y position))>> then\n show\n behavior\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <not <(obj index) = [0]>> then\n if <<(obj active?) = [1]> or <<(obj active?) = [0]> and <(edit mode?) = [1]>>> then\n scroll\n end\nend\n\nwhen [x v] key pressed\nif <touching (mouse-pointer v)?> then\n add (obj index) to [deleted objects v]\n delete (obj index) of [objects v]\n broadcast (obj - delete v) and wait\n delete (1) of [deleted objects v]\n delete this clone\nend\n\nwhen [c v] key pressed\nif <touching (mouse-pointer v)?> then\n repeat until <key (v v) pressed?>\n set [obj xpos v] to (round ((mouse x) + (camera x)))\n set [obj ypos v] to (round ((mouse y) + (camera y)))\n end\n replace data | obj index: (obj index)\nend\n\nwhen I receive [obj - create v]\nif <(obj index) = [0]> then\n try to spawn object (length of [objects v])\n broadcast (obj - create solid/enemy v)\n set [obj index v] to [0]\nend\n\nwhen I receive [obj - delete v]\nif <not <(obj index) = [0]>> then\n if <(obj index) > (item (1) of [deleted objects v])> then\n change [obj index v] by (-1)\n replace data | obj index: (obj index)\n end\n if <(obj linked index) > (item (1) of [deleted objects v])> then\n change [obj linked index v] by (-1)\n replace data | obj index: (obj index)\n end\nend\n\nwhen I receive [end level v]\ndelete this clone\n\n@solid objs\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\nswitch costume to (null v)\nset [obj index v] to [0]\nset [obj active? v] to [0]\nset [obj target state v] to [0]\ndelete (all) of [solid objects v]\n\ndefine scan sol.object list\nrepeat until <(length of [solid objects v]) = [0]>\n try to spawn object (item (1) of [solid objects v])\n delete (1) of [solid objects v]\nend\nset [obj index v] to [0]\nset [obj active? v] to [0]\n\ndefine None\nset [obj index v] to (obj index)\nset [obj data v] to (item (obj index) of [objects v])\nset [obj active? v] to [1]\nset [obj timer v] to [0]\nparse data: (obj data) divider: [#]\nif <(obj level) = (global level)> then\n create clone of (_myself_ v)\n switch costume to (null v)\nend\nset [obj active? v] to [0]\n\nwhen I receive [reset level v]\nset [obj active? v] to [1]\nset [obj target state v] to [0]\nparse data: (obj data) divider: [#]\nswitch costume to (obj costume)\n\nwhen I receive [end level v]\ndelete this clone\n\nwhen I receive [hud - edit mode v]\nif <not <(obj index) = [0]>> then\n if <(obj active?) = [0]> then\n parse data: (obj data) divider: [#]\n set [obj active? v] to [0]\n show\n set [ghost v] effect to (50)\n end\n repeat until <(edit mode?) = [0]>\n wait until <touching (mouse-pointer v)?>\n if <(obj linked index) = [0]> then\n say (join [INDEX: ] (obj index))\n else\n say (join (join [INDEX: ] (obj index)) (join [LINKED TO: ] (obj linked index)))\n end\n wait until <not <touching (mouse-pointer v)?>>\n say []\n end\nend\n\ndefine None\nset [obj animation frame v] to (((obj animation frame) + (speed)) mod (5))\nswitch costume to ((obj costume) + (([floor v] of (obj animation frame) ) mod (frames)))\n\ndefine None\nif <<<([abs v] of (xdist) ) < [36]> and <([abs v] of (ydist) ) < [30]>> and <<(([abs v] of (xdist) ) / (xdist)) = (player move dir)> and <(obj slope) < [8]>>> then\n set [obj xvel v] to (((CONST - max speed) / (mass)) * (player move dir))\nelse\n set [obj xvel v] to [0]\nend\n\nwhen I receive [tick v]\nif <<not <(obj index) = [0]>> and <(obj active?) = [1]>> then\n scroll\n if <(obj behavior ID) = [4]> then\n behavior\n end\nelse\nend\n\ndefine scroll\ngo to x: ((obj xpos) - (camera x)) y: ((obj ypos) - (camera y))\nif <<(round ((obj xpos) - (camera x))) = (round (x position))> and <(round ((obj ypos) - (camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (10) layers\n\ndefine behavior\nif <<(edit mode?) = [0]> and <(text?) = [0]>> then\n if <(obj behavior ID) = [4]> then\n door | # of states: (obj #of animation frames)\n else\n if <(obj behavior ID) = [5]> then\n block | mass: (obj text) x dist to player: ((obj xpos) - (player xpos)) y dist to player: ((obj ypos) - (player ypos))\n else\n end\n end\nend\n\ndefine dialogue\nif <<(distance to [player v]) < [50]> and <not <(obj text) = [0]>>> then\n set [hud hover icon v] to [space]\n if <<(CTRLS - interact) = [1]> and <<(obj timer) = [0]> and <(text?) = [0]>>> then\n set [text? v] to (obj text)\n broadcast (text - dialogue v)\n set [player move dir v] to [0]\n set [ctrls - interact v] to [0]\n set [obj timer v] to [10]\n else\n if <<(obj timer) > [0]> and <(text?) = [0]>> then\n change [obj timer v] by (-1)\n end\n end\nend\n\ndefine None\ndialogue\nif <(obj index) = (item (1) of [active switches v])> then\n if <<(costume [number v]) = (obj costume)> and <(obj target state) = [0]>> then\n set [obj target state v] to (((obj costume) + (states)) - (1))\n else\n if <<(costume [number v]) = (((obj costume) + (states)) - (1))> and <(obj target state) = [0]>> then\n set [obj target state v] to (obj costume)\n end\n end\n if <(costume [number v]) = (obj target state)> then\n delete (1) of [active switches v]\n set [obj target state v] to [0]\n else\n switch costume to ((costume [number v]) + (([abs v] of ((obj target state) - (costume [number v])) ) / ((obj target state) - (costume [number v]))))\n end\nend\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\ndefine None\nset [function - substring v] to (join (join (join (join (join (join (join (join (obj level) [#]) (join (round (obj xpos)) [#])) (join (round (obj ypos)) [#])) (join (obj costume) [#])) (join (obj #of animation frames) [#])) (join (obj behavior ID) [#])) (join (obj linked index) [#])) (join (obj text) [#]))\nset [obj data v] to (FUNCTION - substring)\nreplace item (index) of [objects v] with (obj data)\n\ndefine parse data: [] divider: []\nset [function - temp1 v] to [1]\nset [function - temp2 v] to [1]\nparse data chunk | data: (data) divider: (divider)\nset [obj level v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj xpos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj ypos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj costume v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj #of animation frames v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj behavior id v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj linked index v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj text v] to (FUNCTION - substring)\nswitch costume to (obj costume)\n\ndefine parse data chunk | data: [] divider: []\nrepeat until <(letter (FUNCTION - temp2) of (data)) = (divider)>\n change [function - temp2 v] by (1)\nend\nsubstring | start: (FUNCTION - temp1) end: (FUNCTION - temp2) string: (data)\nset [function - temp1 v] to ((FUNCTION - temp2) + (1))\nchange [function - temp2 v] by (1)\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\nwhen [c v] key pressed\nif <touching (mouse-pointer v)?> then\n repeat until <key (v v) pressed?>\n set [obj xpos v] to (round ((mouse x) + (camera x)))\n set [obj ypos v] to (round ((mouse y) + (camera y)))\n end\n replace data | obj index: (obj index)\nend\n\nwhen [x v] key pressed\nif <touching (mouse-pointer v)?> then\n add (obj index) to [deleted objects v]\n delete (obj index) of [objects v]\n broadcast (obj - delete v) and wait\n delete (1) of [deleted objects v]\n delete this clone\nend\n\nwhen I receive [obj - create solid/enemy v]\nif <(obj index) = [0]> then\n scan sol.object list\nend\n\nwhen I receive [obj - delete v]\nif <not <(obj index) = [0]>> then\n if <(obj index) > (item (1) of [deleted objects v])> then\n change [obj index v] by (-1)\n replace data | obj index: (obj index)\n end\n if <(obj linked index) > (item (1) of [deleted objects v])> then\n change [obj linked index v] by (-1)\n replace data | obj index: (obj index)\n end\nend\n\n@mobs\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\nswitch costume to (null v)\nset rotation style [left-right v]\npoint in direction (1)\nset [obj index v] to [0]\nset [obj active? v] to [0]\nset [obj target state v] to [0]\ndelete (all) of [enemies v]\n\ndefine scan enemy list\nrepeat until <(length of [enemies v]) = [0]>\n try to spawn object (item (1) of [enemies v])\n delete (1) of [enemies v]\nend\nset [obj index v] to [0]\nset [obj active? v] to [0]\n\ndefine None\nset [obj index v] to (obj index)\nset [obj data v] to (item (obj index) of [objects v])\nset [obj active? v] to [1]\nset [obj timer v] to [0]\nparse data: (obj data) divider: [#]\nif <(obj level) = (global level)> then\n set [obj spawnx v] to (obj xpos)\n set [obj spawny v] to (obj ypos)\n create clone of (_myself_ v)\n switch costume to (null v)\nend\nset [obj active? v] to [0]\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\ndefine parse data chunk | data: [] divider: []\nrepeat until <(letter (FUNCTION - temp2) of (data)) = (divider)>\n change [function - temp2 v] by (1)\nend\nsubstring | start: (FUNCTION - temp1) end: (FUNCTION - temp2) string: (data)\nset [function - temp1 v] to ((FUNCTION - temp2) + (1))\nchange [function - temp2 v] by (1)\n\ndefine parse data: [] divider: []\nset [function - temp1 v] to [1]\nset [function - temp2 v] to [1]\nparse data chunk | data: (data) divider: (divider)\nset [obj level v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj xpos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj ypos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj costume v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj #of animation frames v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj behavior id v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj linked index v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [obj text v] to (FUNCTION - substring)\nset [obj health v] to (obj text)\nset [obj xvel v] to [0]\nset [obj yvel v] to [0]\nswitch costume to (obj costume)\n\nwhen I receive [reset level v]\nset [obj active? v] to [1]\nset [obj target state v] to [0]\nparse data: (obj data) divider: [#]\nswitch costume to (obj costume)\nset size to (100) %\npoint in direction (1)\nset [ghost v] effect to (0)\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\ndefine None\nset [function - substring v] to (join (join (join (join (join (join (join (join (obj level) [#]) (join (round (obj xpos)) [#])) (join (round (obj ypos)) [#])) (join (obj costume) [#])) (join (obj #of animation frames) [#])) (join (obj behavior ID) [#])) (join (obj linked index) [#])) (join (obj text) [#]))\nset [obj data v] to (FUNCTION - substring)\nreplace item (index) of [objects v] with (obj data)\n\ndefine None\nset [obj xvel v] to ((direction) * (speed))\nif <touching (projectiles v)?> then\n change [obj health v] by (-2)\n set [obj xvel v] to ((0) - (obj xvel))\n add effect | ID: (4) x: (obj xpos) y: (obj ypos)\n set size to (120) %\nend\ngrow/shrink | target: (100)\nobj collision | init size: (size) limited range? (100) initx: (x position) inity: (y position)\nanimate obj | # of frames: (obj #of animation frames) speed: (0.2)\nif <<(distance to [player v]) < [40]> and <(player invincible?) = [0]>> then\n change [player health v] by (-1)\n broadcast (player - hurt v)\nend\nif <(obj health) < [0]> then\n repeat (10)\n add effect | ID: (2) x: (obj xpos) y: ((obj ypos) + (25))\n end\n change [score - level v] by (p)\n broadcast (HUD - update score v)\n set [obj behavior id v] to [1]\n set [obj costume v] to ((6) + ((pick random (0) to (5)) * (2)))\n set [obj text v] to (item (pick random (1) to (length of [npc talk v])) of [npc talk v])\n set [obj #of animation frames v] to [2]\n set [obj health v] to [0]\n set size to (100) %\n switch costume to (obj costume)\nend\nif <(obj timer) = [0]> then\n add effect | ID: (3) x: (obj xpos) y: (obj ypos)\n set [obj timer v] to ((((obj text) - (obj health)) + (1)) * (4))\nelse\n change [obj timer v] by (-1)\nend\n\ndefine None\nset [obj animation frame v] to (((obj animation frame) + (speed)) mod (5))\nswitch costume to ((obj costume) + (([floor v] of (obj animation frame) ) mod (frames)))\n\ndefine dialogue\nif <(distance to [player v]) < [50]> then\n set [hud hover icon v] to [space]\n if <<(CTRLS - interact) = [1]> and <<(obj timer) = [0]> and <(text?) = [0]>>> then\n set [text? v] to (obj text)\n broadcast (text - dialogue v)\n set [player move dir v] to [0]\n set [ctrls - interact v] to [0]\n set [obj timer v] to [10]\n else\n if <<(obj timer) > [0]> and <(text?) = [0]>> then\n change [obj timer v] by (-1)\n end\n end\nend\n\ndefine None\nif <not <(round (size)) = (t)>> then\n change size by (((t) - (size)) * (0.3))\nend\n\ndefine behavior\nif <<(edit mode?) = [0]> and <(text?) = [0]>> then\n if <(obj behavior ID) = [1]> then\n NPC | speed: (2)\n else\n if <(obj behavior ID) = [6]> then\n enemy | speed: (2) points: (20)\n else\n if <(obj behavior ID) = [7]> then\n set rotation style [don't rotate v]\n slime | points: ((obj text) * (2))\n else\n if <(obj behavior ID) = [11]> then\n level end\n else\n if <(obj behavior ID) = [12]> then\n beacon | points: (50)\n else\n if <(obj behavior ID) = [13]> then\n abyss\n else\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nswitch costume to (hitbox v)\nset size to (100) %\nshow\nif <(obj yvel) > ((-2.5) * (CONST - max speed))> then\n change [obj yvel v] by (CONST - gravity)\nend\nchange y by (obj yvel)\nrepeat until <not <<touching (level hitbox v)?> or <touching (solid objs v)?>>>\n change y by (1)\n set [obj yvel v] to [0]\nend\nset [obj slope v] to [0]\nchange x by (obj xvel)\nif <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [180]>> then\n hide\nend\nrepeat until <<(obj slope) > [8]> or <not <<touching (level hitbox v)?> or <touching (solid objs v)?>>>>\n change y by (1)\n change [obj slope v] by (1)\nend\nif <<(obj slope) > [8]> or <([abs v] of ((obj xpos) - (obj spawnx)) ) > (range)>> then\n if <(obj slope) > [8]> then\n change y by ((0) - (obj slope))\n end\n set [obj xvel v] to ((0) - (obj xvel))\n change x by ((2) * (obj xvel))\nend\nchange [obj xpos v] by ((x position) - (init x))\nchange [obj ypos v] by ((y position) - (init y))\nset size to (s) %\nif <(obj xvel) = [0]> then\n point in direction (1)\nelse\n point in direction (([abs v] of (obj xvel) ) / (obj xvel))\nend\n\ndefine None\nset size to (((50) + ((obj health) * (10))) + (obj animation frame)) %\nturn right (5) degrees\nchange [obj animation frame v] by (([sin v] of (direction) ) * (1))\nif <touching (projectiles v)?> then\n change [obj health v] by (-2)\n add effect | ID: (4) x: (obj xpos) y: (obj ypos)\nend\nif <<(distance to [player v]) < [40]> and <(player invincible?) = [0]>> then\n change [player health v] by (-1)\n broadcast (player - hurt v)\nend\nif <(obj health) < [0]> then\n change [score - level v] by (p)\n broadcast (HUD - update score v)\n set [obj active? v] to [0]\nend\n\nwhen I receive [tick v]\nif <<not <(obj index) = [0]>> and <(obj active?) = [1]>> then\n scroll\nelse\n if <(edit mode?) = [0]> then\n hide\n end\nend\n\nwhen I receive [end level v]\ndelete this clone\n\nwhen I receive [hud - edit mode v]\nif <not <(obj index) = [0]>> then\n if <(obj active?) = [0]> then\n parse data: (obj data) divider: [#]\n set [obj active? v] to [0]\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n end\n if <(obj behavior ID) = [13]> then\n switch costume to (null v)\n end\n repeat until <(edit mode?) = [0]>\n wait until <touching (mouse-pointer v)?>\n if <(obj linked index) = [0]> then\n say (join [INDEX: ] (obj index))\n else\n say (join (join [INDEX: ] (obj index)) (join [LINKED TO: ] (obj linked index)))\n end\n wait until <not <touching (mouse-pointer v)?>>\n say []\n end\nend\n\ndefine scroll\ngo to x: ((obj xpos) - (camera x)) y: ((obj ypos) - (camera y))\nif <<(round ((obj xpos) - (camera x))) = (round (x position))> and <(round ((obj ypos) - (camera y))) = (round (y position))>> then\n show\n behavior\nelse\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (10) layers\n\ndefine level end\nanimate obj | # of frames: (obj #of animation frames) speed: (0.5)\nif <(obj timer) = [0]> then\n set [obj timer v] to [100]\n set [player xvel v] to [0]\n set [player move mode v] to [v]\nend\nif <(obj timer) > [0]> then\n change [obj timer v] by (-1)\n if <(obj timer) = [60]> then\n add effect | ID: (9) x: (camera x) y: (camera y)\n broadcast (clear miasma v)\n else\n if <(obj timer) = [0]> then\n if <(levels cleared) < (global level)> then\n set [levels cleared v] to (global level)\n end\n if <(levels cleared) = (length of [level lengths v])> then\n set [game state - target v] to [credits]\n else\n set [game state - target v] to [level select]\n end\n broadcast (change state v)\n end\n end\nend\n\nwhen I receive [obj - delete v]\nif <not <(obj index) = [0]>> then\n if <(obj index) > (item (1) of [deleted objects v])> then\n change [obj index v] by (-1)\n replace data | obj index: (obj index)\n end\n if <(obj linked index) > (item (1) of [deleted objects v])> then\n change [obj linked index v] by (-1)\n replace data | obj index: (obj index)\n end\nend\n\nwhen [c v] key pressed\nif <touching (mouse-pointer v)?> then\n repeat until <key (v v) pressed?>\n set [obj xpos v] to (round ((mouse x) + (camera x)))\n set [obj ypos v] to (round ((mouse y) + (camera y)))\n end\n replace data | obj index: (obj index)\nend\n\nwhen [x v] key pressed\nif <touching (mouse-pointer v)?> then\n add (obj index) to [deleted objects v]\n delete (obj index) of [objects v]\n broadcast (obj - delete v) and wait\n delete (1) of [deleted objects v]\n delete this clone\nend\n\ndefine None\ndialogue\nif <(text?) = [0]> then\n if <(obj health) = [0]> then\n set [obj health v] to (pick random (30) to (100))\n set [obj xvel v] to ((pick random (-1) to (1)) * (speed))\n else\n change [obj health v] by (-1)\n end\n obj collision | init size: (100) limited range? (100) initx: (x position) inity: (y position)\n if <([abs v] of (obj xvel) ) > [0]> then\n animate obj | # of frames: (obj #of animation frames) speed: (0.5)\n else\n switch costume to (obj costume)\n end\nend\n\ndefine abyss\nif <not <(costume [number v]) = (obj costume)>> then\n switch costume to (obj costume)\nend\nif <<(player ypos) < (obj ypos)> and <([abs v] of ((obj xpos) - (player xpos)) ) < [75]>> then\n set [player health v] to [0]\n if <not <(player move mode) = [h]>> then\n broadcast (player - hurt v)\n end\nend\n\nwhen I receive [obj - create solid/enemy v]\nif <(obj index) = [0]> then\n scan enemy list\nend\n\nif <(obj timer) = [0]> then\n add effect | ID: (3) x: (obj xpos) y: (obj ypos)\n set [obj timer v] to ((((obj text) - (obj health)) * (4)) + (1))\nelse\n change [obj timer v] by (-1)\nend\n\ndefine None\nif <touching (projectiles v)?> then\n change [obj health v] by (-1)\n add effect | ID: (4) x: (obj xpos) y: (obj ypos)\nend\nif <(obj health) < [0]> then\n repeat (10)\n add effect | ID: (2) x: (obj xpos) y: ((obj ypos) + (25))\n end\n change [score - level v] by (p)\n broadcast (HUD - update score v)\n set [obj behavior id v] to [11]\n set [obj costume v] to [30]\n set [obj text v] to [0]\n set [obj #of animation frames v] to [2]\n set [obj health v] to [0]\n switch costume to (obj costume)\n repeat (10)\n add effect | ID: (1) x: (player xpos) y: (player ypos)\n end\nend\nswitch costume to ((obj costume) + (round (((obj text) - (obj health)) / (2))))\n\n@text: pixel\n\nwhen flag clicked\nhide\nswitch costume to (background v)\nset [ghost v] effect to (0)\nset rotation style [don't rotate v]\nfont size parser\n\ndefine None\ndelete clone\nshow\nif <(dialogue?) = [1]> then\n go to x: ((x pos) + (184)) y: (y pos)\n switch costume to (background v)\n set size to (100) %\n create clone of (_myself_ v)\nend\nswitch costume to (null v)\nset size to (size) %\nset [function - counter v] to [0]\ngo to x: (x pos) y: (y pos)\nrepeat (length of (text))\n switch costume to (null v)\n change [function - counter v] by (1)\n if <(letter (FUNCTION - counter) of (text)) = [\]> then\n if <(letter ((FUNCTION - counter) + (1)) of (text)) = [t]> then\n wait (0.5) seconds\n wait until <key (space v) pressed?>\n add [talk] to [sounds v]\n broadcast (text - clear2 dialogue v) and wait\n go to x: (x pos) y: (y pos)\n else\n if <(letter ((FUNCTION - counter) + (1)) of (text)) = [n]> then\n set x to (x pos)\n change y by ((size) / (-4))\n end\n end\n change [function - counter v] by (1)\n else\n switch costume to (letter (FUNCTION - counter) of (text))\n if <<<(costume [number v]) = [95]> or <(costume [number v]) = [96]>> or <<(costume [number v]) = [1]> and <not <(letter (FUNCTION - counter) of (text)) = [1]>>>> then\n switch costume to (join (letter (FUNCTION - counter) of (text)) [s])\n end\n if <<<(costume [number v]) = [1]> and <not <(letter (FUNCTION - counter) of (text)) = [1]>>> or <(costume [number v]) = [96]>> then\n switch costume to (null v)\n end\n add [text blip] to [sounds v]\n create clone of (_myself_ v)\n change x by (((item (costume [number v]) of [font sizes v]) + (1)) * ((size) / (100)))\n if <(x position) > (bound x)> then\n set x to (x pos)\n change y by ((size) / (-4))\n end\n end\nend\nhide\nswitch costume to (null v)\nif <(dialogue?) = [1]> then\n wait until <key (space v) pressed?>\n set [text? v] to [0]\n broadcast (text - clear dialogue v)\nend\nset [text? v] to [0]\n\nwhen I receive [text - credits v]\nprint (join (join [Your final score: ] (score - total)) [\nclick anywhere to returnto title screen]) (-30) (-100) (100) (210) (0)\n\nwhen I receive [text - leaderboard v]\nprint (join (text?) (join [YOUR CURRENT SCORE: ] (score - total))) (-150) (45) (100) (200) (0)\n\nprint [by amylaser] (-184) (-125) (100) (184) (1)\n\nwhen I receive [end level v]\nhide\nstop [other scripts in sprite v]\nset [text? v] to [0]\ndelete this clone\n\nwhen I receive [text - clear2 dialogue v]\nif <(costume [number v]) = [96]> then\n fade and size (1)\n fade and size (-1)\nelse\n delete this clone\nend\n\nwhen I receive [text - clear dialogue v]\nif <(costume [number v]) = [96]> then\n stop [other scripts in sprite v]\n fade and size (1)\nelse\n hide\nend\ndelete this clone\n\nwhen I receive [text - dialogue v]\nadd [talk] to [sounds v]\nprint (text?) (-184) (-125) (100) (184) (1)\n\nwhen I receive [hud - edit mode v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [96]> then\n fade and size (-1)\nend\n\nwhen I receive [reset level v]\nhide\nstop [other scripts in sprite v]\nset [text? v] to [0]\ndelete this clone\n\nwhen I receive [start level - back layer v]\nhide\nstop [other scripts in sprite v]\nset [text? v] to [0]\ndelete this clone\n\nwhen I receive [change state v]\nhide\nstop [other scripts in sprite v]\nset [text? v] to [0]\ndelete this clone\n\ndefine None\nset [ghost v] effect to ((55) + ((in\(-1\)/out\(1\)) * (-45)))\nset size to ((95) + ((in\(-1\)/out\(1\)) * (5))) %\nrepeat (5)\n change [ghost v] effect by ((in\(-1\)/out\(1\)) * (19))\n change size by ((in\(-1\)/out\(1\)) * (-2))\nend\n\ndefine font size parser\nset [text? v] to [08.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.04.10.10.10.10.10.10.10.08.08.10.10.10.10.08.08.04.07.07.04.04.04.04.08.04.08.10.10.10.08.06.10.10.10.10.10.09.10.10.08.09.10.08.10.10.10.10.10.09.10.08.10.10.10.10.10.10.06.]\nset [function - counter v] to [0]\ndelete (all) of [font sizes v]\nrepeat ((length of (text?)) / (3))\n change [function - counter v] by (3)\n add (join (letter ((FUNCTION - counter) - (2)) of (text?)) (letter ((FUNCTION - counter) - (1)) of (text?))) to [font sizes v]\nend\nset [text? v] to [0]\n\ndefine delete clone\ndelete this clone\n\n@effects\n\nwhen flag clicked\nhide\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (100) %\nsetup (50)\n\ndefine None\nset [effect id v] to [0]\nset [effect health v] to [25]\nset [clone # v] to [0]\ndelete (all) of [effect clones v]\ndelete (all) of [active effects v]\nswitch costume to (heart1 v)\nrepeat (max # of clones)\n change [clone # v] by (1)\n add (clone #) to [effect clones v]\n create clone of (_myself_ v)\nend\nswitch costume to (null v)\nset [clone # v] to [0]\n\nwhen I receive [end level v]\nreset effects\n\ndefine reset particle\nset [effect id v] to [0]\nset [effect health v] to [0]\nadd (clone #) to [effect clones v]\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine reset effects\nhide\nif <(clone #) = [0]> then\n delete (all) of [active effects v]\nelse\n if <(effect ID) > [0]> then\n reset particle\n end\nend\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\ndefine parse data: [] divider: []\nset [function - temp1 v] to [1]\nset [function - temp2 v] to [1]\nparse data chunk | data: (data) divider: (divider)\nset [effect id v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [effect xpos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [effect ypos v] to (FUNCTION - substring)\n\ndefine parse data chunk | data: [] divider: []\nrepeat until <(letter (FUNCTION - temp2) of (data)) = (divider)>\n change [function - temp2 v] by (1)\nend\nsubstring | start: (FUNCTION - temp1) end: (FUNCTION - temp2) string: (data)\nchange [function - temp2 v] by (1)\nset [function - temp1 v] to (FUNCTION - temp2)\n\ndefine None\nswitch costume to (pick random (c1) to (c2))\nset size to (pick random (s1) to (s2)) %\nset [effect health v] to (h)\nset [effect xvel v] to (pick random (xv1) to (xv2))\nset [effect yvel v] to (pick random (yv1) to (yv2))\nchange [effect xpos v] by (pick random (x1) to (x2))\nchange [effect ypos v] by (pick random (y1) to (y2))\n\ndefine None\nchange [effect xpos v] by (effect xvel)\nchange [effect ypos v] by (effect yvel)\nchange [effect xvel v] by (dxv)\nchange [effect yvel v] by (dyv)\nchange size by (ds)\nif <hurts> then\n if <<(distance to [player v]) < [20]> and <(player invincible?) = [0]>> then\n change [player health v] by (-1)\n broadcast (player - hurt v)\n end\nend\n\ndefine scroll\ngo to x: (round ((effect xpos) - (camera x))) y: (round ((effect ypos) - (camera y)))\nif <<(round (x position)) = (round ((effect xpos) - (camera x)))> and <(round (y position)) = (round ((effect ypos) - (camera y)))>> then\n show\n go to [front v] layer\n if <(game state - target) = [game]> then\n go [backward v] (5) layers\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nif <<<(effect ID) > [0]> and <(clone #) > [0]>> and <(text?) = [0]>> then\n if <(effect health) > [0]> then\n change [effect health v] by (-1)\n scroll\n behavior\n else\n fade out and reset particle\n end\nelse\n if <<(length of [active effects v]) > [0]> and <(clone #) = (item (1) of [effect clones v])>> then\n set particle (item (1) of [active effects v])\n end\nend\n\nwhen I receive [start level - back layer v]\nreset effects\n\nwhen I receive [change state v]\nreset effects\n\ndefine behavior\nif <(effect ID) = [1]> then\n custom behavior | dsize: (-5) dxv: ((effect xvel) * (-0.1)) dyv: ((effect yvel) * (-0.1)) hurts player? \nelse\n if <(effect ID) = [2]> then\n custom behavior | dsize: (-2) dxv: ((effect xvel) * (-0.2)) dyv: (((effect yvel) * (-0.2)) - (0.5)) hurts player? \n else\n if <(effect ID) = [3]> then\n custom behavior | dsize: (-5) dxv: ((effect xvel) * (-0.1)) dyv: ((effect yvel) * (-0.1)) hurts player? <[] = []>\n else\n if <(effect ID) = [5]> then\n custom behavior | dsize: (1) dxv: ((effect xvel) * (-0.1)) dyv: ((effect yvel) * (-0.1)) hurts player? \n else\n if <<<<(effect ID) = [4]> or <(effect ID) = [6]>> or <(effect ID) = [7]>> or <(effect ID) = [8]>> then\n custom behavior | dsize: (0) dxv: (0) dyv: ((effect yvel) * (-0.1)) hurts player? \n else\n if <(effect ID) = [9]> then\n custom behavior | dsize: (((380) - (size)) * (0.5)) dxv: (0) dyv: (0) hurts player? \n else\n end\n end\n end\n end\n end\nend\n\ndefine set particle []\ndelete (1) of [active effects v]\ndelete (1) of [effect clones v]\nparse data: (effect data) divider: [#]\nif <(effect ID) = [1]> then\n add [explosion2] to [sounds v]\n set custom particle | costume: (5) to (6) x: (0) to (0) y: (0) to (0) xvel: (-4) to (4) yvel: (-4) to (4) size: (100) to (130) health: (10)\nelse\n if <(effect ID) = [2]> then\n add [explosion1] to [sounds v]\n set custom particle | costume: (2) to (7) x: (0) to (0) y: (0) to (0) xvel: (-10) to (10) yvel: (-10) to (10) size: (160) to (200) health: (10)\n change [effect xvel v] by ((10) * (([abs v] of (effect xvel) ) / (effect xvel)))\n change [effect yvel v] by ((10) * (([abs v] of (effect yvel) ) / (effect yvel)))\n else\n if <(effect ID) = [3]> then\n set custom particle | costume: (8) to (11) x: (-30) to (30) y: (-30) to (30) xvel: (-2) to (2) yvel: (-2) to (0) size: (130) to (160) health: (10)\n else\n if <(effect ID) = [4]> then\n add [achievement] to [sounds v]\n set custom particle | costume: (12) to (12) x: (-30) to (30) y: (20) to (40) xvel: (0) to (0) yvel: (5) to (5) size: (100) to (100) health: (10)\n else\n if <(effect ID) = [5]> then\n set custom particle | costume: (2) to (7) x: (-30) to (30) y: (-30) to (30) xvel: (-2) to (2) yvel: (-2) to (0) size: (130) to (160) health: (10)\n else\n if <(effect ID) = [6]> then\n set custom particle | costume: (13) to (13) x: (-30) to (30) y: (20) to (40) xvel: (0) to (0) yvel: (5) to (5) size: (100) to (100) health: (10)\n else\n if <(effect ID) = [7]> then\n set custom particle | costume: (14) to (14) x: (-30) to (30) y: (20) to (40) xvel: (0) to (0) yvel: (5) to (5) size: (100) to (100) health: (10)\n else\n if <(effect ID) = [8]> then\n set custom particle | costume: (15) to (15) x: (-30) to (30) y: (20) to (40) xvel: (0) to (0) yvel: (5) to (5) size: (100) to (100) health: (10)\n else\n if <(effect ID) = [9]> then\n add [level clear] to [sounds v]\n set custom particle | costume: (16) to (16) x: (0) to (0) y: (0) to (0) xvel: (0) to (0) yvel: (0) to (0) size: (0) to (0) health: (30)\n else\n set [effect health v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset level v]\nreset effects\n\ndefine fade out and reset particle\nif <(effect health) > [-100]> then\n change [effect health v] by (-10)\n set [ghost v] effect to ([abs v] of (effect health) )\n behavior\n scroll\nelse\n hide\n reset particle\nend\n\n@projectiles\n\nwhen flag clicked\nhide\nset rotation style [all around v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (100) %\nsetup (50)\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\ndefine parse data: [] divider: []\nset [function - temp1 v] to [1]\nset [function - temp2 v] to [1]\nparse data chunk | data: (data) divider: (divider)\nset [projectile id v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [projectile xpos v] to (FUNCTION - substring)\nparse data chunk | data: (data) divider: (divider)\nset [projectile ypos v] to (FUNCTION - substring)\n\ndefine parse data chunk | data: [] divider: []\nrepeat until <(letter (FUNCTION - temp2) of (data)) = (divider)>\n change [function - temp2 v] by (1)\nend\nsubstring | start: (FUNCTION - temp1) end: (FUNCTION - temp2) string: (data)\nchange [function - temp2 v] by (1)\nset [function - temp1 v] to (FUNCTION - temp2)\n\ndefine None\nset [projectile id v] to [0]\nset [projectile health v] to [25]\nset [clone # v] to [0]\ndelete (all) of [projectile clones v]\ndelete (all) of [active projectiles v]\nswitch costume to (heart1 v)\nrepeat (max # of clones)\n change [clone # v] by (1)\n add (clone #) to [projectile clones v]\n create clone of (_myself_ v)\nend\nswitch costume to (null v)\nset [clone # v] to [0]\n\ndefine set projectile []\ndelete (1) of [active projectiles v]\ndelete (1) of [projectile clones v]\nparse data: (effect data) divider: [#]\nif <(projectile ID) = [1]> then\n switch costume to (pick random (2) to (4))\n set [projectile health v] to [25]\n set size to (pick random (100) to (130)) %\n set rotation style [don't rotate v]\n set [projectile xvel v] to ((13) * ([direction v] of [player v]))\n go to [front v] layer\nelse\nend\n\ndefine scroll\ngo to x: (round ((projectile xpos) - (camera x))) y: (round ((projectile ypos) - (camera y)))\nif <<(round (x position)) = (round ((projectile xpos) - (camera x)))> and <(round (y position)) = (round ((projectile ypos) - (camera y)))>> then\n show\n go to [front v] layer\nelse\n hide\nend\n\ndefine splatter\nhide\nrepeat until <(projectile health) < [-20]>\n add effect | ID: (1) x: (projectile xpos) y: (projectile ypos)\n change [projectile health v] by (-10)\nend\n\ndefine reset projectile\nset [projectile id v] to [0]\nset [projectile health v] to [0]\nadd (clone #) to [projectile clones v]\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [tick v]\ntick\n\ndefine reset all projectiles\nhide\nif <(clone #) = [0]> then\n delete (all) of [active projectiles v]\nend\nif <(projectile ID) > [0]> then\n reset projectile\nend\n\ndefine behavior\nif <(projectile ID) = [1]> then\n if <<<touching (level hitbox v)?> or <touching (solid objs v)?>> or <touching (mobs v)?>> then\n set [projectile health v] to [0]\n set [projectile xvel v] to [0]\n set [projectile yvel v] to [0]\n end\n change [projectile xpos v] by (projectile xvel)\n change [projectile ypos v] by ([sin v] of (direction) )\n turn right (30) degrees\nelse\nend\n\nwhen I receive [end level v]\nreset all projectiles\n\nwhen I receive [start level - back layer v]\nreset all projectiles\n\ndefine tick\nif <<(projectile ID) > [0]> and <(clone #) > [0]>> then\n if <(projectile health) > [0]> then\n change [projectile health v] by (-1)\n scroll\n behavior\n else\n splatter\n reset projectile\n end\nelse\n if <<(length of [active projectiles v]) > [0]> and <(clone #) = (item (1) of [projectile clones v])>> then\n set projectile (item (1) of [active projectiles v])\n end\nend\n\ndefine None\nadd (join (join (join (join (join (id) [#]) (round (x))) [#]) (round (y))) [#]) to [active effects v]\n\nwhen I receive [reset level v]\nreset all projectiles\n\n@sound\n\nwhen flag clicked\ngo to x: (215) y: (150)\nswitch costume to (unmute v)\nset volume to (100) %\nshow\ngo to [front v] layer\nset [current music v] to [Bitpop]\nforever\n if <(current music) = []> then\n else\n play sound (current music) until done\n end\nend\n\ndefine transition music | target music: []\nif <not <(current music) = (music)>> then\n if <(costume [number v]) = [2]> then\n set volume to (((costume [number v]) - (1)) * (100)) %\n repeat (50)\n change volume by (-2)\n end\n set [current music v] to (music)\n stop all sounds\n repeat (50)\n change volume by (2)\n end\n else\n set [current music v] to (music)\n end\nend\n\nwhen I receive [start level - back layer v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [change state v]\nshow\ngo to [front v] layer\nif <(game state - target) = [game]> then\n go [backward v] (3) layers\n transition music | target music: [Mint Breath]\nelse\n if <(game state - target) = [title]> then\n transition music | target music: [Bitpop]\n else\n if <(game state - target) = [credits]> then\n transition music | target music: [End Credits]\n else\n end\n end\nend\n\nwhen this sprite clicked\nset volume to (100) %\nstart sound [button click v]\nnext costume\nset volume to (((costume [number v]) - (1)) * (100)) %\n\nwhen flag clicked\ndelete (all) of [sounds v]\nforever\n if <(length of [sounds v]) > [0]> then\n start sound (item (1) of [sounds v])\n delete (1) of [sounds v]\n end\nend\n\n@score\n\nwhen flag clicked\nhide\nset size to (120) %\nswitch costume to (0s v)\nset [score - level v] to [0]\nset [digit place v] to []\nset [digit value v] to [0]\nset rotation style [don't rotate v]\npoint in direction (0)\ngo to x: (0) y: (0)\nkeep score for current level | x: (-175) y: (109) digit width: (13)\ndelete (all) of [level scores v]\nrepeat (length of [level lengths v])\n add [0] to [level scores v]\nend\n\nwhen I receive [start level - back layer v]\nset [score - level v] to [0]\nset [timer v] to [0]\nif <not <(digit value) = []>> then\n show\n go to [front v] layer\n go [backward v] ((6) - (digit place)) layers\nend\n\ndefine None\nset [digit place v] to [1]\nset [digit value v] to [0]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [digit value v] to []\nrepeat (2)\n change [digit place v] by (1)\n change x by (w)\n create clone of (_myself_ v)\nend\nset [digit place v] to []\nset [digit value v] to []\n\nwhen I receive [end level v]\nif <(digit place) = []> then\n change [score - level v] by ((0) - ([floor v] of ((timer) / (10)) ))\n if <(item (global level) of [level scores v]) < (score - level)> then\n replace item (global level) of [level scores v] with (score - level)\n end\n get current overall score\n broadcast (update leaderboard v)\nend\nhide\n\nwhen I receive [hud - update score v]\nif <<not <(digit place) = []>> and <(game state - target) = [game]>> then\n set [digit value v] to (letter (digit place) of (score - level))\n switch costume to (join (digit value) [s])\n if <(digit value) = []> then\n hide\n else\n show\n go to [front v] layer\n go [backward v] (5) layers\n end\nend\n\ndefine get current overall score\nset [function - counter v] to [0]\nset [score - total v] to [0]\nrepeat (length of [level lengths v])\n change [function - counter v] by (1)\n change [score - total v] by (item (FUNCTION - counter) of [level scores v])\nend\nif <(score - total) < [0]> then\n set [score - total v] to [0]\nend\n\n@leaderboard\n\nwhen flag clicked\nset [leaderboard - chars list v] to [1234567890ABCDEFGHIJKLMNOPQRSTUVWXYZ~!@#$%^&*\(\)_+-={}|\[\];',./:"<>?\`abcdefghijklmnopqrstuvwxyz]\nhide\n\ndefine encode string | string: []\nset [function - counter v] to [0]\nset [function - result v] to []\nrepeat (length of (string))\n switch costume to (null v)\n change [function - counter v] by (1)\n switch costume to (letter (FUNCTION - counter) of (string))\n if <(costume [number v]) = [95]> then\n switch costume to (join (letter (FUNCTION - counter) of (string)) [s])\n end\n set [function - result v] to (join (FUNCTION - result) (join (letter (2) of ((costume [number v]) + (100))) (letter (3) of ((costume [number v]) + (100)))))\nend\n\ndefine decode string | string: []\nset [function - counter v] to [0]\nset [function - result v] to []\nrepeat ((length of (string)) / (2))\n change [function - counter v] by (1)\n set [function - temp v] to (join (letter (((FUNCTION - counter) * (2)) - (1)) of (string)) (letter ((FUNCTION - counter) * (2)) of (string)))\n set [function - result v] to (join (FUNCTION - result) (letter (FUNCTION - temp) of (LEADERBOARD - chars list)))\nend\n\ndefine encode list | divider: []\nset [function - counter v] to [0]\nset [function - result v] to []\nrepeat (length of [cloud leaderboard data v])\n change [function - counter v] by (1)\n set [function - result v] to (join (join (FUNCTION - result) (item (FUNCTION - counter) of [cloud leaderboard data v])) (div))\nend\nencode string | string: (FUNCTION - result)\nset [leaderboard - local data v] to (FUNCTION - result)\n\ndefine decode list | list encoding: [] divider: []\nset [function - counter v] to [0]\nset [function - result v] to []\nset [function - temp v] to []\ndelete (all) of [cloud leaderboard data v]\nrepeat (length of (string))\n change [function - counter v] by (1)\n set [function - temp v] to (letter (FUNCTION - counter) of (string))\n if <(FUNCTION - temp) = (div)> then\n add (FUNCTION - result) to [cloud leaderboard data v]\n set [function - result v] to []\n else\n set [function - result v] to (join (FUNCTION - result) (FUNCTION - temp))\n end\nend\n\ndefine None\nif <<(name) = []> and <(score) = []>> then\n set [function - result v] to (join (place) [. -\n])\nelse\n set [function - result v] to (join (join (place) [. ]) (join (join (join (score) [ : ]) (name)) [\n]))\nend\n\ndefine None\ndecode string | string: (LEADERBOARD - local data)\ndecode list | list encoding: (FUNCTION - result) divider: [#]\nset [function - counter v] to [0]\nset [function - temp v] to []\nrepeat (slots)\n change [function - counter v] by (1)\n convert to leaderboard entry | username: (item ((slots) + (FUNCTION - counter)) of [cloud leaderboard data v]) score: (item (FUNCTION - counter) of [cloud leaderboard data v]) place: (FUNCTION - counter)\n set [function - temp v] to (join (FUNCTION - temp) (FUNCTION - result))\nend\n\ndefine None\nset [function - substring v] to []\nset [function - counter v] to [0]\nrepeat ((end index) - (start index))\n set [function - substring v] to (join (FUNCTION - substring) (letter ((start index) + (FUNCTION - counter)) of (string)))\n change [function - counter v] by (1)\nend\n\nwhen I receive [display leaderboard v]\nupdate leaderboard | name: (username) score: (score - total) max # of slots: (5)\ndisplay leaderboard | max # of slots: (5) width: (35)\nset [text? v] to (FUNCTION - temp)\nbroadcast (text - leaderboard v)\n\ndefine None\nset [function - temp v] to []\nrepeat ((slots) * (2))\n set [function - temp v] to (join (FUNCTION - temp) (div))\nend\nencode string | string: (FUNCTION - temp)\nset [leaderboard - local data v] to (FUNCTION - result)\nhandle LEADERBOARD DATA overflow\n\ndefine handle LEADERBOARD DATA overflow\nsubstring | start: (1) end: (129) string: (LEADERBOARD - local data)\nset [☁ leaderboard data 1 v] to (FUNCTION - substring)\nsubstring | start: (129) end: (257) string: (LEADERBOARD - local data)\nset [☁ leaderboard data 2 v] to (FUNCTION - substring)\nsubstring | start: (257) end: (385) string: (LEADERBOARD - local data)\nset [☁ leaderboard data 3 v] to (FUNCTION - substring)\n\ndefine get leaderboard data\nset [leaderboard - local data v] to (join (join (☁ LEADERBOARD DATA 1) (☁ LEADERBOARD DATA 2)) (☁ LEADERBOARD DATA 3))\n\ndefine None\nget leaderboard data\ndecode string | string: (LEADERBOARD - local data)\ndecode list | list encoding: (FUNCTION - result) divider: [#]\nset [function - counter v] to [0]\nset [function - temp v] to [0]\nrepeat until <<(slots) = (FUNCTION - counter)> or <(FUNCTION - temp) = [1]>>\n change [function - counter v] by (1)\n if <not <(score) < (item (FUNCTION - counter) of [cloud leaderboard data v])>> then\n if <not <<(score) = (item (FUNCTION - counter) of [cloud leaderboard data v])> and <(name) = (item ((FUNCTION - counter) + (slots)) of [cloud leaderboard data v])>>> then\n insert (score) at (FUNCTION - counter) of [cloud leaderboard data v] \n insert (name) at ((slots) + ((FUNCTION - counter) + (1))) of [cloud leaderboard data v] \n delete ((slots) + (1)) of [cloud leaderboard data v]\n delete (((2) * (slots)) + (1)) of [cloud leaderboard data v]\n end\n set [function - temp v] to [1]\n end\nend\nencode list | divider: [#]\nset [leaderboard - local data v] to (FUNCTION - result)\nhandle LEADERBOARD DATA overflow\n\nget leaderboard data\nreset leaderboard | divider: [#] slots: (5)\n\nwhen I receive [update leaderboard v]\nupdate leaderboard | name: (username) score: (score - total) max # of slots: (5)\n\nreset leaderboard | divider: [#] slots: (5)\nupdate leaderboard | name: [canteloupebearstew] score: (101) max # of slots: (5)\nupdate leaderboard | name: [qwertyuiopasdlkjasds] score: (1024) max # of slots: (5)\nupdate leaderboard | name: [xxxKingdomHeartsxxx] score: (9999) max # of slots: (5)\nupdate leaderboard | name: [longusernamef56] score: (104) max # of slots: (5)\nupdate leaderboard | name: [anotherlongusername] score: (3678) max # of slots: (5)\ndisplay leaderboard | max # of slots: (5) width: (35)\nset [text? v] to (FUNCTION - temp)\nbroadcast (text - leaderboard v)\n\n@states\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [game state - current v] to [title]\nset [game state - target v] to [title]\nset [credits seen? v] to [0]\nset size to (100) %\nswitch costume to (null v)\n\ndefine change game state | start: [] end: []\nif <(end) = [credits]> then\n switch costume to (credits v)\n go to [front v] layer\n fade (-1)\n set [game state - current v] to (end)\n wait (2) seconds\n broadcast (end level v) and wait\n if <(credits seen?) = [0]> then\n set [credits seen? v] to [1]\n broadcast (credits v)\n wait (1) seconds\n fade (1)\n show\n set [ghost v] effect to (99)\n else\n set [game state - target v] to [level select]\n broadcast (change state v)\n end\nelse\n if <(start) = [game]> then\n switch costume to (transition v)\n go to [front v] layer\n fade (-1)\n broadcast (end level v) and wait\n set [game state - current v] to (end)\n wait (1) seconds\n fade (1)\n else\n if <(end) = [leaderboard]> then\n broadcast (display leaderboard v)\n else\n if <(end) = [game]> then\n switch costume to (transition v)\n go to [front v] layer\n fade (-1)\n set [game state - current v] to (end)\n broadcast (start level - back layer v) and wait\n broadcast (start level - front layer v)\n fade (1)\n set [text? v] to [0]\n else\n if <<(start) = [credits]> and <(end) = [level select]>> then\n set [game state - current v] to (end)\n fade (1)\n end\n end\n end\n end\n set [game state - current v] to (end)\nend\n\nwhen I receive [change state v]\nchange game state | start: (game state - current) end: (game state - target)\n\nwhen I receive [end logo v]\nset [game state - current v] to [title]\nset [game state - target v] to [title]\nbroadcast (change state v)\n\nwhen this sprite clicked\nif <(game state - current) = [credits]> then\n broadcast (text - clear dialogue v)\n go to [front v] layer\n fade (-1)\n set [game state - target v] to [title]\n broadcast (change state v)\n fade (1)\nend\n\ndefine None\nshow\nset [ghost v] effect to ((50) + ((in\(-1\)/out\(1\)) * (-50)))\nrepeat (20)\n change [ghost v] effect by ((in\(-1\)/out\(1\)) * (5))\n set [text? v] to [1]\nend\nset [text? v] to [0]\nif <(in\(-1\)/out\(1\)) = [1]> then\n hide\nend\n\n@popups\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\npoint in direction (90)\nset size to (100) %\n\nwhen I receive [change state v]\nif <(game state - target) = [title]> then\n if <(game state - current) = [leaderboard]> then\n broadcast (text - clear dialogue v)\n end\n fade and size (1) opacity: (17)\n switch costume to (null v)\n hide\nelse\n if <<(game state - target) = [credits]> or <(game state - target) = [game]>> then\n wait until <(game state - current) = (game state - target)>\n switch costume to (null v)\n hide\n else\n wait until <(game state - current) = (game state - target)>\n switch costume to (game state - target)\n fade and size (-1) opacity: (17)\n if <(game state - target) = [help]> then\n repeat until <not <(game state - target) = [help]>>\n animate | # frames: (2) speed: (0.5) init costume: (2)\n end\n end\n end\nend\n\ndefine None\ngo to x: (0) y: (0)\nset [ghost v] effect to ((55) + ((in\(-1\)/out\(1\)) * (-45)))\nset size to ((95) + ((in\(-1\)/out\(1\)) * (5))) %\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nrepeat (5)\n change [ghost v] effect by ((in\(-1\)/out\(1\)) * (op))\n change size by ((in\(-1\)/out\(1\)) * (-2))\nend\n\ndefine None\nset [ghost v] effect to ((50) + ((in\(-1\)/out\(1\)) * (-50)))\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by ((in\(-1\)/out\(1\)) * (5))\nend\n\ndefine None\nwait (speed) seconds\nswitch costume to ((init) + (((costume [number v]) + (1)) mod (# frames)))\n\n@effects2\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nhide\nswitch costume to (null v)\nset [ghost v] effect to (0)\nset size to (100) %\nset [overlay - clone type v] to [0]\nset [overlay - panel # v] to [-1]\n\ndefine None\nset [overlay - xpos v] to [0]\nset [overlay - ypos v] to [0]\nset [overlay - clone type v] to (type)\nswitch costume to (c)\nif <(type) = [parallax]> then\n set [overlay - layer # v] to [1]\n repeat (layers)\n set [overlay - panel # v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [overlay - panel # v] by (1)\n end\n change [overlay - layer # v] by (1)\n next costume\n end\nelse\n if <<(type) = [mouse]> or <(type) = [credits]>> then\n set [overlay - layer # v] to [1]\n repeat (layers)\n create clone of (_myself_ v)\n change [overlay - layer # v] by (1)\n next costume\n end\n else\n if <(type) = [miasma]> then\n set [overlay - panel # v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [overlay - panel # v] by (1)\n end\n else\n create clone of (_myself_ v)\n end\n end\nend\nset [overlay - clone type v] to [0]\nset [overlay - panel # v] to [-1]\nswitch costume to (null v)\n\ndefine None\ngo to x: (x) y: (y)\npoint in direction ((90) - ((v) * (0.5)))\nshow\ngo to [front v] layer\nset size to (0) %\nset [overlay - angle v] to [0]\nrepeat (10)\n set [overlay - angle v] to (((overlay - angle) + (v)) mod (360))\n turn right (([sin v] of (overlay - angle) ) * (dr)) degrees\n set size to ((size) + (((s) - (size)) * (ds'))) %\nend\nforever\n set [overlay - angle v] to (((overlay - angle) + (v)) mod (360))\n turn right (([sin v] of (overlay - angle) ) * (dr)) degrees\n change size by (([sin v] of (overlay - angle) ) * (ds))\nend\n\ndefine None\nset [overlay - xpos v] to ((480) - (((((camera x) * ((xdist) * (layer))) + (x)) + ((overlay - panel #) * (480))) mod (960)))\nset [overlay - ypos v] to ((0) - (((camera y) * ((ydist) * (layer))) + (y)))\ngo to x: (overlay - xpos) y: (overlay - ypos)\n\nwhen I receive [tick v]\nif <(game state - current) = [game]> then\n if <(overlay - clone type) = [parallax]> then\n level parallax | layer #: (overlay - layer #) x dist: (0.1) y dist: (0.1) x offset: (0) y offset: (75)\n else\n if <(overlay - clone type) = [miasma]> then\n clouds | speed: (1) y offset: (100)\n else\n end\n end\nend\n\nwhen I receive [change state v]\nif <(overlay - clone type) = [0]> then\n if <not <(game state - target) = [game]>> then\n wait until <(game state - current) = (game state - target)>\n setup clones | type: [mouse] # of layers: (2) costume: [city3]\n if <not <(game state - target) = [credits]>> then\n setup clones | type: [mouse] # of layers: (1) costume: [miasma2]\n end\n end\n if <(game state - target) = [title]> then\n wait until <(game state - current) = (game state - target)>\n setup clones | type: [title] # of layers: (1) costume: [title]\n setup clones | type: [glow] # of layers: (1) costume: [glow]\n end\nelse\n hide\n delete this clone\nend\n\ndefine None\ngo to x: (x) y: (y)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (0) %\nset [overlay - angle v] to [0]\nrepeat (10)\n turn right (dr) degrees\n set size to ((size) + (((s) - (size)) * (ds))) %\nend\nforever\n turn right (dr) degrees\nend\n\ndefine None\ngo to x: (((480) - (((camera x) + (((overlay - panel #) * (480)) + (overlay - xpos))) mod (960))) + (s)) y: ((y) - (camera y))\nset [overlay - xpos v] to (((overlay - xpos) - (s)) mod (960))\n\nwhen I receive [start level - back layer v]\nif <(overlay - clone type) = [0]> then\n if <(game state - target) = [game]> then\n setup clones | type: [parallax] # of layers: (2) costume: [city1]\n setup clones | type: [miasma] # of layers: (1) costume: [miasma]\n end\nelse\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(overlay - clone type) = [title]> then\n title splash | wiggle: (5) turn sweep: (0.2) size speed: (0.2) popup speed: (0.4) x: (0) y: (50) size: (120)\nelse\n if <(overlay - clone type) = [parallax]> then\n show\n go to [front v] layer\n go [backward v] ((300) - ((overlay - layer #) * (50))) layers\n else\n if <(overlay - clone type) = [mouse]> then\n mouse parallax | layer #: (overlay - layer #) distance: (-0.06) x offset: (0) y offset: (-100) auto? (1)\n else\n if <(overlay - clone type) = [miasma]> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n set [ghost v] effect to (60)\n else\n if <(overlay - clone type) = [glow]> then\n title splash glow | rot speed: (1) x: (0) y: (50) size speed: (0.2) size: (120)\n else\n end\n end\n end\n end\nend\n\ndefine None\nset size to (150) %\nshow\ngo to [front v] layer\ngo [backward v] (20) layers\nif <(a) = [0]> then\n repeat until <(game state - current) = [game]>\n go to x: (((mouse x) * ((dist) * (layer))) + (x)) y: (((mouse y) * ((dist) * (layer))) + (y))\n end\nelse\n set [overlay - angle v] to [0]\n repeat until <(game state - current) = [game]>\n set [overlay - angle v] to (((overlay - angle) + (5)) mod (360))\n go to x: ((((([cos v] of (overlay - angle) ) * (20)) + (mouse x)) * ((dist) * (layer))) + (x)) y: ((((([sin v] of (overlay - angle) ) * (20)) + (mouse y)) * ((dist) * (layer))) + (y))\n end\nend\n\nwhen I receive [clear miasma v]\nif <(overlay - clone type) = [miasma]> then\n set [ghost v] effect to (60)\n repeat (10)\n change [ghost v] effect by (4)\n end\nend\n\n@cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nhide\nset [cutscene animation frame v] to [0]\nset [cutscene xvel v] to [0]\nset [cutscene yvel v] to [0]\n\nwhen I receive [reset level v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [cutscene1 v]\ndrone enter | text index: (1) camera x: ((player xpos) + (150)) camera y: (20)\ndrone scroll to target and back | start x: ((player xpos) + (150)) start y: (20) target x: (2300) target y: (60)\ndrone exit | text index: (2)\n\nwhen I receive [cutscene2 v]\ndrone enter | text index: (3) camera x: ((player xpos) + (150)) camera y: (60)\ndrone exit | text index: (4)\n\nwhen I receive [cutscene3 v]\ndrone enter | text index: (5) camera x: ((player xpos) + (150)) camera y: (20)\ndrone scroll to target and back | start x: ((player xpos) + (150)) start y: (20) target x: (500) target y: (-150)\ndrone exit | text index: (6)\n\nwhen I receive [cutscene4 v]\ndrone enter | text index: (7) camera x: ((player xpos) + (150)) camera y: (-100)\ndrone scroll to target and back | start x: ((player xpos) + (150)) start y: (-100) target x: (1640) target y: (-100)\ndrone exit | text index: (8)\n\nwhen I receive [cutscene5 v]\ndrone enter | text index: (9) camera x: ((player xpos) + (150)) camera y: (20)\ndrone exit | text index: (10)\n\nwhen I receive [cutscene6 v]\ndrone enter | text index: (11) camera x: ((player xpos) + (150)) camera y: (20)\ndrone exit | text index: (12)\n\ndefine None\nset [cutscene xvel v] to (((tx) - (x position)) * (sx))\nset [cutscene yvel v] to (((ty) - (y position)) * (sy))\nchange x by (cutscene xvel)\nchange y by (cutscene yvel)\n\ndefine None\nset [cutscene animation frame v] to (((cutscene animation frame) + (s)) mod (f))\nswitch costume to ([floor v] of ((c) + (cutscene animation frame)) )\n\ndefine None\nchange [camera x v] by (((tx) - (camera x)) * (sx))\nchange [camera y v] by (((ty) - (camera y)) * (sy))\n\ndefine None\nset [cutscene yvel v] to (((cutscene yvel) + (speed)) mod (360))\nchange y by ((range) * ([sin v] of (cutscene yvel) ))\n\ndefine None\nrepeat until <([abs v] of ((round (camera x)) - (round (tx))) ) < [10]>\n smooth camera glide | target: (tx) (ty) speed: (0.2) (0.2)\n animate | # of frames: (6) base costume: (1) speed: (0.5)\n bob | speed: (10) range: (0.5)\nend\nrepeat (60)\n animate | # of frames: (6) base costume: (1) speed: (0.5)\n bob | speed: (10) range: (0.5)\nend\nrepeat until <([abs v] of ((round (camera x)) - (round (sx))) ) < [10]>\n smooth camera glide | target: (sx) (sy) speed: (0.2) (0.2)\n animate | # of frames: (6) base costume: (1) speed: (0.5)\n bob | speed: (10) range: (0.5)\nend\n\ndefine None\nset [player xvel v] to [0]\nwait until <(time midair) < [2]>\nset [text? v] to [1]\nset [player move dir v] to [0]\nset [player yvel v] to [0]\nset [player move mode v] to [f]\nrepeat until <([abs v] of ((round (camera x)) - (round (tx))) ) < [10]>\n smooth camera glide | target: (tx) (ty) speed: (0.05) (0.05)\nend\ngo to x: (240) y: (180)\nswitch costume to (drone1 v)\nshow\ngo to [front v] layer\nrepeat until <([abs v] of (round (x position)) ) < [10]>\n smooth glide | target: (0) (0) speed: (0.05) (0.05)\n animate | # of frames: (6) base costume: (1) speed: (0.5)\nend\nset [text? v] to (item (i) of [cutscene text v])\nbroadcast (text - dialogue v)\nrepeat until <(text?) = [0]>\n animate | # of frames: (6) base costume: (1) speed: (0.5)\n bob | speed: (10) range: (0.5)\nend\nset [text? v] to [1]\n\ndefine None\nset [text? v] to (item (i) of [cutscene text v])\nbroadcast (text - dialogue v)\nrepeat until <(text?) = [0]>\n animate | # of frames: (6) base costume: (1) speed: (0.5)\n bob | speed: (10) range: (0.5)\nend\nset [text? v] to [1]\nrepeat until <(round (y position)) > [170]>\n smooth glide | target: (0) (250) speed: (0.05) (0.05)\n animate | # of frames: (6) base costume: (1) speed: (0.5)\nend\nhide\nset [player move mode v] to [w]\nset [text? v] to [0]\n\ndefine None\nset rotation style [don't rotate v]\nturn right (5) degrees\ngo to x: ((((([cos v] of (direction) ) * (20)) + (mouse x)) * (dist)) + (x)) y: ((((([sin v] of (direction) ) * (20)) + (mouse y)) * (dist)) + (y))\n\nwhen I receive [change state v]\nhide\n\nwhen I receive [credits v]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset size to (120) %\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (-100)\nrepeat until <([abs v] of (round (y position)) ) < [5]>\n smooth glide | target: (0) (0) speed: (0) (0.05)\n animate | # of frames: (3) base costume: (7) speed: (0.5)\n set [ghost v] effect to ((0) - (y position))\nend\nbroadcast (text - credits v)\nrepeat until <not <(game state - target) = [credits]>>\n animate | # of frames: (3) base costume: (7) speed: (0.5)\n mouse parallax | distance: (-0.09) x offset: (0) y offset: (0)\nend\n\n@logo2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (30)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nhide\nrender (90) (1) (1)\nrender (90) (2) (2)\nrender (30) (2) (3)\nrender (-30) (3) (4)\nrender (-90) (2) (5)\nrender (-150) (4) (6)\nrender (-210) (2) (7)\nwait (1) seconds\nrender (-270) (5) (0)\nwait (1.5) seconds\nbroadcast (end logo v)\n\nwhen I receive [end logo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine None\nset [logo clone# v] to (clone#)\nswitch costume to (costume #)\ngo to x: (0) y: (0)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to [front v] layer\nelse\n if <<(costume [number v]) > [1]> and <[5] > (costume [number v])>> then\n set [logo clone# v] to ((3) * (logo clone#))\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n forever\n if <(logo clone#) > [0]> then\n change [logo clone# v] by (-1)\n if <(logo clone#) = [0]> then\n set [logo ghost effect v] to [100]\n repeat until <(round (logo ghost effect)) = [0]>\n change [logo ghost effect v] by (((0) - (logo ghost effect)) * (0.1))\n set [ghost v] effect to (logo ghost effect)\n turn right (3) degrees\n end\n end\n end\n turn right (3) degrees\n end\n else\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n
▁▂▃▅▆▇Instructions▆▅▅▃▂▁\n#10 Trending on 15.2.2021\nThank You Soo Much!!!\n\nUse Key Up To Jump - ▲\nUse Key Right To go Right - ▶\nUse Key Left To go Left - ◀\n\nSong : Mystic Forest by HeatleyBros\n\nInfo About Contest ▼\n\nBy - @SUNBITES10\n\n-Rules: \n.Must be a remix\n.If not 100% made by you, you have to give credits\n.Ends 2/15/2021, Winners announced 2/16/2021\n.It can be ANY TYPE of platformer\n.Don't backpack, cheaters don't win\n\n-Prizes:\n.1st place: 25 Follows, hearts and favs\n.2nd place: 20 Follows, hearts and favs\n.3rd place: 15 Follows, hearts and favs\n.4th place: 10 Follows, hearts and favs\n.5th place: 5 Follows, hearts and favs\nAll participants receive 1 follow.\n\n-I will increase the prizes if more ppl join, and if i like more than 3 project.
Pumpkin Dash - Platformer #games
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume8 v)\n else\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume5 v)\n else\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume6 v)\n else\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <not <key (down arrow v) pressed?>> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume8 v)\nend\nrepeat (12)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-219) y: (-86)\nforever\n repeat until <(Go) = [1]>\n if then\n change [xv v] by (.8)\n end\n if then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if then\n set [yv v] to [13]\n end\n end\n if <<[228] < (x position)> or <touching (door v)?>> then\n set [xv v] to [0]\n set [xv v] to [0]\n go to x: (-219) y: (-86)\n point in direction (90)\n change [level v] by (1)\n change [money v] by (1)\n end\n if <<<<<touching (dangers v)?> or <touching (saws v)?>> or <key (r v) pressed?>> or <touching (lava v)?>> or <touching (enemy v)?>> then\n broadcast (ded v)\n repeat (12)\n broadcast (ded v)\n change [ghost v] effect by (8)\n broadcast (ded v)\n change size by (-8)\n end\n broadcast (ded v)\n start sound [ouch v]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [xv v] to [0]\n broadcast (ded v)\n set [ghost v] effect to (0)\n broadcast (ded v)\n go to x: (-219) y: (-86)\n broadcast (ded v)\n set size to (100) %\n broadcast (ded v)\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\n if <touching (tramps v)?> then\n set [yv v] to [17]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-219) y: (-86)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Syndrome v] until done\nend\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@Dangers\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@clouds\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\nforever\n if <not <[10] < (Level)>> then\n wait (pick random (3) to (7)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset x to (-255)\nset y to (pick random (74) to (165))\nswitch costume to (pick random (1) to (5))\nshow\nrepeat (102)\n change x by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[10] < (Level)> then\n delete this clone\n end\nend\n\n@haze\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [ghost v] effect to (80)\n\nwhen I receive [start v]\nset [ghost v] effect to (20)\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [start v]\nrepeat (30)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@preview\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume5 v)\nwait (1) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (start v)\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\n@saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n hide\n else\n if <(Level) = [3]> then\n hide\n else\n if <(Level) = [4]> then\n hide\n else\n if <(Level) = [5]> then\n show\n go to x: (168) y: (-124)\n else\n if <(Level) = [6]> then\n show\n go to x: (-50) y: (-35)\n else\n if <(Level) = [7]> then\n hide\n else\n if <(Level) = [8]> then\n hide\n else\n if <(Level) = [9]> then\n hide\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 turn right (10) degrees\nend\n\n@enemy\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change x by (-3)\n end\n repeat (20)\n change x by (3)\n end\nend\n\n@Door\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@win screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat (200)\n go to [front v] layer\nend\nforever\n if <(Level) = [14]> then\n show\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
❗️Im so close to 1K @theGamerverse ❗️\n▶️ Use W,A,S,D or Arrow Keys to Move. Collect All the \n Coins, Comment your Time!\n ❤️ + ⭐+ Follow if you enjoy!\n ▶️ Add this to 20 Studios for a follow!\n ⚡You can advertise if you follow @theGamerverse⚡\n Otherwise I'll delete your comment\n\n⚡Try to collect all 41 Coins and beat the platformer as \n fast you can can. Comment your time!⚡\n \n \n ⚡Try to beat my Record⚡\n ⚡45.6 With All Coins⚡\n ⚡46.7 With all coins and star⚡\n ⚡34.2 Without all coins⚡\n\n15/02/23 Shared!\n15/02/23 200 Loves in 4 hours woah!\n15/02/23 1k views in 2 hours!\nI forgot to update this lol, it didn't get trending but it is top-loved rn and has 3.2k loves 3.1k faves and 45k views!\nCredits\n@griffpatch for the Scratch cat art\nInspired by @NormanTheGamer \nLove and fave and turbowarp detector by @TimMcCool\nRest of art by me.\nAll code by me. \nSong is Wallpaper by Kevin Macleod\n\n\n⚡Tags⚡\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n
Postcards | Platformer
@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [Nebula v] until done\nend\n\n@自己タイム\n\nwhen I receive [go-ru v]\nset [パパーン v] to [1]\nset [フォロー v] to [よろしく!]\nset [星も v] to [よろしく!]\nset [ハートも v] to [よろしく!]\nshow variable [ハートも v]\nshow variable [星も v]\nshow variable [フォロー v]\nshow variable [自己タイム v]\nstop [this script v]\n\nwhen I receive [スタート v]\nhide variable [フォロー v]\nset [パパーン v] to [0]\nhide variable [自己タイム v]\nhide variable [星も v]\nhide variable [ハートも v]\nset [自己タイム v] to [0]\nrepeat until <(パパーン) = [1]>\n wait (1) seconds\n change [自己タイム v] by (1)\nend\n\nwhen flag clicked\nhide variable [フォロー v]\nhide variable [自己タイム v]\nhide variable [星も v]\nhide variable [ハートも v]\n\nset [☁ 世界記録 v] to [464939]\n\n@Sprite1\n\ndefine 数字表示|桁数 (1) 表示モード (2) サイズ (3) x座標 (4) y座標 (5)\nset [1 v] to (5)\nset [3 v] to (4)\nset [4 v] to (2)\nset [5 v] to (1)\nset y to (0)\nset size to (3) %\nrepeat (1)\n change y by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [コイン数 v] to [0]\n数字表示|桁数 [10] 表示モード [左] サイズ [130] x座標 [130] y座標 [-150]\n\nwhen I start as a clone\nset [2 v] to (y position)\nset y to (1)\nshow\nforever\n if < (コイン数) contains [-]?> then\n set y to (((3) + (((2) * ((0.45) * (size))) - ((0.45) * (size)))) - ((0.45) * (size)))\n else\n set x to (((3) + ((2) * ((0.25) * (size)))) - ((0) * (size)))\n end\n if <(4) = [左]> then\n switch costume to (letter (2) of (コイン数))\n else\n set x to (((3) + ((2) * ((0.45) * (size)))) - ((length of (コイン数)) * ((0.45) * (size))))\n switch costume to (letter (2) of (コイン数))\n end\nend\n\n@障害物\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I receive [スタート v]\nhide\n配置 [960] [300] [2]\n配置 [4233] [509] [3]\n\n@チェックポイント\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nwait until <touching (プレイヤー v)?>\nstart sound [Collect v]\nset [復活x v] to (x)\nset [復活y v] to (y)\nchange [コスチューム v] by (1)\n\nwhen I receive [スタート v]\nhide\n配置 [825] [290] [2]\n配置 [1475] [412] [2]\n配置 [2050] [525] [2]\n配置 [3818] [684] [2]\n\n@バネ\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nforever\n if <<touching (プレイヤー v)?> and <(速度y) < [0]>> then\n start sound [Jump v]\n set [速度y v] to [20]\n change [コスチューム v] by (1)\n wait (0.05) seconds\n change [コスチューム v] by (1)\n wait (0.05) seconds\n change [コスチューム v] by (-1)\n wait (0.05) seconds\n change [コスチューム v] by (-1)\n end\nend\n\nwhen I receive [スタート v]\nhide\n配置 [2500] [523] [2]\n配置 [2985] [500] [2]\n配置 [3350] [710] [2]\n配置 [3395] [710] [2]\n配置 [3440] [710] [2]\n配置 [3485] [710] [2]\n配置 [3530] [710] [2]\n配置 [3575] [710] [2]\n配置 [3620] [710] [2]\n配置 [3665] [710] [2]\n配置 [3710] [710] [2]\n\n@Control stick\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\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) * (0.6))> 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\ngo to [front v] layer\n\nwhen I receive [スタート v]\nshow\ngo to x: (-170) y: (-115)\nwait (0) seconds\nset [myself v] to [Control stick]\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to ((0) + (コスチューム))\nend\n\nforever\nend\n\nwhen I start as a clone\nwait until <touching (プレイヤー v)?>\nchange [コイン数 v] by (1)\nstart sound [Coin v]\ndelete this clone\n\nwhen I receive [スタート v]\nhide\n配置 [2150] [530] [2]\n配置 [2200] [530] [2]\n配置 [2250] [530] [2]\n配置 [2300] [530] [2]\n配置 [2350] [530] [2]\n配置 [3065] [718] [2]\n配置 [3263] [665] [2]\n配置 [3839] [514] [2]\n配置 [3839] [514] [2]\n配置 [2950] [386] [2]\n配置 [3000] [386] [2]\n配置 [3050] [386] [2]\n配置 [3100] [386] [2]\n配置 [3150] [386] [2]\n配置 [3200] [386] [2]\n配置 [3250] [386] [2]\n配置 [3300] [386] [2]\n配置 [3350] [386] [2]\n配置 [3400] [386] [2]\n配置 [3450] [386] [2]\n配置 [3500] [386] [2]\n配置 [3550] [386] [2]\n配置 [2950] [430] [2]\n配置 [3000] [430] [2]\n配置 [3050] [430] [2]\n配置 [3100] [430] [2]\n配置 [3150] [430] [2]\n配置 [3200] [430] [2]\n配置 [3250] [430] [2]\n配置 [3300] [430] [2]\n配置 [3350] [430] [2]\n配置 [3400] [430] [2]\n配置 [3450] [430] [2]\n配置 [3500] [430] [2]\n配置 [3550] [430] [2]\nrepeat (65)\n 配置 [6755] [520] [2]\nend\n\nwhen flag clicked\n\nif then\nend\n\nrepeat until <touching (プレイヤー v)?>\nend\n\n@スプライト5\n\nwhen I receive [go-ru v]\nshow variable [☁ 世界記録 v]\nforever\n if <(☁ 世界記録) > (自己タイム)> then\n set [☁ 世界記録 v] to (自己タイム)\n else\n set [☁ 世界記録 v] to (☁ 世界記録)\n end\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\n\n@敵\n\ndefine 配置 (x) (y) (コスチューム) (x動く幅) (x動く速さ)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\nset [x動くよう v] to (x動く幅)\nset [x動く速さ v] to (x動く速さ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: (((x) + (x動くよう2)) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nforever\n repeat until <(x動くよう) < (x動くよう2)>\n point in direction (90)\n change [x動くよう3 v] by (x動く速さ)\n set [x動くよう3 v] to ((x動くよう3) * (0.9))\n change [x動くよう2 v] by (x動くよう3)\n end\n repeat until <(x動くよう) < ((-1) * (x動くよう2))>\n point in direction (-90)\n change [x動くよう3 v] by ((-1) * (x動く速さ))\n set [x動くよう3 v] to ((x動くよう3) * (0.9))\n change [x動くよう2 v] by (x動くよう3)\n end\nend\n\nwhen I start as a clone\nwait until <<touching (プレイヤー v)?> and <(速度y) < [0]>>\nchange [プレイヤー y v] by (50)\nset [速度y v] to [10]\nstart sound [Coin v]\ndelete this clone\n\nwhen I receive [スタート v]\nset rotation style [left-right v]\nhide\n配置 [1700] [413] [2] [150] [1]\n配置 [4330] [555] [2] [50] [0.5]\n\n@プレイヤー\n\ndefine 壁\nrepeat until <not <touching (地面 v)?>>\n change [プレイヤー x v] by ((-0.9) * ((速度x) / ([abs v] of (速度x) )))\n set x to ((プレイヤー x) - (スクロール x))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(stick Y) > [0.6]>> then\n start sound [Jump v]\n set [速度y v] to [15]\n set [速度x v] to ((-10) * ((速度x) / ([abs v] of (速度x) )))\nelse\n set [速度x v] to [0]\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change [プレイヤー y v] by (((-1) * (重力)) * ((速度y) / ([abs v] of (速度y) )))\n set y to ((プレイヤー y) - (スクロール y))\nend\nset [速度y v] to [0]\n\nwhen I receive [スタート v]\nforever\n repeat until <key (any v) pressed?>\n point in direction (90)\n end\nend\n\nwhen I receive [スタート v]\nset [sip v] to [0]\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (-20)\nset [重力 v] to [1]\nset [スクロール x v] to [0]\nset [スクロール y v] to [0]\nset [プレイヤー x v] to [0]\nset [プレイヤー y v] to [0]\nset [速度x v] to [0]\nset [速度y v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\nforever\n 動き\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go-ru v]\nset [sip v] to [1]\n\n if <<key (space v) pressed?> and <<(sip) = [1]> and <(速度y) < [0]>>> then\n set [重力 v] to [0.3]\n switch costume to (コスチューム2 v)\n end\n if <<not <key (space v) pressed?>> and <<(sip) = [1]> and <(速度y) < [10]>>> then\n set [重力 v] to [1]\n switch costume to (コスチューム1 v)\n end\nend\n\ndefine 動き\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(stick X) > [0.5]>> then\n change [速度x v] by (1)\n point in direction (90)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(stick X) < [-0.5]>> then\n change [速度x v] by (-1)\n point in direction (-90)\nend\nset [速度x v] to ((速度x) * (0.9))\nchange [プレイヤー x v] by (速度x)\nset x to ((プレイヤー x) - (スクロール x))\nrepeat (10)\n if <touching (地面 v)?> then\n change [プレイヤー y v] by (1)\n set y to ((プレイヤー y) - (スクロール y))\n end\nend\nif <touching (地面 v)?> then\n change [プレイヤー y v] by (-10)\n set y to ((プレイヤー y) - (スクロール y))\n 壁\nend\nchange [速度y v] by ((-1) * (重力))\nchange [プレイヤー y v] by (速度y)\nset y to ((プレイヤー y) - (スクロール y))\nif <touching (地面 v)?> then\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(stick Y) > [0.6]>> and <(速度y) < [0]>> then\n 床\n start sound [Jump v]\n set [速度y v] to [15]\n else\n 床\n end\nend\nchange [スクロール x v] by (round (((プレイヤー x) - (スクロール x)) / (5)))\nchange [スクロール y v] by (round ((((プレイヤー y) + (20)) - (スクロール y)) / (5)))\nif <[200] < ([abs v] of ((スクロール x) - (プレイヤー x)) )> then\n set [スクロール x v] to ((プレイヤー x) + ((((スクロール x) - (プレイヤー x)) / ([abs v] of ((スクロール x) - (プレイヤー x)) )) * (200)))\nend\nif <[140] < ([abs v] of ((スクロール y) - (プレイヤー y)) )> then\n set [スクロール y v] to ((プレイヤー y) + ((((スクロール y) - (プレイヤー y)) / ([abs v] of ((スクロール y) - (プレイヤー y)) )) * (140)))\nend\ngo to x: ((プレイヤー x) - (スクロール x)) y: ((プレイヤー y) - (スクロール y))\nif <<(スクロール y) < [-100]> or <<touching (障害物 v)?> or <<not <(速度y) < [0]>> and <touching (敵 v)?>>>> then\n set [スクロール x v] to (復活x)\n set [スクロール y v] to (復活y)\n set [プレイヤー x v] to (復活x)\n set [プレイヤー y v] to (復活y)\n set [速度x v] to [0]\n set [速度y v] to [0]\n start sound [Pew v]\nend\n\nbroadcast (go-ru v)\n\nset [スクロール x v] to [0]\nset [スクロール y v] to [0]\nset [プレイヤー x v] to [0]\nset [プレイヤー y v] to [0]\nset [速度x v] to [0]\nset [速度y v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\nforever\n 動き\nend\n\nset [重力 v] to [1]\nset [スクロール x v] to [0]\nset [スクロール y v] to [0]\nset [プレイヤー x v] to [0]\nset [プレイヤー y v] to [0]\nset [速度x v] to [0]\nset [速度y v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\nforever\n 動き\nend\n\nwhen I receive [スタート v]\nsay [使い方最後まで見た?How to use it Have you seen it to the end?] for (10) seconds\n\n@スプライト2\n\nwhen this sprite clicked\nbroadcast (スタート v)\nbroadcast (隠す v)\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@紙吹雪・改\n\ndefine 紙吹雪 (大きさ)\nset [color v] effect to (pick random (0) to (199))\nset [ghost v] effect to (pick random (5) to ((125) - (大きさ)))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-179]>\n change x by (pick random ((大きさ) / (-30)) to ((大きさ) / (30)))\n change y by (pick random ((大きさ) / (30)) to ((大きさ) / (-5)))\n turn right (pick random (-30) to (30)) degrees\n set size to (pick random ((大きさ) - (30)) to ((大きさ) + (30))) %\n set [brightness v] effect to (pick random ((大きさ) / (-2)) to ((大きさ) / (3)))\n change [ghost v] effect by (pick random (1) to (-1))\nend\n\nwhen I start as a clone\nshow\n紙吹雪 ((pick random (50) to (100)) - (pick random (0) to (15)))\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(コイン数) = [100]> then\n broadcast (コイン数100! v)\n wait (0) seconds\n set [コイン数 v] to [0]\n end\nend\n\nwhen I receive [コイン数100! v]\nhide\nrepeat (50)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@smn\n\nwhen flag clicked\nset [しp v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen I receive [スタート v]\nhide\n\n@地面\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [コスチューム11]> or <(costume [name v]) = [コスチューム12]>> then\n turn right (1) degrees\n end\nend\n\nwhen I receive [スタート v]\npoint in direction (90)\nhide\n配置 [0] [0] [2]\n配置 [480] [0] [3]\n配置 [960] [300] [4]\n配置 [1440] [300] [5]\n配置 [1920] [300] [6]\n配置 [2400] [500] [7]\n配置 [2880] [500] [8]\n配置 [3360] [500] [9]\n配置 [3840] [550] [10]\n配置 [4320] [550] [11]\n配置 [4800] [600] [12]\n配置 [5280] [550] [13]\n配置 [5760] [600] [14]\n配置 [6720] [600] [15]\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [1up v]\nshow\nstart sound [1up v]\nrepeat (10)\n go to (プレイヤー v)\nend\nrepeat (10)\n change y by (3)\nend\nwait (1) seconds\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (121) y: (-148)\n\n@チェックポイント2\n\ndefine 配置 (x) (y) (コスチューム)\nset [x v] to (x)\nset [y v] to (y)\nset [コスチューム v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (消さないで v)\n go to x: ((x) - (スクロール x)) y: ((y) - (スクロール y))\n switch costume to (コスチューム)\nend\n\nwhen I start as a clone\nwait until <touching (プレイヤー v)?>\nbroadcast (go-ru v)\nstart sound [Collect v]\nset [復活x v] to (x)\nset [復活y v] to (y)\nchange [コスチューム v] by (1)\n\nwhen I receive [スタート v]\nhide\n配置 [5770] [504] [2]\n\nset [重力 v] to [1]\n\n@スプライト3\n\nwhen I receive [コイン数100! v]\nshow\ngo to [front v] layer\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [コイン数100! v]\nbroadcast (1up v)\nwait (5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@スプライト6\n\n@スプライト7\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (120)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n broadcast (星とハート v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
New Personality Quiz Out! :D\nhttps://scratch.mit.edu/projects/510918831/\n\nMy main is @Chewingfruitgum please follow me there! :)\n\n#3 On Trending! :) 21-3-07 \n21-3-15 removed from trending! :( 21-3-16 of the Front page 21-3-17 How did this get On trending again #12\n\n\n\nThanks @-Pickleanimator- For the intro @TimMcCool for the love and fav dector Thanks @StrafordJames for the you win screen and Thanks @0014049 For the Platformer Tutorial on youtube! :)\n\n\n#Games #Art #Music #Stories\n\n\n
Yoshi: A Platformer
@Stage\n\nwhen I receive [start v]\nset [brightness v] effect to (-100)\nswitch backdrop to (branding #4 \(1\) v)\nwait (4) seconds\nrepeat (35)\n change [brightness v] effect by (2)\nend\nrepeat (30)\n change [brightness v] effect by (1)\nend\nforever\n play sound [Mysterioso March v] until done\nend\n\nwhen I receive [startintro v]\nforever\n set [brightness v] effect to (helligk)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Figur1\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\nforever\n repeat (30)\n change size by (0.3)\n end\n repeat (30)\n change size by (-0.3)\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Figur2\n\ndefine touching ground\nrepeat until <not <touching (figur3 v)?>>\n change y by (1)\n set [y2 v] to [1]\nend\n\nwait until <(end) = [1]>\nset [brightness v] effect to (-100)\nswitch backdrop to (bühnenbild2 v)\nplay sound [Crunch v] until done\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\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 (-0.6)\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 (0.6)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 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 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 (figur3 v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (figur3 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\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (figur5 v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [250]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\n@Figur3\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Figur4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\nforever\n repeat (30)\n change size by (0.3)\n end\n repeat (30)\n change size by (-0.3)\n end\nend\n\nwhen I receive [dead v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [levelup v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [play v]\nshow\nforever\n go to (figur2 v)\nend\n\n@Figur5\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n@Figur6\n\nwhen I receive [start v]\nwait (7) seconds\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (play v)\n\nwhen flag clicked\nhide\n\n@Figur7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(Level) = [14]>\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [15]>\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Figur8\n\nwhen I receive [start v]\nforever\n if <(Level) = [15]> then\n clear graphic effects\n go to [front v] layer\n wait (1) seconds\n switch costume to (1 v)\n show\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@intro (2)\n\ndefine dreh\nset [start v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((360) / (8)) degrees\nend\nset [start v] to [1]\n\nwhen I start as a clone\nwait until <(start) = [1]>\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\nrepeat (1000)\n turn right (((direction) - (90)) / (30)) degrees\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nbounce4\n\nwhen I receive [startintro v]\nhide\ndreh\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((110) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((120) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nrepeat (10)\n change y by (((y position) - (40)) / (-10))\n change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nbroadcast (start game v)\n\n@intro (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ndefine auseinandergehender effekt (sec)\nforever\n wait (sec) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nset size to (100) %\nshow\nswitch costume to (pick random (1) to (3))\neffect (pick random (10) to (-10)) (pick random (10) to (-10))\n\ndefine effect (zufallszahl_x) (zufallszahl_y)\ngo to [back v] layer\nrepeat (10)\n change x by ((zufallszahl_x) * (3))\n change y by (zufallszahl_y)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\npoint in direction (135)\nrepeat until <(direction) < [91]>\n go to [front v] layer\n turn right (((90) - (direction)) / (6)) degrees\nend\n\nwhen I receive [startintro v]\nset [helligk v] to [100]\nforever\n change [helligk v] by ((helligk) / (-5))\nend\n\nwhen I receive [startintro v]\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [startintro v]\nplay sound [TheFatRat & JJD - Prelude \(VIP Edit\) \(1\)2 v] until done\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset size to (10) %\nrepeat until <(size) = [200]>\n change size by (((200) - (size)) / (10))\nend\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nshow\nswitch costume to (kostüm4 v)\nset [pitch v] effect to (5)\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (400)) ) * (20)))\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset [mp v] to [0]\nwait (0.1) seconds\nforever\n set [mp v] to [1]\n set [helligk v] to [10]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset volume to (100) %\nwait (4) seconds\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (endintro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [5]> then\n stop [other scripts in sprite v]\nend\nrepeat until <[135] < (direction)>\n change [ghost v] effect by (10)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\n@intro (3)\n\nwhen flag clicked\n\nwhen I receive [startintro v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (3) layers\ngo to [back v] layer\ngo [backward v] (5) layers\nrepeat (30)\n go to [front v] layer\n go [backward v] (2) layers\n turn right (5) degrees\nend\nrepeat until <(direction) < [91]>\n turn right (((90) - (direction)) / (6)) degrees\nend\n\nwhen I receive [startintro v]\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nset size to (70) %\nforever\n change size by (((200) - (size)) / (10))\nend\n\nwhen I receive [startintro v]\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (startintro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nbroadcast (begin v)\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\nrepeat until <[135] < (direction)>\n change size by (-10)\n change [ghost v] effect by (8)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\n\n@TimMcCool2\n\nwhen flag clicked\nset [ghost v] effect to (80)\nhide\n\nwhen I receive [start game v]\nbroadcast (start v)\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n
Welcome to Destiny, my latest game! Please leave a love and a favorite if you enjoy! Also, please follow me @RacingAce if you want to see better content soon :)\n\nUse the arrow keys or WASD to move around this small world. Look out for the rising waters-- you can't swim! Every level IS POSSIBLE\n\nSorry for the lines that appear in the ground- this project was imported from Scratch 2, and for some reason I can't fix the lines (I've tried twice)\n
Pixel Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [platformer_;\) v] until done\nend\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 [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 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 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 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 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]\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\n@PLAYER\n\nwhen flag clicked\nswitch costume to (none v)\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)\n end\n if <(EXIT) = [win]> then\nend\n\ndefine Game On\nset [sx v] to [0]\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 []\npoint in direction (90)\nset size to (60) %\nshow\nset [ghost v] effect to (0)\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx v] by (-3)\n switch costume to (left v)\nelse\n switch costume to (none v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (`right v)\n change [sx v] by (3)\nelse\n switch costume to (none v)\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 (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> 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)\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\nTest- Die\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\nTest- Die\nif <touching (platforms v)?> then\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 <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 Game- Die\nset [exit v] to []\nrepeat (4)\n change [pixelate v] effect by (25)\n wait (0.02) seconds\n change [brightness v] effect by (25)\n wait (0.02) seconds\n change [whirl v] effect by (25)\nend\nclear graphic effects\nhide\nwait (0.5) seconds\n\ndefine Test- Die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\n@Bubble\n\nwhen flag clicked\nset size to (10) %\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (pick random (-240) to (240)) y: (-180)\nset [cloneyv v] to [0]\nrepeat until <(y position) > [175]>\n change [cloneyv v] by (1)\n change y by (cloneYv)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
   日本語は下。❤️&⭐️&Followよろしく。\n      【Method of operation】\n・Left/Right movement:You can tap the arrow keys right or left, and the A of D key to move the main character to the right or left. ・Jump can de operated dy tapping the up arrow key, the W key, or the main character'stop.\n・ Crouch Can be operated by pressing the left arrow key, S key, or tapping below the main character.\nYou can go to the next stage by pressing the K key. If you find a stage difficult, press the K key.\nTELL me IN THE COMMENTS how many seconds it took you to clear the stage!\nIf you find this work even a little interesting, please press ♡ and ☆ and follow me!\n        【操作方法】\n・左/右の動き:矢印キーを右または左に、AまたはDキーをタップすると、主人公を右または左に移動できます。\n・ジャンプは、上矢印キー、Wキー、または主人公の上をタップして操作できます。\nKキーを押すと、次の段階に進むことができます。ステージが難しい場合は、Kキーを押してください。\nステージをクリアするのに何秒かかったか、コメントで教えてください!\nこの作品が少しでも面白いと思ったら、♡と☆を押してフォローしてください!
Powers (A Platformer)
@Stage\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\ndefine Time Check\nif < (time) contains [.]?> then\n\nrepeat until <(join (letter ((length of (time)) - (2)) of (time)) (letter ((length of (time)) - (1)) of (time))) = [.1]>\n set [time v] to (join (time) [.0])\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n Time Check\nend\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n wait (0.05) seconds\n set [time v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen flag clicked\nforever\n play sound [Wallpaper v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <(Speed X) > [7.5]> then\n set [speed x v] to [7.5]\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\n@Lava/MovingSpikes\n\nwhen flag clicked\ngo to x: (0) y: (15)\nforever\n switch costume to (Level)\n go to [back v] layer\n if <(Level) > [11]> then\n set [level v] to [11]\n end\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (-0.8)\n end\n repeat (30)\n change y by (0.8)\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [turbo? v] to [false]\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume7 v)\n end\nend\n\n@Player Hitbox\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(Mobile Yes) = [4]> or <(Mobile Yes) = [5]>>> then\n change [speed x v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Mobile Yes) = [2]> or <(Mobile Yes) = [6]>>> then\n change [speed x v] by (-1.5)\n end\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Mobile Yes) = [6]>> or <<(Mobile Yes) = [1]> or <(Mobile Yes) = [5]>>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lava/movingspikes v)?> or <touching (spikes v)?>> then\n start sound [Lose v]\n broadcast (die v)\n end\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (moving platforms v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<(Mobile Yes) = [6]> or <<(Mobile Yes) = [1]> or <(Mobile Yes) = [5]>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> and <(Level) < [11]>> then\n change [level v] by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> and <[10] < (Level)>> then\n change [level v] by (1)\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n broadcast (win v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [die v]\ngo to x: (-200) y: (0)\nset [falling? v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [walljump v] to [0]\nset [slope v] to [0]\n\n@Player Costumes\n\nwhen flag clicked\nforever\n go to (player hitbox v)\nend\n\nwhen flag clicked\nblock name\nforever\n if <key (up arrow v) pressed?> then\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<(Mobile Yes) = [6]> or <(Mobile Yes) = [5]>> or <(Mobile Yes) = [1]>>> then\n repeat until <<touching (ground v)?> or <touching (moving platforms v)?>>\n if <(Speed Y) < [0]> then\n switch costume to (run_j2 v)\n else\n switch costume to (run_j1 v)\n end\n end\n else\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>> and <(Speed Y) = [0]>> then\n point in direction (90)\n switch costume to (run_r1 v)\n repeat until <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>>>\n next costume\n if <(costume [number v]) = [22]> then\n switch costume to (run_r1 v)\n end\n end\n else\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>> and <(Speed Y) = [0]>> then\n point in direction (-90)\n switch costume to (run_r1 v)\n repeat until <not <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>>>\n next costume\n if <(costume [number v]) = [22]> then\n switch costume to (run_r1 v)\n end\n end\n else\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(Speed Y) = [0]>> then\n switch costume to (stand v)\n end\n end\n end\n end\nend\n\ndefine block name\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat until <<touching (ground v)?> or <touching (moving platforms v)?>>\n if <(Speed Y) < [0]> then\n switch costume to (run_j2 v)\n else\n switch costume to (run_j1 v)\n end\n end\n end\nend\n\nswitch costume to (run_r1 v)\nrepeat until <not <key (left arrow v) pressed?>>\n point in direction (-90)\n next costume\n if <(costume [number v]) = [22]> then\n if <(Speed Y) < [0]> then\n switch costume to (run_i1 v)\n else\n switch costume to (run_j2 v)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nset size to (70) %\nset [ghost v] effect to (0)\n\nwait (1) seconds\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\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 <(Mobile Yes) = [4]>> or <(Mobile Yes) = [5]>> then\n point in direction (90)\n else\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Yes) = [2]>> or <(Mobile Yes) = [6]>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (2.5)\nend\n\n@Coins\n\nwhen flag clicked\nhide\nCreate ze Coins / Level No. [1] X Pos: [-100] Y Pos: [-75]\nCreate ze Coins / Level No. [1] X Pos: [0] Y Pos: [-75]\nCreate ze Coins / Level No. [1] X Pos: [100] Y Pos: [-75]\nCreate ze Coins / Level No. [2] X Pos: [-98] Y Pos: [-100]\nCreate ze Coins / Level No. [2] X Pos: [30] Y Pos: [0]\nCreate ze Coins / Level No. [2] X Pos: [100] Y Pos: [0]\nCreate ze Coins / Level No. [2] X Pos: [170] Y Pos: [0]\nCreate ze Coins / Level No. [3] X Pos: [-150] Y Pos: [-115]\nCreate ze Coins / Level No. [3] X Pos: [-30] Y Pos: [-115]\nCreate ze Coins / Level No. [3] X Pos: [160] Y Pos: [-15]\nCreate ze Coins / Level No. [4] X Pos: [-160] Y Pos: [-80]\nCreate ze Coins / Level No. [4] X Pos: [-70] Y Pos: [0]\nCreate ze Coins / Level No. [4] X Pos: [30] Y Pos: [-80]\nCreate ze Coins / Level No. [4] X Pos: [130] Y Pos: [0]\nCreate ze Coins / Level No. [4] X Pos: [210] Y Pos: [-80]\nCreate ze Coins / Level No. [5] X Pos: [-150] Y Pos: [-35]\nCreate ze Coins / Level No. [5] X Pos: [-50] Y Pos: [-35]\nCreate ze Coins / Level No. [5] X Pos: [80] Y Pos: [50]\nCreate ze Coins / Level No. [5] X Pos: [200] Y Pos: [-35]\nCreate ze Coins / Level No. [6] X Pos: [-120] Y Pos: [-30]\nCreate ze Coins / Level No. [6] X Pos: [0] Y Pos: [35]\nCreate ze Coins / Level No. [6] X Pos: [175] Y Pos: [35]\nCreate ze Coins / Level No. [7] X Pos: [175] Y Pos: [-115]\nCreate ze Coins / Level No. [7] X Pos: [100] Y Pos: [-115]\nCreate ze Coins / Level No. [7] X Pos: [25] Y Pos: [-115]\nCreate ze Coins / Level No. [7] X Pos: [70] Y Pos: [20]\nCreate ze Coins / Level No. [7] X Pos: [130] Y Pos: [150]\nCreate ze Coins / Level No. [8] X Pos: [-100] Y Pos: [-115]\nCreate ze Coins / Level No. [8] X Pos: [-25] Y Pos: [-115]\nCreate ze Coins / Level No. [8] X Pos: [50] Y Pos: [-115]\nCreate ze Coins / Level No. [8] X Pos: [125] Y Pos: [-115]\nCreate ze Coins / Level No. [8] X Pos: [200] Y Pos: [-115]\nCreate ze Coins / Level No. [8] X Pos: [200] Y Pos: [-30]\nCreate ze Coins / Level No. [8] X Pos: [200] Y Pos: [45]\nCreate ze Coins / Level No. [8] X Pos: [200] Y Pos: [-30]\nCreate ze Coins / Level No. [8] X Pos: [50] Y Pos: [45]\nCreate ze Coins / Level No. [8] X Pos: [125] Y Pos: [45]\nCreate ze Coins / Level No. [8] X Pos: [-25] Y Pos: [45]\nCreate ze Coins / Level No. [8] X Pos: [-60] Y Pos: [100]\nCreate ze Coins / Level No. [8] X Pos: [-10] Y Pos: [150]\nCreate ze Coins / Level No. [8] X Pos: [65] Y Pos: [150]\nCreate ze Coins / Level No. [8] X Pos: [140] Y Pos: [150]\nCreate ze Coins / Level No. [8] X Pos: [215] Y Pos: [150]\nCreate ze Coins / Level No. [9] X Pos: [85] Y Pos: [100]\nCreate ze Coins / Level No. [9] X Pos: [10] Y Pos: [50]\nCreate ze Coins / Level No. [9] X Pos: [-65] Y Pos: [0]\nCreate ze Coins / Level No. [9] X Pos: [-140] Y Pos: [-50]\nCreate ze Coins / Level No. [10] X Pos: [190] Y Pos: [30]\nCreate ze Coins / Level No. [10] X Pos: [50] Y Pos: [-20]\nCreate ze Coins / Level No. [10] X Pos: [-25] Y Pos: [-20]\nCreate ze Coins / Level No. [11] X Pos: [-60] Y Pos: [-50]\nCreate ze Coins / Level No. [11] X Pos: [70] Y Pos: [-50]\nCreate ze Coins / Level No. [11] X Pos: [200] Y Pos: [-50]\n\nwhen I start as a clone\nforever\n next costume\n go to [back v] layer\n if <(CloneID) = (Level)> then\n show\n else\n hide\n end\nend\n\ncreate clone of (_myself_ v)\n\ndefine Create ze Coins / Level No. (level) X Pos: (x) Y Pos: (y)\ngo to x: (x) y: (y)\nset [cloneid v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\n\nwhen I start as a clone\nforever\n if <touching (player costumes v)?> then\n set volume to (40) %\n start sound [Magic Spell v]\n repeat (10)\n change size by (7)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player costumes v)?> then\n change [coins v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [win v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndelete this clone\n\nforever\nend\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nbroadcast (win v)\n\n@Moving Platforms\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n repeat (30)\n change x by (4)\n end\n repeat (30)\n change x by (-4)\n end\nend\n\n@You Win!\n\ndefine Smooth Size size: (size) Speed (speed) Costume (costume)\nrepeat until <(round (size)) = (round (size))>\n switch costume to (hack v)\n change size by (((round (size)) - (round (size))) / (speed))\n switch costume to (costume)\nend\n\nwhen I receive [win v]\nif <(length of (Coins)) = [1]> then\n go to x: (-30) y: (10)\n show\n switch costume to (1 v)\n set size to (1) %\n switch costume to (3 v)\n Smooth Size size: [120] Speed [5] Costume [3]\nelse\n go to x: (-30) y: (10)\n show\n switch costume to (1 v)\n set size to (1) %\n switch costume to (2 v)\n Smooth Size size: [120] Speed [5] Costume [2]\nend\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [win v]\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@Coins2\n\nwhen I receive [win v]\nhide\ngo to x: (-160) y: (-150)\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (40) steps\nend\n\nwhen I start as a clone\nshow\nswitch costume to (letter (cloneid) of (Coins))\nif <(length of (Coins)) < (cloneid)> then\n hide\nend\n\n@Time Front\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n switch costume to (letter (cloneid) of (time))\n set size to (150) %\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (150)\nset [cloneid v] to [0]\nrepeat (20)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (20) steps\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(length of (time)) < (cloneid)> then\n hide\n end\nend\n\nforever\n\nif <not < (time) contains [.]?>> then\n set [time v] to (join (time) [.0])\nend\n\n@Time Back\n\nwhen I receive [win v]\n\nwhen I start as a clone\nforever\n show\n switch costume to (letter (cloneid) of (time))\n if <(length of (time)) < (cloneid)> then\n hide\n end\n set size to (160) %\n go to [front v] layer\n go [backward v] (46) layers\n set [brightness v] effect to (-100)\nend\n\nwhen flag clicked\nhide\ngo to x: (-198) y: (148)\nset [cloneid v] to [0]\nrepeat (20)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (20) steps\nend\n\nwhen I receive [win v]\nset [cloneid v] to [10000]\ndelete this clone\n\n@Time Backdrop\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n go [forward v] (49) layers\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n hide\n else\n show\n end\nend\n\n@Final Time\n\nwhen I receive [win v]\nhide\ngo to x: (-200) y: (135)\nset [cloneid v] to [0]\nrepeat (length of (time))\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n move (40) steps\nend\n\nwhen I start as a clone\nshow\nswitch costume to (letter (cloneid) of (time))\nif <(length of (time)) < (cloneid)> then\n hide\nend\n\nbroadcast (win v)\n\n@Tutorial\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (20)\nwait until <<<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>>>> or <(Mobile) = [1]>>\nwait (0) seconds\nrepeat (8)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nnext costume\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nwait until <not <(Coins) = [0]>>\nif <(Level) = [1]> then\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n next costume\n repeat (4)\n change [ghost v] effect by (-20)\n end\n wait until <not <(Level) = [1]>>\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n next costume\nelse\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait (0.2) seconds\n switch costume to (costume4 v)\nend\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwait until <not <(Level) = [1]>>\n\nrepeat (4)\n change [ghost v] effect by (-20)\nend\n\nswitch costume to (costume3 v)\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [no v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [win v]\nhide\n\nwhen I receive [nope v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@MobileModeButton\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mobile) = [1]> then\n set [mobile v] to [0]\n else\n set [mobile v] to [1]\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\n@Mobile Controls\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset [cloneid v] to [0]\nrepeat (6)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (CloneID)\n if <(Mobile) = [1]> then\n show\n set [ghost v] effect to (40)\n else\n change [ghost v] effect by (10)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (CloneID) of [list v] with [1]\n set [mobile yes v] to (CloneID)\n else\n replace item (CloneID) of [list v] with [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(item (3) of [list v]) = [1]> or <<(item (2) of [list v]) = [1]> or <<(item (4) of [list v]) = [1]> or <<(item (1) of [list v]) = [1]> or <<(item (6) of [list v]) = [1]> or <(item (5) of [list v]) = [1]>>>>>>> then\n set [mobile yes v] to [0]\n end\nend\n\n@MobileModeButton2\n\nwhen flag clicked\nshow\ngo to x: (-150) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Level) > [1]> then\n broadcast (die v)\n broadcast (no v)\n change [level v] by (-1)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\nend\n\ngo [backward v] (10000000) layers\n\ngo to [front v] layer\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\n@SkipTutorial\n\nwhen flag clicked\ngo to x: (-100) y: (-153)\nset [mobile v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (nope v)\n hide\n end\nend\n\nwhen flag clicked\nshow\ngo [forward v] (10000000) layers\nforever\nend\n\nwhen I receive [win v]\ngo to [back v] layer\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [3]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Love and Fave Detector\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 [faved v] to [0]\nset [loved v] to [0]\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.21) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(Loved) = [1]> and <(Faved) = [1]>>\ngo to x: (0) y: (-1000000000)\nbroadcast (yesss v)\nshow\nswitch costume to (3 v)\nwait (6) seconds\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 [timer v] > (0.03)\nhide\n\nwhen I receive [yesss v]\nSmooth Glide x: (0) y: (-280) speed: (5)\n\nwhen I receive [yesss v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (rainbow v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Love and Fave Detector2\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 [timer v] > (0.03)\nhide\n\nwhen I receive [do it v]\nSmooth Glide x: (64) y: (20) speed: (5)\nwait (2.5) seconds\nSmooth Glide x: (64) y: (76) speed: (5)\n\nwhen I receive [do it v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (25) seconds\n go to x: (64) y: (100000)\n broadcast (do it v)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Detector\n\nwhen flag clicked\nshow\nswitch costume to (not v)\nforever\n if <(turbo?) = [true]> then\n costume [true]\n else\n costume [not]\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\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\nwhen flag clicked\nset [1 v] to [0]\nforever\n set [2 v] to (tick)\n wait (0.01) seconds\n set [1 v] to ((((tick) - (2)) * (1)) * (1))\n set [turbo? v] to <((1) * (1)) > [30]>\nend\n\nwhen [timer v] > (0)\nhide\n\n@Sprite1\n\nwhen I receive [not on my watch v]\nhide list [go here v]\n\nwhen flag clicked\nshow list [go here v]\nhide\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n broadcast (not on my watch v)\n stop [all v]\n end\nend\n\n@Love and Fave Detector3\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 [timer v] > (0.03)\nhide\n\nwhen I receive [yuuuuuuuuu v]\nSmooth Glide x: (64) y: (0) speed: (5)\nwait (4) seconds\nSmooth Glide x: (64) y: (76) speed: (5)\n\nwhen I receive [yuuuuuuuuu v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nforever\n wait (25) seconds\n go to x: (64) y: (100000)\n broadcast (yuuuuuuuuu v)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
日本語は下。\n\n〈English〉\nWelcome to my platformer!\nClick on the player and it will change color.\nMove with the arrow keys.\nIf you hit a thorn or magma, you will have to start over from the beginning of the stage.\n\n〈日本語〉\nkisanakaのプラットフォーマーへようこそ!\nプラフォ君をクリックすると、色が変わります。\n矢印キーで操作します。\nとげやマグマに触れるとそのステージの最初からやり直しになります。
mirror - a platformer [for Scratch 2.0]
@Stage\n\nwhen I receive [3 v]\nswitch backdrop to (backdrop4 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop4 v)\nforever\n play sound [PIKASONIC - Miss You v] until done\nend\n\nnext backdrop\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [levelup v]\nnext costume\n\n@Ground\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\nswitch costume to (1 v)\n\nswitch costume to (6 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Player\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (\( . \) v)\nset [ghost v] effect to (60)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [dead v]\nset [y v] to [12]\nset [dead? v] to [1]\nrepeat (2)\n switch costume to (\('' \)y v)\n wait (0.1) seconds\n switch costume to (\('' \)r v)\n wait (0.1) seconds\nend\nset [dead? v] to [0]\ngo to x: (-200) y: (-50)\n\nwhen I receive [levelup v]\nset [dead? v] to [0]\ngo to x: (-200) y: (-50)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (9) layers\nswitch costume to (\(o\) v)\nset [ghost v] effect to (0)\nshow\ngo to x: (40) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(dead?) = [0]> then\n switch costume to (\(.o\) v)\n change [x v] by (-0.8)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(dead?) = [0]> then\n switch costume to (\(o.\) v)\n change [x v] by (0.8)\n end\n else\n if <(dead?) = [0]> then\n switch costume to (\(o\) v)\n end\n end\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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-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 (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <touching (ground 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\nwhen flag clicked\n\nbroadcast (dead v)\n\nwhen I receive [green flag v]\nset [dead? v] to [0]\nset [level v] to [1]\nforever\n if <<<key (b v) pressed?> or <touching (spikes v)?>> or <<touching (sprite9 v)?> or <[-175] > (y position)>>> then\n broadcast (dead v) and wait\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [ground v]) = [21]>> then\n broadcast (levelup v)\n end\n end\nend\n\nwhen I receive [green flag v]\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen this sprite clicked\n\nchange y by (-9999)\nif <(Level) > [2]> then\n change [level v] by (-2)\nend\n\nwhen flag clicked\nhide\n\nchange [level v] by (1)\n\nset [level v] to [1]\n\nset [dead? v] to [0]\ngo to x: (-180) y: (-50)\n\nswitch backdrop to (backdrop1 v)\nset [hp v] to [5]\nrepeat (10)\n set [dead? v] to [0]\nend\n\nchange [hp v] by (-1)\nif <(HP) > [0]> then\n\nchange [level v] by (1)\n\nbroadcast (green flag v)\n\nbroadcast (dead v)\n\n@Sprite1\n\nforever\n\nwhen flag clicked\n\nwhen I receive [staaaaart v]\nhide\nwait (8) seconds\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (60)\n next costume\n wait (0.03) seconds\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (5) layers\nclear graphic effects\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [4 v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (green flag v)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [1 v]\n\nwait (1) seconds\n\nwhen I receive [staaaaart v]\nwait (6) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\n\nwhen I receive [staaaaart v]\nwait (3) seconds\ngo to [front v] layer\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\n@sprite4\n\nwhen flag clicked\n\nforever\n\nset [dead? v] to [0]\n\nstart sound [rocket-in-flight_z1i4ba4_2 v]\n\nwhen I receive [3 v]\ngo to [front v] layer\nhide\nswitch costume to (2 v)\nset size to (50) %\nwait (1) seconds\nshow\ngo to x: (-300) y: (40)\npoint in direction (60)\nrepeat (35)\n go to x: ((x position) + (pick random (-2) to (2))) y: ((y position) + (pick random (-2) to (2)))\n move (10) steps\n turn right (2) degrees\n change size by (-1.29)\nend\nturn left (0) degrees\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nshow\nstart sound [zvuk-vzryva v]\nset size to (30) %\nswitch costume to (costume1 v)\nrepeat (7)\n next costume\n wait (0.08) seconds\nend\nhide\nwait (3) seconds\nbroadcast (4 v)\n\nchange [dead? v] by (1)\n\nhide\n\nwhen I receive [green flag v]\ndelete this clone\n\nwhen I receive [staaaaart v]\nhide\nset size to (90) %\npoint in direction (90)\nswitch costume to ( v)\nwait (8) seconds\nshow\nstart sound [rocket-in-flight_z1i4ba4_ v]\ngo to [front v] layer\ngo to [front v] layer\nrepeat (114)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (1 v)\nhide\nrepeat (2)\n play sound [rocket-in-flight_z1i4ba4_2 v] until done\nend\nstart sound [rocket-in-flight_z1i4ba4_3 v]\n\n@1dcda66ab2ff5f4031dc26474dc2d2cf\n\nwhen I receive [3 v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Sprite4\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nrepeat (257)\n set [xx v] to (pick random (-1) to (1))\n set [yy v] to (pick random (-1) to (1))\n go to x: (xx) y: (yy)\nend\nhide\nbroadcast (3 v)\n\nwhen flag clicked\nhide\n\nforever\n\nwhen I receive [2 v]\nrepeat (48)\n next costume\n wait (0.001) seconds\nend\n\nforever\n\n@Sprite5\n\nwhen I receive [1 v]\nshow\nstart sound [korabl-signalizatsiya-signal-trevoga-na-bortu-sudna-26727 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nswitch costume to (costume2 v)\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nswitch costume to (costume3 v)\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nhide\nbroadcast (2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nforever\n go to x: ((xx) + (7)) y: ((yy) + (50))\nend\n\ngo to [front v] layer\n\n@Sprite6\n\nset [ghost v] effect to (85)\n\nrepeat (10)\n\nset [ghost v] effect to (80)\n\nwhen I receive [1 v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nrepeat (5)\n repeat (15)\n change [ghost v] effect by (-1.25)\n end\n repeat (15)\n change [ghost v] effect by (1.25)\n end\nend\nhide\n\nbroadcast (1 v)\n\nbroadcast (1 v)\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (-320)\nforever\n go to [front v] layer\n if <(photo) = [1]> then\n show\n glide (0.3) secs to x: (0) y: (0)\n else\n glide (0.3) secs to x: (0) y: (-320)\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nset [photo v] to [0]\nforever\n if <([costume name v] of [ground v]) = [4]> then\n show\n if <touching (player v)?> then\n set [photo v] to [1]\n else\n set [photo v] to [0]\n end\n else\n hide\n end\nend\n\n\n\n@Sprite9\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <([costume # v] of [ground v]) = [14]>\ngo to x: (30) y: (-110)\npoint in direction (90)\nshow\nrepeat until <not <([costume # v] of [ground v]) = [14]>>\n repeat (80)\n move (2) steps\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n stop [this script v]\n end\n end\n turn right (180) degrees\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [21]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@INTRO\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [intro: x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (INTRO: X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [intro: x v] to ((INTRO: X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (STAAAAART v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (4) layers\nwait (3) seconds\nhide\n\nrepeat (10)\nend\n\n@Sprite13\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nwait (2) seconds\nforever\n switch costume to (reminder2 v)\n go to x: (121) y: (-200)\n show\n go to [front v] layer\n repeat (7)\n change y by (6)\n end\n start sound [pop v]\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 (5)\n change y by (-7)\n end\n hide\n wait (pick random (20) to (30)) seconds\nend\n\n
Same as normal, mobile friendly!\nSame on turbo!
ADVENTURE 5 \Cave/ <a platformer>
@Stage\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\n@Alone\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nset [clone rapid v] to [no]\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nwait (2.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [green flag v]\nforever\n change [turn v] by (5)\n point in direction ((([cos v] of (Turn) ) * (10)) - (-90))\nend\n\nwhen I receive [green flag v]\nforever\n play sound [Alan Walker - Alone.mp3 v] until done\nend\n\n@effects\n\nwhen I receive [green flag v]\nhide\nforever\n repeat until <(Effects no of yes) = [no]>\n wait (pick random (0.0005) to (0.2)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Effects no of yes) = [no]> then\n delete this clone\nelse\nend\nif <(Clone Rapid) = [yes]> then\n repeat until <(Clone Rapid) = [no]>\n next costume\n go [backward v] (99) layers\n set size to (pick random (20) to (45)) %\n set [ghost v] effect to (pick random (20) to (35))\n show\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (-180))\n change x by ((pick random (5) to (20)) / (2))\n change y by ((pick random (5) to (20)) / (2))\n turn right (5) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n repeat (pick random (1) to (5))\n next costume\n end\n go to x: (pick random (240) to (-240)) y: (pick random (180) to (-180))\n next costume\n go [backward v] (99) layers\n set size to (pick random (20) to (45)) %\n set [ghost v] effect to (pick random (20) to (35))\n show\n repeat (pick random (35) to (150))\n change x by (1)\n change y by (1)\n turn right (5) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen [o v] key pressed\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [green flag v]\nset [effects no of yes v] to [yes]\nset [clone rapid v] to [yes]\nwait (2.5) seconds\nset [clone rapid v] to [no]\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Play\n\nwhen I receive [green flag v]\nshow\nset [ghost v] effect to (100)\nwait (2.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen I receive [green flag v]\nforever\n change [turn v] by (5)\n point in direction ((([cos v] of (Turn) ) * (10)) - (-90))\nend\n\n@ground\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nswitch costume to (Level)\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nset [y vel v] to [0]\nshow\ngo to x: (142) y: (-76)\nforever\n if <(Restart level) = [0]> then\n set x to ((x scroll) + (500))\n change y by ((y vel) * (-1))\n else\n go to x: (142) y: (-76)\n end\n if <(y vel) < [-25]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n else\n set [restart level v] to [0]\n end\n if <(Dead?) = [yes]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n end\nend\n\nwhen I receive [green flag v]\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nhide\n\n@Sprite2\n\nwhen I receive [done v]\nhide\n\nwhen I receive [start v]\ngo to x: (-123) y: (152)\nshow\nforever\n go to [front v] layer\n platform physics (12) (-1) (0.9) (1) (8) (8)\n change [x scroll v] by ((-1) * (x position))\n set x to (0)\n set y to (-128)\n if <touching (obstacles v)?> then\n set [dead? v] to [yes]\n end\n if <not <touching (obstacles v)?>> then\n set [dead? v] to [no]\n end\n if <touching (get the thing v)?> then\n broadcast (Transition v)\n change [level v] by (1)\n broadcast (Start v)\n stop [this script v]\n end\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine None\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\n@Obstacles\n\nwhen I receive [green flag v]\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nhide\n\nwhen I receive [start v]\nswitch costume to (Level)\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nset [ghost v] effect to (0)\nset [y vel v] to [0]\ngo to x: (142) y: (-76)\nshow\nforever\n if <(Restart level) = [0]> then\n set x to ((x scroll) + (500))\n change y by ((y vel) * (-1))\n else\n go to x: (142) y: (-76)\n end\n if <(y vel) < [-25]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n go to x: (142) y: (-76)\n else\n set [restart level v] to [0]\n end\n if <(Dead?) = [yes]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n end\nend\n\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 [start v]\n\n@Guide\n\nwhen I receive [green flag v]\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nhide\n\nwhen I receive [start v]\nswitch costume to (Level)\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nset [ghost v] effect to (30)\nset [y vel v] to [0]\ngo to x: (142) y: (-76)\nshow\nforever\n if <(Restart level) = [0]> then\n set x to ((x scroll) + (500))\n change y by ((y vel) * (-1))\n else\n go to x: (142) y: (-76)\n end\n if <(y vel) < [-25]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n go to x: (142) y: (-76)\n else\n set [restart level v] to [0]\n end\n if <(Dead?) = [yes]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n end\nend\n\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\n@Transition\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-337)\nhide\n\nwhen I receive [start v]\nshow\nglide (0.5) secs to x: (0) y: (323)\nhide\ngo to x: (0) y: (-337)\n\nwhen I receive [transition v]\nshow\nglide (0.5) secs to x: (0) y: (323)\nhide\ngo to x: (0) y: (-337)\n\n@Get the thing\n\nwhen I receive [start v]\nswitch costume to (Level)\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nset [y vel v] to [0]\nshow\ngo to x: (142) y: (-76)\nforever\n if <(Restart level) = [0]> then\n set x to ((x scroll) + (500))\n change y by ((y vel) * (-1))\n else\n go to x: (142) y: (-76)\n end\n if <(y vel) < [-25]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n else\n set [restart level v] to [0]\n end\n if <(Dead?) = [yes]> then\n set [restart level v] to [yes]\n set [y vel v] to [0]\n set [x scroll v] to [-78.799699]\n broadcast (Start v)\n go to x: (142) y: (-76)\n end\nend\n\nwhen I receive [green flag v]\nset [x scroll v] to [-78.799699]\nset [y vel v] to [0]\nhide\n\nwhen I receive [transition v]\nhide\n\nforever\nend\n\nif <<(x scroll) < [-472.406605]> and <(Level) = [1]>> then\n show\nelse\n hide\nend\n\nset size to (300) %\n\n@Thumbnail\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nforever\n go to x: (6) y: (0)\n show\n go to [front v] layer\nend\n\nwhen I receive [done v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Ya boiiiiii\n\nwhen I receive [green flag v]\nhide\nforever\n if <(Level) = [3]> then\n show\n end\n change [turn v] by (5)\n point in direction ((([cos v] of (Turn) ) * (10)) - (-90))\nend\n\nwhen this sprite clicked\nbroadcast (DOne v)\nhide\n\n@Bat Enemy\n\nwhen I receive [green flag v]\n\nif <(Level) = [3]> then\n show\n broadcast (Bat Show v)\nelse\n hide\nend\n\n
Note: This is an engine, not a game.\nRemix it and make a platformer out of it!\n\nControl with WASD keys or arrow keys\nLava and spikes are death.\n
Stickman Platformer
@Stage\n\nwhen I receive [start v]\nwait (1) seconds\nset volume to (70) %\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [sound v]\nset volume to (0) %\n\nwhen I receive [sound on v]\nset volume to (100) %\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (70) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (70) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\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) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (elevator v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (elevator v)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [13]\n end\n end\n change y by (1)\n if <<<<<touching (gears v)?> or <touching (danger v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\nend\n\nif <touching (trampoline v)?> then\n set [y v v] to [5]\nend\n\nwhen I receive [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if <touching (flag v)?> then\n start sound [Ding Sound Effect v]\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (moving danger v)?> or <<<touching (dissipering danger v)?> or <touching (moving danger2 v)?>> or <touching (moving spikes v)?>>>> then\n go to x: (-200) y: (-65)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (speed v)?> then\n change [x v v] by (-6)\n end\n if <touching (size o meter v)?> then\n set size to (40) %\n wait (3) seconds\n set size to (70) %\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> and <<touching (orbs v)?> or <touching (line v)?>>> then\n change [y v v] by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [y v v] by (20)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\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 (19) to (26)) seconds\n switch costume to (costume2 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@Sun\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n wait (0.03) seconds\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (28) y: (18)\nshow\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (green flag v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Stuff\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (34)\nforever\n go to x: (-26) y: (19)\n glide (7) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\n\n@Moving ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.2) seconds\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (60)\n change x by (4)\n end\n repeat (60)\n change x by (-4)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\nif <(costume [number v]) = [9]> then\n switch costume to (costume9 v)\n go to x: (-130) y: (-100)\n repeat until <(costume [number v]) = [10]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (Sound v)\nelse\n switch costume to (costume1 v)\n broadcast (Sound On v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Skip\n\nwhen flag clicked\nset volume to (100) %\n\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [ground v]) = [12]> then\n change volume by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(volume) = [90]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Moving danger\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [2]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [3]>\n repeat (50)\n change x by (3)\n end\n repeat (50)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (70)\n change x by (5)\n end\n repeat (70)\n change x by (-5)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [6]>\n repeat (20)\n change x by (3)\n end\n repeat (20)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [8]>\n repeat (45)\n change x by (3)\n end\n repeat (45)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (80)\n change x by (2)\n end\n repeat (80)\n change x by (-2)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n@Speed\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)\nshow\n\n@Orbs\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)\nshow\n\n@Trampoline\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)\nshow\n\n@Dissipering danger\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (45)\n change x by (3)\n end\n repeat (45)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [8]>\n repeat (70)\n change x by (-5)\n end\n repeat (70)\n change x by (5)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n wait (pick random (4) to (7)) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n wait (pick random (2) to (4)) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\n@Size O meter\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (28) y: (18)\nshow\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Transition\n\ndefine T\nshow\ngo to [front v] layer\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [start v]\nT\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nT\n\n@Bird\n\nwhen I receive [start v]\ngo to x: (251) y: (pick random (21) to (176))\nforever\n repeat (6)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2)\nend\n\n@Bird2\n\nwhen I receive [start v]\ngo to x: (251) y: (pick random (21) to (176))\nforever\n repeat (6)\n wait (Bird Flight Speed) seconds\n next costume\n end\n wait (Bird Flight Speed) seconds\n switch costume to (costume9 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume8 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume7 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume6 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume5 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume3 v)\n wait (Bird Flight Speed) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [bird flight speed v] to [0.1]\nhide\nwait (3) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(x position) < [-248]> then\n hide\n wait (1) seconds\n go to x: (251) y: (pick random (21) to (176))\n show\n end\n change x by (-2.5)\nend\n\n@Logo\n\nwhen flag clicked\nhide\n\n@Sprite1\n\n@Line\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)\nshow\n\n@Moving danger2\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (50)\n change x by (3)\n end\n repeat (50)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (costume7 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [8]>\n repeat (150)\n change x by (1)\n end\n repeat (150)\n change x by (-1)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (80)\n change x by (-2)\n end\n repeat (80)\n change x by (2)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nif <(costume [number v]) = [11]> then\n switch costume to (costume11 v)\n go to x: (-36) y: (132)\n repeat until <(costume [number v]) = [12]>\n repeat (40)\n change x by (5)\n end\n repeat (40)\n change x by (-5)\n end\n end\nend\n\n@Moving spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to x: (28) y: (18)\nshow\nforever\n if <(costume [number v]) = [10]> then\n repeat (20)\n change y by (-1)\n end\n wait (3) seconds\n repeat (20)\n change y by (1)\n end\n wait (3) seconds\n else\n repeat (20)\n change y by (-2)\n end\n wait (2) seconds\n repeat (20)\n change y by (2)\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n
https://scratch.mit.edu/projects/1016736776/\n\n\n\n\n\n\n\n\n\n\n\n\n\n----hashtags-----\n#games #trending #All #popular #new#epic#recent #games #trending #popular #new#epic#recent #games #trending #popular #new#epic#recent#games #trending #platformer #platformer_game #platformergame
Jungle - A Scrolling Platformer
@Stage\n\n@blank\n\n@Pen\n\ndefine Print text: (text) At X: (x) Y: (y) Letter size: (letter size) Color: (r) (g) (b) (a) Pen size: (pen size) Wrap at X: (wrap x) Italics: (italic)\npen up\nset pen color to (((a) * (16777216)) + (((r) * (65536)) + (((g) * (256)) + (b))))\nset pen size to (pen size)\ngo to x: (x) y: (y)\nset [i v] to [1]\nset [temp y v] to (y)\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n set [current character \(encoded\) v] to (item (costume [number v]) of [default font v])\n set [temp x v] to (x position)\n set [j v] to [4]\n set x to ((temp x) + (((letter (2) of (Current character \(encoded\))) - (1)) * (letter size)))\n set y to ((temp y) + ((letter (3) of (Current character \(encoded\))) * (letter size)))\n repeat (((length of (Current character \(encoded\))) - (3)) / (2))\n if <(letter (j) of (Current character \(encoded\))) = [e]> then\n point in direction (0)\n move ((2) * (letter size)) steps\n pen down\n pen up\n else\n if <(letter (j) of (Current character \(encoded\))) = [f]> then\n point in direction (0)\n move ((3) * (letter size)) steps\n pen down\n pen up\n else\n if <(letter (j) of (Current character \(encoded\))) = [a]> then\n pen down\n pen up\n point in direction (0)\n move ((2) * (letter size)) steps\n else\n if <(letter (j) of (Current character \(encoded\))) = [z]> then\n point in direction (90)\n move ((2) * (letter size)) steps\n else\n pen down\n point in direction ((letter (j) of (Current character \(encoded\))) * (45))\n if <(((direction) + (90)) mod (180)) > [0]> then\n if <((direction) mod (180)) > [0]> then\n turn right ((italic) / (2)) degrees\n else\n turn right (italic) degrees\n end\n end\n if <(letter ((j) + (1)) of (Current character \(encoded\))) = [0]> then\n move ((1.41) * (letter size)) steps\n else\n move ((letter ((j) + (1)) of (Current character \(encoded\))) * (letter size)) steps\n end\n end\n end\n end\n end\n change [j v] by (2)\n pen up\n end\n change [i v] by (1)\n set y to (temp y)\n set x to ((temp x) + ((letter (1) of (Current character \(encoded\))) * (letter size)))\n if <(costume [number v]) = [65]> then\n set [current character \(encoded\) v] to [0]\n set [j v] to (i)\n repeat until <<(letter (j) of (text)) = [ ]> or <(j) > (length of (text))>>\n switch costume to (letter (j) of (text))\n change [current character \(encoded\) v] by (letter (1) of (item (costume [number v]) of [default font v]))\n change [j v] by (1)\n end\n if <((Current character \(encoded\)) + (temp x)) > ((wrap x) + (x))> then\n change y by ((-13) * (letter size))\n set x to (x)\n set [temp y v] to (y position)\n end\n end\nend\n\ndefine init levels\ndelete all of [all level data v]\nadd [1] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;300;400;0;-100;255;] to [all level data v]\nadd [-50;50;600;700;100;0;255;] to [all level data v]\nadd [-300;-200;700;800;200;100;255;] to [all level data v]\nadd [-500;-400;600;700;300;200;255;] to [all level data v]\nadd [-600;-500;300;400;400;300;65280;] to [all level data v]\nadd [2] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;200;1000;-50;-100;255;] to [all level data v]\nadd [-100;100;300;350;100;-50;16711680;] to [all level data v]\nadd [-100;100;500;550;100;-50;16711680;] to [all level data v]\nadd [-100;100;700;750;100;-50;16711680;] to [all level data v]\nadd [-50;50;950;1000;200;-50;16711680;] to [all level data v]\nadd [-50;50;1000;1100;-50;-100;65280;] to [all level data v]\nadd [3] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;400;500;-50;-100;16776960;] to [all level data v]\nadd [-50;50;600;700;400;350;255;] to [all level data v]\nadd [-50;50;900;1000;500;450;16776960;] to [all level data v]\nadd [-100;100;1100;1200;900;400;16711680;] to [all level data v]\nadd [-50;50;1400;1500;500;450;65280;] to [all level data v]\nadd [4] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;200;300;0;-50;255;] to [all level data v]\nadd [-50;50;200;300;250;200;255;] to [all level data v]\nadd [-100;100;300;350;400;-50;16711680;] to [all level data v]\nadd [-100;-50;200;300;400;-50;16711680;] to [all level data v]\nadd [50;100;200;300;400;-50;16711680;] to [all level data v]\nadd [-50;50;400;500;350;300;255;] to [all level data v]\nadd [-150;-50;650;750;350;300;255;] to [all level data v]\nadd [-50;50;950;1050;350;300;255;] to [all level data v]\nadd [50;150;1400;1500;350;300;255;] to [all level data v]\nadd [-50;50;1800;1900;350;300;65280;] to [all level data v]\nadd [5] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;200;300;-50;-100;16776960;] to [all level data v]\nadd [-50;50;200;300;400;300;16776960;] to [all level data v]\nadd [-150;150;300;350;800;-1000;255;] to [all level data v]\nadd [-150;150;550;600;800;-1000;255;] to [all level data v]\nadd [-150;-100;350;550;800;-1000;255;] to [all level data v]\nadd [100;150;350;550;800;-1000;255;] to [all level data v]\nadd [-100;0;350;450;800;700;16711680;] to [all level data v]\nadd [0;100;350;450;600;500;16711680;] to [all level data v]\nadd [0;100;450;550;400;300;16711680;] to [all level data v]\nadd [-100;0;450;550;200;100;16711680;] to [all level data v]\nadd [-100;0;350;450;0;-100;16711680;] to [all level data v]\nadd [0;100;350;450;-300;-400;16711680;] to [all level data v]\nadd [-100;100;350;550;-900;-1000;65280;] to [all level data v]\nadd [6] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-100;100;400;600;-50;-100;16776960;] to [all level data v]\nadd [300;500;600;800;400;350;16776960;] to [all level data v]\nadd [700;900;200;400;800;750;16776960;] to [all level data v]\nadd [800;1000;-200;0;1200;1150;16776960;] to [all level data v]\nadd [875;925;-600;-550;1200;1150;65280;] to [all level data v]\nadd [7] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;200;450;-50;-100;255;] to [all level data v]\nadd [-150;-50;300;350;100;-50;16711680;] to [all level data v]\nadd [50;150;300;350;100;-50;16711680;] to [all level data v]\nadd [-150;150;300;350;500;100;16711680;] to [all level data v]\nadd [150;200;300;350;400;150;16711680;] to [all level data v]\nadd [-250;-50;300;350;400;300;255;] to [all level data v]\nadd [50;150;350;450;100;50;255;] to [all level data v]\nadd [100;200;700;800;100;50;16776960;] to [all level data v]\nadd [-100;0;500;600;400;350;255;] to [all level data v]\nadd [-400;-300;50;150;400;350;65280;] to [all level data v]\nadd [8] to [all level data v]\nadd [-100;100;-100;100;-50;-100;255;] to [all level data v]\nadd [-50;50;400;500;50;0;255;] to [all level data v]\nadd [-50;50;800;900;150;100;255;] to [all level data v]\nadd [-100;100;1100;1150;200;0;16711680;] to [all level data v]\nadd [-50;50;1250;1350;150;100;65280;] to [all level data v]\nadd [9] to [all level data v]\nset [i v] to ((item # of (LEVEL) in [all level data v]) + (1))\nset [temp v] to []\ndelete all of [this level data v]\nrepeat until <<(item (i) of [all level data v]) = ((LEVEL) + (1))> or <(i) > (length of [all level data v])>>\n set [other i v] to [1]\n repeat until <(other i) > (length of (item (i) of [all level data v]))>\n if <(letter (other i) of (item (i) of [all level data v])) = [;]> then\n add (temp) to [this level data v]\n set [temp v] to []\n else\n set [temp v] to (join (temp) (letter (other i) of (item (i) of [all level data v])))\n end\n change [other i v] by (1)\n end\n change [i v] by (1)\nend\n\ndefine init\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [cam z v] to [0]\nset [cam x rot v] to [0]\nset [cam y rot v] to [0]\nset [gravity v] to [0]\nset [jump cooldown v] to [10]\nset [x vel v] to [0]\nset [z vel v] to [0]\nerase all\nif <(LEVEL) > [8]> then\n Print text: [YOU WON] At X: [-160] Y: [50] Letter size: [6] Color: [255] [255] [255] [0] Pen size: [10] Wrap at X: [1000] Italics: [0]\n Print text: (join [YOUR TIME: ] (TIME)) At X: [-130] Y: [0] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n Print text: (join [WORLD RECORD: ] (☁ best time)) At X: [-130] Y: [-30] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n if <(☁ best time) > (TIME)> then\n Print text: [You beat the record, congratulations! :D] At X: [-150] Y: [-100] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n set [☁ best time v] to (TIME)\n end\n stop [all v]\nend\ninit levels\n\nwhen flag clicked\nreset timer\nset [next second v] to [0]\nset [fps time v] to [0]\nset [time v] to [0]\nset [level v] to [1]\nbroadcast (start v)\n\ndefine Render\nset [i v] to [1]\nrepeat ((length of [to sort v]) / (2))\n set [temp v] to (item (i) of [to sort v])\n set pen size to ((10) - ((item ((i) + (1)) of [to sort v]) / (100)))\n Draw Cube (item (temp) of [this level data v]) (item ((temp) + (4)) of [this level data v]) (item ((temp) + (2)) of [this level data v]) (item ((temp) + (1)) of [this level data v]) (item ((temp) + (5)) of [this level data v]) (item ((temp) + (3)) of [this level data v]) (item ((temp) + (6)) of [this level data v])\n change [i v] by (2)\nend\n\nwhen I receive [start v]\ninit\nforever\n erase all\n switch costume to (epic pte v)\n Calculate Trig Values\n Sorting\n Render\n Get keys\n Print text: (join [FPS: ] (FPS)) At X: [-220] Y: [150] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n Print text: (join [TIME: ] (TIME)) At X: [130] Y: [150] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n Print text: (join [WORLD RECORD: ] (☁ best time)) At X: [80] Y: [130] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n Print text: (join [LEVEL: ] (LEVEL)) At X: [-30] Y: [150] Letter size: [1] Color: [255] [255] [255] [0] Pen size: [2] Wrap at X: [1000] Italics: [0]\n if <(timer) > (next second)> then\n set [fps v] to (fps time)\n change [next second v] by (1)\n set [fps time v] to [0]\n end\n change [time v] by (1)\n change [fps time v] by (1)\nend\n\ndefine Sorting\ndelete all of [to sort v]\nset [i v] to [1]\nrepeat ((length of [this level data v]) / (7))\n add (i) to [to sort v]\n set [x1 v] to (((item ((i) + (0)) of [this level data v]) + (item ((i) + (1)) of [this level data v])) / (2))\n set [y1 v] to (((item ((i) + (4)) of [this level data v]) + (item ((i) + (5)) of [this level data v])) / (2))\n set [z1 v] to (((item ((i) + (2)) of [this level data v]) + (item ((i) + (3)) of [this level data v])) / (2))\n add ([sqrt v] of ((((cam x) - (x1)) * ((cam x) - (x1))) + ((((cam y) - (y1)) * ((cam y) - (y1))) + (((cam z) - (z1)) * ((cam z) - (z1))))) ) to [to sort v]\n change [i v] by (7)\nend\nset [i v] to [2]\nrepeat (((length of [to sort v]) / (2)) - (1))\n set [temp v] to (i)\n change [i v] by (2)\n repeat until <<(item (i) of [to sort v]) < (item (temp) of [to sort v])> or <[0] = (temp)>>\n change [temp v] by (-2)\n end\n if <not <(i) = ((temp) + (2))>> then\n insert (item (i) of [to sort v]) at ((temp) + (1)) of [to sort v] \n delete ((i) + (1)) of [to sort v]\n insert (item (i) of [to sort v]) at ((temp) + (1)) of [to sort v] \n delete ((i) + (1)) of [to sort v]\n end\nend\n\ndefine Get keys\nif <<key (w v) pressed?> or <key (z v) pressed?>> then\n change [z vel v] by ((1) * (cos Y))\n change [x vel v] by ((-1) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [z vel v] by ((-1) * (cos Y))\n change [x vel v] by ((1) * (sin Y))\nend\nif <<key (a v) pressed?> or <key (q v) pressed?>> then\n change [z vel v] by ((-1) * (sin Y))\n change [x vel v] by ((-1) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [z vel v] by ((1) * (sin Y))\n change [x vel v] by ((1) * (cos Y))\nend\nchange [cam z v] by (Z Vel)\nchange [cam x v] by (X Vel)\nCheck collisions sides\nset [x vel v] to ((X Vel) * (0.9))\nset [z vel v] to ((Z Vel) * (0.9))\nif <<key (space v) pressed?> and <(Jump cooldown) = [0]>> then\n change [gravity v] by (20)\n change [jump cooldown v] by (10)\nend\nif <key (left arrow v) pressed?> then\n change [cam y rot v] by (5)\nend\nif <key (right arrow v) pressed?> then\n change [cam y rot v] by (-5)\nend\nif <<key (up arrow v) pressed?> and <(Cam X Rot) < [80]>> then\n change [cam x rot v] by (5)\nend\nif <<key (down arrow v) pressed?> and <[-80] < (Cam X Rot)>> then\n change [cam x rot v] by (-5)\nend\nchange [cam y v] by (Gravity)\nchange [gravity v] by (-1)\nCheck Collisions floor\n\ndefine Check collisions sides\nset [i v] to [1]\nrepeat ((length of [this level data v]) / (7))\n if <<<(cam y) < ((item ((i) + (4)) of [this level data v]) + (49))> and <((item ((i) + (5)) of [this level data v]) + (49)) < (cam y)>> and <<<(item (i) of [this level data v]) < (cam x)> and <(cam x) < (item ((i) + (1)) of [this level data v])>> and <<(item ((i) + (2)) of [this level data v]) < (cam z)> and <(cam z) < (item ((i) + (3)) of [this level data v])>>>> then\n if <(item ((i) + (6)) of [this level data v]) = [16711680]> then\n broadcast (start v)\n stop [this script v]\n else\n change [cam z v] by ((-1) * (Z Vel))\n change [cam x v] by ((-1) * (X Vel))\n set [z vel v] to [0]\n set [x vel v] to [0]\n end\n end\n change [i v] by (7)\nend\n\nif <(item ((i) + (6)) of [this level data v]) = [65280]> then\n change [level v] by (1)\n broadcast (start v)\n stop [this script v]\nelse\nend\n\ndefine Check Collisions floor\nset [i v] to [1]\nrepeat ((length of [this level data v]) / (7))\n if <<<(cam y) < ((item ((i) + (4)) of [this level data v]) + (50))> and <((item ((i) + (5)) of [this level data v]) + (50)) < (cam y)>> and <<<(item (i) of [this level data v]) < (cam x)> and <(cam x) < (item ((i) + (1)) of [this level data v])>> and <<(item ((i) + (2)) of [this level data v]) < (cam z)> and <(cam z) < (item ((i) + (3)) of [this level data v])>>>> then\n if <(item ((i) + (6)) of [this level data v]) = [255]> then\n set [cam y v] to ((item ((i) + (4)) of [this level data v]) + (50))\n set [gravity v] to [0]\n set [jump cooldown v] to [0]\n else\n if <(item ((i) + (6)) of [this level data v]) = [16711680]> then\n broadcast (start v)\n stop [this script v]\n else\n if <(item ((i) + (6)) of [this level data v]) = [65280]> then\n change [level v] by (1)\n broadcast (start v)\n stop [this script v]\n else\n set [cam y v] to ((item ((i) + (4)) of [this level data v]) + (50))\n set [gravity v] to [30]\n set [jump cooldown v] to [10]\n end\n end\n end\n end\n change [i v] by (7)\nend\nif <(cam y) < [-2000]> then\n broadcast (start v)\n stop [this script v]\nend\n\ndefine Draw Cube (x1) (y1) (z1) (x2) (y2) (z2) (color)\nset pen color to (color)\nDraw Line (x1) (y1) (z1) to (x1) (y2) (z1)\nDraw Line (x1) (y2) (z1) to (x2) (y2) (z1)\nDraw Line (x2) (y2) (z1) to (x2) (y1) (z1)\nDraw Line (x2) (y1) (z1) to (x1) (y1) (z1)\nDraw Line (x1) (y1) (z2) to (x1) (y2) (z2)\nDraw Line (x1) (y2) (z2) to (x2) (y2) (z2)\nDraw Line (x2) (y2) (z2) to (x2) (y1) (z2)\nDraw Line (x2) (y1) (z2) to (x1) (y1) (z2)\nDraw Line (x1) (y1) (z1) to (x1) (y1) (z2)\nDraw Line (x1) (y2) (z1) to (x1) (y2) (z2)\nDraw Line (x2) (y2) (z1) to (x2) (y2) (z2)\nDraw Line (x2) (y1) (z1) to (x2) (y1) (z2)\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 Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\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 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)))\nif <not <<(z1) < [30]> and <(z2) < [30]>>> then\n Z Clipping\n Set Screen Point 1: ((300) * ((x1) / (z1))) ((300) * ((y1) / (z1)))\n Set Screen Point 2: ((300) * ((x2) / (z2))) ((300) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Z Clipping\nif <<(z1) < [30]> or <(z2) < [30]>> then\n set [temp v] to (((30) - (z1)) / ((z2) - (z1)))\n if <(z1) < [30]> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (temp))) ((y1) + (((y2) - (y1)) * (temp))) (30)\n else\n if <(z2) < [30]> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (temp))) ((y1) + (((y2) - (y1)) * (temp))) (30)\n end\n end\nend\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine XY Clipping\nset [temp v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (temp)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (temp))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (temp)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (temp))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (temp)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (temp))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (temp)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (temp))) (-180)\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Cam X Rot) )\nset [cos x v] to ([cos v] of (Cam X Rot) )\nset [sin y v] to ([sin v] of (Cam Y Rot) )\nset [cos y v] to ([cos v] of (Cam Y Rot) )\n\nset [cam z v] to [225]\n\nwhen flag clicked\nforever\n play sound [Chaoz Fantasy v] until done\nend\n\nset [cam x v] to [200]\nset [cam y v] to [700]\nset [cam z v] to [-100]\nset [level v] to [4]\nPrint text: [3D PLATFORMER] At X: [-200] Y: [100] Letter size: [4] Color: [255] [255] [255] [0] Pen size: [8] Wrap at X: [1000] Italics: [0]\nPrint text: [By squarepoint] At X: [-200] Y: [-100] Letter size: [4] Color: [255] [255] [255] [0] Pen size: [8] Wrap at X: [1000] Italics: [0]\n\nset [level v] to [5]\n\n@3d platform thumb\n\nwhen flag clicked\nhide\n\nforever\n set [ghost v] effect to (100)\nend\n\n
矢印キーまたは、マウスで操作できます!\nタブレット端末・スマートフォンでも、操作できます!\n\nスライムを操作してゴールを目指しましょう!!\n\nいいね・お気に入りを押すと隠しステージが出てきたりして(出ます)\n\n\n
Crafts a platformer
@Stage\n\n@player\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?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by (-1.5)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> 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 [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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 <<<mouse down?> and <(mouse y) > (y position)>> 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?> 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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<key (u v) pressed?> and <(username) = [dn_scrtch]>> then\n change [speed y v] by (1)\n else\n change [speed y v] by (-1)\n end\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Get Touching <check platform?>\nif <touching (scrolling platforms v)?> then\n set [touch v] to [9]\n change [vx v] by ([x v] of [scrolling platforms v])\nelse\n if <touching (ground v)?> then\n set [touch v] to [9]\n else\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\n end\nend\n\ndefine Reset Level\ngo to [front v] layer\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nreset timer\nshow\nset [scrollx v] to [950]\nset [scrolly v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nset [level v] to [1]\nReset Level\nforever\n go to [front v] layer\n go [backward v] (3) layers\n if <touching (trampoline v)?> then\n set [speed y v] to [30]\n end\n if <<<touching color (#ff2b00)?> or <touching (saw v)?>> or <touching (spikes v)?>> then\n Reset Level\n if <(counter...) = [0]> then\n broadcast (reset v)\n end\n end\n if <<touching (finish v)?> and <(coins collected) = [3]>> then\n change [level v] by (1)\n Reset Level\n set [coins collected v] to [0]\n end\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n switch costume to (costume1 v)\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 change [scrollx v] by (() - (round ((x position) / (10))))\n change x by ((0) - (round ((x position) / (10))))\n change [scrolly v] by (() - (round ((y position) / (10))))\n change y by ((0) - (round ((y position) / (10))))\n broadcast (tick v) and wait\nend\n\n@Ground\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (6) layers\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (level)\nend\n\n@lava\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to x: (ScrollX) y: ((ScrollY) + (([sin v] of ((timer) * (100)) ) * (10)))\n go to [back v] layer\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [5]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (108) %\nshow\nswitch costume to (costume3 v)\nif <(id) = [1]> then\n forever\n set [current_dir v] to (direction)\n point in direction ((90) + (([speed x v] of [player v]) * ((([speed x v] of [player v]) * (-2)) * ([sin v] of ((timer) * (500)) ))))\n if <not <([falling? v] of [player v]) = [0]>> then\n point in direction ((45) - (([speed y v] of [player v]) * (-2)))\n end\n go to (player v)\n end\nend\nif <(id) = [2]> then\n forever\n set [current_dir v] to (direction)\n point in direction ((90) + (([speed x v] of [player v]) * ((([speed x v] of [player v]) * (2)) * ([sin v] of ((timer) * (500)) ))))\n if <not <([falling? v] of [player v]) = [0]>> then\n point in direction ((135) - (([speed y v] of [player v]) * (2)))\n end\n go to (player v)\n end\nend\nif <(id) = [3]> then\n forever\n set [current_dir v] to (direction)\n go to (player v)\n change y by (25)\n if <<<(m) = [jump]> or <(m) = [fall]>> or <(m) = [walljump]>> then\n point in direction ((45) + ((vy) * (2)))\n go to (player v)\n change y by (25)\n end\n if <(m) = [stand]> then\n point in direction ((65) + ((5) * ([sin v] of ((timer) * (100)) )))\n go to (player v)\n change y by (25)\n end\n if <<(m) = [run]> or <(m) = [slide]>> then\n point in direction ((90) + ((vx) * (((vx) * (-2)) * ([sin v] of ((timer) * (500)) ))))\n go to (player v)\n change y by (25)\n end\n end\nend\nif <(id) = [4]> then\n forever\n set [current_dir v] to (direction)\n go to (player v)\n change y by (25)\n if <<<(m) = [jump]> or <(m) = [fall]>> or <(m) = [walljump]>> then\n point in direction ((135) - ((vy) * (2)))\n go to (player v)\n change y by (25)\n end\n if <(m) = [stand]> then\n point in direction ((115) + ((-5) * ([sin v] of ((timer) * (100)) )))\n go to (player v)\n change y by (25)\n end\n if <<(m) = [run]> or <(m) = [slide]>> then\n point in direction ((90) + ((vx) * (((vx) * (2)) * ([sin v] of ((timer) * (500)) ))))\n go to (player v)\n change y by (25)\n end\n end\nend\nif <(id) = [5]> then\n set size to (108) %\n switch costume to (costume2 v)\n forever\n go to [front v] layer\n go to x: ((([x position v] of [player v]) + ()) + (([speed x v] of [player v]) * (0.7))) y: ((([y position v] of [player v]) + (1)) + (([speed y v] of [player v]) * (0.5)))\n end\nend\n\nset [level v] to [2]\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\ngo [backward v] (6) layers\n\n@Sprite3\n\nwhen flag clicked\nset [coins collected v] to [0]\ngo to [front v] layer\nhide\nset [clone_id v] to [0]\nrepeat (3)\n change [clone_id v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(clone_id) = [1]> then\n go to x: (130) y: (160)\n forever\n go to [front v] layer\n if <(coins collected) > [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\nif <(clone_id) = [2]> then\n go to x: (170) y: (160)\n forever\n go to [front v] layer\n if <(coins collected) > [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\nif <(clone_id) = [3]> then\n go to x: (210) y: (160)\n forever\n go to [front v] layer\n if <(coins collected) > [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nset [coins collected v] to [0]\ngo to [back v] layer\nhide\nset [clones v] to [0]\nrepeat (6)\n change [clones v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nforever\n hide\nend\n\nwhen I start as a clone\nshow\nif <(CLONES) = [1]> then\n set [x v] to [219]\n set [y v] to [90]\n forever\n if <(level) = [2]> then\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\nif <(CLONES) = [2]> then\n set [x v] to [426]\n set [y v] to [-500]\n forever\n if <(level) = [2]> then\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\nif <(CLONES) = [3]> then\n set [x v] to [-143]\n set [y v] to [-163]\n forever\n if <(level) = [2]> then\n hide\n end\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\nif <(CLONES) = [4]> then\n repeat until <(level) = [2]>\n hide\n end\n show\n forever\n set [x v] to [-250]\n set [y v] to [1065]\n go to [front v] layer\n go [backward v] (7) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\nif <(CLONES) = [5]> then\n repeat until <(level) = [2]>\n hide\n end\n show\n forever\n set [x v] to [-1000]\n set [y v] to [95]\n go to [front v] layer\n go [backward v] (5) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\nif <(CLONES) = [6]> then\n repeat until <(level) = [2]>\n hide\n end\n show\n forever\n set [x v] to [-168]\n set [y v] to [-150]\n go to [front v] layer\n go [backward v] (5) layers\n go to x: ((ScrollX) - (x)) y: (((ScrollY) - (y)) + (([sin v] of ((timer) * (100)) ) * (3)))\n if <touching (player v)?> then\n hide\n change [coins collected v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nset [coins collected v] to [0]\nshow\n\n@scrolling platforms\n\nwhen flag clicked\nset [clone_id3 v] to [0]\nrepeat (2)\n change [clone_id3 v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(clone_ID3) = [1]> then\n set [x v] to [750]\n set [y v] to [-620]\n forever\n repeat until <(x) > [1200]>\n go to x: ((ScrollX) - (x)) y: ((ScrollY) - (y))\n change [x v] by (2.5)\n end\n repeat until <[750] > (x)>\n go to x: ((ScrollX) - (x)) y: ((ScrollY) - (y))\n change [x v] by (-2.5)\n end\n end\nend\nif <(clone_ID3) = [2]> then\n set [x v] to [215]\n set [y v] to [-630]\n forever\n repeat until <(x) > [500]>\n go to x: ((ScrollX) - (x)) y: ((ScrollY) - (y))\n change [x v] by (2.5)\n end\n repeat until <[215] > (x)>\n go to x: ((ScrollX) - (x)) y: ((ScrollY) - (y))\n change [x v] by (-2.5)\n end\n end\nend\n\n@trampoline\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [y--- v] to [0]\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to x: (ScrollX) y: ((ScrollY) - (y---))\n switch costume to (level)\n if <touching (player v)?> then\n set [y--- v] to [25]\n end\n set [y--- v] to ((y---) * (0.88))\n if <(level) = [2]> then\n hide\n end\nend\n\n@controls\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n go to [back v] layer\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (level)\nend\n\n@plants\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (level)\n go to [back v] layer\nend\n\n@finish\n\nwhen flag clicked\nset [clone_id4 v] to [0]\nhide\nset [x v] to [1400]\nset [y v] to [-751]\nchange [clone_id4 v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [clone_id4 v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [clone_id4 v] by (1)\ncreate clone of (_myself_ v)\nwait until <(level) = [2]>\nset [x v] to [347]\nset [y v] to [717]\n\nwhen I start as a clone\nshow\nif <(clone_id4) = [1]> then\n forever\n go to x: ((ScrollX) - (X)) y: ((ScrollY) - (Y))\n point in direction ((timer) * (80))\n go to [back v] layer\n go [forward v] (10) layers\n switch costume to (costume1 v)\n if <(coins collected) = [3]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (70)\n end\n end\nend\nif <(clone_id4) = [2]> then\n forever\n go to [back v] layer\n go [forward v] (10) layers\n go to x: ((ScrollX) - (X)) y: ((ScrollY) - (Y))\n point in direction ((timer) * (-80))\n switch costume to (costume1 v)\n if <(coins collected) = [3]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (70)\n end\n end\nend\nif <(clone_id4) = [3]> then\n forever\n set size to (200) %\n go to [front v] layer\n go [backward v] (100) layers\n go to x: ((ScrollX) - (X)) y: ((ScrollY) - (Y))\n point in direction (90)\n switch costume to (costume2 v)\n if <(coins collected) = [3]> then\n hide\n else\n show\n end\n end\nend\n\nif <(level) = [2]> then\n set size to (200) %\n go to [front v] layer\n go [backward v] (100) layers\n go to x: ((ScrollX) - (X)) y: ((ScrollY) - (Y))\n point in direction (90)\n switch costume to (costume2 v)\n if <(coins collected) = [3]> then\n hide\n else\n show\n end\nend\n\n@saw\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nset [x v] to [792]\nset [y v] to [70]\nforever\n go to [back v] layer\n go [forward v] (15) layers\n go to x: ((ScrollX) - (x)) y: ((ScrollY) - (y))\n turn right (20) degrees\n if <(level) = [1]> then\n set [x v] to [792]\n set [y v] to [70]\n end\n if <(level) = [2]> then\n set [x v] to [-296]\n set [y v] to [1120]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [reset v]\nset [counter... v] to [1]\ngo to x: (0) y: (180)\ngo to x: (0) y: (372)\nshow\nrepeat until <([abs v] of (y position) ) < [2]>\n change y by (((0) - (y position)) / (4))\n go to [front v] layer\n go [forward v] (100000000) layers\nend\nset x to (0)\ngo to x: (0) y: (0)\nwait (0.4) seconds\nshow\nrepeat until <[371] < ([abs v] of (y position) )>\n change y by (((372) - (y position)) / (8))\n go to [front v] layer\n go [forward v] (100000000) layers\nend\nhide\nset [counter... v] to [0]\n\n@spikes\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (6) layers\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (level)\nend\n\n@Sprite6\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [3]>\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n go [forward v] (1000000000) layers\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (1) layers\n go to x: ((ScrollX) / (7)) y: (((ScrollY) / (7)) - (150))\nend\n\n
This is my first platform game so it's not gonna be perfect. It's crazy how my project is still getting more views to this day! I feel so proud of myself LOL! **Also please check the notes for credits.**\n---------------------------------------------------------------------------------\n**UPDATES**\nI add new levels every now and then because this is an old game so i'm not really gonna be active with this.\n---------------------------------------------------------------------------------\n**CONTROLS**\nUse WASD keys or arrow keys to move.\n---------------------------------------------------------------------------------\n**GOAL**\nHave fun completing the levels! Compete with friends and family. :D\n---------------------------------------------------------------------------------\n**FEATURES**\nClick the budgie to change the color.\nCurrently there are 8 budgie colors in the game. \n**THESE ARE ONLY AVAILABLE IN THE OLD VERSION**\n---------------------------------------------------------------------------------\n**NOTES**\n- currently there's 9 levels in the game.\n- credits to @UnEtheral for the new art style and code. If you want to see my art style before this was added go to my profile and look for Budgies! A Platformer game (old version).\n---------------------------------------------------------------------------------
Cat Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [TheFatRat+-+Prelude+\(VIP+Edit+feat.+JJD\) v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen I receive [reset v]\ngo to x: (-220) y: (-100)\nshow\n\nwhen flag clicked\nset [next level v] to [0]\nset size to (100) %\ngo to x: (-220) y: (-100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n platformer\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (-100)\nshow\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n change [xv2 v] by (0.75)\nend\nif <key (left arrow v) pressed?> then\n change [xv2 v] by (-0.75)\nend\nset [xv2 v] to ((xV2) * (0.9))\nchange x by (xV2)\nif <<touching (base v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player2 v)?>> then\n change x by ((xV2) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xV2) > [0]> then\n set [xv2 v] to [-5]\n else\n set [xv2 v] to [5]\n end\n set [yv2 v] to [13]\n else\n set [yv2 v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv2 v] by (-1)\nchange y by (yV2)\nif <<touching (base v)?> or <touching (player2 v)?>> then\n change y by ((yV2) * (-1))\n set [yv2 v] to [0]\nend\nchange y by (-1)\nif <<touching (base v)?> or <touching (player2 v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv2 v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n repeat (1)\n change [next level v] by (1)\n hide\n end\n go to x: (-220) y: (-50)\nend\nif <touching (bounce v)?> then\n set [yv2 v] to [18]\nend\nif <touching (move v)?> then\n set [yv2 v] to [0]\n set [xv2 v] to [18]\nend\nif <key (z v) pressed?> then\n broadcast (Next Level v)\n wait (2) seconds\nend\nif <touching (danger v)?> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-220) y: (-100)\n set size to (100) %\n set [xv2 v] to [0]\nend\nif <(y position) < [-180]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-220) y: (-100)\n set size to (100) %\nend\nif <(next level) = [2]> then\n repeat (1)\n broadcast (Next Level v)\n end\n show\n set [next level v] to [0]\nend\n\n@Player2\n\nwhen I receive [reset v]\ngo to x: (-177) y: (-50)\nshow\n\nwhen flag clicked\nset [next level v] to [0]\nset size to (100) %\ngo to x: (-177) y: (-50)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n platformer\nend\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-50)\nshow\n\ndefine platformer\nif <key (d v) pressed?> then\n change [xv v] by (0.75)\nend\nif <key (a v) pressed?> then\n change [xv v] by (-0.75)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <<touching (base v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (base v)?> or <touching (player v)?>> then\n change x by ((xV) * (-1))\n change y by (-5)\n if <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 [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif <<touching (base v)?> or <touching (player v)?>> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<touching (base v)?> or <touching (player v)?>> then\n if <key (w v) pressed?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n repeat (1)\n change [next level v] by (1)\n hide\n end\n go to x: (-177) y: (-50)\nend\nif <touching (bounce v)?> then\n set [yv v] to [18]\nend\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\nif <key (y v) pressed?> then\n broadcast (Next Level v)\n wait (2) seconds\nend\nif <touching (danger2 v)?> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-50)\n set size to (100) %\n set [xv v] to [0]\nend\nif <(y position) < [-180]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-50)\n set size to (100) %\nend\nif <(next level) = [2]> then\n repeat (1)\n broadcast (Next Level v)\n end\n show\n set [next level v] to [0]\nend\n\n@Base\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nrepeat (1)\n next costume\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nrepeat (1)\n next costume\nend\n\n@Danger2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nrepeat (1)\n next costume\nend\n\n@Next level\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (208) y: (-99)\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [50]>\n turn right (2) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (208) y: (-99)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [50]>\n turn right (-2) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-202) y: (150)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <(backdrop [number v]) = [10]> then\n broadcast (end v)\n end\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (Reset v)\nset [next level v] to [0]\n\nwhen I receive [end v]\nhide\n\n@Bounce\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n
PLAY THIS ON TURBOWARP: https://turbowarp.org/382251961 \n\n Hi! Welcome to Quarantine!\n\nArrow keys, WASD, touchscreen to move.\nYou can wall jump. \nAvoid gaps and spikes.\nCollect the toilet paper.\nGet to the other side of the screen to go to\nthe next level. \nLove and favourite for less lag. (It really works!)\n\nCredits:\n- @TimMcCool for the love/fave detector\n- @sharkyshar for the text engine\n- @xX_VRC_Xx for the intro\n- @--Sidewinder-- for the clouds\n- Many artists for the music\n- @noodlebot743 for the rest\n\nMade with nearly 2000 blocks!\nComment your time, my best without skips is 52.193 ;)\n\nFamous loves and favourites:\n@dn_scrtch loved!\n@CapAnimation loved!\n@Capt_Boanerges loved!\n@TimMcTest loved & favourited!\n@TimMcCool loved & favourited!\n@MJM3 loved & favourited!\n\n\n\nTags:\n#all #animations #art #games #music #stories #tutorials #nb743 #noodlebot743 #noodlebot #platform #platformer #griffpatch #quarantine #toilet #paper #fun #easy #cube #why #are #you #reading #this
The 100 level platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\nwait (22) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v] until done\nend\n\n@Title Page\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nwait (2) seconds\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nwait (2.5) seconds\nrepeat (4)\n next costume\n wait (2.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nset [ghost v] effect to (0)\nswitch costume to (costume7 v)\n\n@Sushi\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [1]\nshow\nswitch costume to (sushi v)\ngo to x: (-183) y: (-85)\nforever\n if <not <touching (<touching color (#7f6927)?> v)?>> then\n change y by (1.5)\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#b2b2b2)?> then\n go to x: (-183) y: (-85)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sushi friends v)?> then\n hide\n switch backdrop to (end v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d6fff7)?> then\n forever\n hide\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#7f6927)?> then\n change y by (1)\n if <touching color (#7f6927)?> then\n change y by (1)\n if <touching color (#7f6927)?> then\n change y by (1)\n if <touching color (#7f6927)?> then\n change y by (1)\n if <touching color (#7f6927)?> then\n change y by (1)\n if <touching color (#7f6927)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#7f6927)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#7f6927)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#8a55d7)?> then\n go to x: (-200) y: (-120)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-183) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#99ffff)?> then\n wait (0) seconds\n show\n next backdrop\n go to x: (-183) y: (-85)\n wait until <not <touching (goal v)?>>\n end\n end\nend\n\n@Goal\n\nwhen I receive [sushi v]\nbroadcast (next backdrop v)\nforever\n show\n next backdrop\nend\n\nwhen backdrop switches to [end v]\n\n@Sushi Friends\n\nwhen backdrop switches to [reuniting v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n
Red Platformer
@Stage\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait (pick random (1) to (2)) seconds\n play sound [Mc v] until done\n wait (pick random (1) to (5)) seconds\n play sound [Mc2 v] until done\nend\n\n@Game\n\nif then\nend\n\ndefine Enter list\nrepeat (length of [cube-viewing v])\n set [cube viewing highest v] to [9999999999]\n set [cube viewing order v] to [1]\n repeat (length of [cube-viewing v])\n if <(item (Cube viewing order) of [cube-viewing v]) < (Cube viewing highest)> then\n set [cube enter pos v] to (Cube viewing order)\n set [cube viewing highest v] to (item (Cube viewing order) of [cube-viewing v])\n end\n change [cube viewing order v] by (1)\n end\n Add cube (item (Cube enter pos) of [cube-type v]) at (item (Cube enter pos) of [cube-x v]) (item (Cube enter pos) of [cube-y v]) (item (Cube enter pos) of [cube-z v])\n delete (Cube enter pos) of [cube-x v]\n delete (Cube enter pos) of [cube-y v]\n delete (Cube enter pos) of [cube-z v]\n delete (Cube enter pos) of [cube-type v]\n delete (Cube enter pos) of [cube-viewing v]\nend\n\ndefine spawn mob x: (x) y: (y) z: (z) type: (type) rangex: (rx1) (rx2) rangez: (rz1) (rz2)\nadd (x) to [_mobdata v]\nadd (y) to [_mobdata v]\nadd (z) to [_mobdata v]\nadd (rx1) to [_mobdata v]\nadd (rx2) to [_mobdata v]\nadd (rx1) to [_mobdata v]\nadd (rz2) to [_mobdata v]\nadd (x) to [_mobx v]\nadd (y) to [_moby v]\nadd (z) to [_mobz v]\nadd (type) to [_mobtype v]\nadd [0] to [_mobxv v]\nadd [0] to [_mobyv v]\nadd [0] to [_mobzv v]\nadd [0] to [_mobmovex v]\nadd [0] to [_mobmovey v]\nadd [0] to [_mobmovez v]\nadd [0] to [_mobcanjump? v]\n\ndefine collisions!\nif <(_AreYouMob?) = [0]> then\n Collisions (player - x) (player - y) (player - z)\nelse\n Collisions (mob-x) (mob-y) (mob-z)\nend\n\ndefine collision to list\nif < [234789#%&+=*</] contains (item ((i) + ()) of [level - tiles v])?> then\n add [1] to [collision v]\nelse\n if < [5] contains (item ((i) + ()) of [level - tiles v])?> then\n add [2] to [collision v]\n else\n if < [6^] contains (item ((i) + ()) of [level - tiles v])?> then\n add [3] to [collision v]\n else\n if < [!] contains (item ((i) + ()) of [level - tiles v])?> then\n add [4] to [collision v]\n else\n if < [:] contains (item ((i) + ()) of [level - tiles v])?> then\n add [6] to [collision v]\n else\n if < [?] contains (item ((i) + ()) of [level - tiles v])?> then\n add [7] to [collision v]\n end\n end\n end\n end\n end\nend\nif < [=] contains (item ((i) + ()) of [level - tiles v])?> then\n add [5] to [collision v]\nend\n\ndefine Shadow [ not in use ]\nset [i v] to [1]\nset [good? v] to [0]\nrepeat ((length of [level - tiles v]) / (4))\n if <<((player - x) + (1)) > (item ((i) + (1)) of [level - tiles v])> and <((item ((i) + (1)) of [level - tiles v]) + (1)) > (player - x)>> then\n if <<((player - z) + (1)) > (item ((i) + (3)) of [level - tiles v])> and <((item ((i) + (3)) of [level - tiles v]) + (1)) > (player - z)>> then\n if <(item ((i) + (2)) of [level - tiles v]) = ((Shadow Y) - (1))> then\n set [good? v] to [1]\n end\n if <(item ((i) + (2)) of [level - tiles v]) = (Shadow Y)> then\n set [shadow y v] to ((item ((i) + (2)) of [level - tiles v]) + (1))\n set [good? v] to [1]\n end\n end\n end\n change [i v] by (4)\nend\nif <<(good?) = [0]> and <(Shadow Y) > [-10]>> then\n change [shadow y v] by (-1)\n Shadow [ not in use ]\nend\n\ndefine tiles_SpecialEffects\nif <<(item ((i) + (0)) of [level - total - renderer v]) = [6]> or <(item ((i) + (0)) of [level - total - renderer v]) = [5]>> then\n change y by (([sin v] of (((timer) + ((item ((i) + (1)) of [level - total - renderer v]) + (item ((i) + (1)) of [level - total - renderer v]))) * (150)) ) * (4))\nend\nset [ghost v] effect to (0)\nif then\n set [ghost v] effect to (70)\nend\n\nwhen flag clicked\nset [_areyoumob? v] to [0]\nset [level v] to [0]\nhide\nset size to (100) %\nwin\nReset\nforever\n Render\n set [_areyoumob? v] to [0]\n Physics\n Update Mobs\nend\n\ndefine Reset\nif <(_AreYouMob?) = [0]> then\n set [player - x v] to [0]\n set [player - y v] to [5]\n set [player - z v] to [0]\n set [player - xv v] to [0]\n set [player - zv v] to [0]\n set [player - yv v] to [0]\n set [shadow y v] to [10]\nelse\n set [mob-x v] to (item (1) of [_mobdata v])\n set [mob-xv v] to [0]\n set [mob-y v] to (item (2) of [_mobdata v])\n set [mob-yv v] to [0]\n set [mob-z v] to (item (3) of [_mobdata v])\n set [mob-zv v] to [0]\n set [mob - willingjump v] to [0]\n set [mob - willingup v] to [0]\n set [mob - willingright v] to [0]\nend\n\nwhen I receive [thumbnail v]\nswitch costume to (25bba0d5-91ae-4365-b61b-013400c2c7e5 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\n\ndefine Old Rendering Engine [ not in use ]\ndelete all of [front level v]\nset [i v] to [1]\nrepeat ((length of [level - tiles v]) / (4))\n if <<((player - y) - (1)) < (item ((i) + (2)) of [level - tiles v])> and <<((player - x) - (1)) < (item ((i) + (1)) of [level - tiles v])> and <(item ((i) + (3)) of [level - tiles v]) < ((player - z) + (1))>>> then\n add (i) to [front level v]\n else\n switch costume to (join [cube] (item (i) of [level - tiles v]))\n go to (item ((i) + (1)) of [level - tiles v]) (item ((i) + (2)) of [level - tiles v]) (item ((i) + (3)) of [level - tiles v])\n if <<(item ((i) + (0)) of [level - tiles v]) = [5]> or <(item ((i) + (0)) of [level - tiles v]) = [6]>> then\n change y by (([sin v] of (((timer) + ((item ((i) + (1)) of [level - tiles v]) + (item ((i) + (1)) of [level - tiles v]))) * (150)) ) * (4))\n end\n stamp\n end\n change [i v] by (4)\nend\nif <(Shadow Y) > [-10]> then\n go to (player - x) (Shadow Y) (player - z)\n switch costume to (shadow v)\n stamp\nend\ngo to (player - x) (player - y) (player - z)\nswitch costume to (cube-player1 v)\nstamp\nset [j v] to [1]\nrepeat (length of [front level v])\n set [i v] to (item (j) of [front level v])\n switch costume to (join [cube] (item (i) of [level - tiles v]))\n go to (item ((i) + (1)) of [level - tiles v]) (item ((i) + (2)) of [level - tiles v]) (item ((i) + (3)) of [level - tiles v])\n stamp\n change [j v] by (1)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (eage1 v)\nstamp\n\ndefine Update Mobs\nset [_areyoumob? v] to [1]\nset [_mobcheckpos v] to [0]\nrepeat (length of [_mobx v])\n change [_mobcheckpos v] by (1)\n set [mob-x v] to (item (_MobCheckPos) of [_mobx v])\n set [mob-y v] to (item (_MobCheckPos) of [_moby v])\n set [mob-z v] to (item (_MobCheckPos) of [_mobz v])\n set [mob-xv v] to (item (_MobCheckPos) of [_mobxv v])\n set [mob-yv v] to (item (_MobCheckPos) of [_mobyv v])\n set [mob-zv v] to (item (_MobCheckPos) of [_mobzv v])\n set [mob_canjump v] to (item (_MobCheckPos) of [_mobcanjump? v])\n if <(pick random (1) to (20)) = [1]> then\n replace item (_MobCheckPos) of [_mobmovex v] with (pick random (1) to (-1))\n end\n if <(pick random (1) to (20)) = [1]> then\n replace item (_MobCheckPos) of [_mobmovey v] with (pick random (1) to (-1))\n end\n if <(pick random (1) to (20)) = [1]> then\n replace item (_MobCheckPos) of [_mobmovez v] with (pick random (1) to (-1))\n end\n set [mob - willingright v] to (item (_MobCheckPos) of [_mobmovex v])\n set [mob - willingjump v] to (item (_MobCheckPos) of [_mobmovey v])\n set [mob - willingup v] to (item (_MobCheckPos) of [_mobmovez v])\n Physics - mobs\n if <(mob-x) < (item ((((_MobCheckPos) - (1)) * (7)) + (4)) of [_mobdata v])> then\n set [mob-x v] to (item ((((_MobCheckPos) - (1)) * (7)) + (4)) of [_mobdata v])\n end\n if <(item ((((_MobCheckPos) - (1)) * (7)) + (5)) of [_mobdata v]) < (mob-x)> then\n set [mob-x v] to (item ((((_MobCheckPos) - (1)) * (7)) + (5)) of [_mobdata v])\n end\n if <(mob-z) < (item ((((_MobCheckPos) - (1)) * (7)) + (6)) of [_mobdata v])> then\n set [mob-z v] to (item ((((_MobCheckPos) - (1)) * (7)) + (6)) of [_mobdata v])\n end\n if <(item ((((_MobCheckPos) - (1)) * (7)) + (7)) of [_mobdata v]) < (mob-z)> then\n set [mob-z v] to (item ((((_MobCheckPos) - (1)) * (7)) + (7)) of [_mobdata v])\n end\n replace item (_MobCheckPos) of [_mobx v] with (mob-x)\n replace item (_MobCheckPos) of [_moby v] with (mob-y)\n replace item (_MobCheckPos) of [_mobz v] with (mob-z)\n replace item (_MobCheckPos) of [_mobxv v] with (mob-xv)\n replace item (_MobCheckPos) of [_mobyv v] with (mob-yv)\n replace item (_MobCheckPos) of [_mobzv v] with (mob-zv)\n replace item (_MobCheckPos) of [_mobcanjump? v] with (Mob_CanJump)\nend\n\ndefine Add cube (type) at (x) (y) (z)\nadd (type) to [level - tiles v]\nadd (x) to [level - tiles v]\nadd (y) to [level - tiles v]\nadd (z) to [level - tiles v]\n\ndefine Change y by (yv)\nif <(_AreYouMob?) = [0]> then\n change [player - y v] by (yv)\n set [canjump? v] to [0]\nelse\n change [mob-y v] by (yv)\n set [mob_canjump v] to [0]\nend\ncollisions!\nif <[collision v] contains [1]?> then\n if <(_AreYouMob?) = [0]> then\n set [player - yv v] to [0]\n else\n set [mob-yv v] to [0]\n end\n if <(yv) > [0]> then\n if <(_AreYouMob?) = [0]> then\n set [player - y v] to ([floor v] of (player - y) )\n else\n set [mob-y v] to ([floor v] of (mob-y) )\n end\n end\n if <[0] > (yv)> then\n if <(_AreYouMob?) = [0]> then\n set [player - y v] to ([ceiling v] of (player - y) )\n set [canjump? v] to [1]\n else\n set [mob-y v] to ([ceiling v] of (mob-y) )\n set [mob_canjump v] to [1]\n end\n end\nend\n\ndefine Change z by (zv)\nif <[collision v] contains [2]?> then\n if <(_AreYouMob?) = [0]> then\n change [player - z v] by ((zv) / (2.3))\n else\n change [mob-z v] by ((zv) / (2.3))\n end\nelse\n if <(_AreYouMob?) = [0]> then\n change [player - z v] by (zv)\n else\n change [mob-z v] by (zv)\n end\nend\ncollisions!\nif <[collision v] contains [1]?> then\n if <(_AreYouMob?) = [0]> then\n change [player - z v] by (0)\n else\n change [mob-z v] by (0)\n end\n if <(zv) > [0]> then\n if <(_AreYouMob?) = [0]> then\n set [player - z v] to ([floor v] of (player - z) )\n else\n set [mob-z v] to ([floor v] of (mob-z) )\n end\n end\n if <[0] > (zv)> then\n if <(_AreYouMob?) = [0]> then\n set [player - z v] to ([ceiling v] of (player - z) )\n else\n set [mob-z v] to ([ceiling v] of (mob-z) )\n end\n end\nend\n\ndefine set-level\ndelete all of [level - mobs v]\ndelete all of [level - total - renderer v]\nadd [-player1] to [level - mobs v]\nadd (player - x) to [level - mobs v]\nadd (player - y) to [level - mobs v]\nadd (player - z) to [level - mobs v]\nadd [-player2] to [level - mobs v]\nadd (player - x) to [level - mobs v]\nadd ((player - y) + (1)) to [level - mobs v]\nadd (player - z) to [level - mobs v]\nset [i v] to [0]\nrepeat (length of [_mobx v])\n change [i v] by (1)\n add (item (i) of [_mobtype v]) to [level - mobs v]\n add (item (i) of [_mobx v]) to [level - mobs v]\n add (item (i) of [_moby v]) to [level - mobs v]\n add (item (i) of [_mobz v]) to [level - mobs v]\nend\nset [i v] to [0]\nrepeat (length of [level - tiles v])\n change [i v] by (1)\n add (item (i) of [level - tiles v]) to [level - total - renderer v]\nend\nset [i v] to [1]\nrepeat ((length of [level - mobs v]) / (4))\n set [j v] to [1]\n repeat until <<(((item ((j) + (1)) of [level - tiles v]) + (item ((j) + (2)) of [level - tiles v])) - (item ((j) + (3)) of [level - tiles v])) > (((item ((i) + (1)) of [level - mobs v]) + (item ((i) + (2)) of [level - mobs v])) - ([floor v] of (item ((i) + (3)) of [level - mobs v]) ))> or <(j) > (length of [level - tiles v])>>\n change [j v] by (4)\n end\n insert (item ((i) + ()) of [level - mobs v]) at ((j) + ()) of [level - total - renderer v] \n insert (item ((i) + (1)) of [level - mobs v]) at ((j) + (1)) of [level - total - renderer v] \n insert (item ((i) + (2)) of [level - mobs v]) at ((j) + (2)) of [level - total - renderer v] \n insert (item ((i) + (3)) of [level - mobs v]) at ((j) + (3)) of [level - total - renderer v] \n change [i v] by (4)\nend\n\ndefine Change x by (xv)\nif <[collision v] contains [2]?> then\n if <(_AreYouMob?) = [0]> then\n change [player - x v] by ((xv) / (2.3))\n else\n change [mob-x v] by ((xv) / (2.3))\n end\nelse\n if <(_AreYouMob?) = [0]> then\n change [player - x v] by (xv)\n else\n change [mob-x v] by (xv)\n end\nend\ncollisions!\nif <[collision v] contains [1]?> then\n if <(_AreYouMob?) = [0]> then\n set [player - xv v] to [0]\n else\n set [mob-xv v] to [0]\n end\n if <(xv) > [0]> then\n if <(_AreYouMob?) = [0]> then\n set [player - x v] to ([floor v] of (player - x) )\n else\n set [mob-x v] to ([floor v] of (mob-x) )\n end\n end\n if <[0] > (xv)> then\n if <(_AreYouMob?) = [0]> then\n set [player - x v] to ([ceiling v] of (player - x) )\n else\n set [mob-x v] to ([ceiling v] of (mob-x) )\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[collision v] contains [2]?> then\n set [player - yv v] to [0]\n wait until <not <[collision v] contains [2]?>>\n set [player - yv v] to [1]\n end\nend\n\ndefine go to (x) (y) (z)\nset [goto - x v] to (((((x) - (Camera X)) * (16)) + (((z) - (Camera Z)) * (16))) + ((mouse x) * (-0.1)))\nset [goto - y v] to ((((((x) - (Camera X)) * (-9)) + (((y) - (Camera Y)) * (19))) + (((z) - (Camera Z)) * (9))) + ((mouse y) * (-0.1)))\ngo to x: (goto - x) y: (goto - y)\nif <<(x position) = (goto - x)> and <(y position) = (goto - y)>> then\n\ndefine Render\nset-level\nset [ghost v] effect to (0)\nset size to (150) %\nerase all\nset [i v] to [1]\nrepeat ((length of [level - total - renderer v]) / (4))\n go to (item ((i) + (1)) of [level - total - renderer v]) (item ((i) + (2)) of [level - total - renderer v]) (item ((i) + (3)) of [level - total - renderer v])\n switch costume to (join [cube] (item (i) of [level - total - renderer v]))\n tiles_SpecialEffects\n stamp\n change [i v] by (4)\nend\nset [shadow y v] to ([ceiling v] of (player - y) )\nShadow [ not in use ]\ngo to (player - x) (Shadow Y) (player - z)\nswitch costume to (shadow v)\nstamp\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (join [Eage] (level))\nstamp\ngo to x: (0) y: (163)\nswitch costume to (join [T] (level))\nstamp\n\ndefine win\nchange [level v] by (1)\ndelete all of [level - tiles v]\ndelete all of [cube-x v]\ndelete all of [cube-y v]\ndelete all of [cube-z v]\ndelete all of [cube-type v]\ndelete all of [cube-viewing v]\ndelete all of [_mobdata v]\ndelete all of [_mobx v]\ndelete all of [_moby v]\ndelete all of [_mobz v]\ndelete all of [_mobxv v]\ndelete all of [_mobyv v]\ndelete all of [_mobzv v]\ndelete all of [_mobtype v]\nif <(level) = [1]> then\n Add Cubes type [2] from [-1] [5] [3] to [1] [5] [5]\n Add Cubes type [3] from [-1] [-1] [3] to [1] [4] [5]\n Add Cubes type [2] from [-1] [1] [-1] to [3] [1] [2]\n Add Cubes type [2] from [2] [3] [3] to [3] [3] [5]\n Add Cubes type [3] from [2] [-1] [3] to [3] [2] [5]\n Add Cubes type [4] from [2] [-3] [3] to [3] [-2] [5]\n Add Cubes type [3] from [-1] [-1] [-1] to [3] [0] [2]\n Add Cubes type [4] from [-1] [-3] [-1] to [3] [-2] [2]\n Add Cubes type [2] from [1] [2] [1] to [2] [2] [1]\n Add Cubes type [!] from [-1] [6] [4] to [-1] [6] [4]\n Add Cubes type [#] from [1] [3] [1] to [2] [3] [1]\nelse\n if <(level) = [2]> then\n spawn mob x: [0] y: [3] z: [0] type: [-pig] rangex: [-1] [6] rangez: [-1] [8]\n spawn mob x: [1] y: [3] z: [5] type: [-pig] rangex: [-1] [6] rangez: [-1] [8]\n Add Cubes type [2] from [-1] [1] [-1] to [6] [1] [8]\n Add Cubes type [3] from [-1] [-1] [-1] to [6] [0] [8]\n Add Cubes type [2] from [5] [3] [9] to [6] [3] [10]\n Add Cubes type [2] from [3] [5] [9] to [4] [5] [10]\n Add Cubes type [4] from [-1] [-3] [-1] to [6] [-2] [8]\n Add Cubes type [7] from [3] [2] [4] to [3] [4] [5]\n Add Cubes type [8] from [2] [5] [3] to [4] [6] [6]\n Add Cubes type [9] from [2] [7] [3] to [4] [7] [6]\n Add Cubes type [4] from [0] [9] [6] to [1] [9] [7]\n Add Cubes type [!] from [0] [10] [7] to [0] [10] [7]\n else\n if <(level) = [3]> then\n Add Cubes type [2] from [-1] [1] [-1] to [3] [1] [3]\n Add Cubes type [3] from [-1] [-1] [-1] to [3] [0] [3]\n Add Cubes type [4] from [-1] [-3] [-1] to [3] [-2] [3]\n Add Cubes type [6] from [-1] [-3] [4] to [3] [-2] [6]\n Add Cubes type [2] from [-1] [2] [7] to [3] [2] [8]\n Add Cubes type [3] from [-1] [-1] [7] to [3] [1] [8]\n Add Cubes type [4] from [-1] [-3] [7] to [3] [-2] [8]\n Add Cubes type [6] from [4] [-3] [7] to [8] [-2] [8]\n Add Cubes type [2] from [9] [4] [7] to [10] [4] [8]\n Add Cubes type [3] from [9] [-1] [7] to [10] [3] [8]\n Add Cubes type [4] from [9] [-3] [7] to [10] [-2] [8]\n Add Cubes type [6] from [11] [-3] [7] to [13] [-2] [8]\n Add Cubes type [2] from [14] [6] [7] to [16] [6] [8]\n Add Cubes type [3] from [14] [2] [7] to [16] [5] [8]\n Add Cubes type [4] from [14] [-3] [7] to [16] [1] [8]\n Add Cubes type [6] from [14] [-3] [9] to [16] [-2] [14]\n Add Cubes type [2] from [14] [6] [15] to [16] [6] [20]\n Add Cubes type [3] from [14] [2] [15] to [16] [5] [20]\n Add Cubes type [4] from [14] [-3] [15] to [16] [1] [20]\n Add Cubes type [!] from [14] [8] [20] to [14] [8] [20]\n else\n if <(level) = [4]> then\n Add Cubes type [4] from [-1] [-3] [-1] to [8] [-2] [8]\n Add Cubes type [%] from [-1] [-1] [-1] to [8] [1] [8]\n repeat (15)\n set [_random v] to (pick random (1) to (7))\n set [_random_2 v] to (pick random (1) to (7))\n Add Cubes type [^] from (_random) [2] (_random_2) to (_random) (pick random (2) to (4)) (_random_2)\n end\n Add Cubes type [!] from [8] [2] [8] to [8] [2] [8]\n else\n if <(level) = [5]> then\n set [_random_2 v] to [-1]\n repeat (8)\n set [_random v] to (pick random (1) to (3))\n Add Cubes type [4] from [-1] [-3] (_random_2) to [8] [-2] (_random_2)\n Add Cubes type [3] from [-1] [-1] (_random_2) to [8] ((_random) - (1)) (_random_2)\n Add Cubes type [2] from [-1] (_random) (_random_2) to [8] (_random) (_random_2)\n change [_random_2 v] by (1)\n end\n Add Cubes type [%] from [-1] [-3] [7] to [8] [1] [7]\n Add Cubes type [5] from [-1] [-3] [8] to [8] [1] [24]\n Add Cubes type [%] from [-1] [-3] [25] to [8] [1] [25]\n Add Cubes type [%] from [2] [1] [19] to [3] [2] [20]\n Add Cubes type [2] from [1] [4] [27] to [2] [4] [28]\n Add Cubes type [2] from [-2] [7] [29] to [-1] [7] [30]\n Add Cubes type [!] from [-1] [8] [30] to [-1] [8] [30]\n else\n if <(level) = [6]> then\n Add Cubes type [&] from [-1] [1] [-1] to [3] [1] [3]\n Add Cubes type [3] from [-1] [-1] [-1] to [3] [0] [3]\n Add Cubes type [4] from [-1] [-3] [-1] to [3] [-2] [3]\n Add Cubes type [=] from [-1] [1] [4] to [3] [1] [9]\n Add Cubes type [&] from [-1] [1] [10] to [3] [1] [12]\n Add Cubes type [3] from [-1] [-1] [10] to [3] [0] [12]\n Add Cubes type [4] from [-1] [-3] [10] to [3] [-2] [12]\n Add Cubes type [=] from [-8] [1] [10] to [-2] [1] [12]\n Add Cubes type [&] from [-9] [1] [10] to [-9] [1] [18]\n Add Cubes type [3] from [-9] [-1] [10] to [-9] [0] [18]\n Add Cubes type [4] from [-9] [-3] [10] to [-9] [-2] [18]\n Add Cubes type [&] from [-12] [1] [14] to [-9] [1] [18]\n Add Cubes type [3] from [-12] [-1] [14] to [-9] [0] [18]\n Add Cubes type [4] from [-12] [-3] [14] to [-9] [-2] [18]\n Add Cubes type [&] from [-11] [2] [13] to [-11] [2] [14]\n Add Cubes type [3] from [-11] [0] [13] to [-11] [1] [14]\n Add Cubes type [&] from [-12] [3] [15] to [-12] [3] [17]\n Add Cubes type [3] from [-12] [0] [15] to [-12] [2] [17]\n Add Cubes type [&] from [-13] [5] [16] to [-13] [5] [20]\n Add Cubes type [3] from [-13] [2] [16] to [-13] [4] [20]\n Add Cubes type [4] from [-13] [-3] [16] to [-13] [1] [20]\n Add Cubes type [!] from [-13] [6] [20] to [-13] [6] [20]\n else\n if <(level) = [7]> then\n Add Cubes type [2] from [-1] [1] [-1] to [3] [1] [3]\n Add Cubes type [#] from [-1] [2] [2] to [-1] [2] [2]\n Add Cubes type [3] from [-1] [-1] [-1] to [3] [0] [3]\n Add Cubes type [4] from [-1] [-3] [-1] to [3] [-2] [3]\n Add Cubes type [?] from [3] [2] [3] to [3] [18] [3]\n Add Cubes type [4] from [1] [17] [1] to [5] [17] [1]\n Add Cubes type [4] from [1] [17] [5] to [5] [17] [5]\n Add Cubes type [4] from [1] [17] [2] to [1] [17] [4]\n Add Cubes type [4] from [5] [17] [2] to [5] [17] [4]\n Add Cubes type [4] from [7] [19] [7] to [8] [19] [8]\n Add Cubes type [:] from [8] [20] [8] to [8] [20] [8]\n Add Cubes type [4] from [9] [28] [11] to [10] [28] [12]\n Add Cubes type [:] from [10] [29] [12] to [10] [29] [12]\n Add Cubes type [4] from [13] [37] [12] to [15] [37] [14]\n Add Cubes type [?] from [20] [15] [13] to [20] [37] [13]\n Add Cubes type [2] from [21] [14] [12] to [25] [14] [14]\n Add Cubes type [3] from [21] [11] [12] to [25] [13] [14]\n Add Cubes type [4] from [21] [9] [12] to [25] [10] [14]\n Add Cubes type [!] from [25] [15] [14] to [25] [15] [14]\n else\n if <(level) = [8]> then\n Add Cubes type [2] from [-1] [1] [-1] to [6] [1] [6]\n Add Cubes type [3] from [-1] [-1] [-1] to [6] [0] [6]\n Add Cubes type [4] from [-1] [-3] [-1] to [6] [-2] [6]\n Add Cubes type [<] from [1] [2] [1] to [6] [2] [6]\n Add Cubes type [<] from [2] [3] [2] to [5] [3] [5]\n Add Cubes type [<] from [3] [4] [3] to [4] [4] [4]\n end\n end\n end\n end\n end\n end\n end\nend\nEnter list\n\nwhen [r v] key pressed\nReset\n\ndefine Collisions (x) (y) (z)\ndelete all of [collision v]\nset [i v] to [1]\nrepeat ((length of [level - tiles v]) / (4))\n if <<((x) + (1)) > (item ((i) + (1)) of [level - tiles v])> and <((item ((i) + (1)) of [level - tiles v]) + (1)) > (x)>> then\n if <<((y) + (2)) > (item ((i) + (2)) of [level - tiles v])> and <((item ((i) + (2)) of [level - tiles v]) + (1)) > (y)>> then\n if <<((z) + (1)) > (item ((i) + (3)) of [level - tiles v])> and <((item ((i) + (3)) of [level - tiles v]) + (1)) > (z)>> then\n collision to list\n end\n end\n end\n change [i v] by (4)\nend\nif <(_AreYouMob?) = [0]> then\n if then\n Reset\n start sound [Rip v]\n end\n if then\n if <(level) < [8]> then\n start sound [Coin v]\n win\n Reset\n wait until <not <key (v v) pressed?>>\n end\n end\nend\n\ndefine Physics - mobs\nif <(mob - WillingRight) = [-1]> then\n change [mob-xv v] by (-2)\nend\nif <(mob - WillingRight) = [1]> then\n change [mob-xv v] by (2)\nend\nif <[collision v] contains [5]?> then\n set [mob-xv v] to ((mob-xv) * (0.98))\nelse\n set [mob-xv v] to ((mob-xv) * (0.8))\nend\nif <[collision v] contains [5]?> then\n set [mob-zv v] to ((mob-zv) * (0.98))\nelse\n set [mob-zv v] to ((mob-zv) * (0.8))\nend\nChange x by ((round (mob-xv)) * (0.03))\nif <(mob - WillingUp) = [-1]> then\n change [mob-zv v] by (-2)\nend\nif <(mob - WillingUp) = [1]> then\n change [mob-zv v] by (2)\nend\nChange z by ((round (mob-zv)) * (0.03))\nif <[collision v] contains [2]?> then\n change [mob-yv v] by (-0.3)\nelse\n change [mob-yv v] by (-1)\nend\nif <not <[collision v] contains [7]?>> then\n if <(mob - WillingJump) = [1]> then\n if <[collision v] contains [2]?> then\n set [mob-yv v] to [2]\n else\n if <(Mob_CanJump) = [1]> then\n set [mob-yv v] to [12]\n end\n end\n end\nend\nif <[collision v] contains [6]?> then\n set [mob-yv v] to [20]\nend\nif <[collision v] contains [7]?> then\n if <(mob - WillingJump) = [1]> then\n set [mob-yv v] to [5]\n else\n set [mob-yv v] to [-2]\n end\nend\nChange y by ((round (mob-yv)) * (0.05))\n\ndefine Physics\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[-50] > (mouse x)>>>> then\n change [player - xv v] by (-2)\n if <mouse down?> then\n change [player - zv v] by (-2)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [50]>>>> then\n change [player - xv v] by (2)\n if <mouse down?> then\n change [player - zv v] by (2)\n end\nend\nif <[collision v] contains [5]?> then\n set [player - xv v] to ((player - xv) * (0.98))\nelse\n set [player - xv v] to ((player - xv) * (0.8))\nend\nif <[collision v] contains [5]?> then\n set [player - zv v] to ((player - zv) * (0.98))\nelse\n set [player - zv v] to ((player - zv) * (0.8))\nend\nChange x by ((round (player - xv)) * (0.03))\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <[-50] > (mouse y)>>>> then\n change [player - zv v] by (-2)\n if <mouse down?> then\n change [player - xv v] by (2)\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>>> then\n change [player - zv v] by (2)\n if <mouse down?> then\n change [player - xv v] by (-2)\n end\nend\nChange z by ((round (player - zv)) * (0.03))\nChange y by ((round (player - yv)) * (0.05))\nif <[collision v] contains [2]?> then\n change [player - yv v] by (-0.3)\nelse\n change [player - yv v] by (-1)\nend\nif <not <[collision v] contains [7]?>> then\n if <<key (space v) pressed?> or <mouse down?>> then\n if <[collision v] contains [2]?> then\n set [player - yv v] to [2]\n else\n if <(CanJump?) = [1]> then\n set [player - yv v] to [12]\n end\n end\n end\nend\nif <[collision v] contains [6]?> then\n start sound [Bubbles2 v]\n set [player - yv v] to [20]\nend\nif <[collision v] contains [7]?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [player - yv v] to [5]\n else\n set [player - yv v] to [-2]\n end\nend\nchange [camera x v] by (((player - x) - (Camera X)) / (10))\nchange [camera y v] by (((player - y) - (Camera Y)) / (10))\nchange [camera z v] by (((player - z) - (Camera Z)) / (10))\nif <(Camera Y) < [0]> then\n set [camera y v] to [0]\nend\n\ndefine Add Cubes type (type) from (x1) (y1) (z1) to (x2) (y2) (z2)\nset [i v] to (y1)\nrepeat (((y2) - (y1)) + (1))\n set [j v] to (z2)\n repeat (((z2) - (z1)) + (1))\n set [k v] to (x1)\n repeat (((x2) - (x1)) + (1))\n add (k) to [cube-x v]\n add (i) to [cube-y v]\n add (j) to [cube-z v]\n add (((k) + (i)) - (j)) to [cube-viewing v]\n add (type) to [cube-type v]\n change [k v] by (1)\n end\n change [j v] by (-1)\n end\n change [i v] by (1)\nend\n\nadd [-pig] to [level - mobs v]\nadd (mob-x) to [level - mobs v]\nadd (mob-y) to [level - mobs v]\nadd (mob-z) to [level - mobs v]\n\nset [shadow y v] to [0]\n\n
このゲームの本当の共有日:4/2\nアップデートしました!(10ステージ追加した)\n❤と⭐が3000超えたらまたアップデートします!!\n”Press ❤ and ⭐ to become invincible!\n今回は長いプラットフォーマーを作りました!!\n❤と⭐、フォロー、拡散をよろしくお願いします。\n《操作方法》\n矢印キーまたはタップで操作します。\n下矢印キーまたは画面の下の方を押せばしゃがめます\n敵は踏めば倒せます\nとげや溶岩に当たると死にます\n上に上って次のステージに行くステージや下に下って次のステージに行くステージもあります\n《クレジット》\nBGM:@-xaf-、PIKASONIC、alan walker、 NCS\n、TheFatRat\n背景:@hati32
run - 3D Platformer
@Stage\n\nwhen flag clicked\nwait (4) seconds\nforever\n if <<(Dead) = [0]> and <not <<(Level) = [2]> and <(DoorsPassed) = [4]>>>> then\n wait (0.5) seconds\n if <(Level) = [1]> then\n play sound [Stage Music 1 v] until done\n else\n play sound [Stage Music 2 v] until done\n end\n end\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset size to (430) %\ngo to x: (-168) y: (0)\nset [globalcostumeno. v] to [0]\nset [playercostumeno. v] to [0]\nset [level v] to [1]\n\nwhen I receive [costumeeverything v]\nchange [playercostumeno. v] by ((0.1) + (<(Jumping) = [0]> * (([abs v] of (XVel) ) / (28))))\nchange [globalcostumeno. v] by (0.1)\nswitch costume to (idle1 v)\nif <(Dead) = [1]> then\n switch costume to (dead v)\n set rotation style [all around v]\n point in direction ((([floor v] of ((GlobalCostumeNo.) * (4)) ) mod (4)) * (90))\nelse\n if <<(StarTouched) = [1]> and <<(Level) = [2]> and <(DoorsPassed) = [0]>>> then\n switch costume to (star v)\n else\n if <(AllowAbility) > [0]> then\n change [allowability v] by (0.3)\n if <(AllowAbility) > [1]> then\n set [allowability v] to [1]\n end\n end\n if <(AllowAbility) = [1]> then\n set [usingability v] to [0]\n end\n if <(WaterShot) = [1]> then\n point in direction (WaterShotDirection)\n if <([abs v] of (WaterShotDirection) ) = [90]> then\n switch costume to (swimattack1 v)\n else\n set rotation style [all around v]\n switch costume to (swimattack2 v)\n turn right (90) degrees\n end\n if <(AllowAbility) = [1]> then\n set [watershot v] to [0]\n end\n else\n if <not <(UsingAbility) = [0]>> then\n if <(Ability) = [Beam]> then\n switch costume to (join [Beam] (([floor v] of (((GlobalCostumeNo.) * (5)) mod (2)) ) + (1)))\n end\n if <(Ability) = [Spark]> then\n if <(SparkState) = [2]> then\n switch costume to (join [Spark] (([floor v] of (((GlobalCostumeNo.) * (5)) mod (2)) ) + (2)))\n else\n switch costume to (spark1 v)\n end\n end\n if <(Ability) = [Fire]> then\n switch costume to (join [Fire] (([floor v] of (((GlobalCostumeNo.) * (4)) mod (2)) ) + (1)))\n end\n else\n if <not <<(Sliding) = [0]> or <(Sliding) = [-1]>>> then\n switch costume to (slide1 v)\n else\n if <(Swallowing) = [1]> then\n switch costume to (join [Swallow] (([floor v] of (((PlayerCostumeNo.) * (2)) mod (3)) ) + (1)))\n if <(([floor v] of (((PlayerCostumeNo.) * (2)) mod (3)) ) + (1)) = [3]> then\n set [swallowing v] to [0]\n end\n else\n if <(Sucking) = [1]> then\n if <(PlayerCostumeNo.) < [0.3]> then\n switch costume to (suck1 v)\n else\n if <(PlayerCostumeNo.) < [0.6]> then\n switch costume to (suck2 v)\n else\n switch costume to (suck3 v)\n end\n end\n else\n if <(Shooting) = [1]> then\n if <(YVel) = [0]> then\n switch costume to (join [ShootGround] (([floor v] of (((PlayerCostumeNo.) * (3)) mod (4)) ) + (1)))\n if <(([floor v] of (((PlayerCostumeNo.) * (3)) mod (4)) ) + (1)) = [4]> then\n set [shooting v] to [0]\n end\n else\n switch costume to (join [ShootAir] (([floor v] of (((PlayerCostumeNo.) * (3)) mod (4)) ) + (1)))\n if <(([floor v] of (((PlayerCostumeNo.) * (3)) mod (4)) ) + (1)) = [4]> then\n set [shooting v] to [0]\n end\n end\n else\n if <(Floating) = [1]> then\n switch costume to (join [Float] (([floor v] of (((PlayerCostumeNo.) * (0.6)) mod (2)) ) + (1)))\n else\n if <(Swimming) = [1]> then\n if <(Holding) = [1]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.2)) mod (3)) ) + (1)) [H]))\n else\n if <([abs v] of (YVel) ) > (([abs v] of (XVel) ) + (1))> then\n switch costume to (join [SwimV] (([floor v] of (((PlayerCostumeNo.) * (2)) mod (3)) ) + (1)))\n else\n switch costume to (join [SwimH] (([floor v] of (((PlayerCostumeNo.) * (2)) mod (4)) ) + (1)))\n end\n end\n else\n if <<(Jumping) = [1]> and <not <(Holding) = [1]>>> then\n if <(YVel) = [0]> then\n switch costume to (join [Jump] (([floor v] of (((PlayerCostumeNo.) * (2)) mod (3)) ) + (2)))\n if <(([floor v] of (((PlayerCostumeNo.) * (2)) mod (4)) ) + (3)) = [6]> then\n switch costume to (idle1 v)\n set [jumping v] to [0]\n end\n else\n switch costume to (jump1 v)\n set [playercostumeno. v] to [0]\n end\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <(Holding) = [1]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.2)) mod (3)) ) + (1)) [H]))\n else\n switch costume to (join [Walk] (([floor v] of (((PlayerCostumeNo.) * (1.2)) mod (4)) ) + (1)))\n end\n else\n if <(Holding) = [1]> then\n switch costume to (idle1h v)\n else\n switch costume to (join [Idle] (([floor v] of (((PlayerCostumeNo.) * (0.6)) mod (2)) ) + (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\n\nwhen I receive [updateplayer v]\ngo to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\nif <(AllowMovement) = [1]> then\n if <(Sliding) > [0]> then\n change [sliding v] by ((1) / (-15))\n if <(Sliding) < [0]> then\n set [sliding v] to [-1]\n end\n end\n if <(Sliding) = [-1]> then\n if <not <key (down arrow v) pressed?>> then\n set [sliding v] to [0]\n end\n end\n if <<not <key (z v) pressed?>> and <(AllowShot) = [0]>> then\n set [allowshot v] to [1]\n end\n if <(Swimming) = [1]> then\n Underwater\n else\n Ground\n end\n if <(y position) < [-160]> then\n broadcast (Death v)\n end\nend\nchange [mapx v] by ((((PlayerX) * (-1)) - (MapX)) / (2))\nif <<(DoorsPassed) = [3]> and <(Level) = [2]>> then\n change [mapy v] by ([ceiling v] of ((((PlayerY) * (-1)) - (MapY)) / (8)) )\n set [mapx v] to [-1408]\n if <(MapY) < [4]> then\n set [mapy v] to [4]\n end\n if <(MapY) > [416]> then\n set [mapy v] to [416]\n end\nelse\n if <<(DoorsPassed) = [1]> and <(Level) = [2]>> then\n if <(BossLocked) = [1]> then\n set [mapx v] to [52]\n end\n end\n if <(MapX) > [792]> then\n set [mapx v] to [792]\n end\n if <<(DoorsPassed) = [0]> and <(Level) = [2]>> then\n if <(MapX) < [-1434]> then\n set [mapx v] to [-1434]\n end\n else\n if <(MapX) < [-912]> then\n set [mapx v] to [-912]\n end\n end\n if <<(DoorsPassed) = [1]> and <(Level) = [2]>> then\n if <(MapX) < [-362]> then\n set [mapx v] to [-362]\n end\n end\nend\nchange y by (-1.2)\nbroadcast (CostumeEverything v)\n\ndefine GoToFloor\nrepeat until <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine GoToCeiling\nrepeat until <not <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>>>\n change y by (-1)\nend\n\ndefine XFix\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset [offset v] to [0]\nswitch costume to (hitboxsides v)\nrepeat until <<not <<touching (levels v)?> or <touching (blocks v)?>>> or <([abs v] of (Offset) ) > [40]>>\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nswitch costume to (hitboxbottom v)\nif <([abs v] of (Offset) ) > [40]> then\n set x to ((PlayerX) + (MapX))\n set [offset v] to [0]\n repeat until <<not <<touching (levels v)?> or <touching (blocks v)?>>> or <([abs v] of (Offset) ) > [40]>>\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change y by (Offset)\n end\nend\nif <([abs v] of (Offset) ) > [40]> then\n set y to ((PlayerY) + (MapY))\nend\n\ndefine YSmoothing\nrepeat (12)\n if <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>> then\n change y by (1)\n end\nend\nif <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>> then\n change y by (-12)\nend\n\nwhen I receive [resetplayer v]\nset [health v] to [5]\nset [globalcostumeno. v] to [0]\nset [playercostumeno. v] to [0]\nset [floating v] to [0]\nset [sucking v] to [0]\nset [holding v] to [0]\nset [gravity v] to [-4]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [playerx v] to [-960]\nset [playery v] to [365]\nset [mapx v] to [960]\nset [mapy v] to [-365]\nset [doorspassed v] to [0]\nset [allowmovement v] to [1]\nset [allowplayerdamage v] to [1]\nset [ability v] to [None]\nset [holdingtype v] to [0]\nset [allowability v] to [1]\nset [bossdefeated v] to [0]\nset [bosslocked v] to [0]\nset [dead v] to [0]\nset [startouched v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\nset size to (430) %\ngo to x: (-168) y: (0)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(Sucking) = [1]> then\n if <not <(YVel) = [0]>> then\n wait (0.1) seconds\n end\n if <(Sucking) = [1]> then\n play sound [01 v] until done\n repeat until <(Sucking) = [0]>\n start sound [01B v]\n end\n end\n end\nend\n\ndefine ClingToFloor\nrepeat (24)\n if <not <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>>> then\n change y by (-1)\n end\nend\nif <not <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>>> then\n change y by (24)\nend\nchange y by (1)\n\ndefine Beam\nadd ((PlayerX) / ((8) * (4.3))) to [attackx v]\nadd ((PlayerY) / ((8) * (4.3))) to [attacky v]\nadd [0] to [attackstate v]\nadd [4] to [attacktype v]\nif <(direction) = [90]> then\n add [10] to [attackdir v]\nelse\n add [-10] to [attackdir v]\nend\nadd ((PlayerX) / ((8) * (4.3))) to [attackx v]\nadd ((PlayerY) / ((8) * (4.3))) to [attacky v]\nadd [1] to [attackstate v]\nadd [4] to [attacktype v]\nif <(direction) = [90]> then\n add [10] to [attackdir v]\nelse\n add [-10] to [attackdir v]\nend\nadd ((PlayerX) / ((8) * (4.3))) to [attackx v]\nadd ((PlayerY) / ((8) * (4.3))) to [attacky v]\nadd [2] to [attackstate v]\nadd [4] to [attacktype v]\nif <(direction) = [90]> then\n add [10] to [attackdir v]\nelse\n add [-10] to [attackdir v]\nend\nadd ((PlayerX) / ((8) * (4.3))) to [attackx v]\nadd ((PlayerY) / ((8) * (4.3))) to [attacky v]\nadd [3] to [attackstate v]\nadd [4] to [attacktype v]\nif <(direction) = [90]> then\n add [10] to [attackdir v]\nelse\n add [-10] to [attackdir v]\nend\n\nwhen I receive [attackend v]\nif <not <(AllowAbility) = [0.1]>> then\n set [xvel v] to [0.01]\n set [yvel v] to [0.01]\n set [allowability v] to [0.1]\nend\n\ndefine UseAbility\nif <(Ability) = [Beam]> then\n start sound [50 v]\n Beam\n set [usingability v] to [1]\n set [allowability v] to [0]\n set [allowshot v] to [0]\nend\nif <(Ability) = [Spark]> then\n set [usingability v] to [1]\n set [allowability v] to [0]\n set [allowshot v] to [0]\n broadcast (UseSpark v)\nend\nif <(Ability) = [Fire]> then\n set [usingability v] to [1]\n set [allowability v] to [0]\n set [allowshot v] to [0]\n broadcast (UseFire v)\nend\n\nwhen I receive [newability v]\ngo to [front v] layer\nwait until <(Swallowing) = [0]>\nUseAbility\nwait (1.2) seconds\ngo [backward v] (12) layers\n\nwhen I receive [updatemap v]\nset rotation style [left-right v]\nswitch costume to (hitboxsides v)\n\ndefine Underwater\nset [sucking v] to [0]\nif <(Floating) = [1]> then\n set [yvel v] to [7]\n set [swimming v] to [0]\n Ground\n stop [this script v]\nend\nif <(YVel) < [-0.5]> then\n set [yvel v] to [-0.5]\nend\nif <((YVel) + (Gravity)) > [0]> then\n switch costume to (hitboxtop v)\nelse\n switch costume to (hitboxbottom v)\nend\nif <<<key (x v) pressed?> or <key (up arrow v) pressed?>> and <<(UsingAbility) = [0]> and <(Holding) = [0]>>> then\n if <(YVel) = [0]> then\n change [yvel v] by (2)\n end\n change [yvel v] by (0.3)\nend\nif <<key (down arrow v) pressed?> and <<(UsingAbility) = [0]> and <(Holding) = [0]>>> then\n change [yvel v] by (-0.3)\nend\nchange y by ((YVel) + ((Gravity) / (2)))\nif <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + ((Gravity) / (2))) > [0]>>>> then\n if <((YVel) + ((Gravity) / (2))) > [0]> then\n GoToCeiling\n if <key (up arrow v) pressed?> then\n set [yvel v] to [9]\n else\n set [yvel v] to [0]\n end\n else\n change y by (((YVel) + ((Gravity) / (2))) * (-1))\n GoToFloor\n set [yvel v] to [0]\n end\nend\nswitch costume to (hitboxsides v)\nif <(UsingAbility) = [0]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (0.3)\n end\nend\nif <<(UsingAbility) = [1]> and <([abs v] of (XVel) ) < [0.01]>> then\n set [xvel v] to [0.01]\nend\nchange x by (XVel)\nif <<touching (levels v)?> or <touching (blocks v)?>> then\n YSmoothing\nend\nif <<touching (levels v)?> or <touching (blocks v)?>> then\n XFix\n set [xvel v] to [0.01]\nend\nif <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.1))\n set [yvel v] to ((YVel) / (1.1))\nelse\n set [xvel v] to ((XVel) / (1.05))\n set [yvel v] to ((YVel) / (1.05))\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nif <<key (z v) pressed?> and <(AllowShot) = [1]>> then\n set [playercostumeno. v] to [0]\n set [allowshot v] to [0]\n if <(Holding) = [1]> then\n set [holding v] to [0]\n set [shooting v] to [1]\n start sound [1B v]\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (360))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [1] to [attacktype v]\n add (direction) to [attackdir v]\n else\n if <(AllowAbility) = [1]> then\n set [watershot v] to [1]\n set [usingability v] to [1]\n set [allowability v] to [0]\n if <key (up arrow v) pressed?> then\n add ((PlayerX) / ((8) * (4.3))) to [attackx v]\n add (((PlayerY) / ((8) * (4.3))) + (0.25)) to [attacky v]\n add [0] to [attackstate v]\n add [5] to [attacktype v]\n add [0] to [attackdir v]\n set [watershotdirection v] to [0]\n else\n if <key (down arrow v) pressed?> then\n add ((PlayerX) / ((8) * (4.3))) to [attackx v]\n add (((PlayerY) / ((8) * (4.3))) + (-0.25)) to [attacky v]\n add [0] to [attackstate v]\n add [5] to [attacktype v]\n add [180] to [attackdir v]\n set [watershotdirection v] to [180]\n else\n if <key (left arrow v) pressed?> then\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (360))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [5] to [attacktype v]\n add [-90] to [attackdir v]\n set [watershotdirection v] to [-90]\n else\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (360))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [5] to [attacktype v]\n add (direction) to [attackdir v]\n set [watershotdirection v] to (direction)\n end\n end\n end\n end\n end\nelse\n if <<<key (down arrow v) pressed?> and <(AllowShot) = [1]>> and <<(Holding) = [1]> and <(YVel) = [0]>>> then\n set [ability v] to (HoldingType)\n broadcast (NewAbility v)\n set [playercostumeno. v] to [0]\n set [holding v] to [0]\n set [swallowing v] to [1]\n set [sliding v] to [-1]\n end\nend\n\ndefine Ground\nif <<<key (up arrow v) pressed?> and <(AllowShot) = [1]>> and <<(Holding) = [0]> and <<(Sucking) = [0]> and <(UsingAbility) = [0]>>>> then\n if <(YVel) < [5]> then\n set [yvel v] to [10]\n change y by ((YVel) + (Gravity))\n start sound [48 v]\n end\n set [floating v] to [1]\nend\nif <(Holding) = [1]> then\n set [floating v] to [0]\n set [jumping v] to [0]\nend\nif <(Floating) = [1]> then\n change [yvel v] by ((Gravity) / (6.9))\n if <(YVel) < [-0.5]> then\n set [yvel v] to [-0.5]\n end\nelse\n change [yvel v] by ((Gravity) / (5.6))\n if <not <key (x v) pressed?>> then\n set [yvel v] to ((YVel) / (1.1))\n end\nend\nif <((YVel) + (Gravity)) > [0]> then\n switch costume to (hitboxtop v)\nelse\n switch costume to (hitboxbottom v)\nend\nchange y by ((YVel) + (Gravity))\nif <<<touching (levels v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((YVel) + (Gravity)) > [0]>>>> then\n if <((YVel) + (Gravity)) > [0]> then\n GoToCeiling\n set [yvel v] to [0]\n else\n change y by (((YVel) + (Gravity)) * (-1))\n GoToFloor\n if <(Floating) = [1]> then\n set [playercostumeno. v] to [0]\n set [floating v] to [0]\n start sound [1A v]\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (180))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [2] to [attacktype v]\n add (direction) to [attackdir v]\n set [shooting v] to [1]\n set [sucking v] to [0]\n set [playercostumeno. v] to [0]\n set [allowshot v] to [0]\n set [jumping v] to [0]\n end\n set [yvel v] to [0]\n if <<<key (x v) pressed?> and <not <key (down arrow v) pressed?>>> and <(UsingAbility) = [0]>> then\n set [yvel v] to [16]\n end\n end\nend\nif <not <<(YVel) = [0]> or <(YVel) = (((Gravity) / (5.6)) / (1.1))>>> then\n set [jumping v] to [1]\n if <<<(Floating) = [0]> and <<(Swallowing) = [0]> and <(Shooting) = [0]>>> and <<(Sucking) = [0]> and <(Holding) = [0]>>> then\n set [playercostumeno. v] to [0]\n end\nend\nif <<(YVel) = [0]> or <(YVel) = (((Gravity) / (5.6)) / (1.1))>> then\n if <<<key (down arrow v) pressed?> and <key (x v) pressed?>> and <<(Sliding) = [0]> and <<<(Floating) = [0]> and <<(Swallowing) = [0]> and <(Shooting) = [0]>>> and <<<(Sucking) = [0]> and <(UsingAbility) = [0]>> and <(Holding) = [0]>>>>> then\n set [sliding v] to [1]\n end\nend\nswitch costume to (hitboxsides v)\nif <<<(Sucking) = [0]> and <(UsingAbility) = [0]>> and <<(Sliding) = [0]> or <(Sliding) = [-1]>>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by ((-0.5) - (<(Running) = [1]> * (0.3)))\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by ((0.5) - (<(Running) = [1]> * (-0.3)))\n end\nend\nif <<(UsingAbility) = [1]> and <([abs v] of (XVel) ) < [0.01]>> then\n set [xvel v] to [0.01]\nend\nchange x by (XVel)\nif <touching (levels v)?> then\n YSmoothing\nend\nif <not <<(Sliding) = [0]> or <(Sliding) = [-1]>>> then\n set [xvel v] to ((direction) / (15))\n ClingToFloor\n if <touching (enemies v)?> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n end\nend\nif <<touching (levels v)?> or <touching (blocks v)?>> then\n XFix\n set [xvel v] to [0.01]\nend\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [xvel v] to ((XVel) / (1.15))\nelse\n set [xvel v] to ((XVel) / (1.3))\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nif <<<key (z v) pressed?> and <(AllowShot) = [1]>> and <(Holding) = [0]>> then\n if <(Sucking) = [0]> then\n set [playercostumeno. v] to [0]\n end\n if <(Floating) = [1]> then\n start sound [1A v]\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (360))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [2] to [attacktype v]\n add (direction) to [attackdir v]\n set [shooting v] to [1]\n set [sucking v] to [0]\n set [playercostumeno. v] to [0]\n set [allowshot v] to [0]\n else\n if <(Ability) = [None]> then\n set [sucking v] to [1]\n if <([floor v] of (((GlobalCostumeNo.) * (7)) mod (3)) ) = [1]> then\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (pick random (30) to (30)))) to [attackx v]\n add (((PlayerY) / ((8) * (4.3))) + (([sin v] of ((GlobalCostumeNo.) * (360)) ) * (1.5))) to [attacky v]\n add [0] to [attackstate v]\n add [3] to [attacktype v]\n add [0] to [attackdir v]\n end\n end\n if <(AllowAbility) = [1]> then\n UseAbility\n end\n end\n set [floating v] to [0]\nelse\n set [sucking v] to [0]\nend\nif <<key (a v) pressed?> and <not <(Ability) = [None]>>> then\n add ((PlayerX) / ((8) * (4.3))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add (Ability) to [attackstate v]\n add [6] to [attacktype v]\n if <(direction) = [90]> then\n add [-45] to [attackdir v]\n else\n add [45] to [attackdir v]\n end\n set [ability v] to [None]\nend\nif <<<key (z v) pressed?> and <(AllowShot) = [1]>> and <(Holding) = [1]>> then\n start sound [1B v]\n set [playercostumeno. v] to [0]\n set [shooting v] to [1]\n set [allowshot v] to [0]\n set [holding v] to [0]\n add (((PlayerX) / ((8) * (4.3))) + ((direction) / (360))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [1] to [attacktype v]\n add (direction) to [attackdir v]\nelse\n if <<<key (down arrow v) pressed?> and <(AllowShot) = [1]>> and <<(Holding) = [1]> and <(YVel) = [0]>>> then\n set [ability v] to (HoldingType)\n if <not <(Ability) = [None]>> then\n broadcast (NewAbility v)\n end\n set [playercostumeno. v] to [0]\n set [holding v] to [0]\n set [swallowing v] to [1]\n set [sliding v] to [-1]\n end\nend\nif <<<(Level) = [2]> and <(AllowPlayerDamage) = [1]>> and <<(DoorsPassed) = [3]> and <<(y position) < [-117]> and <<(x position) < [4]> and <(x position) > [-65]>>>>> then\n broadcast (TakeDamage v)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> and <(AllowMovement) = [1]>> then\n set [running v] to [0]\n reset timer\n wait until <<not <key (right arrow v) pressed?>> or <(timer) > [0.3]>>\n if <not <<(timer) > [0.3]> or <key (left arrow v) pressed?>>> then\n reset timer\n wait until <<key (right arrow v) pressed?> or <(timer) > [0.3]>>\n if <not <<(timer) > [0.3]> or <key (left arrow v) pressed?>>> then\n set [running v] to [1]\n wait until <<not <key (right arrow v) pressed?>> or <<key (left arrow v) pressed?> or <([abs v] of (XVel) ) < [0.05]>>>\n set [running v] to [0]\n end\n end\n end\nend\n\nwhen I receive [flight v]\nset [allowmovement v] to [0]\nset [allowplayerdamage v] to [0]\nwait (0.5) seconds\nreset timer\nrepeat (60)\n change [playerx v] by (12)\n change [playery v] by (([cos v] of ((timer) * (270)) ) * (15))\nend\nset [allowmovement v] to [1]\nset [allowplayerdamage v] to [1]\n\nwhen I receive [flight v]\nwait (2) seconds\nbroadcast (Door v)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> and <(AllowMovement) = [1]>> then\n set [running v] to [0]\n reset timer\n wait until <<not <key (left arrow v) pressed?>> or <(timer) > [0.3]>>\n if <not <<(timer) > [0.3]> or <key (right arrow v) pressed?>>> then\n reset timer\n wait until <<key (left arrow v) pressed?> or <(timer) > [0.3]>>\n if <not <<(timer) > [0.3]> or <key (right arrow v) pressed?>>> then\n set [running v] to [1]\n wait until <<not <key (left arrow v) pressed?>> or <<key (right arrow v) pressed?> or <([abs v] of (XVel) ) < [0.05]>>>\n set [running v] to [0]\n end\n end\n end\nend\n\nwhen I receive [usespark v]\nset [sparkstate v] to [1]\nwait (0.1) seconds\nrepeat (30)\n set [sparkstate v] to [2]\n if <([floor v] of (((GlobalCostumeNo.) * (7)) mod (4)) ) = [1]> then\n start sound [3A v]\n add ((PlayerX) / ((8) * (4.3))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [7] to [attacktype v]\n add (([sin v] of ((GlobalCostumeNo.) * (180)) ) * ((100) + (<not <(YVel) = [0]>> * (80)))) to [attackdir v]\n end\nend\nset [sparkstate v] to [3]\nwait (0.1) seconds\nbroadcast (AttackEnd v)\n\nwhen I receive [takedamage v]\nset [allowplayerdamage v] to [0]\nif <(Health) < [1.1]> then\n broadcast (Death v)\n stop [this script v]\nend\nstart sound [1C v]\nif <(Sliding) = [0]> then\n if <not <(Ability) = [None]>> then\n add ((PlayerX) / ((8) * (4.3))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add (Ability) to [attackstate v]\n add [6] to [attacktype v]\n if <(direction) = [90]> then\n add [-45] to [attackdir v]\n else\n add [45] to [attackdir v]\n end\n end\n set [ability v] to [None]\n set [yvel v] to [16]\n set [xvel v] to ((direction) / (-9))\n repeat (10)\n change [health v] by (-0.1)\n set [ghost v] effect to (0)\n wait (0.05) seconds\n set [ghost v] effect to (100)\n wait (0.05) seconds\n end\n clear graphic effects\nend\nset [allowplayerdamage v] to [1]\nset [health v] to (round (Health))\n\nwhen I receive [usefire v]\nrepeat (30)\n set [sparkstate v] to [2]\n if <([floor v] of (((GlobalCostumeNo.) * (7)) mod (4)) ) = [1]> then\n start sound [3D v]\n add (((PlayerX) + ((direction) / (4))) / ((8) * (4.3))) to [attackx v]\n add ((PlayerY) / ((8) * (4.3))) to [attacky v]\n add [0] to [attackstate v]\n add [8] to [attacktype v]\n add ((direction) + (([sin v] of ((GlobalCostumeNo.) * (180)) ) * (30))) to [attackdir v]\n end\nend\nbroadcast (AttackEnd v)\n\nwhen I receive [death v]\nset [dead v] to [1]\nset [allowplayerdamage v] to [0]\nset [allowmovement v] to [0]\nstop all sounds\nstart sound [1C v]\nstart sound [Lost Life v]\nwait (0.5) seconds\nset [yvel v] to [12]\nrepeat (75)\n change [yvel v] by ((Gravity) / (5))\n change [playery v] by (YVel)\n if <(y position) < [-180]> then\n set [ghost v] effect to (100)\n end\nend\nset [level v] to [1]\nbroadcast (ResetPlayer v) and wait\nbroadcast (LoadStuff v) and wait\nstop all sounds\n\n@Levels\n\nwhen flag clicked\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nbroadcast (ResetPlayer v) and wait\nwait (4) seconds\nforever\n set [swimming v] to [0]\n broadcast (UpdateMap v)\nend\n\nwhen I receive [updatemap v]\nshow\nswitch costume to (sizebypass v)\nset size to (430) %\nif <(CloneNo.) = [1]> then\n switch costume to (join [LevelB] (Level))\nelse\n switch costume to (join [LevelA] (Level))\nend\ngo to x: ((MapX) + ((CloneNo.) * (2064))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (2064))) ) > [1270]> then\n hide\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdateAll v)\nend\n\nwhen I receive [door v]\nif <(CloneNo.) = [0]> then\n wait (0.5) seconds\n set [globalcostumeno. v] to [0]\n change [health v] by (1)\n if <(Health) > [5]> then\n set [health v] to [5]\n end\n set [doorallow v] to [15]\n change [doorspassed v] by (1)\n if <<(DoorsPassed) = [3]> and <(Level) = [2]>> then\n set [playerx v] to [1258]\n set [playery v] to [-528]\n else\n set [playerx v] to [-960]\n set [mapx v] to [960]\n change [mapy v] by (365)\n set [playery v] to (((MapY) + (77)) * (-1))\n if <(DoorsPassed) = [3]> then\n set [playerx v] to [-960]\n set [mapx v] to [960]\n set [mapy v] to [-365]\n set [playery v] to (((MapY) + (77)) * (-1))\n set [doorspassed v] to [0]\n if <(Level) = [1]> then\n change [level v] by (1)\n set [health v] to [5]\n stop all sounds\n end\n end\n if <<(DoorsPassed) = [2]> and <(Level) = [2]>> then\n set [playery v] to (((MapY) + (-160)) * (-1))\n set [playerx v] to [-930]\n end\n end\nend\n\n@SemiSolids\n\nwhen flag clicked\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [updatemap v]\nshow\nswitch costume to (sizebypass v)\nset size to (430) %\nif <(CloneNo.) = [1]> then\n switch costume to (join [LevelB] (Level))\nelse\n switch costume to (join [LevelA] (Level))\nend\ngo to x: ((MapX) + ((CloneNo.) * (2064))) y: (MapY)\ngo to [back v] layer\nif <([abs v] of ((MapX) + ((CloneNo.) * (2064))) ) > [1270]> then\n hide\nend\n\n@Background\n\nwhen I receive [updateall v]\ngo to [back v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (430) %\nif <(CloneNo.) = [1]> then\n switch costume to (join [LevelB] (Level))\nelse\n switch costume to (join [LevelA] (Level))\n if <(Level) = [1]> then\n if <(([floor v] of ((GlobalCostumeNo.) * (1)) ) mod (2)) = [1]> then\n switch costume to (levela12 v)\n end\n end\nend\ngo to x: ((MapX) + ((CloneNo.) * (2064))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (2064))) ) > [1270]> then\n hide\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdatePlayer v)\nend\n\nwhen flag clicked\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\n@Doors\n\nwhen flag clicked\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nwait (1) seconds\nwait until <(Level) = [2]>\nbroadcast (LoadStuff v) and wait\n\nwhen I receive [updateall v]\nshow\nif <(DoorAllow) > [0]> then\n change [doorallow v] by (-0.1)\n if <(DoorAllow) < [0]> then\n set [doorallow v] to [0]\n end\nend\nswitch costume to (sizebypass v)\nset size to (430) %\nif <(CloneNo.) = [1]> then\n switch costume to (join [LevelB] (Level))\nelse\n switch costume to (join [LevelA] (Level))\nend\ngo to x: ((MapX) + ((CloneNo.) * (2064))) y: (MapY)\nif <<touching (player v)?> and <(DoorAllow) = [0]>> then\n if <key (down arrow v) pressed?> then\n if <<(Level) = [2]> and <(DoorsPassed) = [3]>> then\n start sound [07 v]\n set [doorallow v] to [200]\n broadcast (GameEnd v)\n else\n start sound [07 v]\n set [doorallow v] to [5]\n broadcast (Door v)\n end\n end\nend\nhide\n\n@Enemies\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (1 v)\nset size to (430) %\nset [level v] to [1]\nbroadcast (LoadStuff v) and wait\n\ndefine FormEnemies\nshow\nset [enemyno. v] to [0]\nrepeat (length of [enemyx v])\n change [enemyno. v] by (1)\n go to x: (((item (EnemyNo.) of [enemyx v]) * ((8) * (4.3))) + (MapX)) y: (((item (EnemyNo.) of [enemyy v]) * ((8) * (4.3))) + (MapY))\n if <<([abs v] of (((item (EnemyNo.) of [enemyx v]) * ((8) * (4.3))) + (MapX)) ) < [240]> and <([abs v] of (((item (EnemyNo.) of [enemyy v]) * ((8) * (4.3))) + (MapY)) ) < [180]>> then\n point in direction (item (EnemyNo.) of [enemydirection v])\n create clone of (_myself_ v)\n end\nend\nchange [enemyno. v] by (1)\nhide\n\nwhen I receive [updateall v]\nset [x v] to (round (((mouse x) - (MapX)) / ((8) * (4.3))))\nset [y v] to (round (((mouse y) - (MapY)) / ((8) * (4.3))))\nif <[1] = [1]> then\n delete this clone\nend\nDeleteEnemies\nFormEnemies\n\nwhen I receive [costumeeverything v]\nif <(item (EnemyNo.) of [enemytype v]) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (2)) ) + (1))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [2]> then\n if <<(item (EnemyNo.) of [enemystate v]) > [0]> and <(item (EnemyNo.) of [enemystate v]) < [18]>> then\n switch costume to ((([floor v] of (((GlobalCostumeNo.) * (4)) mod (2)) ) + (2)) * (2))\n else\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (2)) ) + (3))\n else\n switch costume to (4 v)\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [3]> then\n if <([floor v] of (((GlobalCostumeNo.) * (0.1)) mod (2)) ) = [0]> then\n switch costume to ((([floor v] of (((GlobalCostumeNo.) * (1)) mod (4)) ) * (2)) + (7))\n else\n switch costume to ((([floor v] of (((GlobalCostumeNo.) * (1)) mod (3)) ) * (2)) + (8))\n if <(((GlobalCostumeNo.) * (0.1)) mod (2)) > [1.5]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1)) mod (3)) ) + (15))\n end\n end\n if <(((GlobalCostumeNo.) * (0.1)) mod (2)) < [0.01]> then\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add ((((y position) - (MapY)) / ((8) * (4.3))) + (1.5)) to [enemyattacky v]\n add [0] to [enemyattackstate v]\n add [2] to [enemyattacktype v]\n if <(direction) = [90]> then\n add [10] to [enemyattackdir v]\n else\n add [-10] to [enemyattackdir v]\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [4]> then\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (2)) ) + (21))\n else\n if <(item (EnemyNo.) of [enemyyvelocity v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1)) mod (2)) ) + (19))\n else\n switch costume to (18 v)\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [5]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (2)) ) + (23))\n else\n if <(item (EnemyNo.) of [enemystate v]) < [20]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (2)) ) + (25))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (2)) ) + (27))\n if <([floor v] of (((GlobalCostumeNo.) * (7)) mod (4)) ) = [1]> then\n add ((((x position) + ((direction) / (5))) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [0] to [enemyattackstate v]\n add [4] to [enemyattacktype v]\n add ((direction) + (([sin v] of ((GlobalCostumeNo.) * (180)) ) * (30))) to [enemyattackdir v]\n end\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [6]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (2)) ) + (29))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [7]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.2)) mod (2)) ) + (31))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [8]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (33))\nend\nif <(item (EnemyNo.) of [enemytype v]) = [9]> then\n if <([abs v] of (direction) ) = [90]> then\n switch costume to (37 v)\n else\n if <([abs v] of (direction) ) = [45]> then\n switch costume to (38 v)\n else\n switch costume to (39 v)\n end\n end\nend\n\ndefine MakeEnemy (x) (y) (dir) (type) (health)\nadd (x) to [enemyx v]\nadd ((y) + (0.4)) to [enemyy v]\nadd (dir) to [enemydirection v]\nadd (type) to [enemytype v]\nadd (health) to [enemyhealth v]\nadd [0] to [enemystate v]\nadd [0] to [enemyyvelocity v]\n\nwhen I start as a clone\nswitch costume to (hitbox v)\nif <<not <((item (EnemyNo.) of [enemyhealth v]) mod (1)) = [0]>> and <not <(item (EnemyNo.) of [enemyhealth v]) < [1]>>> then\n if <(((round (((item (EnemyNo.) of [enemyhealth v]) mod (1)) * (10))) / (10)) mod (0.1)) = [0]> then\n set [brightness v] effect to (50)\n end\nend\nif <<not <((item (EnemyNo.) of [enemyhealth v]) mod (1)) = [0]>> and <not <(item (EnemyNo.) of [enemyhealth v]) < [1]>>> then\n replace item (EnemyNo.) of [enemyhealth v] with ((item (EnemyNo.) of [enemyhealth v]) - (0.05))\n if <((item (EnemyNo.) of [enemyhealth v]) mod (1)) > [0.9]> then\n replace item (EnemyNo.) of [enemyhealth v] with ([ceiling v] of (item (EnemyNo.) of [enemyhealth v]) )\n end\nend\nif <(item (EnemyNo.) of [enemyhealth v]) < [1]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n move ((item (EnemyNo.) of [enemyyvelocity v]) / (3)) steps\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / ((8) * (4.3)))\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n end\n if <(((round ((item (EnemyNo.) of [enemyhealth v]) * (10))) / (10)) mod (0.2)) = [0]> then\n set [brightness v] effect to (50)\n end\n turn right (180) degrees\n replace item (EnemyNo.) of [enemyhealth v] with ((item (EnemyNo.) of [enemyhealth v]) - (0.05))\n if <(item (EnemyNo.) of [enemyhealth v]) < [0]> then\n hide\n add (EnemyNo.) to [deleteenemies v]\n end\nelse\n if <<<(Sucking) = [1]> and <<(item (EnemyNo.) of [enemyhealth v]) < [2]> and <not <(item (EnemyNo.) of [enemytype v]) = [3]>>>> and <<(distance to [player v]) < [120]> and <<<([direction v] of [player v]) = [90]> and <(x position) > ([x position v] of [player v])>> or <<([direction v] of [player v]) = [-90]> and <([x position v] of [player v]) > (x position)>>>>> then\n change y by (-8)\n point towards (player v)\n change y by (8)\n move ((((120) - (distance to [player v])) / (16)) + (2)) steps\n if <(item (EnemyNo.) of [enemytype v]) = [6]> then\n change y by (([sin v] of ((GlobalCostumeNo.) * (50)) ) * (50))\n end\n if <(distance to [player v]) < [24]> then\n hide\n set [sucking v] to [0]\n set [allowshot v] to [0]\n set [holding v] to [1]\n set [holdingtype v] to [None]\n if <(item (EnemyNo.) of [enemytype v]) = [2]> then\n set [holdingtype v] to [Beam]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [4]> then\n set [holdingtype v] to [Spark]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [5]> then\n set [holdingtype v] to [Fire]\n end\n add (EnemyNo.) to [deleteenemies v]\n end\n else\n EnemyMovement\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n end\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n if <not <(item (EnemyNo.) of [enemytype v]) = [6]>> then\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / ((8) * (4.3)))\n end\nend\nchange y by (-2)\n\ndefine GoToFloor\nrepeat until <<touching (levels v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine GoToCeiling\nrepeat until <<touching (levels v)?> or <touching (semisolids v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine DeleteEnemies\nrepeat until <(length of [deleteenemies v]) = [0]>\n if <(item (item (1) of [deleteenemies v]) of [enemytype v]) = [3]> then\n set [bosslocked v] to [0]\n end\n delete (item (1) of [deleteenemies v]) of [enemydirection v]\n delete (item (1) of [deleteenemies v]) of [enemystate v]\n delete (item (1) of [deleteenemies v]) of [enemytype v]\n delete (item (1) of [deleteenemies v]) of [enemyx v]\n delete (item (1) of [deleteenemies v]) of [enemyy v]\n delete (item (1) of [deleteenemies v]) of [enemyyvelocity v]\n delete (item (1) of [deleteenemies v]) of [enemyhealth v]\n delete (1) of [deleteenemies v]\nend\n\nwhen I receive [attackhit v]\nif <<<(item (EnemyNo.) of [enemyhealth v]) > [0.6]> and <not <<(item (EnemyNo.) of [enemytype v]) = [8]> or <(item (EnemyNo.) of [enemytype v]) = [9]>>>> and <((item (EnemyNo.) of [enemyhealth v]) mod (1)) = [0]>> then\n if <<([abs v] of ((AttackX) - (x position)) ) < [32]> and <([abs v] of ((AttackY) - (y position)) ) < [32]>> then\n start sound [1C v]\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / ((8) * (4.3)))\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (EnemyNo.) of [enemydirection v] with (AttackDir)\n replace item (EnemyNo.) of [enemyhealth v] with ((item (EnemyNo.) of [enemyhealth v]) - (0.1))\n if <(item (EnemyNo.) of [enemyhealth v]) < [1]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [12]\n replace item (EnemyNo.) of [enemyhealth v] with [0.6]\n end\n end\nend\n\ndefine EnemyMovement\nswitch costume to (hitbox v)\nif <(item (EnemyNo.) of [enemytype v]) = [1]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n else\n GoToFloor\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n move (2) steps\n if <touching (levels v)?> then\n YSmoothing\n end\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (2) steps\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [2]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n else\n GoToFloor\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n switch costume to (front v)\n move (2) steps\n if <touching (levels v)?> then\n move (-2) steps\n replace item (EnemyNo.) of [enemyyvelocity v] with [12]\n end\n switch costume to (hitbox v)\n if <(distance to [player v]) < [120]> then\n move (-2) steps\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n if <(item (EnemyNo.) of [enemystate v]) < [18]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.5))\n if <not <(item (EnemyNo.) of [enemystate v]) < [18]>> then\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [0] to [enemyattackstate v]\n add [1] to [enemyattacktype v]\n if <(direction) = [90]> then\n add [10] to [enemyattackdir v]\n else\n add [-10] to [enemyattackdir v]\n end\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [1] to [enemyattackstate v]\n add [1] to [enemyattacktype v]\n if <(direction) = [90]> then\n add [10] to [enemyattackdir v]\n else\n add [-10] to [enemyattackdir v]\n end\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [2] to [enemyattackstate v]\n add [1] to [enemyattacktype v]\n if <(direction) = [90]> then\n add [10] to [enemyattackdir v]\n else\n add [-10] to [enemyattackdir v]\n end\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [3] to [enemyattackstate v]\n add [1] to [enemyattacktype v]\n if <(direction) = [90]> then\n add [10] to [enemyattackdir v]\n else\n add [-10] to [enemyattackdir v]\n end\n end\n else\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.5))\n if <(item (EnemyNo.) of [enemystate v]) > [40]> then\n replace item (EnemyNo.) of [enemystate v] with [-1]\n end\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) < [0]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.1))\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [3]> then\n switch costume to (hitbox2 v)\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <<(MapX) < [54]> and <(DoorAllow) = [0]>> then\n set [bosslocked v] to [1]\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <touching (levels v)?> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n else\n GoToFloor\n replace item (EnemyNo.) of [enemyyvelocity v] with [16]\n if <<(item (EnemyNo.) of [enemystate v]) = [1]> and <(x position) < [200]>> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n else\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\n end\n end\n if <((item (EnemyNo.) of [enemystate v]) mod (2)) = [1]> then\n move (2) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (2) steps\n end\n end\n if <((item (EnemyNo.) of [enemystate v]) mod (2)) = [0]> then\n move (-2) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (-2) steps\n end\n end\n if <([abs v] of (x position) ) > [230]> then\n change x by ((([abs v] of (x position) ) / (x position)) * (-5))\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [4]> then\n switch costume to (hitbox v)\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n else\n GoToFloor\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <(((GlobalCostumeNo.) * (0.4)) mod (6)) > [5.9]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with [12]\n end\n if <(distance to [player v]) < [120]> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\n end\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.1))\n if <([floor v] of (((GlobalCostumeNo.) * (7)) mod (4)) ) = [1]> then\n add (((x position) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add (((y position) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [0] to [enemyattackstate v]\n add [3] to [enemyattacktype v]\n add (([sin v] of ((GlobalCostumeNo.) * (360)) ) * (90)) to [enemyattackdir v]\n end\n if <(item (EnemyNo.) of [enemystate v]) > [8]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\n end\n if <<(item (EnemyNo.) of [enemystate v]) = [0]> and <not <(item (EnemyNo.) of [enemyyvelocity v]) = [0]>>> then\n move (2) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (2) steps\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [5]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n else\n GoToFloor\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (1))\n if <(item (EnemyNo.) of [enemystate v]) > [60]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n move (2) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (2) steps\n end\n if <(distance to [player v]) < [100]> then\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [6]> then\n change y by (([sin v] of ((GlobalCostumeNo.) * (50)) ) * (50))\n move (3) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (3) steps\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [7]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n else\n GoToFloor\n replace item (EnemyNo.) of [enemyyvelocity v] with [10]\n if <<(item (EnemyNo.) of [enemystate v]) = [1]> and <(x position) < [200]>> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n else\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (2) steps\n if <touching (levels v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n move (2) steps\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [8]> then\n change y by (([cos v] of ((direction) + (90)) ) * (3))\n if <<touching (levels v)?> or <touching (blocks v)?>> then\n change y by (([cos v] of ((direction) + (90)) ) * (-3))\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [9]> then\n replace item (EnemyNo.) of [enemyyvelocity v] with ((item (EnemyNo.) of [enemyyvelocity v]) + ((Gravity) / (5.6)))\n change y by ((Gravity) + (item (EnemyNo.) of [enemyyvelocity v]))\n if <<touching (levels v)?> or <touching (semisolids v)?>> then\n change y by (((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) * (-1))\n if <((Gravity) + (item (EnemyNo.) of [enemyyvelocity v])) > [0]> then\n GoToCeiling\n else\n GoToFloor\n end\n replace item (EnemyNo.) of [enemyyvelocity v] with [0]\n end\n if <([floor v] of (((GlobalCostumeNo.) * (12)) mod (180)) ) = [1]> then\n point towards (player v)\n point in direction ((round ((direction) / (45))) * (45))\n if <(direction) > [90]> then\n point in direction (90)\n end\n if <(direction) < [-90]> then\n point in direction (-90)\n end\n if <(direction) = (item (EnemyNo.) of [enemydirection v])> then\n add ((((x position) + (([sin v] of (direction) ) * (12))) - (MapX)) / ((8) * (4.3))) to [enemyattackx v]\n add ((((y position) + (([cos v] of (direction) ) * (12))) - (MapY)) / ((8) * (4.3))) to [enemyattacky v]\n add [0] to [enemyattackstate v]\n add [5] to [enemyattacktype v]\n add (direction) to [enemyattackdir v]\n end\n replace item (EnemyNo.) of [enemydirection v] with (direction)\n end\nend\n\nwhen I receive [loadstuff v]\ndelete all of [enemydirection v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvelocity v]\ndelete all of [enemyhealth v]\ndelete all of [deleteenemies v]\nif <(Level) = [1]> then\n MakeEnemy [-10.5] [9] [-90] [2] [1]\n MakeEnemy [-8] [8] [-90] [1] [1]\n MakeEnemy [-7] [11] [-90] [6] [1]\n MakeEnemy [0] [8] [-90] [2] [1]\n MakeEnemy [4] [12] [-90] [6] [1]\n MakeEnemy [8] [9] [-90] [4] [1]\n MakeEnemy [15] [9] [-90] [1] [1]\n MakeEnemy [17] [13] [-90] [6] [1]\n MakeEnemy [29] [9] [-90] [5] [1]\n MakeEnemy [-17] [-2] [-90] [1] [1]\n MakeEnemy [-6] [1.5] [-90] [4] [1]\n MakeEnemy [0] [-2] [-90] [1] [1]\n MakeEnemy [12] [0] [-90] [5] [1]\n MakeEnemy [18] [3] [-90] [6] [1]\n MakeEnemy [27.5] [-2] [-90] [4] [1]\n MakeEnemy [-13] [-12] [-90] [7] [1]\n MakeEnemy [-15] [-9] [-90] [5] [1]\n MakeEnemy [-9] [-8] [-90] [1] [1]\n MakeEnemy [-4] [-10] [-90] [2] [1]\n MakeEnemy [3] [-9] [-90] [6] [1]\n MakeEnemy [12] [-11] [-90] [5] [1]\n MakeEnemy [19] [-8] [-90] [7] [1]\n MakeEnemy [22] [-13] [-90] [1] [1]\n MakeEnemy [28] [-9] [-90] [6] [1]\nend\nif <(Level) = [2]> then\n MakeEnemy [3] [-3] [-90] [3] [5]\n MakeEnemy [-15] [8] [-90] [8] [3]\n MakeEnemy [-7] [9] [-90] [1] [1]\n MakeEnemy [0] [8] [-90] [2] [1]\n MakeEnemy [12] [10] [-90] [9] [3]\n MakeEnemy [19] [11] [-90] [4] [1]\n MakeEnemy [22] [9] [-90] [8] [3]\n MakeEnemy [-17] [0] [-90] [6] [1]\n MakeEnemy [-14] [0] [-90] [6] [1]\n MakeEnemy [-13] [1] [-90] [6] [1]\n MakeEnemy [7] [1] [-90] [6] [1]\n MakeEnemy [9] [2] [-90] [6] [1]\n MakeEnemy [11] [0] [-90] [6] [1]\n MakeEnemy [-21] [-6] [-90] [5] [1]\n MakeEnemy [-17] [-9] [-90] [1] [1]\n MakeEnemy [-14] [-8] [-90] [7] [1]\n MakeEnemy [3] [-9] [-90] [1] [1]\n MakeEnemy [10] [-13] [-90] [2] [1]\n MakeEnemy [16] [-14] [-90] [7] [1]\n MakeEnemy [13] [-10] [-90] [8] [3]\n MakeEnemy [19] [-10] [-90] [1] [1]\n MakeEnemy [26] [-9] [-90] [7] [1]\n MakeEnemy [30] [-14.5] [-90] [4] [1]\n MakeEnemy [45] [-15] [-90] [1] [1]\n MakeEnemy [41] [-9.5] [-90] [7] [1]\n MakeEnemy [41] [-2] [-90] [7] [1]\n MakeEnemy [42] [-1] [-90] [2] [1]\nend\n\ndefine FindEmptySpace\nrepeat until <<not <touching (levels v)?>> or <([abs v] of (y position) ) > [170]>>\n change y by (1)\nend\n\ndefine YSmoothing\nrepeat (10)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\nif <touching (levels v)?> then\n change y by (-10)\nend\n\n@PlayerAttacks\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (430) %\n\ndefine FormAttacks\nshow\nset [attackno. v] to [0]\nrepeat (length of [attackx v])\n change [attackno. v] by (1)\n go to x: (((item (AttackNo.) of [attackx v]) * ((8) * (4.3))) + (MapX)) y: (((item (AttackNo.) of [attacky v]) * ((8) * (4.3))) + (MapY))\n if <<([abs v] of (((item (AttackNo.) of [attackx v]) * ((8) * (4.3))) + (MapX)) ) < [238]> and <([abs v] of (((item (AttackNo.) of [attacky v]) * ((8) * (4.3))) + (MapY)) ) < [180]>> then\n point in direction (item (AttackNo.) of [attackdir v])\n create clone of (_myself_ v)\n else\n add (AttackNo.) to [deleteattacks v]\n end\nend\nhide\n\nwhen I receive [updateall v]\nset [x v] to (round (((mouse x) - (MapX)) / ((8) * (4.3))))\nset [y v] to (round (((mouse y) - (MapY)) / ((8) * (4.3))))\nif <[1] = [1]> then\n delete this clone\nend\nDeleteAttacks\nFormAttacks\n\nwhen I receive [costumeeverything v]\nif <(item (AttackNo.) of [attacktype v]) = [1]> then\n if <(item (AttackNo.) of [attackstate v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2.4)) mod (4)) ) + (1))\n else\n switch costume to (([floor v] of (item (AttackNo.) of [attackstate v]) ) + (4))\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [2]> then\n switch costume to (8 v)\nend\nif <(item (AttackNo.) of [attacktype v]) = [3]> then\n switch costume to (9 v)\nend\nif <(item (AttackNo.) of [attacktype v]) = [4]> then\n switch costume to (10 v)\n if <(([floor v] of ((GlobalCostumeNo.) * (12)) ) mod (3)) = [1]> then\n hide\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [5]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2.4)) mod (2)) ) + (11))\nend\nif <(item (AttackNo.) of [attacktype v]) = [6]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2.4)) mod (4)) ) + (1))\nend\nif <(item (AttackNo.) of [attacktype v]) = [7]> then\n switch costume to (13 v)\nend\nif <(item (AttackNo.) of [attacktype v]) = [8]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (4)) ) + (14))\nend\n\nwhen I start as a clone\nswitch costume to (hitbox v)\nif <(item (AttackNo.) of [attacktype v]) = [1]> then\n if <(item (AttackNo.) of [attackstate v]) = [0]> then\n if <<touching (levels v)?> or <<touching (enemies v)?> or <<touching (blocks v)?> or <touching (enemyattacks v)?>>>> then\n if <<touching (enemies v)?> or <<touching (blocks v)?> or <touching (enemyattacks v)?>>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n else\n start sound [1C v]\n end\n replace item (AttackNo.) of [attackstate v] with [1]\n end\n move (12) steps\n if <([abs v] of (x position) ) > [240]> then\n add (AttackNo.) to [deleteattacks v]\n end\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\n else\n replace item (AttackNo.) of [attackstate v] with ((item (AttackNo.) of [attackstate v]) + (0.3))\n if <(item (AttackNo.) of [attackstate v]) > [3.99]> then\n add (AttackNo.) to [deleteattacks v]\n hide\n end\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [2]> then\n move (((4) - (item (AttackNo.) of [attackstate v])) * (2.5)) steps\n if <<touching (enemies v)?> or <<touching (enemyattacks v)?> or <touching (blocks v)?>>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n if <touching (enemies v)?> then\n add (AttackNo.) to [deleteattacks v]\n end\n else\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attackstate v] with ((item (AttackNo.) of [attackstate v]) + (0.3))\n if <(item (AttackNo.) of [attackstate v]) > [3.99]> then\n add (AttackNo.) to [deleteattacks v]\n hide\n end\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [3]> then\n change y by (-9)\n change x by (([direction v] of [player v]) / (-30))\n point towards (player v)\n change x by (([direction v] of [player v]) / (30))\n change y by (9)\n move ((((120) - (distance to [player v])) / (16)) + (2)) steps\n if <<<(distance to [player v]) < [26]> or <(distance to [player v]) > [135]>> or <(Sucking) = [0]>> then\n hide\n add (AttackNo.) to [deleteattacks v]\n end\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\nif <(item (AttackNo.) of [attacktype v]) = [4]> then\n go to (player v)\n move ((28) + ((item (AttackNo.) of [attackstate v]) * (24))) steps\n if <(item (AttackNo.) of [attackdir v]) > [0]> then\n turn right (7) degrees\n else\n turn left (7) degrees\n end\n if <<touching (enemies v)?> or <<touching (enemyattacks v)?> or <touching (blocks v)?>>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n end\n replace item (AttackNo.) of [attackdir v] with (direction)\n if <([abs v] of (direction) ) > [160]> then\n add (AttackNo.) to [deleteattacks v]\n delete this clone\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [5]> then\n if <not <([abs v] of (direction) ) = [90]>> then\n set rotation style [all around v]\n end\n move (((4) - (item (AttackNo.) of [attackstate v])) * (2.5)) steps\n if <touching (enemies v)?> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n add (AttackNo.) to [deleteattacks v]\n else\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attackstate v] with ((item (AttackNo.) of [attackstate v]) + (0.3))\n if <(item (AttackNo.) of [attackstate v]) > [3.99]> then\n add (AttackNo.) to [deleteattacks v]\n hide\n end\n end\nend\nif <(item (AttackNo.) of [attacktype v]) = [6]> then\n if <<(Sucking) = [1]> and <<(distance to [player v]) < [120]> and <<<([direction v] of [player v]) = [90]> and <(x position) > ([x position v] of [player v])>> or <<([direction v] of [player v]) = [-90]> and <([x position v] of [player v]) > (x position)>>>>> then\n change y by (-8)\n point towards (player v)\n change y by (8)\n move ((((120) - (distance to [player v])) / (16)) + (2)) steps\n if <(distance to [player v]) < [24]> then\n hide\n set [sucking v] to [0]\n set [allowshot v] to [0]\n set [holding v] to [1]\n set [holdingtype v] to (item (AttackNo.) of [attackstate v])\n add (AttackNo.) to [deleteattacks v]\n end\n else\n switch costume to (hitbox v)\n move (3) steps\n change y by (([cos v] of (direction) ) * (10))\n if <(direction) > [0]> then\n turn right (3) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (3) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <<<touching (levels v)?> or <([abs v] of (x position) ) > [230]>> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> then\n move (-5) steps\n if <([abs v] of (direction) ) > [90]> then\n point in direction ((180) - (direction))\n else\n point in direction ((direction) * (-1))\n end\n move (5) steps\n if <(direction) > [0]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\n end\n end\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attackdir v] with (direction)\nend\nif <(item (AttackNo.) of [attacktype v]) = [7]> then\n move ((8) - ((item (AttackNo.) of [attackstate v]) * (4))) steps\n if <<touching (enemies v)?> or <<touching (enemyattacks v)?> or <touching (blocks v)?>>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n if <touching (enemies v)?> then\n add (AttackNo.) to [deleteattacks v]\n end\n end\n replace item (AttackNo.) of [attackstate v] with ((item (AttackNo.) of [attackstate v]) + (0.1))\n if <(item (AttackNo.) of [attackstate v]) > [1]> then\n add (AttackNo.) to [deleteattacks v]\n hide\n end\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\nif <(item (AttackNo.) of [attacktype v]) = [8]> then\n move ((10) - ((item (AttackNo.) of [attackstate v]) * (5))) steps\n if <<touching (enemies v)?> or <<touching (enemyattacks v)?> or <touching (blocks v)?>>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n set [attackdir v] to (direction)\n broadcast (AttackHit v)\n if <touching (enemies v)?> then\n add (AttackNo.) to [deleteattacks v]\n end\n end\n replace item (AttackNo.) of [attackstate v] with ((item (AttackNo.) of [attackstate v]) + (0.1))\n if <(item (AttackNo.) of [attackstate v]) > [1]> then\n add (AttackNo.) to [deleteattacks v]\n hide\n end\n replace item (AttackNo.) of [attackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [attacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\n\ndefine DeleteAttacks\nrepeat until <(length of [deleteattacks v]) = [0]>\n if <<(round (item (item (1) of [deleteattacks v]) of [attacktype v])) = [4]> or <(round (item (item (1) of [deleteattacks v]) of [attacktype v])) = [5]>> then\n broadcast (AttackEnd v)\n end\n delete (item (1) of [deleteattacks v]) of [attackx v]\n delete (item (1) of [deleteattacks v]) of [attacky v]\n delete (item (1) of [deleteattacks v]) of [attacktype v]\n delete (item (1) of [deleteattacks v]) of [attackdir v]\n delete (item (1) of [deleteattacks v]) of [attackstate v]\n delete (1) of [deleteattacks v]\nend\n\nwhen I receive [newability v]\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (2) seconds\ngo [backward v] (8) layers\n\nwhen I receive [loadstuff v]\ndelete all of [attacktype v]\ndelete all of [attackx v]\ndelete all of [attacky v]\ndelete all of [attackdir v]\ndelete all of [attackstate v]\ndelete all of [deleteattacks v]\n\n@EnemyAttacks\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (430) %\n\ndefine FormAttacks\nshow\nset [attackno. v] to [0]\nrepeat (length of [enemyattackx v])\n change [attackno. v] by (1)\n go to x: (((item (AttackNo.) of [enemyattackx v]) * ((8) * (4.3))) + (MapX)) y: (((item (AttackNo.) of [enemyattacky v]) * ((8) * (4.3))) + (MapY))\n if <<([abs v] of (x position) ) < [238]> and <([abs v] of (y position) ) < [178]>> then\n point in direction (item (AttackNo.) of [enemyattackdir v])\n create clone of (_myself_ v)\n else\n add (AttackNo.) to [deleteenemyattack v]\n end\nend\nchange [attackno. v] by (1)\nhide\n\nwhen I receive [updateall v]\nif <[1] = [1]> then\n delete this clone\nend\nDeleteAttacks\nFormAttacks\n\nwhen I receive [costumeeverything v]\nset rotation style [left-right v]\nclear graphic effects\nif <(item (AttackNo.) of [enemyattacktype v]) = [1]> then\n switch costume to (1 v)\n if <(([floor v] of ((GlobalCostumeNo.) * (4)) ) mod (2)) = [1]> then\n set [brightness v] effect to (25)\n end\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [2]> then\n switch costume to (2 v)\n if <(item (AttackNo.) of [enemyattackstate v]) > [4]> then\n switch costume to (3 v)\n if <(item (AttackNo.) of [enemyattackstate v]) > [12]> then\n switch costume to (4 v)\n if <(item (AttackNo.) of [enemyattackstate v]) > [13]> then\n switch costume to (5 v)\n if <(item (AttackNo.) of [enemyattackstate v]) > [13.5]> then\n switch costume to (6 v)\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n if <(item (AttackNo.) of [enemyattackstate v]) > [14]> then\n switch costume to (7 v)\n end\n end\n end\n end\n end\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [4]> then\n switch costume to ((([floor v] of ((GlobalCostumeNo.) * (4)) ) mod (4)) + (9))\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [3]> then\n switch costume to (8 v)\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [5]> then\n set rotation style [all around v]\n point in direction ((([floor v] of ((GlobalCostumeNo.) * (4)) ) mod (4)) * (90))\nend\n\nwhen I start as a clone\nif <(item (AttackNo.) of [enemyattacktype v]) = [1]> then\n move ((28) + ((item (AttackNo.) of [enemyattackstate v]) * (24))) steps\n if <(item (AttackNo.) of [enemyattackdir v]) > [0]> then\n turn right (4) degrees\n else\n turn left (4) degrees\n end\n replace item (AttackNo.) of [enemyattackdir v] with (direction)\n if <<([abs v] of (direction) ) > [160]> or <([abs v] of (x position) ) > [230]>> then\n add (AttackNo.) to [deleteenemyattack v]\n end\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [2]> then\n if <<<(Sucking) = [1]> and <(item (AttackNo.) of [enemyattacktype v]) = [2]>> and <<(distance to [player v]) < [120]> and <<<([direction v] of [player v]) = [90]> and <(x position) > ([x position v] of [player v])>> or <<([direction v] of [player v]) = [-90]> and <([x position v] of [player v]) > (x position)>>>>> then\n change y by (-8)\n point towards (player v)\n change y by (8)\n move ((((120) - (distance to [player v])) / (16)) + (2)) steps\n if <(distance to [player v]) < [24]> then\n hide\n set [sucking v] to [0]\n set [allowshot v] to [0]\n set [holding v] to [1]\n set [holdingtype v] to [None]\n add (AttackNo.) to [deleteenemyattack v]\n end\n else\n if <(item (AttackNo.) of [enemyattackstate v]) = [0]> then\n change y by (Gravity)\n if <(direction) > [0]> then\n turn right (3) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (3) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n move (6) steps\n change y by (([cos v] of (direction) ) * (6))\n replace item (AttackNo.) of [enemyattackdir v] with (direction)\n if <touching (levels v)?> then\n BackUp\n replace item (AttackNo.) of [enemyattackstate v] with [1]\n end\n end\n if <(item (AttackNo.) of [enemyattackstate v]) > [0]> then\n replace item (AttackNo.) of [enemyattackstate v] with ((item (AttackNo.) of [enemyattackstate v]) + (0.1))\n change y by (Gravity)\n if <touching (levels v)?> then\n BackUp\n end\n if <(item (AttackNo.) of [enemyattackstate v]) > [14.5]> then\n start sound [1C v]\n add (AttackNo.) to [deleteenemyattack v]\n hide\n end\n end\n end\n replace item (AttackNo.) of [enemyattackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [enemyattacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [3]> then\n move ((6) - ((item (AttackNo.) of [enemyattackstate v]) * (3))) steps\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n replace item (AttackNo.) of [enemyattackstate v] with ((item (AttackNo.) of [enemyattackstate v]) + (0.1))\n if <(item (AttackNo.) of [enemyattackstate v]) > [1]> then\n add (AttackNo.) to [deleteenemyattack v]\n hide\n end\n replace item (AttackNo.) of [enemyattackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [enemyattacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [4]> then\n move ((8) - ((item (AttackNo.) of [enemyattackstate v]) * (4))) steps\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n replace item (AttackNo.) of [enemyattackstate v] with ((item (AttackNo.) of [enemyattackstate v]) + (0.1))\n if <(item (AttackNo.) of [enemyattackstate v]) > [1]> then\n add (AttackNo.) to [deleteenemyattack v]\n hide\n end\n replace item (AttackNo.) of [enemyattackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [enemyattacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\nend\nif <(item (AttackNo.) of [enemyattacktype v]) = [5]> then\n switch costume to (13 v)\n move (6) steps\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n replace item (AttackNo.) of [enemyattackx v] with (((x position) - (MapX)) / ((8) * (4.3)))\n replace item (AttackNo.) of [enemyattacky v] with (((y position) - (MapY)) / ((8) * (4.3)))\n if <<not <<([abs v] of (x position) ) < [238]> and <([abs v] of (y position) ) < [178]>>> or <touching (levels v)?>> then\n switch costume to (14 v)\n add (AttackNo.) to [deleteenemyattack v]\n end\nend\n\ndefine DeleteAttacks\nrepeat until <(length of [deleteenemyattack v]) = [0]>\n delete (item (1) of [deleteenemyattack v]) of [enemyattackx v]\n delete (item (1) of [deleteenemyattack v]) of [enemyattacky v]\n delete (item (1) of [deleteenemyattack v]) of [enemyattacktype v]\n delete (item (1) of [deleteenemyattack v]) of [enemyattackdir v]\n delete (item (1) of [deleteenemyattack v]) of [enemyattackstate v]\n delete (1) of [deleteenemyattack v]\nend\n\ndefine BackUp\nrepeat until <not <touching (levels v)?>>\n change y by (1)\nend\n\nwhen I receive [attackhit v]\nif <(item (AttackNo.) of [enemyattacktype v]) = [2]> then\n if <<([abs v] of ((AttackX) - (x position)) ) < [56]> and <([abs v] of ((AttackY) - (y position)) ) < [56]>> then\n start sound [1C v]\n switch costume to (7 v)\n wait (0) seconds\n add (AttackNo.) to [deleteenemyattack v]\n end\nend\n\nwhen I receive [loadstuff v]\ndelete all of [enemyattacktype v]\ndelete all of [enemyattackx v]\ndelete all of [enemyattacky v]\ndelete all of [enemyattackdir v]\ndelete all of [enemyattackstate v]\ndelete all of [deleteenemyattack v]\n\n@Overlay\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (1) seconds\nset volume to (100) %\nstart sound [Start v]\nswitch costume to (costume3 v)\nset size to (300) %\nswitch costume to (costume2 v)\nwait (2) seconds\nset size to (100) %\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\n\nwhen I receive [door v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [allowmovement v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\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\nclear graphic effects\nhide\nset [allowmovement v] to [1]\n\nwhen I receive [newability v]\nwait until <(Swallowing) = [0]>\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-15)\nend\nwait (0.8) seconds\nrepeat (4)\n change [ghost v] effect by (15)\nend\nclear graphic effects\nhide\n\nwhen I receive [death v]\nwait (2.4) seconds\nshow\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\nclear graphic effects\nhide\n\nwhen I receive [gameend v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [allowmovement v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [doorspassed v] by (1)\nwait (1) seconds\nstop all sounds\nset volume to (0) %\nstart sound [Ending v]\nrepeat (30)\n change volume by ((100) / (30))\nend\nset volume to (100) %\nwait (1) seconds\nreset timer\nset [brightness v] effect to (-100)\nswitch costume to (costume3 v)\nset size to (300) %\nswitch costume to (costume4 v)\ngo to x: (0) y: (12)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nwait (8.33) seconds\nrepeat ((74) * (30))\n switch costume to (costume3 v)\n set size to (300) %\n switch costume to (costume4 v)\n set y to ([abs v] of (([sin v] of ((((timer) / (60)) * (90)) * (90)) ) * (24)) )\n set x to (([cos v] of ((((timer) / (60)) * (90)) * (90)) ) * (24))\n set [fisheye v] effect to (0)\n if <([abs v] of (([sin v] of ((((timer) / (60)) * (90)) * (90)) ) * (24)) ) < [2]> then\n set [fisheye v] effect to (3)\n end\nend\nrepeat (50)\n switch costume to (costume3 v)\n set size to (300) %\n switch costume to (costume4 v)\n set y to ([abs v] of (([sin v] of ((((timer) / (60)) * (90)) * (90)) ) * (24)) )\n set x to (([cos v] of ((((timer) / (60)) * (90)) * (90)) ) * (24))\n set [fisheye v] effect to (0)\n if <([abs v] of (([sin v] of ((((timer) / (60)) * (90)) * (90)) ) * (24)) ) < [2]> then\n set [fisheye v] effect to (3)\n end\n change [brightness v] effect by (-2)\nend\nswitch costume to (costume1 v)\nstop [all v]\n\n@Water\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [updateall v]\nshow\nswitch costume to (sizebypass v)\nset size to (430) %\nif <(CloneNo.) = [1]> then\n switch costume to (join [LevelB] (Level))\nelse\n switch costume to (join [LevelA] (Level))\nend\nif <touching (player v)?> then\n set [swimming v] to [1]\nend\ngo to x: ((MapX) + ((CloneNo.) * (2064))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (2064))) ) > [1270]> then\n hide\nend\n\nwhen I receive [newability v]\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (6) layers\n\n@Border\n\n@Star\n\nwhen I receive [updateall v]\ngo to [front v] layer\nset size to (500) %\nshow\nif <<(Level) = [2]> and <<(DoorsPassed) = [0]> and <(StarTouched) = [0]>>> then\n go to x: (((27) * ((8) * (4.3))) + (MapX)) y: (((10.5) * ((8) * (4.3))) + (MapY))\n if <not <(x position) = (((27) * ((8) * (4.3))) + (MapX))>> then\n hide\n end\n if <<touching (player v)?> and <(StarTouched) = [0]>> then\n set [startouched v] to [1]\n broadcast (Flight v)\n hide\n end\nelse\n hide\nend\nswitch costume to ((((GlobalCostumeNo.) * (2)) mod (4)) + (1))\n\nwhen flag clicked\nhide\nset [startouched v] to [0]\n\nwhen I receive [flight v]\nwait (0.5) seconds\nstart sound [08 v]\n\n@Blocks\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (430) %\n\ndefine FormBlocks\nshow\nset [attackno. v] to [0]\nrepeat (length of [blockx v])\n change [attackno. v] by (1)\n go to x: (((item (AttackNo.) of [blockx v]) * ((8) * (4.3))) + (MapX)) y: (((item (AttackNo.) of [blocky v]) * ((8) * (4.3))) + (MapY))\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [178]>> then\n create clone of (_myself_ v)\n end\nend\nchange [attackno. v] by (1)\nhide\n\nwhen I receive [updatemap v]\nif <[1] = [1]> then\n delete this clone\nend\nFormBlocks\n\nwhen I receive [attackhit v]\nif <<([abs v] of ((AttackX) - (x position)) ) < [56]> and <([abs v] of ((AttackY) - (y position)) ) < [56]>> then\n start sound [1C v]\n switch costume to (i v)\n wait (0) seconds\n delete (AttackNo.) of [blockx v]\n delete (AttackNo.) of [blocky v]\nend\n\nwhen I receive [loadstuff v]\ndelete all of [blockx v]\ndelete all of [blocky v]\nif <(Level) = [2]> then\n add [-15] to [blockx v]\n add [10.35] to [blocky v]\n add [22] to [blockx v]\n add [11.35] to [blocky v]\nend\n\n@Health\n\nwhen I receive [costumeeverything v]\nshow\nif <[1] = [1]> then\n delete this clone\nend\ngo to [front v] layer\ngo [backward v] (3) layers\nFormation\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (430) %\ngo to [front v] layer\ngo [backward v] (3) layers\n\ndefine Formation\nswitch costume to (3 v)\nset [cloneno. v] to [0]\ngo to x: (-100) y: (-160)\nrepeat (5)\n change [cloneno. v] by (1)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (-225) y: (-160)\nswitch costume to (health v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n if <<(Health) < (CloneNo.)> or <(Dead) = [1]>> then\n switch costume to (3 v)\n else\n switch costume to ((([floor v] of ((GlobalCostumeNo.) * (1)) ) mod (2)) + (2))\n end\nend\n\n@Thumnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n
Halloween 2 || A Platformer\nFull Screen Recommended\n\nHalloween 3:\nhttps://scratch.mit.edu/projects/582523653/\n\nHalloween 1: https://scratch.mit.edu/projects/580373643\n\nReleased on 9th of October\n#4 on trending! (13th of October)\nWhat the community is loving! (13th of October)\n\n--How To Play--\n- Use Arrow Keys, WASD or Touch (mobile)\n- Collect All Treats before Completing a Level\n- Avoid Spikes, Lava and Falling off a clift\n- Touching Trampolines make you bounce!\n- You Can Swim in Water!\n\nPlease Do Not Advertise\n\n--Goals--\n50 Likes (Complete!!)\n100 Likes (Complete!!)\n1000 Likes (Complete!!!!!!!!!!!!!!!!!!!!!)\n\n--Languages--\n- Halloween 2 || A Platformer\n- ハロウィーン2 ||プラットフォーマー\n\n--Tags--\n#all #games #platformers #music #halloween #games #animations #art #all #all #all #all #all #all #games #trending #trending #games #games #games #games #games #games #games #platformer #platformers #mobile #friendly #all #games #games #stories #all #all #all\n\n--Credits--\n@-CodingAnimations- for the Contest\n@griffpatch for the physics\n@-duxx for the intro\n@jindalsargun for art\nGeometry Dash Orbs\nKevin MacLeod for The Music "Not As it Seems"
Black&White || Platformer
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\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 <<<(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 [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\nwhen flag clicked\npoint in direction (90)\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 [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 Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\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 <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\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 switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(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 switch costume to (left up v)\nend\nif <<<<(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 switch costume to (right up v)\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> 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)\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\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\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 [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () 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 words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\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 end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\n@Others\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\nwhen I receive [setup others v]\nsetup players\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\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 if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\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\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\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\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\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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: [360] 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\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nend\nset [saws: x v] to [-999999]\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 [saws: x v] to (x)\nset [saws: y v] to (y)\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\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\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 [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1898] y: [71]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2120] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\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)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\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 (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@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 (Thanks 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@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) 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 (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\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\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
This my entry for @-PickleAnimator- 's Game Contest for 700 followers!\n\nREAD ALL INSTRUCTIONS PLEASE!!\n\nThis is not a remix of JTHEJET 's Scrolling Platformer Engine because I submitted it to the contest.\n\nPlease report any glitches.\n-------------------------------------------------------------------------\nG̲E̲N̲E̲R̲A̲L̲ ̲I̲N̲S̲T̲R̲U̲C̲T̲I̲O̲N̲S̲\n• After going out, try to avoid all objects.\n• Touched any object? Use your sanitizer quickly!\n• Click or touch the music button to change music. 5 clicks to mute music.\n• Click or touch the sanitizer to use it.\n-------------------------------------------------------------------------\nC​̲O​̲M​̲P​̲U​̲T​̲E​̲R​̲ ​̲I​̲N​̲S​̲T​̲R​̲U​̲C​̲T​̲I​̲O​̲N​̲S​̲\n• Press W, A, S, D or Arrow Keys on P.C.\n• Press E key to open doors.\n• See that picture? Press Z key to zoom in to the picture.\n-------------------------------------------------------------------------\nM̲O̲B̲I̲L̲E̲ ̲I̲N̲S̲T̲R̲U̲C̲T̲I̲O̲N̲S̲\n• Touch the sides of the player (up, left and right).\n• Click the 'Open door' button to open doors and vice-versa.\n• See that picture? Press 'Zoom in pic' button to zoom in to the picture.\n• Sorry no chat in Mobile Mode :(\n-------------------------------------------------------------------------\nFAQs (Frequently asked questions):\n\n• It glitches! And I am stuck!\nPlease click green flag again.\n\n• Why is it too short?!\nI am sorry but I had less time to finish it so sorry. But part 2 will come shortly!\n\n• Why can't I leave the house?\nWell it works well for me. Next time you comment this please note if you're using laptop or mobile. But it MIGHT be because you haven't taken your mask.\n\n• Why does it lag too much?!\nYeah this game needed LOTS of blocks so I am really sorry if it lags.\n\n• When will part 2 come?\nI.... actually lost motivation because of too much hate on this project..\n\n• Why doesn't the sanitizer work?!\nI am not sure but it works for me.\n\n• Is it cloud?\nWell, it was meant to be but there is a problem. Please don't report because of that.\n\n• NEEDS MORE IMPROVEMENT!\nAgain, I didn't have time so really sorry about the small game and glitches. :'(\n\n• I can't exit the house! (even with mask)\nHmm... I don't understand. It works perfectly for me. Btw did you press E?\n-------------------------------------------------------------------------\nI don't know if anybody's asked me this but don't worry about my project getting pushed out of the trending page. I am okay with it especially since I know more people have a chance of showcasing their talent. I have no worries on my project for now.\n-------------------------------------------------------------------------
☆*:.Background scrolls-Platformer-.:* #games
@Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\n@Sprite1\n\nwhen flag clicked\nhide variable [world best time v]\nhide variable [your time v]\ngo to x: (-120) y: (74)\nswitch backdrop to (backdrop6 v)\nset size to (700) %\nshow\n\nwhen this sprite clicked\nbroadcast (blue v)\nbroadcast (01 v)\nbroadcast (no pink v)\nhide\n\nwhen I receive [no blue v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (800) %\n else\n set size to (700) %\n end\nend\n\n@Sprite4\n\nwhen I receive [01 v]\ngo to x: (195) y: (-90)\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n broadcast (back to start v)\n next costume\n end\nend\n\nwhen I receive [01 v]\nshow\nset [score v] to [0]\nhide variable [score v]\n\nwhen flag clicked\nhide\n\nwhen I receive [01 v]\nforever\n if <(backdrop [name v]) = [backdrop3]> then\n go to x: (202) y: (91)\n else\n if <(backdrop [name v]) = [backdrop9]> then\n go to x: (200) y: (-6)\n else\n go to x: (195) y: (-90)\n end\n end\nend\n\nwhen I receive [01 v]\ngo to x: (195) y: (-90)\nforever\n if <touching (sprite5 v)?> then\n broadcast (message1 v)\n broadcast (back to start v)\n next costume\n end\nend\n\nwhen I receive [01 v]\nforever\n play sound [Vexento - Pixel Party2 v] until done\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\nstop [other scripts in sprite v]\n\n@Maybe-you-should-avoid-t\n\nwhen flag clicked\nset size to (100) %\ngo to x: (4) y: (170)\nhide\nswitch costume to (jim v)\n\nwhen I receive [01 v]\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen backdrop switches to [backdrop10 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen I receive [back to start v]\ngo to x: (-240) y: (-38)\n\nwhen I receive [blue v]\nshow\ngo to x: (-185) y: (7)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [blue v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [blue v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (back to start v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [blue v]\nforever\n if <touching color (#7f00ff)?> then\n change [yv v] by (29)\n end\nend\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (pink v)\nbroadcast (01 v)\nbroadcast (no blue v)\nhide\n\nwhen I receive [no pink v]\nhide\n\nwhen flag clicked\ngo to x: (56) y: (75)\nset size to (700) %\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (800) %\n else\n set size to (700) %\n end\nend\n\nif then\nend\n\n@Sprite5\n\nwhen I receive [back to start v]\ngo to x: (-240) y: (-38)\n\nwhen I receive [pink v]\nshow\ngo to x: (-185) y: (7)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [pink v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [pink v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (back to start v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [pink v]\nforever\n if <touching color (#7f00ff)?> then\n change [yv v] by (29)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nforever\n go to x: (-97) y: (259)\n show\n set size to (1500) %\nend\n\nwhen I receive [pink v]\nswitch costume to (costume2 v)\n\nwhen I receive [blue v]\nswitch costume to (costume1 v)\n\nshow\n\n@kidsad\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (7) y: (112)\n\nwhen backdrop switches to [backdrop10 v]\nshow\nforever\n play sound [Masked Heroes v] until done\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (-3.3)\n wait (0.01) seconds\n change size by (-3.3)\n wait (0.01) seconds\n change size by (-3.3)\nend\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (18) y: (125)\n\nwhen I receive [01 v]\nhide\n\n@star\n\nwhen flag clicked\ngo to x: (-181) y: (-125)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\n@00386\n\nwhen flag clicked\nhide\ngo to x: (-18) y: (-142)\nset size to (90) %\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\n
— { Sketched 2 A Platformer }—\n_________________________________________________\n\n Welcome to Sketched! This is the second (and way better) game in this series. I hand drew everything in this platformer! Scanned it, and uploaded it to scratch. It was extremely difficult, but its finally done!\n_________________________________________________\nControls: WASD and Arrow Keys, N to skip\n \n ✅ Please follow @Capt_Boanerges for \n more cool games!\n Also consider subbing to me on yt https://www.youtube.com/channel/UCNh18K3f8Xii1uf7rqFoOMQ
Platformer Designer
@Stage\n\n@Sprite1\n\n@Player\n\ndefine Reset the setup\nset size to (80) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [idk y v] to [0]\ngo to x: (-200) y: (35)\nclear graphic effects\npoint in direction (90)\nshow\n\ndefine death\nset [idk y v] to [1]\nrepeat (25)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nReset the setup\n\nwhen I receive [run the platformer v]\nset [level v] to [1]\n\nwhen I receive [run the platformer v]\nforever\n if <<[235] < (x position)> and <(idk y) = [0]>> then\n broadcast (Next level please? v)\n change [level v] by (1)\n Reset the setup\n end\nend\n\nwhen I receive [run the platformer v]\nset size to (80) %\nset [idk y v] to [0]\nset [level v] to [1]\nReset the setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (2)\n turn right (15) degrees\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (-2)\n turn left (15) degrees\n end\n set [x velocity v] to ((X velocity) * (0.79))\n change x by (X velocity)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change x by ((X velocity) * (-2))\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) + (10))>>>> 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 [13]\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 (-0.8)\n change y by (Y velocity)\n if <touching (hitbox 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 (hitbox v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <<touching (danger v)?> or <touching (lava v)?>> then\n death\n end\n if <(y position) < [-180]> then\n death\n end\nend\n\nwhen flag clicked\nbroadcast (Run the platformer v)\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Grahpics\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@LAVA\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([x position v] of [alertsui v]) = [null]>> then\n switch costume to (tb v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (10) to (20)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (30) to (90))\nset [ghost v] effect to (pick random (20) to (40))\nglide (pick random (7) to (15)) secs to x: (-240) y: (y position)\ndelete this clone\n\n@Cloud2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (15)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (30) to (90))\nset [ghost v] effect to (pick random (20) to (40))\nglide (pick random (8) to (20)) secs to x: (-240) y: (y position)\ndelete this clone\n\n@Cloud3\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (240) y: (pick random (30) to (90))\nset [ghost v] effect to (pick random (20) to (40))\nglide (pick random (20) to (30)) secs to x: (-250) y: (y position)\ndelete this clone\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (-240) y: (0)\n glide (120) secs to x: (0) y: (150)\n glide (120) secs to x: (240) y: (0)\nend\n\n
Mobile one: https://scratch.mit.edu/projects/521475116/\nPart 2: https://scratch.mit.edu/projects/521313822/\nPart2Mobile: https://scratch.mit.edu/projects/526597287/\nPart 3: https://scratch.mit.edu/projects/539509295/\nHelp the mini "Crewmate" get back to their mom\nall levels are possible, I am sorry if its glitchy, I used a ⤵\nlot of blocks and sprites. If it glitches i would suggest closing the tab then opening it after a minute, I will be updating this so it might restart the page I added a skip button this is not mobile there is a different one that is\nInstructions:\narrow keys to move, space button or w, a, d,\ndon't touch the imposter tongues\nyou can close and open the tool bar by pressing the "Task" button\nUse the mute and un mute buttons to toggle the music/effects \navoid the imposter don't touch them\nQ and A:\n\nQ:will you make a part 2\nA:i will make a part 2 if I get 10 loves and 5 favourites also it is done the link is at the top part 3 has also been completed and I will start working on it after a small break\n\nQ:was this hard to make\nA: Yes this was hard to make it took me 8 days to make\n\nQ: Can we advertise \nA:No please do not advertise If you want your project to become popular or if you want someone to see It add it to a Studio\n\nQ:can we use your sprites\nA:Yes you can but please give credit same thing with the code\n\nQ:why is it so buggy\nA:because this is my first platformer and i don't know how to fix it, please stop complaining in comments; I know its buggy. the teleporting is caused by the character changing sprites since its not a square, the costume change will cause it to be inside the map
• Design // A Platformer •
@Stage\n\nwhen flag clicked\nswitch backdrop to (拝啓 v)\nforever\n play sound [Treenan v] until done\nend\n\nwhen I receive [next v]\nif <(ステージ) = [6]> then\n switch backdrop to (背景1 v)\nend\n\n@サムネェェェェェェ\n\nwhen flag clicked\ngo to x: (29) y: (25)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@とげ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (コスチューム3 v)\n\nwhen I receive [かくし v]\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\n\n@すていじ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nforever\n if <<(ごぉる) = [1]> and <[1] < (変数が)>> then\n wait (3) seconds\n broadcast (かくし v)\n end\nend\n\nwhen flag clicked\nset [ごぉる v] to [0]\nforever\n if <(costume [number v]) = [10]> then\n set [ごぉる v] to [1]\n end\nend\n\nwhen I receive [かくし v]\nswitch costume to (コスチューム1 v)\nforever\n set [ごぉる v] to [0]\n set [変数が v] to [0]\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\n@キャラ\n\nwhen flag clicked\ngo to [front v] layer\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (左 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\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 <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> 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 (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n end\n if <<touching (とげ v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (-60)\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nif <(ステージ) = [6]> then\n switch costume to (コスチューム2 v)\nend\n\n@スプライト2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nhide\n\n@スプライト3\n\nwhen flag clicked\nshow\n\nwhen I receive [next v]\nif <(ステージ) = [5]> then\n hide\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nif <(ステージ) = [6]> then\n show\n switch costume to (コスチューム1 v)\nend\n\nwhen I receive [next v]\nif <(ステージ) = [5]> then\n show\n switch costume to (コスチューム3 v)\nend\n\nwhen I receive [かくし v]\nswitch costume to (コスチューム4 v)\n\n@ハートセンサー\n\n@星センサー\n\n@スプライト123\n\nwhen flag clicked\nset [変数が v] to [0]\nforever\n go to (mouse-pointer v)\n if <touching (ハートセンサー v)?> then\n set [変数が v] to [2]\n end\n if <touching (星センサー v)?> then\n set [変数が v] to [2]\n end\nend\n\n
Black 4! https://scratch.mit.edu/projects/301007801/\nBurger (Beta) https://scratch.mit.edu/projects/302913214/\n\nSign this petition for a turbo mode toggle: https://scratch.mit.edu/projects/291566046/\nThank you to @schittering06, @Skycreator and @ArtUnique for helping me find a turbo mode detector! \nThanks to @FireguyZou for the inspiration!\nI'm here with another platformer!\nThis time you play as teeny, a tiny block trying to get himself to the end of a notebook. But alas, when he gets to the end, it seems he is in... A movie?
➘ | kitty platformer ✩
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [play game v]\nset [music v] to [0]\nswitch backdrop to (1 v)\nrepeat until <(Level) = [50]>\n play sound [Mysterious Sleeper v] until done\nend\n\n@Blank\n\nchange [total coins v] by (10)\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]\nswitch costume to (player 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 start sound [Teleport2 v]\n Game - Win\n wait (0.1) seconds\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [gravity v] to [-12]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [moving sprite 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 (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n point in direction (-90)\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 point in direction (90)\n change [sx v] by (2)\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 (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 (x)\nif <(SCROLL X) < [-100]> then\n set [scroll x v] to [-100]\n set [x v] to [-100]\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\nif <touching (bouncy v)?> then\n set [sy v] to [23]\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 (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 (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)?>>\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\nchange [deaths v] by (1)\nset [exit v] to []\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 (danger v)?> or <touching (gears 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\nchange [level v] by (1)\nhide\nset [deaths v] to [0]\nif <(LEVEL) = [4]> then\n broadcast (Reset v)\nend\n\nwhen I receive [1 v]\nswitch costume to (player2 v)\n\nwhen I receive [2 v]\nswitch costume to (player3 v)\n\nwhen I receive [3 v]\nswitch costume to (player4 v)\n\nwhen I receive [4 v]\nswitch costume to (player5 v)\n\nwhen I receive [5 v]\nswitch costume to (player6 v)\n\nwhen I receive [6 v]\nswitch costume to (player7 v)\n\nwhen flag clicked\nset [1 v] to [0]\nset [2 v] to [0]\nset [3 v] to [0]\nset [4 v] to [0]\nset [5 v] to [0]\nset [6 v] to [0]\n\nwhen I receive [fix lvl 4 glitch v]\ngo to x: (-200) y: (0)\nset [level v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nGame - Die\n\nhide\nwait (1) seconds\n\nbroadcast (Reset v)\nbroadcast (Setup v)\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]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch backdrop to (3 v)\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 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 else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 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: [0] y: [300]\n Clone at x: [-500] y: [0]\n Clone at x: [-500] y: [0]\n Clone at x: [-500] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n switch backdrop to (2 v)\n Clone at x: [460] y: [0]\n broadcast (Time v)\n end\n end\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\nset [☁ ☁ world best v] to [0]\nwait (1) seconds\n\nbroadcast (Setup v)\nstop [this script v]\n\nbroadcast (Reset v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n change [total coins v] by (1)\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]\nhide variable [total coins v]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [391] y: [0]\n Clone at x: [806] y: [-65]\n Clone at x: [985] y: [40]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [196] y: [-16]\n Clone at x: [403] y: [23]\n Clone at x: [819] y: [-65]\n Clone at x: [921] y: [-65]\n Clone at x: [1023] y: [-65]\n Clone at x: [1217] y: [19]\n Clone at x: [1336] y: [19]\n Clone at x: [1441] y: [19]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [400] y: [-40]\n Clone at x: [469] y: [0]\n Clone at x: [550] y: [-40]\n Clone at x: [714] y: [-22]\n Clone at x: [714] y: [-66]\n Clone at x: [837] y: [9]\n Clone at x: [974] y: [9]\n Clone at x: [1174] y: [-11]\n Clone at x: [1226] y: [30]\n Clone at x: [1278] y: [-11]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [183] y: [27]\n Clone at x: [340] y: [27]\n Clone at x: [530] y: [27]\n Clone at x: [786] y: [27]\n Clone at x: [1124] y: [27]\n Clone at x: [1331] y: [245]\n Clone at x: [1065] y: [345]\n Clone at x: [825] y: [272]\n Clone at x: [392] y: [245]\n Clone at x: [197] y: [335]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [286] y: [27]\n Clone at x: [418] y: [-7]\n Clone at x: [802] y: [-64]\n Clone at x: [1238] y: [-64]\n Clone at x: [1649] y: [28]\n end\n end\n end\n end\nend\nset [x v] to [-999999]\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\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\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\ngo to x: (0) y: (0)\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: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 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 else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\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\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (4) degrees\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 [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1351] y: [-32]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1608] y: [-38]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1412] y: [-25]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [-32] y: [295]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [1820] y: [-30]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [6000] y: [0]\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nrepeat (10)\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\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nchange [collected max v] by (1)\n\nset [collected max v] to [0]\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nchange [collected v] by (1)\ndelete this clone\n\n@Intro\n\nwhen flag clicked\nstart sound [TheFatRat - Time Lapse v]\nwait (0) seconds\nswitch costume to (template v)\nhide variable [score v]\nhide variable [showing score v]\nhide variable [your best v]\nhide variable [☁ ☁ world best v]\nswitch backdrop to (3 v)\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (5) %\nshow\ngo to [front v] layer\nrepeat (35)\n change size by (((50) - (size)) / (5))\nend\nrepeat (30)\n change size by (((82) - (size)) / (3))\nend\nstop all sounds\nwait (0.3) seconds\nset size to (107) %\nstart sound [glitch sound v]\nstart sound [TOP10 GLITCH Sound Effect \[High Quality\].mp2 v]\nrepeat until <(costume [number v]) = [21]>\n next costume\nend\nstart sound [bxsb v]\nstart sound [TOP10 GLITCH Sound Effect \[High Quality\].mp2 v]\nrepeat until <(costume [number v]) = [35]>\n next costume\nend\nstart sound [explode 8bit v]\nstart sound [TOP10 GLITCH Sound Effect \[High Quality\].mp2 v]\nrepeat until <(costume [number v]) = [57]>\n next costume\nend\nstart sound [TOP10 GLITCH Sound Effect \[High Quality\].mp2 v]\nrepeat until <(costume [number v]) = [81]>\n next costume\nend\nhide\nstop all sounds\nbroadcast (Play Game v)\nreset timer\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [play game v]\nset [deaths v] to [0]\n\nwhen this sprite clicked\nchange [level v] by (1)\nchange [skips used: v] by (1)\nset [deaths v] to [0]\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(LEVEL) < [6]> then\n go to [front v] layer\n show\nelse\n hide\nend\n\ngo to [front v] layer\n\n@Gears\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (5) degrees\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: [480] y: [80]\n Clone at x: [480] y: [-200]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [200] y: [80]\n Clone at x: [0] y: [-200]\n Clone at x: [400] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [300] y: [80]\n Clone at x: [180] y: [-200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [300] y: [-120]\n Clone at x: [200] y: [200]\n Clone at x: [1150] y: [-200]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\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\n@Turotial\n\nwhen I receive [play game v]\n\nshow\nrepeat until <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>\n go to [front v] layer\n switch costume to (costume1 v)\n wait (0.5) seconds\n start sound [recording1 v]\n switch costume to (costume2 v)\n wait (0.5) seconds\nend\nwait (0.7) seconds\nrepeat until <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>\n go to [front v] layer\n switch costume to (costume3 v)\n wait (0.5) seconds\n start sound [recording1 v]\n switch costume to (costume4 v)\n wait (0.5) seconds\nend\nwait (0.7) seconds\nrepeat until <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>\n go to [front v] layer\n switch costume to (costume5 v)\n wait (0.5) seconds\n start sound [recording1 v]\n switch costume to (costume6 v)\n wait (0.5) seconds\nend\nhide\n\nwhen I receive [green flag v]\nhide\n\nstart sound [recording1 v]\n\n@Sprite2\n\nwhen I receive [play game v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Open Store v)\n show variable [total coins v]\nend\nif <(costume [number v]) = [2]> then\n if <(1) < [1]> then\n if <(TOTAL COINS) > [2]> then\n set [1 v] to [1]\n change [total coins v] by (-3)\n broadcast (1 v)\n else\n show\n end\n else\n broadcast (1 v)\n end\nend\nif <(costume [number v]) = [3]> then\n if <(2) > [0]> then\n broadcast (2 v)\n else\n if <(TOTAL COINS) > [4]> then\n set [2 v] to [1]\n change [total coins v] by (-5)\n broadcast (2 v)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n if <(3) > [0]> then\n broadcast (3 v)\n else\n if <(TOTAL COINS) > [9]> then\n set [3 v] to [1]\n change [total coins v] by (-10)\n broadcast (3 v)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n if <(4) > [0]> then\n broadcast (4 v)\n else\n if <(TOTAL COINS) > [19]> then\n set [4 v] to [1]\n change [total coins v] by (-20)\n broadcast (4 v)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n if <(5) > [0]> then\n broadcast (5 v)\n else\n if <(TOTAL COINS) > [24]> then\n set [5 v] to [1]\n change [total coins v] by (-25)\n broadcast (5 v)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n if <(6) > [0]> then\n broadcast (6 v)\n else\n if <(TOTAL COINS) > [49]> then\n set [6 v] to [1]\n change [total coins v] by (-50)\n broadcast (6 v)\n end\n end\nend\nif <(costume [number v]) = [8]> then\n broadcast (Close Store v)\nend\n\nwhen flag clicked\ngo to x: (-71) y: (-105)\nswitch costume to (costume1 v)\nhide variable [total coins v]\nset [total coins v] to [0]\nhide\n\nwhen I receive [open store v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume7 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [close store v]\nswitch costume to (costume1 v)\nhide variable [total coins v]\ndelete this clone\n\n\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Jump v]\nend\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 (costume1 v)\n Clone at x: [995] y: [-92]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [770] y: [-92]\n Clone at x: [872] y: [-92]\n Clone at x: [974] y: [-92]\n Clone at x: [1076] y: [-92]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [517] y: [-93]\n Clone at x: [1195] y: [-93]\n end\n end\nend\nset [x v] to [-999999]\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\nClone at x: [770] y: [-92]\nClone at x: [872] y: [-92]\nClone at x: [974] y: [-92]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [1 v]\nswitch costume to (pinkfect v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [2 v]\nswitch costume to (pro v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [3 v]\nswitch costume to (black eye v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [4 v]\nswitch costume to (triangle eye v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [5 v]\nswitch costume to (evil eye v)\nshow\nwait (2) seconds\nhide\n\nwhen I receive [6 v]\nswitch costume to (fire master v)\nshow\nwait (2) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nset [skips used: v] to [0]\nset [time v] to [0]\nhide\ngo to x: (0) y: (0)\nhide variable [time v]\nhide variable [skips used: v]\n\nwhen I receive [time v]\nshow\nshow variable [time v]\nset [time v] to (timer)\nshow variable [skips used: v]\n\n
30 Apr 2019 to 1 May 2019 - What community likes\n4 May 2019 to 5 May 2019 - What community remixes\n\n==== INFO ====\nUse arrow keys or WASD to move. Get to the border of the screen without touching Red.
Scrolling Platformer Engine
@Stage\n\nwhen I receive [start game v]\nrepeat (30)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nforever\n if <(level) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [2]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [3]> then\n switch backdrop to (backdrop4 v)\n end\n if <(level) = [4]> then\n switch backdrop to (backdrop5 v)\n end\n if <(level) = [5]> then\n switch backdrop to (backdrop6 v)\n end\n if <(level) = [6]> then\n switch backdrop to (backdrop7 v)\n end\n if <(level) = [7]> then\n switch backdrop to (backdrop8 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop9 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop11 v)\n end\n if <(level) = [9]> then\n switch backdrop to (backdrop10 v)\n end\n if <(level) = [10]> then\n switch backdrop to (backdrop12 v)\n end\n if <(level) = [14]> then\n switch backdrop to (backdrop13 v)\n end\n if <(level) = [15]> then\n switch backdrop to (backdrop12 v)\n broadcast (boss fight v)\n stop [this script v]\n end\nend\n\nwhen I receive [move on v]\nforever\n if <(level) = [16]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [17]> then\n switch backdrop to (backdrop15 v)\n end\nend\n\nwhen I receive [start screen v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nplay sound [ReiX-Digital Insanity - Unreal Superhero.mp3 v] until done\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 color (#ff0000)?> then\n go to x: (-198) y: (-126)\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: (-126)\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)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (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: (-126)\nchange [level v] by (1)\n\nwhen I receive [start game v]\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [City Lights v] until done\nend\n\nwhen I receive [boss fight failed v]\ngo to x: (-198) y: (-126)\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\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@Title\n\nwhen flag clicked\nforever\n set size to (100) %\n go to x: (0) y: (96)\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\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\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@next\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n end\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [move on v]\nshow\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [start game v]\nshow\n\n@lava\n\nwhen flag clicked\nhide\nforever\n if <(level) = [3]> then\n show\n switch costume to (costume1 v)\n go to x: (-14) y: (-66)\n end\n if <(level) = [4]> then\n show\n switch costume to (costume2 v)\n go to x: (10) y: (-66)\n end\n if <(level) = [5]> then\n show\n switch costume to (costume3 v)\n go to x: (10) y: (-68)\n end\n if <(level) = [6]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (-55)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [10]> then\n show\n switch costume to (costume1 v)\n go to x: (-22) y: (-66)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume4 v)\n go to x: (-120) y: (-48)\n end\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (29) y: (-55)\n end\n if <(level) = [13]> then\n show\n switch costume to (costume3 v)\n go to x: (-68) y: (-66)\n end\n if <(level) = [14]> then\n hide\n end\nend\n\n@laser\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nwait until <(level) = [8]>\nshow\nrepeat until <(level) = [9]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@Dark Cube\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [boss fight v]\nswitch costume to (costume1 v)\nshow\nset size to (400) %\ngo to x: (74) y: (-125)\nsay [Hello I see that you escaped before I could take over] for (3) seconds\nsay [But today you will not I will destroy you and this city will be MINE!] for (4) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nbroadcast (boss fight v)\n\nwhen I receive [ring #2 v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [take this] for (2) seconds\n\nwhen I receive [boss fight failed v]\nwait (1) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [YARRRRRRGHHHHHH!!!!!!] for (2) seconds\nsay [This one is sure to destroy you] for (2) seconds\nswitch costume to (costume2 v)\n\nsay [take this] for (2) seconds\n\nwhen I receive [no too much v]\nsay [no I-I-I can't hold this it is too-too-too much] for (3) seconds\nwait (1.5) seconds\nsay [noooo!!!!!!] for (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (move on v)\n\n@Fire ring\n\nwhen I receive [ring #1 v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (79) y: (-54)\nwait (6) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [ring #1 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #2 v)\n hide\n stop [this script v]\n end\nend\n\nhide\n\nrepeat (25)\n\nwhen I receive [ring #2 v]\ncreate clone of (_myself_ v)\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (31) y: (-79)\nwait (4) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I start as a clone\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (133) y: (-79)\nwait (4) seconds\npoint in direction (30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I receive [ring #2 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n delete this clone\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n delete this clone\n end\nend\n\nstop [this script v]\n\nhide\n\nstop [this script v]\n\nwhen I receive [ring #3 v]\nhide\n\nwhen I receive [ring #3 v]\ndelete this clone\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nwait (5) seconds\nset size to (100) %\nshow\ngo to x: (72) y: (-64)\nglide (1) secs to x: (73) y: (126)\nbroadcast (NO too much v)\nwait (4) seconds\nglide (.2) secs to x: (75) y: (-109)\nhide\n\n@Sprite3\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@Sprite2\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@Sprite1\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@thumbnail\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
-------------------------------------INSTRUCTIONS--------------------------------------\nJust use arrow keys! Try to complete the 10 levels as fast as you can and get the highscore!\n\n---\n\n\nAlso, check out my Youtube channel for game tutorials:\nhttps://www.youtube.com/channel/UCXJDb8HZ8Hz9HDxWL-wRvmg\n\n
Unfinished Platformer Game
@Stage\n\n@Sprite3\n\n@Sprite1\n\nwhen I receive [skip v]\nnext backdrop\ngo to x: (-196) y: (-81)\n\nwhen I receive [message1 v]\ngo to x: (-196) y: (-81)\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-196) y: (-81)\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-81)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nshow\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-81)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow 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 <<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) * (0.9))\n change x by (x)\n if <touching color (#ff2424)?> then\n change y by (1)\n end\n if <touching color (#ff2424)?> then\n change y by (1)\n end\n if <touching color (#ff2424)?> then\n change y by (1)\n end\n if <touching color (#ff2424)?> then\n change y by (1)\n end\n if <touching color (#ff2424)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y 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 color (#ff2424)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#ff2424)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#59d427)?> or <touching color (#cd7d2f)?>> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (-196) y: (-81)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-81)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (-81)\n end\nend\n\nwhen I receive [hjkuygbnmhgb ddd v]\ngo to x: (-196) y: (-133)\n\nwhen I receive [hhhh v]\nswitch backdrop to (next backdrop v)\ngo to x: (-196) y: (-133)\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (11) y: (-28)\n\nwhen flag clicked\nwait (5) seconds\n\nbroadcast (hello v)\n\nchange size by (-10)\n\n@Sprite2\n\nshow\ngo to [front v] layer\ngo to x: (-42) y: (-18)\n\nwhen flag clicked\nhide\n\nchange size by (10)\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\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 (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nwait (5) seconds\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nset volume to (100) %\nstart sound [FLIGHT v]\nset [clones v] to [0]\nreset timer\nrepeat (8)\n change [clones v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(timer) > [3]>\nrepeat (20)\n change volume by (-7)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <<(Clones) > [0]> and <(Clones) < [9]>> then\n show\n go to x: (0) y: (0)\n switch costume to (Clones)\n set [ghost v] effect to (100)\n point in direction (0)\n set size to (99999999) %\n repeat (50)\n change size by (((125) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [4]>\nrepeat (50)\n change size by (((175) - (size)) / (8))\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@skip\n\nwhen this sprite clicked\nbroadcast (hhhh v)\n\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (hjkuygbnmhgb ddd v)\n\ngo to x: (-222) y: (-160)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n
A little Lightcube has been trapped inside the cave. Luckily, he is always shining and has the ability to light up dark areas. But unfortunately, he can't find the way out of the cave. Help a little Lightcube get out of here by finding the exit, jump past the pits and avoid the obstacles.\n\n◀️ Control ▶️\nLeft, Right Arrow key = Move\nUp Arrow key = Jump
Toast - Platformer || #games #all
@Stage\n\n@Blob\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nshow\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-196) y: (0)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> 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 (right arrow 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) * (0.9))\n change x by (x)\n if <touching color (#6be044)?> then\n change y by (1)\n end\n if <touching color (#6be044)?> then\n change y by (1)\n end\n if <touching color (#6be044)?> then\n change y by (1)\n end\n if <touching color (#6be044)?> then\n change y by (1)\n end\n if <touching color (#6be044)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y 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 color (#6be044)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#6be044)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#ff0000)?>> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (-196) y: (0)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (0)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (0)\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n play sound [mbb-beach v] until done\nend\n\nwhen I receive [message1 v]\ngo to x: (-196) y: (0)\n\nwhen flag clicked\nforever\n if <<touching color (#666666)?> or <touching color (#0008ff)?>> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (-196) y: (50)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (0)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#666666)?> or <touching color (#ff0000)?>> then\n play sound [Roblox Death Sound \(Oof\) v] until done\n rest for (0) beats\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#666666)?> or <touching color (#0008ff)?>> then\n play sound [Roblox Death Sound \(Oof\) v] until done\n rest for (0) beats\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nwait (5) seconds\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [witch house v]\nstop [all v]\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-196) y: (0)\n\nwhen backdrop switches to [ending v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@enemy blobs\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (13) y: (-9)\n\nwhen backdrop switches to [backdrop3 v]\nforever\n glide (2) secs to x: (115) y: (-9)\n glide (2) secs to x: (13) y: (-9)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nforever\n glide (5) secs to x: (-100) y: (-9)\n glide (5) secs to x: (13) y: (-9)\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-100) y: (-9)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@enemy blobs2\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (25) y: (-9)\n\nwhen backdrop switches to [backdrop7 v]\nforever\n glide (2) secs to x: (130) y: (-9)\n glide (2) secs to x: (25) y: (-9)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nbroadcast (hello v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [ending v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-54) y: (56)\n\n
Welcome To The Third Part Of My Platformer DARK!\n\nNew Game: Halloween Clicker \nhttps://scratch.mit.edu/projects/740884198\n\nGot the engine from @JS_Coder\n\n(DARK 4) (Winter Dimension) \nhttps://scratch.mit.edu/projects/626180313\n\n(PLEASE PLAY) \nPurple! (Mobile Friendly platformer.)\nhttps://scratch.mit.edu/projects/624171535\n\n(DARK 2) https://scratch.mit.edu/projects/619623865\n\n(DARK 1) https://scratch.mit.edu/projects/614966609\n\nIf you want to make something for a future platformer made by me with full credit https://scratch.mit.edu/projects/617422412 (Make a tree pls) I'm gonna do a forest platformer.\n\n▶ I need ideas for new updates or games!\n▶ Advertising is allowed!\n▶ If you enjoy please Like, Favorite, or Follow for more!\n▶ Comment any bugs or glitches and i'll fix them.\n▶ NO F4F!\n▶ You are allowed to remix.
scroll platformer‼︎ スクロールプラットフォーマー!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop28 v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop20 v]\nwait (5) seconds\nbroadcast (outro v)\n\nwhen backdrop switches to [backdrop21 v]\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (2unlock v)\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (3unlock v)\n\nwhen backdrop switches to [backdrop4 v]\nbroadcast (4unlock v)\n\n@Ninja\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 (0.95)\n switch costume to (ninja v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.95)\n switch costume to (ninja2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start game v]\nshow variable [deaths v]\nshow\nswitch backdrop to (backdrop21 v)\nswitch costume to (ninja v)\ngo to x: (-227) y: (-117)\nset [deaths v] to [0]\nforever\n if <<(x position) = [220]> or <(x position) > [220]>> then\n go to x: (-227) y: (-117)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-227) y: (-117)\n end\n if <key (r v) pressed?> then\n change [deaths v] by (1)\n go to x: (-227) y: (-117)\n wait until <not <key (r v) pressed?>>\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [23]\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide\nset [deaths v] to [0]\n\nwhen I receive [start game v]\nset [deaths v] to [0]\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [start the actuall game v]\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [2unlock v]\n\nwhen I receive [outro v]\nstop all sounds\n\nwhen [r v] key pressed\ngo to x: (-227) y: (-117)\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nadd (Deaths) to [death count list v]\n\n@Intro Effects\n\nwhen I receive [start intro v]\nshow\ngo to x: (0) y: (0)\nrepeat (16)\n set [ghost v] effect to (95)\n wait (0.05) seconds\n set [ghost v] effect to (75)\n wait (0.05) seconds\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\nwhen I receive [start the actuall game v]\nerase all\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Intro Pen\n\ndefine None\npen up\nset [dir v] to [0]\nrepeat (181)\n go to x: ((([sin v] of (dir) ) * (radius)) + (x)) y: ((([cos v] of (dir) ) * (radius)) + (y))\n pen down\n change [dir v] by (2)\nend\n\nrepeat until <(i) < [-1]>\nend\nrepeat until <(i) > [180]>\n change [i v] by (15)\nend\n\nwhen flag clicked\nerase all\n\nwhen flag clicked\nforever\n change [i v] by (((150) - (i)) / (5))\nend\n\nwhen I receive [backdrop tweak v]\nrepeat (2)\n set pen color to (#cccc00)\n wait (0.2) seconds\n set pen color to (#ed145b)\n wait (0.2) seconds\nend\n\nwhen I receive [start intro v]\nset pen color to (#ed145b)\nset [i v] to [0]\nset pen size to (10)\nforever\n erase all\n draw circle (0) (0) (i)\n draw circle (0) (0) ((i) + (20))\nend\n\nwhen I receive [start pulsin v]\nset [i v] to [0]\nrepeat (14)\n set [i v] to [180]\n rest for (0.4) beats\nend\n\nwhen I receive [start the actuall game v]\nerase all\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Intro Text\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change y by (((y) - (y position)) / (speed))\n change x by (((x) - (x position)) / (speed))\nend\n\nwhen I receive [word pulsin v]\nrepeat (12)\n set size to (110) %\n rest for (0.4) beats\nend\n\nwhen I receive [start pulsin v]\ngo to x: (0) y: (-180)\nshow\nSmoothly move to x: (0) y: (45) speed: (5)\nset size to (100) %\nbroadcast (word pulsin v)\nforever\n change size by (((100) - (size)) / (5))\nend\n\nwhen I receive [start the actuall game v]\nerase all\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Intro2\n\nwhen flag clicked\nhide\nset tempo to (60)\n\ndefine Smoothly move to x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change y by (((y) - (y position)) / (speed))\n change x by (((x) - (x position)) / (speed))\nend\n\nwhen I receive [start pulsin v]\nrepeat (14)\n set size to (120) %\n rest for (0.4) beats\nend\nbroadcast (start the actuall game v)\n\nrest for (0.25) beats\n\nwhen I receive [start intro v]\nswitch costume to (logo v)\nset [i v] to [0]\nstart sound [omoshiroebi - wadaibox.mp3 v]\nshow\ngo to x: (0) y: (-180)\nSmoothly move to x: (0) y: (0) speed: (10)\nwait (1) seconds\nbroadcast (backdrop tweak v)\nrepeat (2)\n change [color v] effect by (pick random (10) to (100))\n wait (0.2) seconds\nend\nset [color v] effect to (0)\nbroadcast (start pulsin v)\nforever\n change size by (((100) - (size)) / (5))\nend\n\nwhen I receive [start the actuall game v]\nstop all sounds\nerase all\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nrepeat until <[1+1] = [2]>\n play sound [omoshiroebi - wadaibox.mp3 v] until done\nend\n\nwhen I receive [outro v]\nbroadcast (Stop Music v)\nstop all sounds\nshow\ngo to x: (0) y: (-260)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (message1 v)\n\n@Bubbles\n\nwhen I receive [message1 v]\nforever\n create clone of (_myself_ v)\n rest for (4) beats\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [i v] to [0]\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (40)\ngo to x: (pick random (-210) to (210)) y: (-180)\nrepeat until <(y position) > [180]>\n go to [front v] layer\n change [i v] by (15)\n change size by (((100) - (size)) / (5))\n change y by (3)\n change x by ([cos v] of (i) )\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat until \n set size to (120) %\n rest for (1) beats\nend\n\n@Text2\n\nwhen I receive [message1 v]\npoint in direction (90)\nshow\nset [i v] to [0]\ngo to x: (0) y: (180)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nforever\n change [i v] by (-15)\n go to [front v] layer\n change y by ([sin v] of (i) )\nend\n\nwhen flag clicked\nhide\n\n@Bubbles Filled\n\nwhen I receive [message1 v]\nforever\n create clone of (_myself_ v)\n rest for (4) beats\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [i v] to [0]\nshow\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (60)\ngo to x: (pick random (-210) to (210)) y: (-180)\nrepeat until <(y position) > [180]>\n go to [front v] layer\n change [i v] by (15)\n change y by (3)\n change size by (((95) - (size)) / (5))\n change x by ([cos v] of (i) )\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat until \n set size to (115) %\n rest for (1) beats\nend\n\nwait (0.4) seconds\nset size to (140) %\nwait (0.4) seconds\n\nwait (2) seconds\n\n@Sprite1\n\nwhen I receive [hide v]\nrepeat (13)\n change [ghost v] effect by (4)\nend\nrepeat (13)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start the actuall game v]\nshow\ngo to [front v] layer\n\nwhen I receive [start the actuall game v]\nset size to (100) %\ngo to x: (0) y: (-200)\nset [ghost v] effect to (100)\nswitch costume to (costume4 v)\nrepeat (30)\n go to x: (X) y: ((Y) - (100))\n change y by (22)\n change [ghost v] effect by (-4)\nend\nforever\n go to x: (X) y: ((Y) - (78))\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n repeat (3)\n change [brightness v] effect by (-2)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (3)\n change [brightness v] effect by (2)\n change size by (-3)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (Start Game v)\nhide\n\nwhen I receive [settings v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nif <(leaderboard shown) = [0]> then\n replace item (1) of [leaderboard v] with (join (join (☁ 1) [s]) (join [ - ] (☁ 1n)))\n replace item (2) of [leaderboard v] with (join (join (☁ 2) [s]) (join [ - ] (☁ 2n)))\n replace item (3) of [leaderboard v] with (join (join (☁ 3) [s]) (join [ - ] (☁ 3n)))\n replace item (4) of [leaderboard v] with (join (join (☁ 4) [s]) (join [ - ] (☁ 4n)))\n replace item (5) of [leaderboard v] with (join (join (☁ 5) [s]) (join [ - ] (☁ 5n)))\n broadcast (settings v)\n hide list [leaderboard v]\n set [leaderboard shown v] to [1]\nelse\n broadcast (start the actuall game v)\n show list [leaderboard v]\n set [leaderboard shown v] to [0]\nend\n\nwait (0.2) seconds\nbroadcast (open level v)\nbroadcast (hide v)\nbroadcast (level v)\nhide\n\ngo to x: (0) y: (-200)\n\nwhen I receive [start the actuall game v]\nshow\ngo to [front v] layer\nset size to (100) %\nswitch costume to (levels v)\ngo to x: (0) y: (-200)\nset [ghost v] effect to (100)\nrepeat (30)\n go to x: (X) y: ((Y) - (150))\n change y by (12)\n change [ghost v] effect by (-4)\nend\nforever\n go to x: (X) y: ((Y) - (138))\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n repeat (3)\n change [brightness v] effect by (-2)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (3)\n change [brightness v] effect by (2)\n change size by (-3)\n end\n end\nend\n\nwhen I receive [hide v]\nrepeat (13)\n change [ghost v] effect by (4)\nend\nrepeat (13)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start game v]\nreset timer\n\nwhen I receive [message1 v]\nset [time v] to (timer)\nif <(☁ 5) > (time)> then\n if <(☁ 4) > (time)> then\n if <(☁ 3) > (time)> then\n if <(☁ 2) > (time)> then\n if <(☁ 1) > (time)> then\n set [☁ 5 v] to (☁ 4)\n set [☁ 4 v] to (☁ 3)\n set [☁ 3 v] to (☁ 2)\n set [☁ 2 v] to (☁ 1)\n set [☁ 5n v] to (☁ 4n)\n set [☁ 4n v] to (☁ 3n)\n set [☁ 3n v] to (☁ 2n)\n set [☁ 2n v] to (☁ 1n)\n set [☁ 1 v] to (time)\n ask [What is your username?] and wait\n set [☁ 1n v] to (answer)\n stop [this script v]\n end\n set [☁ 5 v] to (☁ 4)\n set [☁ 4 v] to (☁ 3)\n set [☁ 3 v] to (☁ 2)\n set [☁ 5n v] to (☁ 4n)\n set [☁ 4n v] to (☁ 3n)\n set [☁ 3n v] to (☁ 2n)\n set [☁ 2 v] to (time)\n ask [What's your name?] and wait\n set [☁ 2n v] to (answer)\n stop [this script v]\n end\n set [☁ 5 v] to (☁ 4)\n set [☁ 4 v] to (☁ 3)\n set [☁ 5n v] to (☁ 4n)\n set [☁ 4n v] to (☁ 3n)\n set [☁ 3 v] to (time)\n ask [What's your name?] and wait\n set [☁ 3n v] to (answer)\n stop [this script v]\n end\n set [☁ 5 v] to (☁ 4)\n set [☁ 5n v] to (☁ 4n)\n set [☁ 4 v] to (time)\n ask [What's your name?] and wait\n set [☁ 4n v] to (answer)\n stop [this script v]\n end\n set [☁ 5 v] to (time)\n ask [What's your name?] and wait\n set [☁ 5n v] to (answer)\n stop [this script v]\nelse\n say [This is not a record] for (2) seconds\nend\n\nwhen flag clicked\nshow list [leaderboard v]\nset [leaderboard shown v] to [0]\n\nset [☁ 1 v] to [99999]\nset [☁ 2 v] to [99999]\nset [☁ 3 v] to [99999]\nset [☁ 4 v] to [99999]\nset [☁ 5 v] to [99999]\n\nset [☁ 1n v] to [null]\nset [☁ 2n v] to [null]\nset [☁ 3n v] to [null]\nset [☁ 4n v] to [null]\nset [☁ 5n v] to [null]\n\n@Menu\n\nwhen I receive [clonedelete v]\ndelete this clone\n\nwhen I start as a clone\nset [g v] to [0]\nset size to (100) %\nforever\n if <(s) = [0]> then\n if <[locked v] contains (cloneID)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (20)\n end\n if <(Hidden) = [1]> then\n hide\n else\n show\n end\n if <touching (mouse-pointer v)?> then\n if <not <[locked v] contains (cloneID)?>> then\n change size by ((((150) - ((distance to [mouse-pointer v]) / (9))) - (size)) / (7))\n end\n else\n change size by ((((100) - ((distance to [mouse-pointer v]) / (9))) - (size)) / (7))\n end\n set x to ((x) - (((mouse x) - (x position)) / (20)))\n set y to ((y) - (((mouse y) - (y position)) / (20)))\n end\nend\n\nwhen I receive [6unlock v]\nreplace item (5) of [locked v] with [U]\n\nwhen I receive [4unlock v]\nreplace item (3) of [locked v] with [U]\n\nwhen I receive [3unlock v]\nreplace item (2) of [locked v] with [U]\n\nwhen I receive [2unlock v]\nreplace item (1) of [locked v] with [U]\n\nwhen I receive [5unlock v]\nreplace item (4) of [locked v] with [U]\n\nwhen I receive [7unlock v]\nreplace item (6) of [locked v] with [U]\n\nwhen I receive [9unlock v]\nreplace item (8) of [locked v] with [U]\n\nwhen I receive [8unlock v]\nreplace item (7) of [locked v] with [U]\n\nwhen this sprite clicked\nif <not <[locked v] contains (cloneID)?>> then\n broadcast (cloneID)\n set [s v] to [1]\n broadcast (OPEN LEVEL v)\nend\n\ndefine create clones\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-115) y: (100)\nset [x v] to (x position)\nset [y v] to (y position)\nset [cloneid v] to [1]\nrepeat (3)\n repeat (3)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\n change [x v] by (115)\n next costume\n end\n set [x v] to [-115]\n change [y v] by (-100)\nend\n\nwhen I receive [open level v]\nrepeat (10)\n change size by (((250) - (size)) / (25))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [close level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [level v]\nset [s v] to [0]\ndelete (all) of [locked v]\nadd [2] to [locked v]\nadd [3] to [locked v]\nadd [4] to [locked v]\nadd [5] to [locked v]\nadd [6] to [locked v]\nadd [7] to [locked v]\nadd [8] to [locked v]\nadd [9] to [locked v]\nbroadcast (CloneDelete v)\ncreate clones\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the actuall game v]\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [settings v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set x to ((mouse x) * (0.02))\n set y to ((mouse y) * (0.02))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the actuall game v]\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [settings v]\nhide\n\n@Sprite6\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (50) to (90))\nswitch costume to (pick random (1) to (3))\nforever\n go to x: (((mouse x) * (0.1)) + (216)) y: (((mouse y) * (0.1)) - (127))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the actuall game v]\nshow\n\nwhen I receive [start the actuall game v]\nshow\nset [ghost v] effect to (pick random (50) to (90))\nswitch costume to (pick random (1) to (3))\ncreate clone of (_myself_ v)\nforever\n go to x: (((mouse x) * (0.05)) + (216)) y: (((mouse y) * (0.05)) - (127))\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [settings v]\nhide\n\n@Sprite7\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (50) to (90))\nswitch costume to (pick random (1) to (3))\nforever\n go to x: (((mouse x) * (0.1)) + (85)) y: (((mouse y) * (0.1)) - (102))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start the actuall game v]\nshow\nset [ghost v] effect to (pick random (50) to (90))\nswitch costume to (pick random (1) to (3))\ncreate clone of (_myself_ v)\nforever\n go to x: (((mouse x) * (0.05)) - (85)) y: (((mouse y) * (0.05)) - (102))\nend\n\nwhen I receive [settings v]\nhide\n\n@Logomakr_9bcU3a\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start the actuall game v]\nshow\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [hide v]\nrepeat (13)\n change [ghost v] effect by (4)\nend\nrepeat (13)\n change [ghost v] effect by (4)\nend\n\n@Skip intro\n\nwhen flag clicked\nshow\nset size to (20) %\ngo to x: (-215) y: (155)\n\nwhen I receive [start the actuall game v]\nhide\n\nwhen this sprite clicked\nbroadcast (start the actuall game v)\n\n
use arrows keys to move\nuse up arrow to get up on the ladder\nuse down arrow to get down on the ladder\nto increase the jump height you need to sprint or hold up arrow\n****************************boss*****************************\njump over the rockets to make them miss and don't touch the boss\n(all levels are possible and the boss)\ncomment in comments Bored!\nTHANKS YOU ALL MATES FOR #14TH ON TOP TRENDED AND TOP LOVED!\n\ngameplay on this game https://www.youtube.com/watch?v=NaIMebPGuWM&t=25s\n\n\n\n\n\n\n\n_________________search tags_________________\n#platformer#bored#timo1os#boss#why#you#are#reading#this#?#1stpage#Bored-Platformer#toploved
MINECRAFTscroll Platformer!
@Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (hitbox v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<(y position) < [-170]> and <touching (_edge_ v)?>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (a0 v)\n go to [front v] layer\n if <not <touching (water v)?>> then\n change [y v] by (-1)\n end\n if <<key (left arrow 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 if <<key (right arrow 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 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 (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> 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 (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<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 switch costume to (join [A] (Weapon Number))\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [weapon number v] to [0]\nset [weapon max v] to [0]\nforever\n if <key (z v) pressed?> then\n if <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\nwhen I receive [switch costume v]\nswitch costume to (a0 v)\n\nwait until <not <key (space v) pressed?>>\n\n\n change [y v] by (-1.5)\nend\n\nwhen I receive [switch weapon v]\nif <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [9109kj821kaw.mp3 v] until done\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\nend\n\n@Sprite1\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [level v]) = [3]> then\n go to x: (-45) y: (19)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I start as a clone\nwait until <touching (player v)?>\nset [weapon number v] to [1]\nset [weapon max v] to [1]\nbroadcast (W1 v)\ndelete this clone\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Enemies\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [5]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <touching (water v)?> then\n change [enemyy v] by (1.2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <touching (sprite2 v)?> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [5]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [setup enemies v]\nif then\n delete this clone\nend\nif <([costume # v] of [level v]) = [4]> then\n Clone [1] [194] [-60]\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [1] [81] [-61]\n Clone [1] [168] [87]\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [1] [81] [-13]\n Clone [1] [147] [-61]\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [3] [186] [38]\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [1] [-71] [-11]\n Clone [3] [215] [39]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [3] [175] [39]\n Clone [3] [22] [39]\n Clone [1] [220] [-11]\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [3] [170] [-61]\n Clone [1] [-71] [-111]\nend\nif <([costume # v] of [level v]) = [11]> then\n Clone [1] [-7] [89]\n Clone [3] [218] [37]\n Clone [3] [25] [-11]\n Clone [1] [137] [-110]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [3] [155] [-110]\n Clone [1] [218] [37]\n Clone [3] [55] [-110]\n Clone [1] [-55] [-110]\nend\nif <([costume # v] of [level v]) = [13]> then\n Clone [3] [120] [-110]\n Clone [3] [24] [-110]\n Clone [3] [69] [-59]\n Clone [3] [168] [-59]\nend\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\n\nswitch costume to (weapon1 v)\nset [katana rotation v] to (() * (90))\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nswitch costume to (weapon3 v)\ncreate clone of (_myself_ v)\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nforever\n if <([costume # v] of [level v]) = [6]> then\n show\n go to x: (-120) y: (0)\n stop [this script v]\n end\nend\n\nwhen I receive [w2 v]\nforever\n if <<(Weapon Number) = [2]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-120) y: (0)\nend\n\nwhen flag clicked\nhide\nwait until <touching (player v)?>\nset [weapon number v] to [2]\nset [weapon max v] to [2]\nbroadcast (W2 v)\nhide\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [flash v]\nif <(Weapon Number) = [2]> then\n create clone of (_myself_ v)\nend\n\n@WATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (60)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@Button1\n\nwhen flag clicked\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [show b1v v] to [1]\n else\n set size to (120) %\n set [show b1v v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show B1v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (205)\n else\n set x to (-205)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch weapon v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Button2\n\nwhen flag clicked\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [show b2v v] to [1]\n set size to (130) %\n else\n set size to (120) %\n set [show b2v v] to [0]\n end\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (155)\n else\n set x to (-155)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show b2v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Flash v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n
ーーーーーーーーーーー≫new Platformer≪ーーーーーーーーーーーーーーーーーーーーーー\n\n十字キー、ADWキーで操作\nOperate with the cross key and ADW key\n\nTry remixing and adding more stages\nリミックスしてステージを追加してみてください\n\nハートと星を押してくれると作品作りの励みになります\nステージ数が少ないので続編を作ってほしい人はハートと星を押してください\nPushing the heart and the stars will encourage you to make your work.\n Since the number of stages is small, if you want to make a sequel, please press the heart and the star\n\nPlayer costume:@StratfordJames\n\n#Platformer\n#Night\n#yuhaku\n#Game\n#Games\n#Mobile\n
sand || scrolling platformer ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ #all #timmccool
@Stage\n\nwhen [m v] key pressed\nif < (username) contains [Ufhire]?> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] (round ((mouse y) + (SCROLL Y)))))\nend\n\nwhen flag clicked\nhide variable [mouse v]\nforever\n if <(player y) < [670]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Blank\n\n@Player\n\ndefine Test - Die\nif <<touching (lava v)?> or <<touching (enemies v)?> or <touching (enemies2 v)?>>> then\n if <(Life2) = [0]> then\n set [exit v] to [die]\n end\nend\n\ndefine Game - Die\nbroadcast (Die v) and wait\n\nwhen I receive [green flag v]\ngo to [front v] layer\nset size to (100) %\nhide\n\nwhen I receive [play game v]\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 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 (CheckX)\nset [lava touch v] to [0]\nset [y v] to (CheckY)\nset [scroll x v] to ((x) + (100))\nset [scroll y v] to ((y) + (50))\nset [connection time v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [life2 v] to [3]\nset [costumesused v] to []\nset [exit v] to []\nset [eye v] to [100]\nset [show names v] to [0]\nset [flip v] to [0]\npoint in direction (90)\nset size to (80) %\nswitch costume to (o_c v)\nshow\nset [ghost v] effect to (0)\nset [player ghost effect v] to [0]\n\ndefine Tick\nif <(shop2) = [0]> then\n if <not <touching (cloud v)?>> then\n if <(Continue Playing) = [1]> then\n Layer [15]\n else\n go to [back v] layer\n end\n else\n go to [back v] layer\n end\nelse\n go to [back v] layer\nend\ngo to x: (0) y: (0)\nswitch costume to (player v)\nif <(MPTouch) = [1]> then\n if <(MPlr) = [R]> then\n change [sx v] by (0.8)\n else\n if <(MPlr) = [L]> then\n change [sx v] by (-0.8)\n end\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <(shop) = [0]> then\n if <(shop2) = [0]> then\n set [left or right v] to [Right]\n if <not < (CostumesUsed) contains [S]?>> then\n change [sx v] by (-1.7)\n else\n change [sx v] by (-2)\n end\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n if <(shop) = [0]> then\n if <(shop2) = [0]> then\n set [left or right v] to [Left]\n if <not < (CostumesUsed) contains [S]?>> then\n change [sx v] by (1.7)\n else\n change [sx v] by (2)\n end\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Cange player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <[20] > (Jump)> then\n if <(shop) = [0]> then\n if <(shop2) = [0]> then\n if <(in air) < [4]> then\n if <not < (CostumesUsed) contains [B]?>> then\n set [sy v] to [18]\n else\n set [sy v] to [20]\n end\n end\n end\n end\n if <not <<touching (ladder v)?> or <touching (water v)?>>> then\n change [jump v] by (1)\n else\n set [jump v] to [0]\n end\n end\nelse\n set [jump v] to [0]\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <mouse down?>>>> then\n set [left or right v] to [Center]\n if <not <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n change [connection time v] by (1)\n else\n set [connection time v] to [0]\n end\nelse\n set [connection time v] to [0]\nend\nchange player y by (sy)\nTest - Die\nif <(Eye) < [23]> then\n switch costume to (join (join (letter (1) of (Left or Right)) [Eye]) (Eye))\nelse\n switch costume to (letter (1) of (Left or Right))\nend\nif <<(x) > [-400]> and <(x) < [8400]>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (11)))\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (11)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [400]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nif <(Ladder) = [0]> then\n if <not <touching (water v)?>> then\n if <not <touching (ladder v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\n else\n set [in air v] to [0]\n end\n else\n change [y v] by ((sy) / (5))\n set [in air v] to [0]\n end\nelse\n if <(Ladder) = [1]> then\n if <not <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < (y position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [in air v] to [0]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n else\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\n end\n end\n end\nend\nPosition\nrepeat until <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform 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 Cange player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving platform 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 (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-20]\n else\n set [sx v] to [20]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<<touching (platform v)?> or <touching (sand v)?>> or <touching (moving 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\ndefine Game - Win\nrepeat (10)\n change [ghost v] effect by (10)\n change [player ghost effect v] by (10)\nend\nhide\nwait (1) seconds\n\nwhen I receive [tick v]\nset [player x v] to (x)\nset [player y v] to (y)\n\nwhen flag clicked\nset [timer2 v] to [0.1]\nforever\n set [timer2 v] to (timer)\nend\n\nwhen I receive [play game v]\nset [pitch v] effect to (0)\nset [pan left/right v] effect to (0)\nset volume to (100) %\nwait (0.3) seconds\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nswitch costume to (o_c v)\nset [costumesused v] to []\nhide variable [timer v]\nforever\n if <(start timer) = [1]> then\n set [timer v] to [0]\n forever\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\n end\nend\n\nwhen I receive [tick v]\nif <touching (bounce v)?> then\n if <touching color (#000000)?> then\n set [sy v] to [33]\n set [bounce v] to [1]\n end\nelse\n set [bounce v] to [0]\nend\n\nwhen I receive [joined v]\nforever\n if <key (n v) pressed?> then\n broadcast (show names v) and wait\n end\nend\n\nwhen I receive [show names v]\nwait until <not <key (n v) pressed?>>\nif <(show names) = [0]> then\n set [show names v] to [1]\nelse\n if <(show names) = [1]> then\n set [show names v] to [0]\n end\nend\n\nwhen I receive [join game v]\nstop all sounds\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Message) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (costume [number v]) to encoded\nwrite (size) to encoded\nwrite (Player ghost effect) to encoded\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 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 [start v]\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup-opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (server full v)\nend\nbroadcast (begin v)\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\nwhen I receive [green flag v]\nforever\n think (item (Message) of [chat v])\nend\n\nwhen I receive [win v]\nset volume to (0) %\n\nwhen I receive [continue v]\nset volume to (round (((Volume) / (10)) * (8))) %\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\nbroadcast (Start v)\n\nturn right (15) degrees\n\nwhen I receive [die v]\nset [exit v] to []\n\nwrite [] to encoded\n\nchange [y v] by (sy)\nchange [in air v] by (1)\n\nwhen I receive [tick v]\nif <touching (ladder v)?> then\n set [ladder v] to [1]\nelse\n set [ladder v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(Die) = [0]> then\n if <<touching (lava v)?> or <<<touching (enemies v)?> and <(kill enemy) = [0]>> or <<touching (enemies2 v)?> and <(kill enemy 2) = [0]>>>> then\n if <not <(EXIT) = [die]>> then\n set [die v] to [1]\n change [life2 v] by (-1)\n wait (0.25) seconds\n set [ghost v] effect to (100)\n wait (0.25) seconds\n set [ghost v] effect to (0)\n wait (0.25) seconds\n set [ghost v] effect to (100)\n wait (0.25) seconds\n set [ghost v] effect to (0)\n wait (0.25) seconds\n set [ghost v] effect to (100)\n wait (0.25) seconds\n set [ghost v] effect to (0)\n set [die v] to [0]\n end\n end\n end\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\nwhen I receive [tick v]\nchange [eye v] by (1)\nif <(Eye) > [200]> then\n set [eye v] to [1]\nend\n\nset [☁ p1 v] to [0]\n\nwhen I receive [die v]\nwait (0.5) seconds\nhide\n\nif <(Continue Playing) = [1]> then\n Layer [15]\nelse\n go to [back v] layer\nend\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\nset [☁ p5 v] to []\nset [☁ p6 v] to []\nset [☁ p7 v] to []\nset [☁ p8 v] to []\nset [☁ p9 v] to []\n\n@cloud player\n\ndefine tick\nLayer [16]\nset size to (135) %\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n change [players v] by (-1)\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n set [players v] to [1]\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(show names) = [1]> then\n think (value)\nelse\n if <(show names) = [0]> then\n think []\n end\nend\nvalue = read from encoded\nif <not <(value) = []>> then\n think (item (value) of [chat v])\nend\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\nif <<(x position) > [210]> or <<(x position) < [-210]> or <<(y position) > [160]> or <(y position) < [-160]>>>> then\n show\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n set size to (100) %\nelse\n switch costume to (value)\n point in direction (90)\nend\nvalue = read from encoded\nset size to (80) %\nvalue = read from encoded\nset [ghost v] effect to (value)\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 players setup\nset [color v] effect to (0)\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]\nforever\n if <(MY PLAYER #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\nwhen I receive [setup-opponents v]\nplayers setup\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 end\n end\n end\n end\n end\n end\n end\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\nwhen flag clicked\nset [players v] to [0]\nforever\n set [active players v] to ((Players) + (1))\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nLayer [19]\nswitch costume to (point v)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [500] y: [860]\nClone at x: [500] y: [860]\nClone at x: [350] y: [1100]\nClone at x: [550] y: [1100]\nClone at x: [800] y: [860]\nClone at x: [300] y: [1300]\nset [ghost v] effect to (100)\nClone at x: [200] y: [1550]\nClone at x: [-300] y: [1550]\nClone at x: [-300] y: [1650]\nClone at x: [150] y: [1950]\nClone at x: [330] y: [2050]\nClone at x: [250] y: [2310]\nClone at x: [300] y: [2310]\nClone at x: [-150] y: [1650]\nClone at x: [200] y: [1890]\nClone at x: [350] y: [2000]\nClone at x: [-100] y: [2260]\nClone at x: [-100] y: [2580]\nClone at x: [300] y: [2700]\nClone at x: [-700] y: [1000]\nset [ghost v] effect to (0)\nClone at x: [450] y: [1150]\nClone at x: [400] y: [900]\nClone at x: [-200] y: [530]\nClone at x: [400] y: [400]\nClone at x: [350] y: [350]\nClone at x: [500] y: [460]\nClone at x: [-300] y: [870]\nClone at x: [-300] y: [1000]\nClone at x: [350] y: [1275]\nClone at x: [600] y: [1400]\nClone at x: [350] y: [1500]\nClone at x: [350] y: [1400]\nClone at x: [400] y: [1275]\nClone at x: [900] y: [1275]\nClone at x: [450] y: [1350]\nClone at x: [100] y: [1500]\nset [ghost v] effect to (100)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\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)\nset [y v] to (y)\nnext costume\n\nset [y v] to [860]\n\nset [y v] to [900]\n\nchange [x v] by (-50)\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\nset size to (100) %\n\n@Moving Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((Moving platform x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nset size to (100) %\nhide\nset [moving platform x v] to [4020]\nset [y v] to [120]\nbroadcast (Move platform v)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\nLayer [19]\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)\nset [moving platform x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [move platform v]\nforever\n set [moving platform x v] to [4520]\n set [y v] to [120]\n repeat (90)\n set [mplr v] to [R]\n change [moving platform x v] by (3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\n repeat (90)\n set [mplr v] to [L]\n change [moving platform x v] by (-3)\n end\n set [mplr v] to [C]\n wait (0.1) seconds\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Collectables\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Magic Spell v]\n switch costume to (collectable2 v)\n change [coins together v] by (1)\n change [points v] by (1)\n set [money y v] to (y)\n set [money x v] to (x)\n broadcast (Earn Money v)\n broadcast (Show coin v)\n delete this clone\nend\n\nwhen I receive [setup v]\n\ndefine position (x) (y)\nLayer [10]\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\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\nwhen flag clicked\nset volume to (Volume) %\nswitch costume to (collectable2 v)\nset [ghost v] effect to (0)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nset [coins together v] to [0]\nswitch costume to (collectable v)\nset [points v] to [0]\nClone at x: [280] y: [655]\nClone at x: [3065] y: [740]\nClone at x: [4333] y: [2800]\nClone at x: [5010] y: [590]\nset [y v] to [-10000]\n\n@Lava\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nLayer [13]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [500] y: [860]\nClone at x: [500] y: [860]\nClone at x: [350] y: [1100]\nClone at x: [550] y: [1100]\nClone at x: [800] y: [860]\nClone at x: [300] y: [1300]\nClone at x: [200] y: [1550]\nClone at x: [-300] y: [1550]\nClone at x: [-300] y: [1650]\nClone at x: [150] y: [1950]\nClone at x: [330] y: [2050]\nClone at x: [250] y: [2310]\nClone at x: [300] y: [2310]\nClone at x: [-150] y: [1650]\nClone at x: [200] y: [1890]\nClone at x: [350] y: [2000]\nClone at x: [-100] y: [2260]\nClone at x: [-100] y: [2580]\nClone at x: [300] y: [2700]\nClone at x: [-700] y: [1000]\nClone at x: [450] y: [1150]\nClone at x: [400] y: [900]\nClone at x: [-200] y: [530]\nClone at x: [400] y: [400]\nClone at x: [350] y: [350]\nClone at x: [500] y: [460]\nClone at x: [-300] y: [870]\nClone at x: [-300] y: [1000]\nClone at x: [350] y: [1275]\nClone at x: [600] y: [1400]\nClone at x: [350] y: [1500]\nClone at x: [350] y: [1400]\nClone at x: [400] y: [1275]\nClone at x: [900] y: [1275]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\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)\nset [y v] to (y)\nnext costume\n\nset [y v] to [1900]\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Thumbnail\n\nwhen [timer v] > (Timer2)\nif <[5000] < (Connection time)> then\n set [ghost v] effect to (100)\n switch costume to (costume5 v)\n repeat (10)\n change [ghost v] effect by (-10)\n show\n go to [front v] layer\n end\nelse\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n show\n go to [front v] layer\n end\nend\n\nwhen I receive [join game v]\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\nset [continue playing v] to [1]\n\nwhen I receive [win v]\nset [continue playing v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n show\n go to [front v] layer\nend\n\nwhen I receive [tick v]\nset size to (100) %\nif <[5000] < (Connection time)> then\n stop [all v]\nend\n\nwhen I receive [win v]\nset [stop all after win v] to [0]\nforever\n if <(Continue Playing) = [0]> then\n repeat until <(Continue Playing) = [1]>\n change [stop all after win v] by (1)\n end\n if <(Stop all after win) = [400]> then\n stop [all v]\n end\n end\nend\n\nwhen I receive [setup v]\ngo to [front v] layer\nset [continue playing v] to [1]\nset [stop all after win v] to [0]\n\nwhen I receive [continue v]\nset [stop all after win v] to [0]\nhide\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Life\n\nwhen I receive [life up v]\nif <(Life2) < [4]> then\n change [life2 v] by (1)\nend\n\nwhen I receive [reset life v]\nset [life2 v] to [3]\n\nwhen I receive [tick v]\nif <(Life2) > [3]> then\n set x to (-40)\nelse\n if <(Life2) > [2]> then\n set x to (-27)\n else\n if <(Life2) > [1]> then\n set x to (-13.5)\n else\n set x to (0)\n end\n end\nend\nClone (Life2) times\n\nwhen I start as a clone\nwait (0.01) seconds\ndelete this clone\n\ndefine Clone (#) times\nif <(Continue Playing) = [1]> then\n Layer [6]\nelse\n go to [back v] layer\nend\nif <(menu show) = [1]> then\n if <(shop2) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\nrepeat ((#) - (1))\n create clone of (_myself_ v)\n set y to (165)\n change x by (27)\nend\n\nwhen flag clicked\nhide\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@TextBackground\n\nwhen I receive [text v]\nLayer [7]\nwait until <not <key (t v) pressed?>>\nset [text v] to [Start screen text]\nif <(text show) = [0]> then\n switch costume to (start screen text v)\n show\n set [ghost v] effect to (30)\n go to [front v] layer\n set [text show v] to [1]\n broadcast (Setup text v)\nelse\n if <(text show) = [1]> then\n hide\n set [text show v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [text show v] to [0]\nset [text v] to [Start screen text]\n\nwhen I receive [tick v]\nset [messagetext v] to (text)\nswitch costume to (text)\nif <key (t v) pressed?> then\n broadcast (Text v)\nend\n\nbroadcast (Write v)\n\nwhen I receive [write v]\nset [message v] to (text)\nset [text v] to [Start screen text]\nhide\nset [text show v] to [0]\nwait (2) seconds\nset [message v] to []\n\nwhen I receive [setup text v]\nforever\n if <(text show) = [1]> then\n if <(text) = [Start screen text]> then\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Hi!]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Bye!]\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Where is...]\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Thanks!]\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Sorry!]\n end\n if <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n broadcast (process text v)\n set [text v] to [No!]\n end\n if <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n broadcast (process text v)\n set [text v] to [Yes!]\n end\n if <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n broadcast (process text v)\n set [text v] to [I can help you!]\n end\n if <key (9 v) pressed?> then\n wait until <not <key (9 v) pressed?>>\n broadcast (process text v)\n set [text v] to [How do you play?]\n end\n end\n end\nend\n\nwhen I receive [process text v]\nif <(text show) = [1]> then\n forever\n if <(text) = [Hi!]> then\n if <key (1 v) pressed?> then\n set [text v] to [1]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [2]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [3]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [4]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [5]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [6]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [7]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [8]\n end\n if <key (9 v) pressed?> then\n set [text v] to [9]\n broadcast (Write v)\n end\n else\n if <(text) = [Bye!]> then\n if <key (1 v) pressed?> then\n set [text v] to [10]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [11]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [12]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [13]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [14]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [15]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [16]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [17]\n broadcast (Write v)\n end\n else\n if <(text) = [Where is...]> then\n if <key (1 v) pressed?> then\n set [text v] to [18]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [19]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [20]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [21]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [22]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [23]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [24]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [25]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [26]\n broadcast (Write v)\n end\n else\n if <(text) = [Thanks!]> then\n if <key (1 v) pressed?> then\n set [text v] to [27]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [28]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [29]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [30]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [31]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [32]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [33]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n set [text v] to [34]\n broadcast (Write v)\n end\n else\n if <(text) = [Sorry!]> then\n if <key (1 v) pressed?> then\n set [text v] to [35]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [36]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [37]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [38]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [39]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [40]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [41]\n broadcast (Write v)\n end\n else\n if <(text) = [No!]> then\n if <key (1 v) pressed?> then\n set [text v] to [42]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [43]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [44]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [45]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [46]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [47]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [48]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [49]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [Yes!]> then\n if <key (1 v) pressed?> then\n set [text v] to [50]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [51]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [52]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [53]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [54]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [55]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n set [text v] to [56]\n broadcast (Write v)\n if <key (8 v) pressed?> then\n set [text v] to [57]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n set [text v] to [58]\n broadcast (Write v)\n end\n end\n else\n if <(text) = [I can help you!]> then\n if <key (1 v) pressed?> then\n set [text v] to [59]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [60]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [61]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [62]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [63]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [64]\n broadcast (Write v)\n end\n else\n if <(text) = [How do you play?]> then\n if <key (1 v) pressed?> then\n set [text v] to [65]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n set [text v] to [66]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n set [text v] to [67]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n set [text v] to [68]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n set [text v] to [69]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n set [text v] to [70]\n broadcast (Write v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Text\n\nwhen I receive [text v]\nLayer [6]\nwait until <not <key (t v) pressed?>>\nif <(text show) = [1]> then\n switch costume to (start screen text v)\n show\n set [ghost v] effect to (0)\n go to [front v] layer\nelse\n if <(text show) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nswitch costume to (MessageText)\n\nbroadcast (Write v)\n\nwhen I receive [write v]\nhide\nset [text show v] to [0]\nwait (2) seconds\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Shop Button\n\nwhen I receive [setup v]\ngo to x: (-190) y: (160)\nshow\n\nwhen I receive [tick v]\nif <(Continue Playing) = [1]> then\n Layer [8]\nelse\n go to [back v] layer\nend\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((105) - (size)) / (3))) %\n set [ghost v] effect to (3)\n set [shop v] to [1]\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n set [shop v] to [0]\nend\n\nwhen flag clicked\nhide\nset [shop v] to [0]\n\nwhen I receive [tick v]\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Show shop v)\n set [shop2 v] to [1]\nend\ngo to x: (-190) y: (163)\nif <(menu show) = [1]> then\n if <(shop2) = [1]> then\n hide\n go to x: (1000000) y: (100000000)\n else\n show\n end\nelse\n hide\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@S_B_1\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-160) y: (240)\nshow\nglide (0.7) secs to x: (-160) y: (-10)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (240)\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [hide shop v]\nglide (0.7) secs to x: (-160) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nLayer [3]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [1] letter: [B]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Show shop v)\nbroadcast (hide shop v)\n\ndefine Costumes\nif < (CostumesUsed) contains [B]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Server messages\n\nwhen I receive [joined v]\nstart sound [Connect v]\nswitch costume to (connected v)\nwait (1) seconds\nhide\n\nwhen I receive [join game v]\nshow\nswitch costume to (connecting v)\nwait (3) seconds\nset [timer v] to [0]\nset [timer v] to [0]\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [server full v]\nshow\nswitch costume to (server full v)\nwait (2) seconds\nhide\n\nwhen I receive [tick v]\nLayer [2]\nLayer [1]\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@S_B_2\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (-50) y: (240)\nshow\nglide (0.7) secs to x: (-50) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [hide shop v]\nglide (0.7) secs to x: (-50) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [tick v]\nLayer [3]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [1] letter: [S]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\ndefine Costumes\nif < (CostumesUsed) contains [S]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@S_B_3\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (50) y: (240)\nshow\nglide (0.7) secs to x: (50) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nglide (0.7) secs to x: (50) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nLayer [3]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [2] letter: [H]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n broadcast (Life up v)\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif < (CostumesUsed) contains [H]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@S_B_4\n\nwhen I receive [show shop v]\nwait until <not <mouse down?>>\nset drag mode [not draggable v]\ngo to x: (160) y: (240)\nshow\nglide (0.7) secs to x: (160) y: (-10)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide shop v]\nglide (0.7) secs to x: (160) y: (240)\nhide\nwait (0.1) seconds\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [tick v]\nLayer [3]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (4))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nCostumes\nShop: Prize: [3] letter: [R]\n\ndefine Shop: Prize: (prize) letter: (letter)\nif <(shop2) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not < (CostumesUsed) contains (letter)?>> then\n if <(POINTS) > ((prize) - (1))> then\n set [costumesused v] to (join (CostumesUsed) (letter))\n change [points v] by (join [-] (prize))\n broadcast (Reset life v)\n else\n broadcast (not enough money v)\n end\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (costume2 v)\n\ndefine Costumes\nif < (CostumesUsed) contains [R]?> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Water\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [1000000]\nClone at x: [-250] y: [820]\nClone at x: [800] y: [600]\nClone at x: [1630] y: [850]\nClone at x: [800] y: [850]\nClone at x: [4700] y: [1180]\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)\nset [y v] to (y)\n\nwhen flag clicked\ngo to x: (-500) y: (2000)\n\nchange [x v] by (-100)\n\nset [y v] to [800]\n\n@Sand\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (level 1 1 v)\nset [x v] to [0]\nset [y v] to [1000000]\nClone at x: [-250] y: [820]\nClone at x: [900] y: [820]\nClone at x: [1400] y: [1050]\nClone at x: [900] y: [900]\nClone at x: [4700] y: [1400]\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)\nset [y v] to ((y) - (150))\n\nchange [x v] by (100)\n\n@Exit\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [win v] to [1]\n broadcast (Win v) and wait\nend\n\nwhen I receive [setup v]\nset [win v] to [0]\nhide\nswitch costume to (exit v)\nset [x v] to [8490]\nset [y v] to [1510]\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(win) = [0]> then\n show\n else\n hide\n end\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)\nset [x v] to (x)\nset [y v] to (y)\n\n@Bsckground2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (8)) (((y) - (SCROLL Y)) / (8))\n\nwhen I receive [setup v]\nhide\nset [x v] to [-300]\nset [y v] to [1200]\nset rotation style [left-right v]\nswitch costume to (bakcground v)\nClone at x: [3000] y: [1200]\nClone at x: [3000] y: [1200]\nClone at x: [3000] y: [1200]\nClone at x: [3000] y: [1200]\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 if <(player y) < [670]> then\n hide\n else\n show\n end\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)\nset [y v] to (y)\n\nset [y v] to [3189]\n\nwhen flag clicked\n\n@Menu\n\nwhen I receive [tick v]\nif <(Continue Playing) = [1]> then\n Layer [5]\nelse\n go to [back v] layer\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <(shop2) = [0]> then\n set [menu show v] to [1]\n switch costume to (costume1 v)\n go to x: (0) y: (330)\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(shop2) = [0]> then\n set [menu show v] to [0]\n go to x: (0) y: (360)\n end\n end\nend\n\nwhen flag clicked\nset [menu show v] to [0]\n\nwhen I receive [show shop v]\nswitch costume to (costume2 v)\nwait until <not <mouse down?>>\nglide (0.7) secs to x: (0) y: (100)\nforever\n if <(shop2) = [1]> then\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n broadcast (hide shop v)\n glide (0.7) secs to x: (0) y: (330)\n set [shop2 v] to [0]\n set [menu show v] to [0]\n end\n end\nend\n\nwhen I receive [setup v]\nset [shop2 v] to [0]\n\nwhen I receive [not enough money v]\nswitch costume to (costume3 v)\nwait (2) seconds\nswitch costume to (costume2 v)\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Cloud\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nLayer [80]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (20)\nset size to (100) %\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [500] y: [860]\nClone at x: [500] y: [860]\nClone at x: [350] y: [1100]\nClone at x: [550] y: [1100]\nClone at x: [800] y: [860]\nClone at x: [300] y: [1300]\nClone at x: [200] y: [1550]\nClone at x: [-300] y: [1550]\nClone at x: [-300] y: [1650]\nClone at x: [150] y: [1950]\nClone at x: [330] y: [2050]\nClone at x: [250] y: [2310]\nClone at x: [300] y: [2310]\nClone at x: [-150] y: [1650]\nClone at x: [200] y: [1890]\nClone at x: [350] y: [2000]\nClone at x: [-100] y: [2260]\nClone at x: [-100] y: [2580]\nClone at x: [300] y: [2700]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\n\ndefine position (x) (y)\nset size to (100) %\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)\nset [y v] to (y)\nnext costume\n\nset [y v] to [2170]\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Sprite1\n\nwhen I receive [tick v]\nhide\nswitch costume to (letter (1) of (POINTS))\nif <(menu show) = [1]> then\n if <(shop2) = [0]> then\n if <(Timer2) > [4]> then\n if <(Continue Playing) = [1]> then\n show\n Layer [6]\n else\n go to [back v] layer\n end\n else\n hide\n end\n else\n hide\n end\nelse\n hide\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@Love and Fave\n\nwhen flag clicked\nhide\ngo to x: (142) y: (-200)\nwait (15) seconds\nforever\n if <(win) = [0]> then\n show\n glide (1) secs to x: (142) y: (-160)\n wait (2) seconds\n glide (1) secs to x: (142) y: (-200)\n hide\n wait (30) seconds\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Enemies\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nset size to (80) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(kill enemy) = [0]> then\n show\n end\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)\nset [y v] to (y)\nnext costume\n\nwhen I receive [move enermie v]\nforever\n switch costume to (r v)\n repeat (60)\n change [x v] by (4)\n end\n switch costume to (c v)\n wait (0.1) seconds\n switch costume to (l v)\n repeat (60)\n change [x v] by (-4)\n end\n switch costume to (c v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nswitch costume to (c v)\nset [kill enemy v] to [0]\nset [x v] to [600]\nset [y v] to [940]\nbroadcast (move enermie v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(player y) > [965]> then\n if <(kill enemy) = [0]> then\n if <(enemy touch) = [0]> then\n set [kill enemy v] to [1]\n broadcast (kill enemy v)\n end\n end\n end\nend\n\nwhen I receive [kill enemy v]\nset [money x v] to (x)\nset [money y v] to (y)\nrepeat (3)\n change [y v] by (-7)\nend\nchange [points v] by (1)\nbroadcast (Earn Money v)\nhide\n\nchange [life2 v] by (1)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [enemy touch v] to [1]\n else\n set [enemy touch v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [enemy touch v] to [1]\n else\n set [enemy touch v] to [0]\n end\nend\n\n@Sprite2\n\nwhen I receive [earn money v]\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to x: ((Money x) - (SCROLL X)) y: ((Money y) - (SCROLL Y))\n\n@Sprite3\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (500) y: (-500)\nwait (1) seconds\nforever\n point in direction (135)\n if <(EXIT) = [die]> then\n go to x: (500) y: (-500)\n glide (2) secs to x: (-1500) y: (1500)\n end\nend\n\n@BackgroundText\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nLayer [25]\nswitch costume to (point v)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nset [x v] to [3020]\nset [y v] to [1130]\nswitch costume to (level 1 1 v)\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nset [y v] to [860]\n\nset [y v] to [2250]\n\nchange [x v] by (-100)\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\nset size to (100) %\n\n@Ladder\n\nwhen I receive [start screen 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 [3220]\nset [y v] to [1370]\nswitch costume to (ladder v)\nClone at x: [2760] y: [1725]\nClone at x: [3333] y: [2125]\nClone at x: [3700] y: [1715]\nClone at x: [4250] y: [2080]\nClone at x: [3830] y: [2380]\nClone at x: [5565] y: [630]\nClone at x: [5370] y: [850]\nClone at x: [4850] y: [1215]\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)\nset [x v] to (x)\nset [y v] to (y)\n\n@Checkpoint\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [checkx v] to (player x)\n set [checky v] to (player y)\n switch costume to (checkpoint2 v)\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nswitch costume to (checkpoint v)\nset [x v] to [2850]\nset [y v] to [1140]\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)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nset [checkx v] to [0]\nset [checky v] to [1100]\n\n@Background2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nswitch costume to (point v)\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nset [x v] to [-335]\nset [y v] to [1000]\nswitch costume to (level 1 1 v)\nClone at x: [500] y: [1000]\nClone at x: [500] y: [860]\nClone at x: [500] y: [860]\nClone at x: [350] y: [1100]\nClone at x: [550] y: [1100]\nClone at x: [800] y: [860]\nClone at x: [300] y: [1300]\nset [ghost v] effect to (100)\nClone at x: [200] y: [1550]\nClone at x: [-300] y: [1550]\nClone at x: [-300] y: [1650]\nClone at x: [150] y: [1950]\nClone at x: [330] y: [2050]\nClone at x: [250] y: [2310]\nClone at x: [300] y: [2310]\nClone at x: [-150] y: [1650]\nClone at x: [200] y: [1890]\nClone at x: [350] y: [2000]\nClone at x: [-100] y: [2260]\nClone at x: [-100] y: [2580]\nClone at x: [300] y: [2700]\nClone at x: [-700] y: [1000]\nset [ghost v] effect to (0)\nClone at x: [450] y: [1150]\nClone at x: [400] y: [900]\nClone at x: [-200] y: [530]\nClone at x: [400] y: [400]\nClone at x: [350] y: [350]\nClone at x: [500] y: [460]\nClone at x: [-300] y: [870]\nClone at x: [-300] y: [1000]\nClone at x: [350] y: [1275]\n\nClone at x: [425] y: [2200]\nClone at x: [325] y: [2150]\nClone at x: [325] y: [2100]\nClone at x: [400] y: [2100]\nhide\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)\nset [y v] to (y)\nnext costume\n\nset [y v] to [860]\n\nset [y v] to [900]\n\nchange [x v] by (-50)\n\nset size to (100) %\n\nwhen flag clicked\ngo to [back v] layer\n\n@Enemies2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nset size to (80) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(kill enemy 2) = [0]> then\n show\n end\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)\nset [y v] to (y)\nnext costume\n\nwhen I receive [move enermie v]\nforever\n set [x v] to [6800]\n set [y v] to [1439]\n switch costume to (r v)\n repeat (80)\n change [x v] by (4)\n end\n switch costume to (c v)\n wait (0.1) seconds\n switch costume to (l v)\n repeat (80)\n change [x v] by (-4)\n end\n switch costume to (c v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nswitch costume to (l v)\nset [kill enemy 2 v] to [0]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(player y) > [1465]> then\n if <(kill enemy 2) = [0]> then\n if <(enemy touch 2) = [0]> then\n broadcast (kill enemy 2 v)\n set [kill enemy 2 v] to [1]\n end\n end\n end\nend\n\nwhen I receive [kill enemy 2 v]\nset [money x v] to (x)\nset [money y v] to (y)\nrepeat (3)\n change [y v] by (-7)\nend\nchange [points v] by (1)\nbroadcast (Earn Money v)\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [enemy touch 2 v] to [1]\n else\n set [enemy touch 2 v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [enemy touch 2 v] to [1]\n else\n set [enemy touch 2 v] to [0]\n end\nend\n\n@Yes\n\nwhen flag clicked\nswitch costume to (yes v)\nhide\n\nwhen I receive [win v]\nstart sound [Tada v]\nset size to (100) %\ngo to x: (90) y: (-160)\nswitch costume to (yes v)\nshow\n\nwhen I receive [tick v]\nLayer [1]\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (6))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [win v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n broadcast (Continue v)\n set [continue playing v] to [1]\n end\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\n\n@No\n\nwhen flag clicked\nswitch costume to (yes v)\nhide\n\nwhen I receive [win v]\nset size to (100) %\nstart sound [Tada v]\ngo to x: (150) y: (-160)\nswitch costume to (yes v)\nshow\n\nwhen I receive [tick v]\nLayer [1]\n\nwhen I receive [win v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n stop [all v]\n end\nend\n\ndefine Layer (layer)\ngo to [front v] layer\ngo [backward v] ((layer) - (1)) layers\nif <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (6))) %\n set [ghost v] effect to (3)\nelse\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\nend\n\nwhen I receive [continue v]\nhide\n\n
Hello Guys Welcome To My Brand New Game! I Will Add More Levels In The Future And If This Top Loved Then I Will Make A Chapter 2!\n\nWASD Or Arrow Keys To Move\nDon't Touch Lava Or Spikes Or Saws\nTrampolines Makes Your Character Shoot Up In The Air\n\nFeatures:\nSpikes\nCharacter Animation\nSaws\nTrampolines\nNice Art\nStory
Outline 2 || Scrolling Platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (スタート v)\nforever\n play sound [smb_main-theme v] until done\nend\n\nwhen I receive [ゴール v]\nset volume to (0) %\nchange [☁ goal v] by (1)\n\n@しょざい\n\nwhen flag clicked\nhide\nbroadcast (始まり v)\n\n@地面\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n set [ghost v] effect to (100)\nend\nforever\n \nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine 動く (動き)\n\nswitch costume to (16 v)\nif then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nswitch costume to (3 v)\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (yショック))\n\nwhen I receive [スタート v]\nset [ああああああああ v] to ((480) * (51))\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2400] [0] [6]\n配置 [2880] [0] [7]\n配置 [3360] [0] [8]\n配置 [3840] [0] [9]\n配置 [4320] [0] [10]\n配置 [5000] [0] [11]\n配置 [5480] [0] [12]\n配置 [5960] [0] [13]\n配置 [6440] [0] [14]\n配置 [6920] [0] [15]\n配置 [7400] [0] [16]\n配置 [7880] [0] [17]\n配置 [8360] [0] [18]\n配置 [8840] [0] [19]\n配置 [9320] [0] [20]\n配置 [9800] [0] [21]\n配置 [10280] [0] [22]\n配置 [10760] [0] [23]\n配置 [11240] [0] [24]\n配置 [11720] [0] [25]\n\nwhen I receive [切り替え v]\ndelete this clone\n\nask ((7880) + ((480) * (8))) and wait\n\n@プレイヤー\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen I receive [スタート v]\nset [スクロールx v] to [0]\nset [スクロールy v] to [120]\nset [x2 v] to [0]\nset [y2 v] to [120]\nset [アイテム v] to []\nswitch backdrop to (空 v)\nsay []\n初期\nreset timer\nforever\n if <(動ける?) = [0]> then\n プログラム <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> <<not <touching (水 v)?>> and << (アイテム) contains [パラシュート]?> and <<(y1) < [-3]> and <<key (space v) pressed?> or <mouse down?>>>>>\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [初期化 v]\nstart sound [smb_mariodies v]\nset [動ける? v] to [1]\nswitch costume to (join [前] (キャラ))\ngo to [front v] layer\nset [y1 v] to [10]\nrepeat (20)\n change [y1 v] by (-1)\n turn left (5) degrees\n change y by (y1)\n if <(y1) < [-5]> then\n change [ghost v] effect by (20)\n end\nend\nhide\ngo [backward v] (50) layers\nrepeat (20)\n change [スクロールx v] by (round (((x2) - (スクロールx)) / (4)))\n change [スクロールy v] by (round (((y2) - (スクロールy)) / (4)))\nend\n初期\n\nwhen I receive [オンライン! v]\nforever\n if <(チャット) = []> then\n say (username)\n else\n say (join (username) (item (チャット) of [チャット v]))\n end\nend\n\nwhen I receive [スタート v]\n\nif <([costume name v] of [サウンドボタン v]) = [1]> then\n set volume to (100) %\nend\n\nset volume to (0) %\n\nforever\n wait until <touching (水 v)?>\n set [y1 v] to [-3]\n start sound [水1 v]\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\nhide\n\ndefine 初期\nset [x1 v] to [0]\nset [y1 v] to [0]\nset [動ける? v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\n\nwhen I receive [初期化 v]\nset [なめらか v] to [16]\nset [yショック v] to (なめらか)\nset [なめらか v] to ((0) - (なめらか))\nwait (0.02) seconds\nrepeat (5)\n set [yショック v] to (なめらか)\n wait (0.02) seconds\n set [なめらか v] to ((0) - ((なめらか) / (2)))\nend\nset [yショック v] to [0]\n\ndefine プログラム <上> <下> <右> <左> <パラシュート>\nswitch costume to (あたり判定1 v)\nset [x1 v] to (((x1) + (<右> - <左>)) * (氷))\nif <[11] < (x1)> then\n set [x1 v] to [11]\nend\nif <(x1) < [-11]> then\n set [x1 v] to [-11]\nend\nchange x by ((x1) + (-))\nrepeat (6)\n change y by ((1) * <touching (地面 v)?>)\nend\nif <パラシュート> then\n set [y1 v] to [-3]\nend\nif <touching (地面 v)?> then\n if <touching (水 v)?> then\n change y by (-6)\n else\n change y by (-5)\n end\n repeat until <not <touching (地面 v)?>>\n change x by ((-1) * ((x1) / ([abs v] of (x1) )))\n end\n set x to (round (x position))\n if <上> then\n set [y1 v] to [15]\n set [x1 v] to ((7) - (<[0] < (x1)> * (14)))\n else\n set [x1 v] to [0]\n end\nend\nif <touching (水 v)?> then\n change [y1 v] by (-0.2)\n if <上> then\n change [y1 v] by (1.5)\n if <[7] < (y1)> then\n set [y1 v] to [7]\n end\n end\nelse\n change [y1 v] by (-0.8)\nend\nchange y by (round (y1))\nif <touching (地面 v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by ((-1) * ((y1) / ([abs v] of (y1) )))\n end\n if <<上> and <<(y1) < [0]> and <not <touching (水 v)?>>>> then\n start sound [smb_jump-small v]\n if < (アイテム) contains [ジャンプ]?> then\n set [y1 v] to [15]\n else\n set [y1 v] to [14]\n end\n else\n set [y1 v] to [0]\n end\nend\nswitch costume to (あたり判定2 v)\nif <<touching (はしご v)?> and <(y1) < [0]>> then\n if <(触れた?) = [0]> then\n start sound [はしご v]\n set [触れた? v] to [1]\n end\n repeat until <<not <touching (はしご v)?>> or <下>>\n change y by (1)\n end\n if <上> then\n start sound [はしご v]\n set [y1 v] to [10.5]\n else\n if <下> then\n set [y1 v] to [-3]\n else\n set [y1 v] to [0]\n end\n end\nelse\n set [触れた? v] to [0]\nend\nswitch costume to (あたり判定1 v)\nif <touching (バネ v)?> then\n broadcast (バネ v)\n set [y1 v] to [20]\nend\nif <<touching (障害物地面2 v)?> or <<(y position) < [-160]> and <(スクロールy) = [0]>>> then\n broadcast (初期化 v)\nend\nif <touching (ゴール v)?> then\n start sound [smb_stage_clear v]\n broadcast (ゴール v)\nend\nchange [スクロールx v] by (round ((x position) * (0.1)))\nif <not <<(スクロールx) < [0]> or <(ああああああああ) < (スクロールx)>>> then\n change x by ((-1) * (round ((x position) * (0.1))))\nend\nchange [スクロールy v] by (round ((y position) * (0.2)))\nif <not <(スクロールy) < [0]>> then\n change y by ((-1) * (round ((y position) * (0.2))))\nend\nif <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\nend\nif <(ああああああああ) < (スクロールx)> then\n set [スクロールx v] to (ああああああああ)\nend\nif <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\nend\nswitch costume to (join [前] (キャラ))\nif <上> then\n switch costume to (join [上] (キャラ))\n if <右> then\n switch costume to (join [右上] (キャラ))\n end\n if <左> then\n switch costume to (join [左上] (キャラ))\n end\nelse\n if <右> then\n switch costume to (join [右] (キャラ))\n end\n if <左> then\n switch costume to (join [左] (キャラ))\n end\nend\nif <パラシュート> then\n switch costume to (join [パラシュート] (キャラ))\nend\nif <(キャラ) = [8]> then\n change [color v] effect by (1)\nend\nif <touching (ゴール v)?> then\n set [動ける? v] to [1]\n broadcast (ゴール v)\n stop [this script v]\nend\nif <(x position) < [-240]> then\n set x to (-240)\nend\nset x to (round (x position))\nset y to (round (y position))\n\nwhen flag clicked\nset volume to (100) %\n\n@障害物地面2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n set [ghost v] effect to (100)\nend\nforever\n \nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine 動く (動き)\n\nswitch costume to (16 v)\nif then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nswitch costume to (3 v)\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (yショック))\n\nwhen I receive [スタート v]\nset [ああああああああ v] to ((480) * (50))\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2400] [0] [6]\n配置 [2880] [0] [7]\n配置 [3360] [0] [8]\n配置 [3840] [0] [9]\n配置 [4320] [0] [10]\n配置 [5000] [0] [11]\n配置 [5480] [0] [12]\n配置 [5960] [0] [13]\n配置 [6440] [0] [14]\n配置 [6920] [0] [15]\n配置 [7400] [0] [16]\n配置 [7880] [0] [17]\n配置 [8360] [0] [18]\n配置 [8840] [0] [19]\n配置 [9320] [0] [20]\n配置 [9800] [0] [21]\n配置 [10280] [0] [22]\n配置 [10760] [0] [23]\n配置 [11240] [0] [24]\n\nwhen I receive [切り替え v]\ndelete this clone\n\nask ((7880) + ((480) * (7))) and wait\n\n@ゴール\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n set [ghost v] effect to (100)\nend\nforever\n \nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine 動く (動き)\n\nswitch costume to (16 v)\nif then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nswitch costume to (3 v)\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (yショック))\n\nwhen I receive [スタート v]\nset [ああああああああ v] to ((480) * (50))\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2400] [0] [6]\n配置 [2880] [0] [7]\n配置 [3360] [0] [8]\n配置 [3840] [0] [9]\n配置 [4320] [0] [10]\n配置 [5000] [0] [11]\n配置 [5480] [0] [12]\n配置 [5960] [0] [13]\n配置 [6440] [0] [14]\n配置 [6920] [0] [15]\n配置 [7400] [0] [16]\n配置 [7880] [0] [17]\n配置 [8360] [0] [18]\n配置 [8840] [0] [19]\n配置 [9320] [0] [20]\n配置 [9800] [0] [21]\n配置 [10280] [0] [22]\n配置 [10760] [0] [23]\n配置 [11240] [0] [24]\n配置 [11720] [0] [25]\n\nwhen I receive [切り替え v]\ndelete this clone\n\nask ((7880) + ((480) * (7))) and wait\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [ゴール v]\nclear graphic effects\n\n
This is Escaped. Your goal: escape from this dangerous dungeon. Good luck!\n\nA follow would be very appreciated :D \n\n\n
☁ Multiplayer Pen Platformer - A Multiplayer 90% Pen Platformer #All #Games
@Stage\n\nwhen flag clicked\nforever\n if <(NEON) = [1]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Sprite1\n\ndefine None\ngo to x: (((([cos v] of (xrot) ) * (x)) - (([sin v] of (xrot) ) * (y))) * ((fov) / (((((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x))) * ([sin v] of (yrot) )) + (fov)) - ((z) * ([cos v] of (yrot) ))))) y: (((([cos v] of (yrot) ) * ((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x)))) + ((z) * ([sin v] of (yrot) ))) * ((fov) / (((((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x))) * ([sin v] of (yrot) )) + (fov)) - ((z) * ([cos v] of (yrot) )))))\nadd (((([cos v] of (xrot) ) * (x)) - (([sin v] of (xrot) ) * (y))) * ((fov) / (((((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x))) * ([sin v] of (yrot) )) + (fov)) - ((z) * ([cos v] of (yrot) ))))) to [vertx v]\nadd (((([cos v] of (yrot) ) * ((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x)))) + ((z) * ([sin v] of (yrot) ))) * ((fov) / (((((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x))) * ([sin v] of (yrot) )) + (fov)) - ((z) * ([cos v] of (yrot) ))))) to [verty v]\nset [negat v] to [0]\nif <[0] > (((((([cos v] of (xrot) ) * (y)) + (([sin v] of (xrot) ) * (x))) * ([sin v] of (yrot) )) + (fov)) - ((z) * ([cos v] of (yrot) )))> then\n set [negat v] to [1]\nend\n\nset [scale v] to [100]\n\ndefine decode [] with []\nset [dec v] to [0]\nset [decodedx v] to []\ndelete (all) of [decoded v]\nrepeat until <(dec) > (length of (decoded))>\n set [decodedx v] to []\n repeat until <<(letter (dec) of (decoded)) = (seperation)> or <(dec) > (length of (decoded))>>\n set [decodedx v] to (join (decodedx) (letter (dec) of (decoded)))\n change [dec v] by (1)\n end\n add (decodedx) to [decoded v]\n change [dec v] by (1)\nend\n\ndelete (all) of [3dcostumes v]\nadd [] to [3dcostumes v]\n\ndetect if (1) (1) (1) is in (1) (1) (1) (1) (1) (1) vel (1) (1) (1)\n\nset [wakling speed v] to [10]\n\ngo to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n\nset [xv v] to []\n\ndetect if (1) (1) (1) is in (1) (1) (1) (1) (1) (1) vel (1) (1) (1)\n\ndelete (all) of [3dcostumes v]\nadd [v 0.000000 4.968656 0.000000v 0.000000 5.968656 0.000000v 1.000000 4.968656 0.000000v 1.512895 3.090725 -0.540363v -1.000000 4.968656 0.000000v -1.376134 3.003134 0.263181v 0.000000 2.968656 0.000000v 1.009632 1.611324 0.140310v -1.051461 1.978002 -0.538634v -1.002231 0.431455 -0.239788v 1.029773 -0.086198 0.366501v 1.191797 3.932778 -0.157334v -1.202608 3.991293 0.222096v -0.997096 5.892505 0.000000v 0.997096 6.044807 0.000000v -1.149398 7.886698 0.000000v 0.000000 5.968656 0.000000v 0.844795 8.039000 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 0.000000 4.968656 0.000000v 0.000000 5.968656 0.000000v 1.000000 4.968656 0.000000v 1.673814 3.397733 -1.250816v -1.000000 4.968656 0.000000v -1.410972 3.076976 0.926733v 0.000000 2.968656 0.000000v 1.013320 1.468952 0.348114v -1.023943 2.066958 -1.044232v -0.897618 0.564440 -0.781391v 1.188151 0.257039 1.296938v 1.271685 4.047905 -0.552021v -1.248510 3.927333 0.451343v -0.980413 5.771702 0.000000v 0.980413 6.165610 0.000000v -1.374320 7.732528 0.000000v 0.000000 5.968656 0.000000v 0.586506 8.126435 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 0.000000 4.968656 0.000000v 0.000000 5.968656 0.000000v 1.000000 4.968656 0.000000v 1.726019 3.149548 -0.777697v -1.000000 4.968656 0.000000v -1.512481 3.091269 0.445740v 0.000000 2.968656 0.000000v 1.013320 1.317582 0.121059v -1.061470 1.236142 -1.183307v -0.897618 0.196828 -0.759767v 1.188151 0.743584 1.232065v 1.305153 3.886046 -0.250964v -1.252291 4.002899 0.473051v -0.996926 5.890306 0.000000v 0.996926 6.047006 0.000000v -1.153625 7.884159 0.000000v 0.000000 5.968656 0.000000v 0.840227 8.040857 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 0.000000 4.968656 0.000000v 0.000000 5.968656 0.000000v 1.000000 4.968656 0.000000v 1.724204 2.955032 0.013727v -1.000000 4.968656 0.000000v -1.512481 2.974505 -0.345662v 0.000000 2.968656 0.000000v 1.004769 1.641918 -0.776255v -1.056324 0.987484 -0.696815v -0.891943 0.153583 0.007826v 1.180962 1.003053 0.464483v 1.305153 3.873072 0.099329v -1.253290 3.834263 0.161687v -0.999668 5.942874 0.000000v 0.999668 5.994438 0.000000v -1.051231 7.942210 0.000000v 0.000000 5.968656 0.000000v 0.948105 7.993773 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v -0.021438 4.968656 0.000000v -0.021438 5.968656 0.000000v -1.021438 4.968656 0.000000v -1.534333 3.090725 -0.540363v 0.978562 4.968656 0.000000v 1.354696 3.003134 0.263181v -0.021438 2.968656 0.000000v -1.031069 1.611324 0.140310v 1.030023 1.978002 -0.538634v 0.980793 0.431454 -0.239788v -1.051211 -0.086198 0.366501v -1.213235 3.932778 -0.157334v 1.181170 3.991293 0.222096v 0.975658 5.892505 0.000000v -1.018534 6.044807 0.000000v 1.127960 7.886698 0.000000v -0.021438 5.968656 0.000000v -0.866233 8.039000 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v -0.024654 4.968656 0.000000v -0.024654 5.968656 0.000000v -1.024654 4.968656 0.000000v -1.698468 3.397733 -1.250816v 0.975346 4.968656 0.000000v 1.386317 3.076976 0.926733v -0.024654 2.968656 0.000000v -1.037974 1.468952 0.348114v 0.999289 2.066958 -1.044232v 0.872964 0.564440 -0.781391v -1.212805 0.257039 1.296938v -1.296339 4.047905 -0.552021v 1.223856 3.927333 0.451343v 0.955759 5.771702 0.000000v -1.005067 6.165610 0.000000v 1.349666 7.732528 0.000000v -0.024654 5.968656 0.000000v -0.611160 8.126435 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 0.021709 4.968656 0.000000v 0.021709 5.968656 0.000000v -0.978291 4.968656 0.000000v -1.704309 3.149548 -0.777697v 1.021709 4.968656 0.000000v 1.534191 3.091269 0.445740v 0.021709 2.968656 0.000000v -0.991610 1.317582 0.121059v 1.083179 1.236142 -1.183307v 0.919328 0.196828 -0.759767v -1.166442 0.743584 1.232065v -1.283443 3.886046 -0.250964v 1.274001 4.002899 0.473051v 1.018635 5.890306 0.000000v -0.975217 6.047006 0.000000v 1.175334 7.884159 0.000000v 0.021709 5.968656 0.000000v -0.818518 8.040857 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 0.044214 4.968656 0.000000v 0.044214 5.968656 0.000000v -0.955786 4.968656 0.000000v -1.679990 2.955032 0.013727v 1.044214 4.968656 0.000000v 1.556695 2.974505 -0.345662v 0.044214 2.968656 0.000000v -0.960555 1.641918 -0.776255v 1.100538 0.987484 -0.696815v 0.936156 0.153583 0.007826v -1.136748 1.003053 0.464483v -1.260939 3.873072 0.099329v 1.297503 3.834263 0.161687v 1.043881 5.942874 0.000000v -0.955454 5.994438 0.000000v 1.095444 7.942210 0.000000v 0.044214 5.968656 0.000000v -0.903891 7.993773 0.000000l 2 1l 1 3l 12 4l 1 5l 13 6l 1 7l 7 8l 7 9l 9 10l 8 11l 12 3l 13 5l 18 15l 18 16l 17 15l 14 16l 17 14] to [3dcostumes v]\nadd [v 3.000000 5.968656 0.000000v 5.000000 5.968656 0.000000v 3.000000 7.968656 0.000000v 4.000000 4.968656 0.000000v 4.000000 5.968656 0.000000v 5.000000 7.968656 0.000000v 5.000000 4.968656 0.000000v 5.239475 2.983045 -0.000000v 3.000000 4.968656 0.000000v 2.689451 2.992913 -0.000000v 4.000000 2.968656 0.000000v 5.000000 1.665197 0.000000v 3.000000 1.665197 0.000000v 3.000000 0.000000 0.000000v 5.000000 0.000000 0.000000v 5.119738 3.975851 -0.000000v 2.844725 3.980784 -0.000000l 6 2l 5 4l 6 3l 5 2l 1 3l 5 1l 4 7l 16 8l 4 9l 17 10l 4 11l 11 12l 11 13l 13 14l 12 15l 16 7l 17 9] to [3dcostumes v]\n\ndefine creatve\nif <(MODE) = [1]> then\n change [zv v] by (0.5)\n set [zv v] to ((zv) * (0.95))\n if <key (q v) pressed?> then\n change [zv v] by (0.5)\n end\n if <key (z v) pressed?> then\n change [zv v] by (-0.5)\n end\n if <key (c v) pressed?> then\n decode (item (cube) of [rectangular prisms v]) with [,]\n replace item (cube) of [rectangular prisms v] with (join (join (join (join (item (1) of [decoded v]) [,]) (join (item (2) of [decoded v]) [,])) (join (join (item (3) of [decoded v]) [,]) (join (([floor v] of ((X) / (25)) ) * (25)) [,]))) (join (join (join (([floor v] of ((Y) / (25)) ) * (25)) [,]) (([floor v] of ((Z) / (25)) ) * (25))) (join [,] (item (7) of [decoded v]))))\n end\n if <key (v v) pressed?> then\n decode (item (cube) of [rectangular prisms v]) with [,]\n replace item (cube) of [rectangular prisms v] with (join (join (join (join (([floor v] of ((X) / (25)) ) * (25)) [,]) (join (([floor v] of ((Y) / (25)) ) * (25)) [,])) (join (join (([floor v] of ((Z) / (25)) ) * (25)) [,]) (join (item (4) of [decoded v]) [,]))) (join (join (join (item (5) of [decoded v]) [,]) (item (6) of [decoded v])) (join [,] (item (7) of [decoded v]))))\n end\n if <key (h v) pressed?> then\n decode (item (cube) of [rectangular prisms v]) with [,]\n replace item (cube) of [rectangular prisms v] with (join (join (join (join (item (1) of [decoded v]) [,]) (join (item (2) of [decoded v]) [,])) (join (join (item (3) of [decoded v]) [,]) (join (item (4) of [decoded v]) [,]))) (join (join (join (item (5) of [decoded v]) [,]) (item (6) of [decoded v])) (join [,] (h))))\n end\n if <key (o v) pressed?> then\n add [-100,-100,25,-50,-50,75,1] to [rectangular prisms v]\n change [cube v] by (1)\n wait until <not <key (o v) pressed?>>\n end\nend\n\ndefine restart\nset [x v] to [0]\nset [y v] to [0]\nset [z v] to [100]\nset [zv v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [scale v] to [10]\n\ndelete (all) of [rectangular prisms v]\nadd [-100,-100,-25,100,100,25,1] to [rectangular prisms v]\nadd [50,50,25,100,100,75,1] to [rectangular prisms v]\nadd [-100,-100,25,-50,-50,75,1] to [rectangular prisms v]\nadd [-100,-100,25,-50,-50,75,1] to [rectangular prisms v]\n\ndefine render blocks\nset [rbvar v] to [0]\nrepeat (length of [rectangular prisms v])\n change [rbvar v] by (1)\n decode (item (rbvar) of [rectangular prisms v]) with [,]\n go to x: ((((item (4) of [decoded v]) + (item (1) of [decoded v])) / (2)) - (X)) y: ((((item (5) of [decoded v]) + (item (2) of [decoded v])) / (2)) - (Y)) z: ((((item (6) of [decoded v]) + (item (3) of [decoded v])) / (2)) - (Z))\n delete (last) of [verty v]\n delete (last) of [vertx v]\n if <(negat) = [0]> then\n delete (all) of [edgs v]\n set pen color to (#3e4fd3)\n go to x: ((item (1) of [decoded v]) - (X)) y: ((item (2) of [decoded v]) - (Y)) z: ((item (3) of [decoded v]) - (Z))\n go to x: ((item (1) of [decoded v]) - (X)) y: ((item (5) of [decoded v]) - (Y)) z: ((item (3) of [decoded v]) - (Z))\n go to x: ((item (4) of [decoded v]) - (X)) y: ((item (5) of [decoded v]) - (Y)) z: ((item (3) of [decoded v]) - (Z))\n go to x: ((item (4) of [decoded v]) - (X)) y: ((item (2) of [decoded v]) - (Y)) z: ((item (3) of [decoded v]) - (Z))\n go to x: ((item (1) of [decoded v]) - (X)) y: ((item (2) of [decoded v]) - (Y)) z: ((item (6) of [decoded v]) - (Z))\n go to x: ((item (1) of [decoded v]) - (X)) y: ((item (5) of [decoded v]) - (Y)) z: ((item (6) of [decoded v]) - (Z))\n go to x: ((item (4) of [decoded v]) - (X)) y: ((item (5) of [decoded v]) - (Y)) z: ((item (6) of [decoded v]) - (Z))\n go to x: ((item (4) of [decoded v]) - (X)) y: ((item (2) of [decoded v]) - (Y)) z: ((item (6) of [decoded v]) - (Z))\n shadow ((item (1) of [decoded v]) - (X)) ((item (2) of [decoded v]) - (Y)) ((item (4) of [decoded v]) - (X)) ((item (5) of [decoded v]) - (Y)) ((item (6) of [decoded v]) - (Z))\n add (join ((length of [vertx v]) - (1)) (join [ ] ((length of [vertx v]) - (0)))) to [edgs v]\n add (join ((length of [vertx v]) - (2)) (join [ ] ((length of [vertx v]) - (1)))) to [edgs v]\n add (join ((length of [vertx v]) - (3)) (join [ ] ((length of [vertx v]) - (2)))) to [edgs v]\n add (join ((length of [vertx v]) - (0)) (join [ ] ((length of [vertx v]) - (3)))) to [edgs v]\n add (join ((length of [vertx v]) - (4)) (join [ ] ((length of [vertx v]) - (0)))) to [edgs v]\n add (join ((length of [vertx v]) - (4)) (join [ ] ((length of [vertx v]) - (5)))) to [edgs v]\n add (join ((length of [vertx v]) - (1)) (join [ ] ((length of [vertx v]) - (5)))) to [edgs v]\n add (join ((length of [vertx v]) - (4)) (join [ ] ((length of [vertx v]) - (7)))) to [edgs v]\n add (join ((length of [vertx v]) - (3)) (join [ ] ((length of [vertx v]) - (7)))) to [edgs v]\n add (join ((length of [vertx v]) - (5)) (join [ ] ((length of [vertx v]) - (6)))) to [edgs v]\n add (join ((length of [vertx v]) - (6)) (join [ ] ((length of [vertx v]) - (7)))) to [edgs v]\n add (join ((length of [vertx v]) - (6)) (join [ ] ((length of [vertx v]) - (2)))) to [edgs v]\n set [vert v] to [0]\n set pen size to (6)\n set pen color to (#2ca5e2)\n if <(item (7) of [decoded v]) = [2]> then\n change pen color by (-40)\n end\n if <(item (7) of [decoded v]) = [3]> then\n change pen color by (80)\n end\n if <(item (7) of [decoded v]) = [4]> then\n change pen color by (-85)\n end\n repeat (12)\n change [vert v] by (1)\n decode (item (vert) of [edgs v]) with [ ]\n if <<<[180] < (item (item (1) of [decoded v]) of [verty v])> or <[-180] > (item (item (1) of [decoded v]) of [verty v])>> or <<[240] < (item (item (1) of [decoded v]) of [vertx v])> or <[-240] > (item (item (1) of [decoded v]) of [vertx v])>>> then\n if <<<[180] < (item (item (2) of [decoded v]) of [verty v])> or <[-180] > (item (item (2) of [decoded v]) of [verty v])>> or <<[240] < (item (item (2) of [decoded v]) of [vertx v])> or <[-240] > (item (item (2) of [decoded v]) of [vertx v])>>> then\n else\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen down\n go to x: ((item (item (2) of [decoded v]) of [vertx v]) + (((item (item (1) of [decoded v]) of [vertx v]) - (item (item (2) of [decoded v]) of [vertx v])) / (3))) y: ((item (item (2) of [decoded v]) of [verty v]) + (((item (item (1) of [decoded v]) of [verty v]) - (item (item (2) of [decoded v]) of [verty v])) / (3)))\n pen up\n end\n else\n if <<<[180] < (item (item (2) of [decoded v]) of [verty v])> or <[-180] > (item (item (2) of [decoded v]) of [verty v])>> or <<[240] < (item (item (2) of [decoded v]) of [vertx v])> or <[-240] > (item (item (2) of [decoded v]) of [vertx v])>>> then\n go to x: (item (item (1) of [decoded v]) of [vertx v]) y: (item (item (1) of [decoded v]) of [verty v])\n pen down\n go to x: ((item (item (1) of [decoded v]) of [vertx v]) + (((item (item (2) of [decoded v]) of [vertx v]) - (item (item (1) of [decoded v]) of [vertx v])) / (3))) y: ((item (item (1) of [decoded v]) of [verty v]) + (((item (item (2) of [decoded v]) of [verty v]) - (item (item (1) of [decoded v]) of [verty v])) / (3)))\n pen up\n else\n go to x: (item (item (1) of [decoded v]) of [vertx v]) y: (item (item (1) of [decoded v]) of [verty v])\n pen down\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen up\n end\n end\n end\n if <(NEON) = [1]> then\n set [vert v] to [0]\n repeat (12)\n change [vert v] by (1)\n decode (item (vert) of [edgs v]) with [ ]\n set pen size to (2)\n set pen color to (#ffffff)\n if <<<[180] < (item (item (1) of [decoded v]) of [verty v])> or <[-180] > (item (item (1) of [decoded v]) of [verty v])>> or <<[240] < (item (item (1) of [decoded v]) of [vertx v])> or <[-240] > (item (item (1) of [decoded v]) of [vertx v])>>> then\n if <<<[180] < (item (item (2) of [decoded v]) of [verty v])> or <[-180] > (item (item (2) of [decoded v]) of [verty v])>> or <<[240] < (item (item (2) of [decoded v]) of [vertx v])> or <[-240] > (item (item (2) of [decoded v]) of [vertx v])>>> then\n else\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen down\n go to x: ((item (item (2) of [decoded v]) of [vertx v]) + (((item (item (1) of [decoded v]) of [vertx v]) - (item (item (2) of [decoded v]) of [vertx v])) / (3))) y: ((item (item (2) of [decoded v]) of [verty v]) + (((item (item (1) of [decoded v]) of [verty v]) - (item (item (2) of [decoded v]) of [verty v])) / (3)))\n pen up\n end\n else\n if <<<[180] < (item (item (2) of [decoded v]) of [verty v])> or <[-180] > (item (item (2) of [decoded v]) of [verty v])>> or <<[240] < (item (item (2) of [decoded v]) of [vertx v])> or <[-240] > (item (item (2) of [decoded v]) of [vertx v])>>> then\n go to x: (item (item (1) of [decoded v]) of [vertx v]) y: (item (item (1) of [decoded v]) of [verty v])\n pen down\n go to x: ((item (item (1) of [decoded v]) of [vertx v]) + (((item (item (2) of [decoded v]) of [vertx v]) - (item (item (1) of [decoded v]) of [vertx v])) / (3))) y: ((item (item (1) of [decoded v]) of [verty v]) + (((item (item (2) of [decoded v]) of [verty v]) - (item (item (1) of [decoded v]) of [verty v])) / (3)))\n pen up\n else\n go to x: (item (item (1) of [decoded v]) of [vertx v]) y: (item (item (1) of [decoded v]) of [verty v])\n pen down\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen up\n end\n end\n end\n end\n end\nend\n\ndefine None\nif <<(x) < [0]> and <[0] < (x2)>> then\n if <<(y) < [0]> and <[0] < (y2)>> then\n go to x: (10) y: (10) z: (z)\n pen down\n go to x: (-10) y: (10) z: (z)\n go to x: (-10) y: (-10) z: (z)\n go to x: (10) y: (-10) z: (z)\n go to x: (10) y: (10) z: (z)\n pen up\n repeat (5)\n delete (last) of [vertx v]\n delete (last) of [verty v]\n end\n end\nend\n\ndefine None\nset [detect v] to [0]\nif <<(x2) < (x)> and <(x) < (x3)>> then\n if <<(y2) < (y)> and <(y) < (y3)>> then\n if <<(z2) < (z)> and <(z) < (z3)>> then\n change [xv v] by (xv)\n change [yv v] by (yv)\n change [zv v] by (zv)\n set [detect v] to [1]\n end\n end\nend\n\ndefine detect player\nset [rbvar v] to [0]\nif <(MODE) = [0]> then\n repeat (length of [rectangular prisms v])\n change [rbvar v] by (1)\n decode (item (rbvar) of [rectangular prisms v]) with [,]\n if <[200] > ([sqrt v] of ((((((item (3) of [decoded v]) + (item (6) of [decoded v])) / (2)) - (Z)) * ((((item (3) of [decoded v]) + (item (6) of [decoded v])) / (2)) - (Z))) + ((((((item (2) of [decoded v]) + (item (5) of [decoded v])) / (2)) - (Y)) * ((((item (2) of [decoded v]) + (item (5) of [decoded v])) / (2)) - (Y))) + (((((item (1) of [decoded v]) + (item (4) of [decoded v])) / (2)) - (X)) * ((((item (1) of [decoded v]) + (item (4) of [decoded v])) / (2)) - (X))))) )> then\n if <(item (7) of [decoded v]) = [1]> then\n detect if ((X) + ()) ((Y) + ()) ((Z) + (-20)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) ((0) - (zv))\n if <<(DETECT) = [1]> and <key (space v) pressed?>> then\n set [zv v] to [10 ]\n end\n detect if ((X) + ()) ((Y) + ()) ((Z) + (-19)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) (1)\n detect if ((X) + (15)) ((Y) + (0)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel ((0) - (xv)) (0) (0)\n detect if ((X) + (14)) ((Y) + (0)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (-1) (0) (0)\n detect if ((X) + (-15)) ((Y) + (0)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel ((0) - (xv)) (0) (0)\n detect if ((X) + (-14)) ((Y) + (0)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (1) (0) (0)\n detect if ((X) + (0)) ((Y) + (15)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) ((0) - (yv)) (0)\n detect if ((X) + (0)) ((Y) + (14)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (-1) (0)\n detect if ((X) + (0)) ((Y) + (-15)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) ((0) - (yv)) (0)\n detect if ((X) + (0)) ((Y) + (-14)) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (1) (0)\n detect if ((X) + (0)) ((Y) + (0)) ((Z) + (60)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) ((0) - (zv))\n detect if ((X) + (0)) ((Y) + (0)) ((Z) + (59)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) (-1)\n end\n if <(item (7) of [decoded v]) = [2]> then\n detect if ((X) + ()) ((Y) + ()) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) (0)\n if <(DETECT) = [1]> then\n change [levelnum v] by (1)\n restart\n decodelevel (levelnum)\n end\n end\n if <(item (7) of [decoded v]) = [3]> then\n detect if ((X) + ()) ((Y) + ()) ((Z) + (0)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) (0)\n if <(DETECT) = [1]> then\n change [deaths v] by (1)\n restart\n end\n end\n if <(item (7) of [decoded v]) = [4]> then\n detect if ((X) + ()) ((Y) + ()) ((Z) + (-19)) is in (item (1) of [decoded v]) (item (2) of [decoded v]) (item (3) of [decoded v]) (item (4) of [decoded v]) (item (5) of [decoded v]) (item (6) of [decoded v]) vel (0) (0) ((-2) * (zv))\n if <(DETECT) = [1]> then\n change [z v] by (zv)\n change [zv v] by (-0.5)\n end\n end\n end\n end\nend\nif <<key (s v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n change [xv v] by ([sin v] of ((view xrot) - (playerxrot)) )\n change [yv v] by ([cos v] of ((view xrot) - (playerxrot)) )\nend\n\ndetect if (1) (1) (1) is in (1) (1) (1) (1) (1) (1) vel (1) (1) (1)\n\nsavelevel\n\ndefine savelevel\nset [rbvar v] to [1]\nset [leveltemp v] to (item (1) of [rectangular prisms v])\nrepeat ((length of [rectangular prisms v]) - (1))\n change [rbvar v] by (1)\n set [leveltemp v] to (join (leveltemp) (join [;] (item (rbvar) of [rectangular prisms v])))\nend\nadd (leveltemp) to [levels v]\n\ndefine None\ndelete (all) of [rectangular prisms v]\ndecode (item (lvl) of [levels v]) with [;]\nrepeat (length of [decoded v])\n add (item (1) of [decoded v]) to [rectangular prisms v]\n delete (1) of [decoded v]\nend\n\nset [rbvar v] to [0]\n\nchange [rbvar v] by (1)\n\ndecodelevel (1)\n\nchange [yrot v] by (1)\n\ndelete (last) of [levels v]\n\nsavelevel\n\ndecodelevel (3)\n\ndecodelevel (2)\n\ndecodelevel (1)\n\nsavelevel\n\ndefine playerview\nif <key (d v) pressed?> then\n if <key (s v) pressed?> then\n set [playerxrot v] to (((playerxrot) + (-135)) / (2))\n else\n set [playerxrot v] to (((playerxrot) + (-90)) / (2))\n end\nelse\n if <key (a v) pressed?> then\n if <key (s v) pressed?> then\n set [playerxrot v] to (((playerxrot) + (135)) / (2))\n else\n set [playerxrot v] to (((playerxrot) + (90)) / (2))\n end\n else\n if <key (s v) pressed?> then\n if <[0] < (playerxrot)> then\n set [playerxrot v] to (((playerxrot) + (180)) / (2))\n else\n set [playerxrot v] to (((playerxrot) + (-180)) / (2))\n end\n else\n set [playerxrot v] to ((playerxrot) / (2))\n end\n end\nend\nif <key (w v) pressed?> then\n set [playerxrot v] to ((playerxrot) / (1.5))\nend\nset [xrot v] to (playerxrot)\nset pen color to (((255) * (16777216)) + (((127) * (65536)) + (((127) * (256)) + (127))))\nset pen size to (5)\nif <<key (s v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n rendcostume ([floor v] of ((((timer) * (wakling speed)) - (([floor v] of (((timer) * (wakling speed)) / (8)) ) * (8))) + (1)) )\nelse\n rendcostume (9)\nend\nif <key (up arrow v) pressed?> then\n change [yrot v] by (4)\nend\nif <key (down arrow v) pressed?> then\n change [yrot v] by (-4)\nend\nif <[85] < (yrot)> then\n set [yrot v] to [85]\nend\nif <[5] > (yrot)> then\n set [yrot v] to [5]\nend\nif <key (right arrow v) pressed?> then\n change [view xrot v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [view xrot v] by (-4)\nend\n\nwhen flag clicked\nhide\nrestart\nset [fov v] to [200]\nset [levelnum v] to [1]\ndecodelevel (1)\nset [tutor v] to [1]\nset [deaths v] to [0]\nforever\n erase all\n set [xrot v] to (view xrot)\n render blocks\n change [z v] by (zv)\n change [y v] by (yv)\n change [x v] by (xv)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n detect player\n change [zv v] by (-0.5)\n creatve\n if <(Z) < [-100]> then\n restart\n change [deaths v] by (1)\n end\n playerview\n if <key (n v) pressed?> then\n change [neon v] by (((NEON) - (0.5)) * (-2))\n end\n tutroial\nend\n\ndefine rendder []\nif <(#) = [a]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-10)\n change x by (-10)\n change x by (10)\n change y by (-10)\n pen up\n change x by (-10)\nend\nif <(#) = [b]> then\n pen down\n change y by (20)\n change x by (9)\n change y by (-8)\n change x by (-9)\n change x by (10)\n change y by (-12)\n change x by (-10)\n pen up\nend\nif <(#) = [c]> then\n change x by (10)\n pen down\n change x by (-10)\n change y by (20)\n change x by (10)\n pen up\n change x by (-10)\n change y by (-20)\nend\nif <(#) = [d]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-20)\n change x by (-4)\n pen up\n change x by (-6)\nend\nif <(#) = [e]> then\n change x by (10)\n pen down\n change x by (-10)\n change y by (20)\n change x by (10)\n change x by (-10)\n change y by (-10)\n change x by (10)\n pen up\n change x by (-10)\n change y by (-10)\nend\nif <(#) = [f]> then\n pen down\n change y by (20)\n change x by (10)\n change x by (-10)\n change y by (-10)\n change x by (10)\n pen up\n change x by (-10)\n change y by (-10)\nend\nif <(#) = [g]> then\n change y by (20)\n change x by (10)\n pen down\n change x by (-10)\n change y by (-20)\n change x by (10)\n change y by (10)\n change x by (-4)\n pen up\n change x by (-6)\n change y by (-10)\nend\nif <(#) = [h]> then\n pen down\n change y by (20)\n change y by (-10)\n change x by (10)\n change y by (10)\n change y by (-20)\n pen up\n change x by (-10)\nend\nif <(#) = [i]> then\n pen down\n change x by (10)\n change x by (-5)\n change y by (20)\n change x by (5)\n change x by (-10)\n pen up\n change y by (-20)\nend\nif <(#) = [j]> then\n pen down\n change x by (5)\n change y by (20)\n change x by (5)\n change x by (-10)\n pen up\n change y by (-20)\nend\nif <(#) = [k]> then\n pen down\n change y by (20)\n change y by (-8)\n change x by (8)\n change y by (8)\n pen up\n change y by (-20)\n change x by (2)\n pen down\n change y by (8)\n pen up\n change y by (-8)\n change x by (-10)\nend\nif <(#) = [l]> then\n pen down\n change y by (20)\n change y by (-20)\n change x by (10)\n change x by (-10)\n pen up\nend\nif <(#) = [m]> then\n pen down\n change y by (20)\n change x by (5)\n change y by (-10)\n change y by (10)\n change x by (5)\n change y by (-20)\n pen up\n change x by (-10)\nend\nif <(#) = [n]> then\n pen down\n change y by (20)\n change x by (3)\n change y by (-10)\n change x by (4)\n change y by (-10)\n change x by (3)\n change y by (20)\n pen up\n change x by (-10)\n change y by (-20)\nend\nif <(#) = [o]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-20)\n change x by (-10)\n pen up\nend\nif <(#) = [p]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-10)\n change x by (-10)\n pen up\n change y by (-10)\nend\nif <(#) = [q]> then\n change y by (2)\n pen down\n change y by (18)\n change x by (10)\n change y by (-20)\n change y by (2)\n change x by (-10)\n pen up\n change y by (-2)\nend\nif <(#) = [r]> then\n pen down\n change y by (20)\n change x by (8)\n change y by (-8)\n change x by (-8)\n change y by (-2)\n pen up\n change x by (10)\n pen down\n change y by (-10)\n pen up\n change x by (-10)\nend\nif <(#) = [z]> then\n change y by (20)\n pen down\n change x by (10)\n change y by (-5)\n change x by (-3)\n change y by (-5)\n change x by (-4)\n change y by (-5)\n change x by (-3)\n change y by (-5)\n change x by (10)\n pen up\n change x by (-10)\nend\nif <(#) = [0]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-20)\n change x by (-10)\n pen up\nend\nif <(#) = [1]> then\n pen down\n change x by (10)\n pen up\n change x by (-5)\n pen down\n change y by (20)\n change x by (-5)\n pen up\n change y by (-20)\nend\nif <(#) = [2]> then\n change x by (10)\n pen down\n change x by (-10)\n change y by (10)\n change x by (10)\n change y by (10)\n change x by (-10)\n pen up\n change y by (-20)\nend\nif <(#) = [3]> then\n pen down\n change x by (10)\n change y by (10)\n change x by (-10)\n change x by (10)\n change y by (10)\n change x by (-10)\n pen up\n change y by (-20)\nend\nif <(#) = [4]> then\n change y by (20)\n pen down\n change y by (-10)\n change x by (10)\n change y by (10)\n change y by (-20)\n pen up\n change x by (-10)\nend\nif <(#) = [5]> then\n change y by (20)\n change x by (10)\n pen down\n change x by (-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\nif <(#) = [6]> then\n change y by (20)\n change x by (10)\n pen down\n change x by (-10)\n change y by (-20)\n change x by (10)\n change y by (10)\n change x by (-10)\n pen up\n change y by (-10)\nend\nif <(#) = [7]> then\n change y by (20)\n pen down\n change x by (10)\n change y by (-20)\n pen up\n change x by (-10)\nend\nif <(#) = [8]> then\n pen down\n change y by (20)\n change x by (10)\n change y by (-10)\n change x by (-10)\n change x by (10)\n change y by (-10)\n change x by (-10)\n pen up\nend\nif <(#) = [9]> then\n change x by (10)\n pen down\n change y by (20)\n change x by (-10)\n change y by (-10)\n change x by (10)\n pen up\n change y by (-10)\n change x by (-10)\nend\nif <(#) = [.]> then\n pen down\n pen up\n change x by (-10)\nend\nif <(#) = [y]> then\n change y by (20)\n pen down\n change y by (-10)\n change x by (5)\n change y by (-10)\n change y by (10)\n change x by (5)\n change y by (10)\n pen up\n change y by (-20)\n change x by (-10)\nend\nif <(#) = [s]> then\n change y by (20)\n change x by (8)\n pen down\n change x by (-8)\n change y by (-10)\n change x by (10)\n change y by (-10)\n change x by (-10)\n pen up\nend\nif <(#) = [t]> then\n change x by (5)\n pen down\n change y by (20)\n change x by (5)\n change x by (-10)\n pen up\n change y by (-20)\nend\nif <(#) = [u]> then\n change y by (20)\n pen down\n change y by (-20)\n change x by (10)\n change y by (20)\n pen up\n change x by (-10)\n change y by (-20)\nend\nif <(#) = [v]> then\n change y by (20)\n pen down\n change y by (-10)\n change x by (3)\n change y by (-10)\n change x by (4)\n change y by (10)\n change x by (3)\n change y by (10)\n pen up\n change x by (-10)\n change y by (-20)\nend\nif <(#) = [w]> then\n change y by (20)\n pen down\n change y by (-20)\n change x by (5)\n change y by (10)\n change y by (-10)\n change x by (5)\n change y by (20)\n pen up\n change x by (-10)\n change y by (-20)\nend\nif <(#) = [x]> then\n pen down\n change y by (5)\n change x by (3)\n change y by (5)\n change x by (4)\n change y by (5)\n change x by (3)\n change y by (5)\n pen up\n change y by (-20)\n pen down\n change y by (5)\n change x by (-3)\n change y by (5)\n change x by (-4)\n change y by (5)\n change x by (-3)\n change y by (5)\n pen up\n change y by (-20)\nend\n\ndefine tutroial\nset pen color to (#ee7d16)\nset pen size to (3)\ngo to x: (100) y: (150)\ntype (join [dEATHS ] (Deaths))\nset pen color to ((((150) + (round ((100) * ([sin v] of ((timer) * (300)) )))) * (16777216)) + (((127) * (65536)) + (((127) * (256)) + (127))))\nif <(tutor) = [1]> then\n go to x: (-50) y: (100)\n type [Welcome]\n if <[3] < (timer)> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [2]> then\n go to x: (-130) y: (100)\n type [arrow keys to look]\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (down arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [3]> then\n go to x: (-100) y: (100)\n type [Wasd to move]\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (s v) pressed?> or <key (w v) pressed?>>> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [4]> then\n go to x: (-100) y: (100)\n type [Space to jump]\n if <key (space v) pressed?> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [5]> then\n go to x: (-160) y: (100)\n type [press n to toggle neon]\n if <key (n v) pressed?> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [6]> then\n go to x: (-160) y: (100)\n type [get to the green cube]\n if <(levelnum) = [2]> then\n change [tutor v] by (1)\n reset timer\n end\nend\nif <(tutor) = [7]> then\n go to x: (-50) y: (100)\n type [level 2]\n go to x: (-100) y: (60)\n type [dont touch red]\n if <[3] < (timer)> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [8]> then\n if <(levelnum) = [3]> then\n change [tutor v] by (1)\n reset timer\n end\nend\nif <(tutor) = [9]> then\n go to x: (-50) y: (100)\n type [level 3]\n go to x: (-60) y: (60)\n type [precision]\n if <[3] < (timer)> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [10]> then\n if <(levelnum) = [4]> then\n change [tutor v] by (1)\n reset timer\n end\nend\nif <(tutor) = [11]> then\n go to x: (-50) y: (100)\n type [level 4]\n go to x: (-100) y: (60)\n type [yellow is bouncy]\n if <[3] < (timer)> then\n change [tutor v] by (1)\n end\nend\nif <(tutor) = [12]> then\n if <(levelnum) = [5]> then\n change [tutor v] by (1)\n reset timer\n end\nend\nif <(tutor) = [13]> then\n go to x: (-50) y: (100)\n type [You won]\n go to x: (-130) y: (60)\n type [thanks for playing]\n go to x: (-130) y: (-100)\n type [make sure to love]\n go to x: (-100) y: (-140)\n type [and favorite]\n set [z v] to [100]\n decodelevel ((1) + (([floor v] of ((timer) / (10)) ) - (([floor v] of ((timer) / (40)) ) * (4))))\n change [yrot v] by ([sin v] of ((timer) * (50)) )\n change [view xrot v] by (1)\n set [fov v] to [100000000]\nend\n\nset [tutor v] to [0]\n\nset [tutor v] to [9]\nreset timer\n\ntype [dont touch red]\nif <[3] < (timer)> then\n change [tutor v] by (1)\nend\n\ngo to x: (-50) y: (100)\ntype [level 4]\ngo to x: (-100) y: (60)\ntype [yellow is bouncy]\nif <[3] < (timer)> then\n change [tutor v] by (1)\nend\n\nset [tutor v] to [12]\n\ndefine None\ndelete (all) of [vertx v]\ndelete (all) of [verty v]\ndelete (all) of [verts v]\ndelete (all) of [edgs v]\ndecode (item (item) of [3dcostumes v]) with [l]\nrepeat (length of [decoded v])\n add (item (1) of [decoded v]) to [edgs v]\n delete (1) of [decoded v]\nend\ndecode (item (1) of [edgs v]) with [v]\ndelete (1) of [edgs v]\ndelete (1) of [decoded v]\nset [vert v] to [0]\nrepeat (length of [decoded v])\n add (item (1) of [decoded v]) to [verts v]\n delete (1) of [decoded v]\nend\nif <(item) = [9]> then\n repeat (length of [verts v])\n change [vert v] by (1)\n decode (item (vert) of [verts v]) with [ ]\n go to x: (((item (2) of [decoded v]) + (-4)) * (scale)) y: (((item (4) of [decoded v]) * (-1)) * (scale)) z: (((item (3) of [decoded v]) * (scale)) + (-20))\n end\nelse\n repeat (length of [verts v])\n change [vert v] by (1)\n decode (item (vert) of [verts v]) with [ ]\n go to x: ((item (2) of [decoded v]) * (scale)) y: (((item (4) of [decoded v]) * (-1)) * (scale)) z: (((item (3) of [decoded v]) * (scale)) + (-20))\n end\nend\nset [vert v] to [0]\nrepeat (length of [edgs v])\n set pen color to (#2336cd)\n set pen size to (6)\n change [vert v] by (1)\n decode (item (vert) of [edgs v]) with [ ]\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen down\n go to x: (item (item (3) of [decoded v]) of [vertx v]) y: (item (item (3) of [decoded v]) of [verty v])\n pen up\nend\nif <(NEON) = [1]> then\n set [vert v] to [0]\n repeat (length of [edgs v])\n set pen color to (#ffffff)\n set pen size to (2)\n change [vert v] by (1)\n decode (item (vert) of [edgs v]) with [ ]\n go to x: (item (item (2) of [decoded v]) of [vertx v]) y: (item (item (2) of [decoded v]) of [verty v])\n pen down\n go to x: (item (item (3) of [decoded v]) of [vertx v]) y: (item (item (3) of [decoded v]) of [verty v])\n pen up\n end\nend\n\nset [fov v] to [300]\nrendcostume (2)\nrendcostume (3)\nrendcostume (4)\nrendcostume (5)\nrendcostume (6)\n\ndefine type []\nset [t v] to [0]\nrepeat (length of (s))\n change [t v] by (1)\n rendder (letter (t) of (s))\n change x by (15)\nend\n\ngo to x: (0) y: (0)\n\n
Cobalt | Scrolling Platformer | \n\nCobalt is a little cube trying to find his way around. Help him using WAD or ARROW KEYS or TOUCH to move. On your journey, avoid saws or you'll have to restart the level. Cobalt can also swim which is very helpful. Can you help Cobalt?\n\nCode - All by me, @alps88 (even the platforming script)\n\nArt - All by me, @alps88\n\nMusic - Jump Around - David Renda - Found at fesliyanstudios.com\n\nSound Effects - Made with Chiptone\n
Neon World - A platformer #games
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [If We Have Each Other v] until done\nend\n\nwhen flag clicked\n\nset [ghost v] effect to (50)\n\n@Others\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\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset size to (125) %\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\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 if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\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\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\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\nbroadcast (Decode Chat v)\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\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\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\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)\nrepeat (11)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\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 (Thanks 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@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\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: [360] 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)\nrepeat (11)\n create clone of (_myself_ v)\n change [danger: x v] by (x)\n change [danger: y v] by (y)\n next costume\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Joining\n\nwhen flag clicked\nwait (0) seconds\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Clouds\n\nwhen flag clicked\nshow\nforever\n go to x: (250) y: (71)\n switch costume to (pick random (1) to (4))\n glide (pick random (15) to (25)) secs to x: (-550) y: (71)\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\n\n@Blank\n\n@Loading\n\nwhen flag clicked\nwait (0) seconds\ngo [forward v] (213) layers\nset size to (120) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [connecting v]\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) 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 (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-60)\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\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\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@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 (40) to (60)) 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@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (kostüm1 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\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)\nrepeat (11)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\ngo [backward v] (1) layers\n\n@15 . Tree_Other\n\nwhen I receive [tick v]\n\nposition [] ((15 . Tree_Other: y) - (SCROLL Y))\n\ndefine position (x) (y)\n\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 [green flag v]\n\nhide\nset [15 . tree_other: x v] to [0]\nset [15 . tree_other: y v] to [0]\nswitch costume to (1 v)\nClone at [-91] [-58]\nClone at [1152] [143]\nClone at [1758] [120]\nset [15 . tree_other: x v] to [-99999]\n\ndefine Clone at (x) (y)\n\nset [15 . tree_other: x v] to (x)\nset [15 . tree_other: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at [-91] [-58]\n\nwhen flag clicked\n\ngo [backward v] (5) layers\n\nhide\n\n@16 . Other tree_Other\n\ndefine position (x) (y)\n\ngo to x: (x) y: (-7)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\n\nset [16 . other tree_other: x v] to (x)\nset [16 . other tree_other: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\nset [16 . other tree_other: x v] to [0]\nset [16 . other tree_other: y v] to [0]\nswitch costume to (1 v)\nClone at [46] [-68]\nClone at [394] [-68]\nClone at [692] [-68]\nClone at [1514] [114]\nClone at [1995] [260]\nset [16 . other tree_other: x v] to [-99999]\n\nwhen I receive [tick v]\n\nposition ((16 . Other tree_Other: x) - (SCROLL X)) (() - (SCROLL Y))\n\nwhen flag clicked\n\ngo [backward v] (5) layers\nClone at [1514] [114]\n\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Player2\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\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 <<<(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 [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\nwhen flag clicked\npoint in direction (90)\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 [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 Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (125) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\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 <not <key (any v) pressed?>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new normal v)\n else\n switch costume to (normal v)\n end\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new left v)\n change [sx v] by (-2)\n else\n switch costume to (left v)\n change [sx v] by (-2)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new right v)\n change [sx v] by (2)\n else\n switch costume to (right v)\n change [sx v] by (2)\n end\nend\nif <<<<(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 if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new left up v)\n else\n switch costume to (left up v)\n end\nend\nif <<<<(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 if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n switch costume to (new right up v)\n else\n switch costume to (right up v)\n end\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 <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\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\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\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 if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\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 [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () 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 words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\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 end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\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 play sound [Jump v] until done\n end\nend\n\nhide\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\nend\n\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n\nhide\n\n@Stars\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to x: (300) y: (pick random (-160) to (160))\nset [ghost v] effect to (pick random (0) to (0))\nswitch costume to (pick random (1) to (3))\nset size to (100) %\nset rotation style [all around v]\ngo to [back v] layer\npoint in direction (90)\nshow\nrepeat until <[-280] > (x position)>\n change x by (pick random (-10) to (-15))\nend\ndelete this clone\n\nwhen [timer v] > (0)\nhide\ndelete this clone\n\n@Love and fave reminder\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\ngo to [front v] layer\nforever\n go to [front v] layer\n if <((LOVED__) + (FAVED___)) < [2]> then\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [back v] layer\n start sound [High Whoosh v]\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 (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\ngo to [back v] layer\nwait (1) seconds\ngo to [front v] layer\n\n@Thanks2\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <((LOVED__) + (FAVED___)) = [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 (violet 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
--------------------------Larry - a Platformer-------------------------------\n\n -Story-\n - Larry, a Lonely Sasquatch/ Bigfoot is roaming around the forest in search for someone to love. \n Controls\n - To move, arrow keys or WASD\n - R key to restart\n - that's basically it... :)\n - and have fun\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n - hey, I see you found this so, might as well follow me\n (the obvious choice if you think about it... really)\n :)
Minecraft Platformer 3
@Stage\n\nwhen flag clicked\nset volume to (25) %\nforever\n play sound [enchanted tiki 86 v] until done\n play sound [TheFatRat - Afterlife \(DOTA 2 Music Pack\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (1 v)\nset [costume v] to [2]\nforever\n change [costume v] by (1)\n if <(Costume) = [6]> then\n set [costume v] to [2]\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nReset\nforever\n if <<(done?) = [y]> and <(dying) = [n]>> then\n Movement\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1.5)\nend\nset [xv v] to ((xv) * (0.8))\nchange x by (xv)\nif <<touching (platforms v)?> or <touching (obstacles v)?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <<touching (platforms v)?> or <touching (obstacles v)?>>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <<touching (platforms v)?> or <touching (obstacles v)?>> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xv) ) )\n if <<touching (platforms v)?> or <touching (obstacles v)?>> then\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <<touching (platforms v)?> or <touching (obstacles v)?>> then\n if <(([abs v] of (yv) ) / (yv)) = [-1]> then\n if <(landingsound) = [0]> then\n start sound [Landing v]\n set [landingsound v] to [1]\n end\n else\n if <(Knock Sound) = [0]> then\n start sound [Knock v]\n set [knock sound v] to [1]\n end\n end\n repeat ([ceiling v] of ([abs v] of (yv) ) )\n if <<touching (platforms v)?> or <touching (obstacles v)?>> then\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (yv) ) / (yv)) = [-1]>> and <(JumpKeyPressed?) = [n]>> then\n start sound [Jump v]\n set [old y v] to (y position)\n set [yv v] to [12]\n set [double jump v] to [0]\n set [jumpkeypressed? v] to [y]\n set [landingsound v] to [0]\n set [knock sound v] to [0]\n else\n set [yv v] to [0]\n end\nend\nchange [yv v] by (-1)\nif <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jumpkeypressed? v] to [n]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(double jump) = [0]> and <(JumpKeyPressed?) = [n]>>> then\n start sound [Jump v]\n set [flipping? v] to [y]\n set [flippingcostume v] to [9]\n set [yv v] to [10]\n set [double jump v] to [1]\nend\nif <(yv) > [2]> then\n if <(Flipping?) = [n]> then\n switch costume to (jump v)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(Flipping?) = [n]> then\n switch costume to (Costume)\n end\nelse\n if <(Flipping?) = [n]> then\n switch costume to (1 v)\n end\nend\nif <(yv) > [2]> then\n if <(Flipping?) = [n]> then\n switch costume to (jump v)\n end\nend\nif <(Flipping?) = [y]> then\n switch costume to (FlippingCostume)\n if <(FlippingCostume) = [18]> then\n switch costume to (1 v)\n set [flipping? v] to [n]\n end\n change [flippingcostume v] by (1)\nend\nif <(x position) > [238]> then\n if <(Level) < [16]> then\n Next Level\n end\nend\nif <<<touching color (#00c016)?> or <<(y position) < [-194]> or <(y position) > [150]>>> or <<<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [14]> or <(Level) = [15]>>>>>>>> and <touching (tpar v)?>>> then\n broadcast (Dead v)\nend\n\nchange [yv v] by (10)\n\nif <(x position) < [-238]> then\n if <(Level X) > [1]> then\n Next Level\n end\nend\n\nwhen flag clicked\nset [sound v] to [1]\nforever\n if <(done?) = [y]> then\n if <<(dying) = [n]> and <<(yv) = [-1]> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n start sound (sound)\n wait (0.3) seconds\n end\n if <not <(yv) = [-1]>> then\n wait (0.3) seconds\n end\n change [sound v] by (1)\n if <(sound) = [3]> then\n set [sound v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to ((x position) / (4))\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nchange [level x v] by (1)\nset x to (() - (x position))\nif <(y position) < [-91]> then\n set y to (-91)\nend\nrepeat (5)\n if <(Level) = [12]> then\n set y to (63)\n end\n if <(Level) = [13]> then\n go to x: (-220) y: (-91)\n end\n if <(Level) = [15]> then\n go to x: (-220) y: (-24)\n end\nend\n\ndefine Next Level\nif <(trsn) = [n]> then\n set [done? v] to [n]\n broadcast (next level v)\nend\n\nwhen I receive [dead v]\nset [dying v] to [y]\nhide\nstart sound [Dead v]\nbroadcast (Par v) and wait\nwait (0.5) seconds\nReset\n\ndefine Reset\nbroadcast (reset v)\nswitch costume to (1 v)\nStart Position\nshow\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [landingsound v] to [0]\nset [knock sound v] to [0]\nset [dying v] to [n]\n\nwhen [r v] key pressed\nif <<(dying) = [n]> and <(done?) = [y]>> then\n broadcast (Dead v)\n wait until <not <key (r v) pressed?>>\nend\n\ndefine Start Position\nif <(Level) < [10]> then\n go to x: (-220) y: (-91)\n if <(Level) = [7]> then\n go to x: (-230) y: (62)\n end\n if <(Level) < [7]> then\n go to x: (-220) y: (-91)\n end\nend\nif <(Level) = [10]> then\n go to x: (-220) y: (24)\nend\nif <(Level) = [11]> then\n go to x: (-220) y: (9)\nend\nif <(Level) = [12]> then\n go to x: (-220) y: (63)\nend\nif <(Level) = [13]> then\n go to x: (-220) y: (-91)\nend\nif <(Level) = [14]> then\n go to x: (-220) y: (-91)\nend\nif <(Level) = [15]> then\n go to x: (-220) y: (-24)\nend\nif <(Level) = [16]> then\n go to x: (-220) y: (-91)\nend\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [time v]\nset [time v] to [0]\nwait until <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>>\nreset timer\nwait until <(Level) = [16]>\nbroadcast (HS v)\n\nwhen flag clicked\nif <(username) = [doom1806]> then\n stop [all v]\nend\n\nwhen I receive [hs v]\nif <(Level) = [16]> then\n set [time v] to (timer)\n if <(Time) < (☁ Best time)> then\n set [☁ best time v] to (Time)\n end\n wait (0.5) seconds\n show variable [time v]\n show variable [☁ best time v]\nend\n\n@Arms\n\nwhen flag clicked\nset size to (90) %\nforever\n broadcast (go to player v)\n point towards (mouse-pointer v)\n if <(direction) > [0]> then\n switch costume to (right v)\n else\n switch costume to (right2 v)\n end\nend\n\nwhen I receive [go to player v]\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (0.5)) y: (([y position v] of [player v]) - (-5))\nelse\n go to x: (([x position v] of [player v]) + (-0.5)) y: (([y position v] of [player v]) - (-5))\nend\n\nwhen flag clicked\nset [shooting v] to [0]\nforever\n if <mouse down?> then\n if <<(done?) = [y]> and <<(dying) = [n]> and <(Reloading) = [0]>>> then\n broadcast (Mouse Down v)\n if <(Shots) > [0]> then\n create clone of (laser v)\n change [shots v] by (-1)\n else\n play sound [dry gun v] until done\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nset [reloading v] to [0]\nforever\n if <<key (e v) pressed?> or <key (down arrow v) pressed?>> then\n if <<<(Shots) < [5]> and <<(done?) = [y]> and <(dying) = [n]>>> and <(Shooting) = [0]>> then\n broadcast (reload v)\n play sound [reload v] until done\n end\n wait until <not <<key (e v) pressed?> or <key (down arrow v) pressed?>>>\n end\nend\n\nwhen I receive [reload v]\nset [reloading v] to [1]\nwait (0.3) seconds\nchange [shots v] by (1)\nset [reloading v] to [0]\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to ((x position) / (4))\nend\n\nwhen I receive [dead v]\nhide\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [mouse down v]\nset [shooting v] to [1]\nwait (0.3) seconds\nset [shooting v] to [0]\n\n@Laser\n\nwhen flag clicked\nhide\nset size to (80) %\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (([x position v] of [player v]) + (0)) y: (([y position v] of [player v]) - (-3))\npoint in direction ([direction v] of [arms v])\nset [pan left/right v] effect to ((x position) / (4))\nstart sound [Shot v]\nset [ghost v] effect to (100)\nshow\nrepeat until <<touching (obstacles v)?> or <<touching (platforms v)?> or <<(x position) > [300]> or <(y position) > [300]>>>>\n set size to (900) %\n move (18) steps\n set size to (80) %\n change [ghost v] effect by (-25)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (-220) y: (155)\nswitch costume to (11 v)\nset [shots v] to [5]\nset [id v] to [0]\nrepeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset x to ((((id) - (1)) * (18)) - (220))\nset [;-; v] to []\nforever\n if <(Shots) < (id)> then\n set [;-; v] to [5]\n repeat (10)\n change y by (1)\n change [ghost v] effect by (10)\n end\n wait until <not <(Shots) < (id)>>\n else\n if <(;-;) > []> then\n repeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\n end\n wait until <(Shots) < (id)>\n end\n end\n if <not <<(y position) = [155]> or <(y position) = [165]>>> then\n if <(Shots) < (id)> then\n repeat until <(y position) = [165]>\n change y by (1)\n end\n else\n if <(;-;) > []> then\n repeat until <(y position) = [155]>\n change y by (-1)\n end\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level x v] to [1]\nforever\n set [level v] to (Level X)\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\ndelete all of [obstacle x v]\ndelete all of [obstacle y v]\nset [overcomeobstacle v] to [0]\nset [id v] to [0]\nrepeat (30)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (id)\nforever\n go [backward v] (50) layers\n if <(id) = [1]> then\n Go to x: [0] y: [-90] Show at level: [3]\n else\n if <(id) = [2]> then\n Go to x: [0] y: [85] Show at level: [4]\n else\n if <(id) = [3]> then\n Go to x: [0] y: [0] Show at level: [5]\n else\n if <(id) = [4]> then\n Go to x: [-119] y: [-175] Show at level: [6]\n else\n if <(id) = [5]> then\n Go to x: [-119] y: [180] Show at level: [6]\n else\n if <(id) = [6]> then\n Go to x: [-134] y: [-100] Show at level: [7]\n else\n if <(id) = [7]> then\n Glide X/Y [y] Show at level: [7] Position: x: [0] y: [] Gliding power: [25] Speed: [3] ID (id)\n else\n if <(id) = [8]> then\n Glide X/Y [y] Show at level: [8] Position: x: [0] y: [] Gliding power: [60] Speed: [3] ID (id)\n else\n if <(id) = [9]> then\n Go to x: [0] y: [0] Show at level: [8]\n else\n if <(id) = [10]> then\n Go to x: [125] y: [7] Show at level: [8]\n else\n if <(id) = [11]> then\n Glide X/Y [y] Show at level: [9] Position: x: [-110] y: [] Gliding power: [80] Speed: [4.5] ID (id)\n else\n if <(id) = [12]> then\n Glide X/Y [y] Show at level: [9] Position: x: [50] y: [] Gliding power: [24] Speed: [3] ID (id)\n else\n if <(id) = [13]> then\n Glide X/Y [x] Show at level: [10] Position: x: [] y: [0] Gliding power: [28] Speed: [5] ID (id)\n else\n if <(id) = [14]> then\n Glide X/Y [x] Show at level: [10] Position: x: [] y: [0] Gliding power: [28] Speed: [-5] ID (id)\n else\n if <(id) = [15]> then\n Go to x: [0] y: [0] Show at level: [10]\n else\n if <(id) = [16]> then\n Glide X/Y [y] Show at level: [10] Position: x: [] y: [0] Gliding power: [125] Speed: [5] ID (id)\n else\n if <(id) = [17]> then\n Go to x: [-40] y: [-43] Show at level: [11]\n else\n if <(id) = [18]> then\n Go to x: [115] y: [-43] Show at level: [11]\n else\n if <(id) = [19]> then\n Go to x: [0] y: [0] Show at level: [12]\n else\n if <(id) = [20]> then\n Glide X/Y [y] Show at level: [12] Position: x: [0] y: [] Gliding power: [69] Speed: [3] ID (id)\n else\n if <(id) = [21]> then\n Glide X/Y [x] Show at level: [12] Position: x: [] y: [0] Gliding power: [80] Speed: [5] ID (id)\n else\n if <(id) = [22]> then\n Glide X/Y [j] Show at level: [13] Position: x: [0] y: [-50] Gliding power: [10] Speed: [5] ID (id)\n else\n if <(id) = [23]> then\n Go to x: [0] y: [0] Show at level: [13]\n else\n if <(id) = [24]> then\n Go to x: [0] y: [0] Show at level: [13]\n else\n if <(id) = [25]> then\n Glide X/Y [y] Show at level: [13] Position: x: [0] y: [] Gliding power: [150] Speed: [4] ID (id)\n else\n if <(id) = [26]> then\n Glide X/Y [y] Show at level: [14] Position: x: [0] y: [] Gliding power: [165] Speed: [2] ID (id)\n else\n if <(id) = [27]> then\n Glide X/Y [y] Show at level: [15] Position: x: [0] y: [] Gliding power: [70] Speed: [5] ID (id)\n else\n if <(id) = [28]> then\n Glide X/Y [y] Show at level: [15] Position: x: [0] y: [] Gliding power: [-70] Speed: [5] ID (id)\n else\n if <(id) = [29]> then\n Glide X/Y [y] Show at level: [15] Position: x: [0] y: [] Gliding power: [70] Speed: [4] ID (id)\n else\n if <(id) = [30]> then\n Glide X/Y [y] Show at level: [15] Position: x: [0] y: [] Gliding power: [150] Speed: [3] ID (id)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 Go to x: (x) y: (y) Show at level: (level)\nif <(id) = [1]> then\n repeat until <(OvercomeObstacle) = [1]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [-5] Repeat [50] Off Screen [y]\n delete this clone\nelse\n if <(id) = [2]> then\n repeat until <(OvercomeObstacle) = [2]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [-5] Repeat [25] Off Screen [n]\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [3]> then\n repeat until <(OvercomeObstacle) = [3]>\n Position (x) (y) (level)\n end\n Fall [25]\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [4]> then\n repeat until <(OvercomeObstacle) = [4]>\n Position (x) (y) (level)\n end\n repeat (70)\n turn right (2) degrees\n end\n delete this clone\n else\n if <(id) = [5]> then\n repeat until <(OvercomeObstacle) = [4]>\n Position (x) (y) (level)\n end\n repeat (70)\n turn right (-2) degrees\n end\n delete this clone\n else\n if <(id) = [6]> then\n repeat until <(OvercomeObstacle) = [5]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [-5] Repeat [17] Off Screen [y]\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [9]> then\n repeat until <(OvercomeObstacle) = [6]>\n Position (x) (y) (level)\n end\n Fall [25]\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [10]> then\n repeat until <(OvercomeObstacle) = [7]>\n Position (x) (y) (level)\n end\n repeat (18)\n turn left (5) degrees\n end\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [15]> then\n repeat until <(OvercomeObstacle) = [9]>\n Position (x) (y) (level)\n end\n Change x [40] times. Speed: [5]\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [17]> then\n repeat until <touching (player v)?>\n Position (x) (y) (level)\n end\n forever\n turn right (-1) degrees\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [18]> then\n repeat until <touching (player v)?>\n Position (x) (y) (level)\n end\n forever\n turn right (-1) degrees\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [19]> then\n repeat until <(OvercomeObstacle) = [10]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [3] Repeat [35] Off Screen []\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [23]> then\n repeat until <(OvercomeObstacle) = [11]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [3] Repeat [20] Off Screen []\n forever\n Position (x position) (y position) (level)\n end\n else\n if <(id) = [24]> then\n repeat until <(OvercomeObstacle) = [11]>\n Position (x) (y) (level)\n end\n Change y at the speed of: [-3] Repeat [20] Off Screen []\n forever\n Position (x position) (y position) (level)\n end\n end\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 Position (x) (y) (lvl)\ngo to x: (x) y: (y)\nif <(Level) = (lvl)> then\n show\nelse\n hide\nend\n\ndefine Change y at the speed of: (s) Repeat (z) Off Screen (y/n)\nrepeat (z)\n if <(y/n) = [y]> then\n set size to (999) %\n end\n change y by (s)\n if <(y/n) = [y]> then\n set size to (100) %\n end\nend\n\ndefine Glide X/Y (x/y) Show at level: (lvl) Position: x: (x) y: (y) Gliding power: (p) Speed: (sp) ID (id)\nif <(Level) = (lvl)> then\n show\n if <(x/y) = [y]> then\n if <(id) = [12]> then\n if <(OvercomeObstacle) = [8]> then\n Set x to: (x) Power: (p)\n else\n go to x: (50) y: (23)\n set [sinus v] to [90]\n end\n else\n if <(id) = [26]> then\n if <(OvercomeObstacle) = [12]> then\n Set x to: (x) Power: (p)\n else\n go to x: (0) y: (164)\n set [sinus v] to [90]\n end\n else\n Set x to: (x) Power: (p)\n end\n end\n else\n if <(x/y) = [x]> then\n Set y to: (y) Power: (p)\n else\n Turn (x) (y) (p)\n end\n end\n change [sinus v] by (sp)\n if <<(id) = [8]> or <<(id) = [11]> or <<(id) = [16]> or <<(id) = [25]> or <<(id) = [26]> or <(id) = [30]>>>>>> then\n add (y position) to [obstacle y v]\n end\nelse\n hide\n set [sinus v] to [0]\nend\n\ndefine Fall (times)\nset [yv v] to [0]\nrepeat (times)\n change [yv v] by (-1)\n change y by (Yv)\nend\n\nset [level x v] to [16]\n\nwhen I receive [next level v]\ndelete all of [obstacle x v]\ndelete all of [obstacle y v]\n\ndefine Set x to: (x) Power: (p)\nset x to (x)\nset y to (([sin v] of (Sinus) ) * (p))\n\ndefine Set y to: (y) Power: (p)\nset y to (y)\nset x to (([sin v] of (Sinus) ) * (p))\n\ndefine Change x (x) times. Speed: (s)\nrepeat (x)\n change x by (s)\nend\n\nif <<(id) = [13]> or <(id) = [14]>> then\n add (x position) to [obstacle x v]\nend\n\ndefine Turn (x) (y) (p)\ngo to x: (x) y: (y)\npoint in direction ((([sin v] of (Sinus) ) * (p)) - (-90))\n\nset [overcomeobstacle v] to [12]\n\nset volume to (100) %\nstart sound (pick random (1) to (2))\nset volume to (0) %\n\nset volume to (0) %\nset volume to (100) %\nstart sound (pick random (1) to (2))\n\nadd (y position) to [obstacle y v]\n\n@Toxic\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n go [backward v] (99) layers\nend\n\n@Transition\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (-435) y: (455)\nGlide to x: [-205] y: [240] Speed: (TransitionSpeed)\nGlide to x: [-435] y: [455] Speed: (TransitionSpeed)\nset [trsn v] to [n]\ndelete this clone\n\nwhen I receive [next level v]\nshow\nset [trsn v] to [y]\ngo to [front v] layer\ngo to x: (435) y: (-455)\ncreate clone of (_myself_ v)\nGlide to x: [205] y: [-240] Speed: (TransitionSpeed)\nGlide to x: [435] y: [-455] Speed: (TransitionSpeed)\nhide\n\nwhen flag clicked\nset [done? v] to [y]\nhide\nset [transitionspeed v] to [0.2]\nset [trsn v] to [n]\npoint in direction (53)\n\ndefine Glide to x: (x) y: (y) Speed: (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) * (s))\n change y by (((y) - (y position)) * (s))\nend\nwait (0.2) seconds\nset [done? v] to [y]\n\n@PPar\n\nwhen flag clicked\nhide\n\nwhen I receive [par v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (([x position v] of [player v]) + (pick random (-10) to (10))) y: (([y position v] of [player v]) + (pick random (-5) to (5)))\nshow\nset [y vel v] to (pick random (10.) to (12))\nset [par x v] to (pick random (-3.) to (3))\nset [size v] to (pick random (90.) to (110))\nrepeat (50)\n set size to (999) %\n change y by (y vel)\n change x by (par x)\n set size to (size) %\n change [y vel v] by (-0.8)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nrepeat until <<touching (platforms v)?> or <(y position) < [-200]>>\nend\n\n@TPar\n\nwhen flag clicked\nhide\nset [delete clones v] to [0]\nwait (0.05) seconds\nforever\n if <(Level) = [2]> then\n set [up/down v] to [up]\n Clone at: (pick random (30) to (90)) (pick random (-117) to (-105))\n end\n if <(Level) = [4]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-115) to (-40)) (pick random (-117) to (-105))\n else\n Clone at: (pick random (25) to (105)) (pick random (-117) to (-105))\n end\n end\n if <(Level) = [5]> then\n set [up/down v] to [up]\n Clone at: (pick random (-20) to (105)) (pick random (-120) to (-115))\n end\n if <(Level) = [6]> then\n set [up/down v] to [down]\n Clone at: (pick random (-105) to (115)) (pick random (114) to (118))\n end\n if <(Level) = [7]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-222) to (-147)) (pick random (-117) to (-105))\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-120) to (17)) (pick random (-117) to (-105))\n else\n set [up/down v] to [down]\n Clone at: (pick random (114) to (176)) (pick random (118) to (114))\n end\n end\n end\n if <(Level) = [8]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-38) to (0)) (item (join [last] []) of [obstacle y v])\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (70) to (175)) (pick random (-118) to (-115))\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-170) to (-135)) [-104]\n else\n Clone at: (pick random (-132) to (-92)) [-89]\n end\n end\n end\n end\n if <(Level) = [9]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (165) to (212)) (pick random (-118) to (-115))\n else\n set [up/down v] to [down]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-135) to (-85)) ((item (join [last] []) of [obstacle y v]) - (38))\n else\n Clone at: (pick random (147) to (186)) (pick random (115) to (118))\n end\n end\n end\n if <(Level) = [10]> then\n set [up/down v] to [down]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-118) to (-49)) (pick random (117) to (118))\n else\n Clone at: (pick random (147) to (178)) ((item (join [last] []) of [obstacle y v]) - (9))\n end\n end\n if <(Level) = [12]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (5) to (112)) (pick random (-117) to (-113))\n else\n Clone at: (pick random (-225) to (-154)) (pick random (-118) to (-114))\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [up/down v] to [down]\n Clone at: (pick random (-143) to (-95)) [117]\n else\n Clone at: (pick random (-85) to (-50)) (pick random (-118) to (-114))\n end\n end\n end\n if <(Level) = [13]> then\n set [up/down v] to [up]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (137) to (178)) ((item (join [last] []) of [obstacle y v]) - (32))\n else\n if <(pick random (1) to (2)) = [1]> then\n set [up/down v] to [down]\n Clone at: (pick random (-52) to (53)) (pick random (118) to (117))\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-112) to (-13)) (pick random (-118) to (-117))\n else\n Clone at: (pick random (14) to (114)) (pick random (-118) to (-117))\n end\n end\n end\n end\n if <(Level) = [14]> then\n set [up/down v] to [down]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-110) to (110)) ((item (join [last] []) of [obstacle y v]) - (38))\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-175) to (-135)) [117]\n else\n Clone at: (pick random (135) to (175)) [117]\n end\n end\n end\n if <(Level) = [15]> then\n set [up/down v] to [down]\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-155) to (-125)) ((item (join [last] []) of [obstacle y v]) - (30))\n else\n if <(pick random (1) to (2)) = [1]> then\n Clone at: (pick random (-15) to (18)) ((item (join [last] []) of [obstacle y v]) - (30))\n else\n Clone at: (pick random (127) to (158)) ((item (join [last] []) of [obstacle y v]) - (30))\n end\n end\n end\n if <<(Level) = [10]> or <<(Level) = [14]> or <(Level) = [15]>>> then\n wait (0.4) seconds\n else\n if <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [9]> or <(Level) = [10]>>>> then\n wait (0.3) seconds\n else\n wait (0.2) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nset [-angle v] to [0]\nif <(Up/down) = [up]> then\n set [y v] to (pick random (0.5) to (0.8))\n repeat (30)\n change x by (([cos v] of (-angle) ) * (0.3))\n change [ghost v] effect by (3)\n change [-angle v] by (6)\n Up and Down\n if <touching color (#000000)?> then\n delete this clone\n end\n end\nelse\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.05) seconds\n set [y v] to [0]\n repeat until <touching color (#000000)?>\n change [y v] by (-0.3)\n Up and Down\n if <(y position) < [-190]> then\n delete this clone\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.5) seconds\nset [delete clones v] to [1]\nwait (1) seconds\nset [delete clones v] to [0]\n\ndefine Clone at: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Up and Down\nset size to (999) %\nchange y by (y)\nset size to (100) %\nif <(delete clones) = [1]> then\n delete this clone\nend\n\nset [up/down v] to [up]\n\ngo to (obstacles v)\n\nchange y by (-30)\n\nset [delete clones v] to [0]\n\n@APar\n\nwhen flag clicked\nhide\nforever\n if <(Lag) = [on]> then\n set size to (999) %\n go to x: (-250) y: (pick random (-115) to (115))\n set size to (100) %\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (75)\nset [xvel v] to [0]\nif <(pick random (1) to (10)) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nshow\nrepeat until <<(x position) > [250]> or <(Lag) = [off]>>\n set size to (999) %\n change x by (xVel)\n turn right (xVel) degrees\n set size to (100) %\n change [xvel v] by (0.5)\nend\ndelete this clone\n\nwhen flag clicked\nset [lag v] to [on]\nforever\n if <key (l v) pressed?> then\n if <(Lag) = [on]> then\n set [lag v] to [off]\n else\n set [lag v] to [on]\n end\n wait until <not <key (l v) pressed?>>\n end\nend\n\n@Target\n\nwhen flag clicked\nhide\nset [id v] to [0]\nrepeat (12)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [destroyed v] to [n]\nforever\n if <(ID) = [1]> then\n point in direction (90)\n Go to x: [-16] y: [50] Show at level: [3]\n else\n if <(ID) = [2]> then\n point in direction (90)\n Go to x: [-35] y: [0] Show at level: [4]\n else\n if <(ID) = [3]> then\n point in direction (0)\n Go to x: [175] y: [120] Show at level: [5]\n else\n if <(ID) = [4]> then\n point in direction (90)\n Go to x: [-128] y: [0] Show at level: [6]\n else\n if <(ID) = [5]> then\n point in direction (90)\n Go to x: [-145] y: [0] Show at level: [7]\n else\n if <(ID) = [6]> then\n point in direction (0)\n Go to x: [38] y: [120] Show at level: [8]\n else\n if <(ID) = [7]> then\n point in direction (90)\n Go to x: [115] y: [-20] Show at level: [8]\n else\n if <(ID) = [8]> then\n point in direction (0)\n Go to x: [63] y: [10] Show at level: [9]\n else\n if <(ID) = [9]> then\n point in direction (-90)\n Go to x: [-179] y: [-150] Show at level: [10]\n else\n if <(ID) = [10]> then\n point in direction (0)\n Go to x: [-203] y: [-7] Show at level: [12]\n else\n if <(ID) = [11]> then\n point in direction (0)\n Go to x: [-210] y: [120] Show at level: [13]\n else\n if <(ID) = [12]> then\n point in direction (90)\n Go to x: [220] y: [80] Show at level: [14]\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 Go to x: (x) y: (y) Show at level: (level)\nif <(Destroyed) = [n]> then\n switch costume to (1 v)\n go to x: (x) y: (y)\n if <(Level) = (level)> then\n show\n else\n hide\n end\nelse\n set [pan left/right v] effect to ((x position) / (4))\n start sound [target v]\n set [overcomeobstacle v] to (ID)\n repeat (6)\n next costume\n change [ghost v] effect by (15)\n end\n delete this clone\nend\nif <touching (laser v)?> then\n set [destroyed v] to [y]\nend\n\n@Sound Test\n\n@THumbNail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (130) %\nforever\n broadcast (tick v)\n if <(dying) = [y]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\ngo to (mouse-pointer v)\n\n
Save the stickman a platformer !
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\nhide variable [dragon: v]\nhide variable [leaves v]\n\n@lvl\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop11 v)\nhide variable [survive 7 seconds to pass! v]\n\nswitch costume to (costume1 v)\n\nbroadcast (show v) and wait\nstop [all v]\n\nwhen I receive [go to background 3 v]\nswitch costume to (costume3 v)\nswitch backdrop to (backdrop3 v)\n\ngo to x: (0) y: (0)\n\nwhen I receive [go to back ground 7 v]\nshow\nswitch backdrop to (backdrop7 v)\nswitch costume to (costume6 v)\n\nwhen I receive [get out v]\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop2 v)\nshow\n\nwhen I receive [go to background 4 v]\nshow\nswitch costume to (costume4 v)\nswitch backdrop to (backdrop4 v)\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [go to 5 v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume5 v)\ngo to [back v] layer\n\nwhen I receive [go to 6 v]\nswitch costume to (costume5-2 v)\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [go to 8 v]\nswitch costume to (costume7 v)\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [go to 9 v]\nset [survive 7 seconds to pass! v] to [0]\nswitch backdrop to (backdrop9 v)\nswitch costume to (costume8 v)\nshow variable [survive 7 seconds to pass! v]\n\nwhen I receive [go to 10 v]\nswitch backdrop to (backdrop10 v)\nswitch costume to (costume9 v)\n\nwhen I receive [the game is on v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Rainforest WOF v] until done\nend\n\nwhen I receive [go to 9 v]\nwait (0.7) seconds\nrepeat (7)\n change [survive 7 seconds to pass! v] by (1)\n wait (1) seconds\nend\nif <(Survive 7 seconds to pass!) = [7]> then\n broadcast (stop v)\n broadcast (yay u did it v)\nend\n\nwhen I receive [yay u did it v]\nswitch costume to (costume8.1 v)\nhide variable [survive 7 seconds to pass! v]\n\nwhen I receive [zzzz v]\nset [survive 7 seconds to pass! v] to [0]\nbroadcast (go to 9 v)\n\nwhen I receive [skiiip v]\nswitch costume to (costume9 v)\nstop [other scripts in sprite v]\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\nwhen I receive [go to background 3 v]\ngo to x: (-199) y: (25)\n\nwhen flag clicked\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (costume41 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume41 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume4 v)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-211) y: (57)\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (costume41 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (z v) pressed?> then\n switch costume to (costume421 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume421 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume42 v)\n end\n else\n switch costume to (costume41 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume41 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume4 v)\n end\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (costume31 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (6 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume31 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <key (z v) pressed?> then\n set size to (150) %\n else\n set size to (250) %\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (costume21 v)\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume21 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until <<key (6 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (costume51 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (6 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume51 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite5 v)?> and <<(dragon:) = [Sunny]> or <<(dragon:) = [Starflight]> or <<(dragon:) = [Tsunami]> or <<(dragon:) = [Silver]> or <(dragon:) = [Glory]>>>>>> then\n go to x: (-210) y: (-104)\n say [AAAH! TO HOT!] for (0.2) seconds\n end\nend\n\nwhen I receive [get out v]\ngo to x: (-211) y: (-108)\n\nwhen I receive [go to background 4 v]\ngo to x: (-199) y: (25)\n\nwhen I receive [go to 5 v]\ngo to x: (-211) y: (-108)\n\nwhen I receive [go to 6 v]\ngo to x: (-211) y: (-108)\n\nwhen [r v] key pressed\ngo to x: (-186) y: (-89)\n\nwhen I receive [go to 8 v]\ngo to x: (-206) y: (-66)\n\nwhen I receive [go to 9 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [i found u v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [go to 10 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [the game is on v]\nshow\n\nwhen [6 v] key pressed\nset [dragon: v] to [Silver]\nset size to (250) %\nswitch costume to (slotha v)\nrepeat 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?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (slotha v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (slothb v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [zzz v]\ngo to x: (-210) y: (-104)\nsay [Zzzz...] for (0.2) seconds\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 6 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to back ground 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\n\nshow\n\nwhen backdrop switches to [backdrop3 v]\n\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\n\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nrepeat 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?>>>>>\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (34) y: (-53)\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop5 v]\nforever\n next costume\n wait (0.07) seconds\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [leaves v] to [0]\nhide\nforever\n turn left (30) degrees\n wait (0.3) seconds\n turn right (30) degrees\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (92) y: (-100)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (14) y: (102)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (22) y: (-12)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (92) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-150) y: (-69)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-10) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (171) y: (-18)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [leaves v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [skiiip v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <(dragon:) = [Starflight]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go to 5 v]\n\nwhen backdrop switches to [backdrop6 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@KESTREL\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (open2 v)\nshow\ngo to [front v] layer\nforever\n if <touching color (#000000)?> then\n switch costume to (open v)\n broadcast (I FOUND U v)\n say [Dragon Alert!] for (0.4) seconds\n switch costume to (open2 v)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nstop [other scripts in sprite v]\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nforever\n if <<(Leaves) = [7]> or <(Leaves) > [7]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (105) y: (-59)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (the game is on v)\nshow variable [dragon: v]\nshow variable [leaves v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (15) y: (106)\nshow\nrepeat until <(backdrop [number v]) = [9]>\n repeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (lvl v)?>>>\n glide (0.5) secs to x: (165) y: (-126)\n end\n go to x: (15) y: (106)\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n if <touching (player v)?> then\n broadcast (ZZZ v)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite9\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (133) y: (104)\nshow\nrepeat until <(backdrop [number v]) = [9]>\n repeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (lvl v)?>>>\n glide (1) secs to x: (-104) y: (-131)\n end\n go to x: (133) y: (104)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nforever\n if <touching (player v)?> then\n broadcast (ZZZ v)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite12\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-76) y: (123)\nshow\nrepeat until <(backdrop [number v]) = [10]>\n glide (0.5) secs to x: (-32) y: (125)\n broadcast (AAdart v)\n repeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (lvl v)?>>>\n glide (1) secs to (player v)\n end\n go to x: (-76) y: (123)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <touching (player v)?> then\n go to x: (-76) y: (123)\n broadcast (ZZzz v)\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nforever\n point towards (player v)\nend\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide variable [survive 7 seconds to pass! v]\nbroadcast (skiiip v)\nswitch backdrop to (backdrop10 v)\nhide\n\nwhen I receive [go to 9 v]\nshow\n\n@Screen Shot 2021-01-05 at 12\n\nwhen flag clicked\nhide\n\nwhen I receive [spoil v]\nshow\nwait (3) seconds\nhide\n\nsay [baiii] for (2) seconds\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen this sprite clicked\nask [Sloth says hi] and wait\nif <(answer) = [Spoil5]> then\n broadcast (spoil v)\nelse\n say [baii] for (2) seconds\nend\n\nsay [baiii]\n\n
Volcano Explorer || Platformer #games
@Stage\n\n@connecting\n\nif <(length of [cloud list v]) = [0]> then\n\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n wait (1) seconds\n set [started v] to [1]\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (full2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (full v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (failed v)\nstop [all v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Players\n\ndefine Movement (id)\nset size to (60) %\nshow\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n if <(Level) = [9]> then\n broadcast (win v)\n end\n set [y2 v] to [-20]\n set [x2 v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (20)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (figur9 v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (figur9 v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <touching (water v)?> then\n go to x: (-192) y: (-180)\n set [x2 v] to [0]\n set [y2 v] to [0]\n fiind\nend\nSave My Data\ngo to [front v] layer\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\n\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen flag clicked\nset [chat v] to [0]\nset [chat1 v] to [1: Hi!]\nset [chat2 v] to [2: Hello!]\nset [chat3 v] to [3: How are you?]\nset [chat4 v] to [4: I'm fine, thanks!]\nset [chat5 v] to [5: I'm fine! What about you?]\nset [chat6 v] to [6: Not so good :\(]\nset [chat7 v] to [7: How to beat this level?]\nset [chat8 v] to [8: Come with me!]\nset [chat9 v] to [9: Wait for me!]\nset [chat10 v] to [A: Heyo!]\nset [chat11 v] to [B: OK]\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Hello!] to [chat v]\nadd [How are you?] to [chat v]\nadd [I'm fine, thanks!] to [chat v]\nadd [I'm fine! What about you?] to [chat v]\nadd [Not so good :\(] to [chat v]\nadd [How to beat this level?] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Wait for me!] to [chat v]\nadd [Heyo!] to [chat v]\nadd [OK] to [chat v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n show variable [chat10 v]\n show variable [chat11 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [5]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [6]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [7]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [8]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [9]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (a v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (b v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\ndefine fiind\nrepeat until <not <touching (figur9 v)?>>\n change y by (1)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\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 [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Figur9\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@water\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (-160)\n wait (0.1) seconds\n next costume\n set [ghost v] effect to (19)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite1\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak (username)::tts\nspeak [Your player ID is]::tts\nspeak (@PlayerSlot)::tts\n\nwhen I receive [joined v]\nspeak [A player has joined the game.]::tts\n\nwhen I receive [left v]\nspeak [A player has left the game.]::tts\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite2\n\nwhen flag clicked\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 [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite5\n\nwhen I receive [win v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-100)\nset [time v] to (timer)\nforever\n show variable [time v]\n hide variable [players v]\n go to [front v] layer\n change y by ((y position) / (-10))\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nhide\nset [brightness v] effect to (100)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\n\nwhen I receive [win v]\nwait (0.1) seconds\nstart sound [YOU WON! v]\n\nwhen I receive [start v]\nreset timer\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (228) y: (196)\nhide\n\nwhen I receive [tick v]\nturn right (1) degrees\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n
TOP LOVED?!?! HOW? :OO\nTHANK YOU @RISHAVSCRATCHWORK FOR CURATING THIS ON 28th-29th April 2021, I AM REALLY GRATEFUL TO YOU <333\nAnd THANKS TO EVERY SCRATCHER FOR THEIR LOVES AND FAVES <33\n---------\nHi wonderful viewers, \nWelcome to my new creator-\n Platformer Creator\n↪This is a platformer creator where you can create your own platformer and and play it!!\n\nHow to play?ˎˊ-\n↪click the green flag \n↪CLick on the blocks to select an option\n↪Press space to change background\n↪Click n drag them to the any place of your wish and drop them.\n↪Click "Play" to play the platformer you made.\n\nCreditsˎˊ-\n↪Song- Animal Crossing Wild World (taken from a project)\n↪Thanks to @Mallo222 for inspo and idea (Go follow her)\n↪@gravity_test for 40% of the art\n↪One of the background taken from @Thepugman\n↪Rest by me!\n\nThat's all, thanks!!
Adventure || A platformer
@Stage\n\n@Player\n\ndefine Position\ngo to x: (round (((x_cos) - (Scroll X)) - (80))) y: (round ((y_cos) - (Scroll Y)))\n\ndefine X_move (xv)\nchange [x_cos v] by (xv)\nPosition\nif <touching (platforms v)?> then\n repeat (6)\n change [y_cos v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y_cos v] by (-6)\n repeat until <not <touching (platforms v)?>>\n if <(xv) > [0]> then\n change [x_cos v] by (-1)\n else\n change [x_cos v] by (1)\n end\n Position\n end\nend\n\ndefine Y_move (yv)\nchange [y_cos v] by (yv)\nchange [time_jump v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(yv) > [0]> then\n change [y_cos v] by (-2)\n else\n change [y_cos v] by (1)\n set [time_jump v] to [0]\n end\n Position\n set [yv v] to [0]\nend\n\ndefine Tick\nbroadcast (tick v)\ngo to [front v] layer\ngo [backward v] (1) layers\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <not <(x position) > [210]>> then\n point in direction (90)\n change [xv v] by (0.7)\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <not <(x position) < [-210]>> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\nend\nset [xv v] to ((Xv) * (0.9))\nif <([abs v] of (Xv) ) > [0.9]> then\n X_move ((Boost) * (Xv))\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(time_jump) = [0]> then\n set [yv v] to ((Boost) * (16))\n end\nend\nchange [yv v] by (-2)\nY_move (Yv)\nPosition\nchange [scroll x v] by (round (((x_cos) - (Scroll X)) / (4)))\nchange [scroll y v] by (round (((y_cos) - (Scroll Y)) / (2)))\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(Scroll X) > [2400]> then\n set [scroll x v] to [2400]\nend\nPosition\n\nwhen flag clicked\nset size to (15) %\nReset Player\nbroadcast (Setup Game v)\nbroadcast (tick v)\nwait (0) seconds\nforever\n set [coustom v] to (costume [number v])\n switch costume to (t9 v)\n if <<(Scroll Y) < [-400]> or <touching color (#d21827)?>> then\n Reset Player\n end\n Tick\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n Coustom ((coustom) + (1))\n else\n switch costume to (t10 v)\n end\nend\n\ndefine Reset Player\nset rotation style [left-right v]\npoint in direction (90)\nset [x_cos v] to [-100]\nset [y_cos v] to [40]\nset [scroll x v] to (x_cos)\nset [scroll y v] to (y_cos)\nset [boost v] to [1.4]\nset [time_jump v] to [10]\nset [yv v] to [0]\nset [xv v] to [0]\n\ndefine Coustom ()\nswitch costume to (t v)\nrepeat (() - (1))\n next costume\nend\n\n@Platforms\n\nwhen I receive [setup game v]\nhide\nswitch costume to (costume3 v)\nset [x v] to [0]\nset [y v] to [0]\nrepeat (1)\n delete this clone\nend\nMake clones | </clones> [6] </stage> [1] </alignment> [L] </costume> [6]\nMake clones | </clones> [4] </stage> [2] </alignment> [R] </costume> [12]\n\nwhen I start as a clone\nMove ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <(X) > [2400]> then\n delete this clone\nend\n\nwhen I receive [tick v]\nMove ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <(X) > [2400]> then\n hide\nend\n\ndefine Move (x) (y)\ngo to x: (x) y: (y)\nset [ghost v] effect to (0)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine Make clones | </clones> (number of clones) </stage> (number of the stage) </alignment> (left/right) </costume> (costume)\nswitch costume to ((costume) - (1))\nset [y v] to (((number of the stage) - (1)) * (360))\nif <(left/right) = [L]> then\n set [x v] to [0]\n repeat (number of clones)\n next costume\n create clone of (_myself_ v)\n change [x v] by (480)\n end\nelse\n if <(left/right) = [R]> then\n set [x v] to ((2880) - ((number of clones) * (480)))\n repeat (number of clones)\n next costume\n create clone of (_myself_ v)\n change [x v] by (480)\n end\n end\nend\n\n@Sprajt1\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
Demo instructions \nRotate / Move camera - Arrows keys [← → ↑ ↓]\nW - go Forward S - go Backward\nA - go Left D - go Right\n[Space] Jump (hold for larger jump)\nEmpty engine - https://scratch.mit.edu/projects/437548352/
Minecraft - Into The Nether - A Platformer                           #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [15]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [17]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [20]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [21]> then\n switch backdrop to (backdrop5 v)\n end\nend\n\n@Lore\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (5.8) seconds\nwait (5) seconds\nfade\nwait (5) seconds\nfade\nwait (5) seconds\nfade\nwait (5) seconds\nfade\nwait (5) seconds\nfade\nwait (5) seconds\nStart\n\ndefine fade\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\ndefine Start\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (1) seconds\nrepeat (30)\n change [ghost v] effect by (4)\nend\nbroadcast (Game/Animation v)\n\nwhen flag clicked\nwait (5.8) seconds\nforever\n play sound [ac creed OST Epic Medley v] until done\nend\n\n@Intro\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nwait (1) seconds\nstart sound [Unkown v]\nwait (.4) seconds\nbroadcast (gohost v)\nrepeat (13)\n next costume\nend\nwait (1) seconds\nrepeat (18)\n next costume\nend\nwait (2) seconds\nrepeat (15)\n change [ghost v] effect by (8)\nend\nbroadcast (Game/Animation v)\n\nwhen I receive [gohost v]\nrepeat (15)\n change [ghost v] effect by (-8)\nend\n\n@Character\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y velocity v] by (-1)\nif <<<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 (speed)\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 ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\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 ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity 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)>>> and <touching (level v)?>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\nif <(x position) > [236]> then\n Next Level\nend\nif <(y position) < [-180]> then\n Reset\nend\nif <touching (danger v)?> then\n Reset\nend\nif <touching (danger2 v)?> then\n Reset\nend\nif <touching (jump v)?> then\n set [y velocity v] to [18]\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (100) %\nhide\nwait (40) seconds\nshow\nswitch costume to (costume1 v)\ngo [forward v] (88) layers\ngo to x: (-204) y: (-44)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2.] [0.88] [11.8]\nend\n\ndefine Next Level\ngo to x: (-204) y: (-44)\nchange [level v] by (1)\n\ndefine Reset\ngo to x: (-204) y: (-44)\n\ngo to x: (-204) y: (-44)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (40) seconds\nshow\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@ground2\n\n@Fog\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-475]> then\n hide\n end\nend\n\nwhen I start as a clone\nset x to (475)\nforever\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-475]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@Decor\n\nwhen flag clicked\nhide\nwait (40) seconds\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nhide\nwait (35) seconds\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (3) seconds\nhide\n\n@Jump\n\nwhen flag clicked\nhide\nwait (40) seconds\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger2\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\nwait (35) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [12]> then\n show\n go to x: (40) y: (0)\n turn right (5) degrees\n end\n if <(Level) = [13]> then\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: (0) y: (-60) speed: (9)\n wait (.5) seconds\n Smooth Glide x: (0) y: (0) speed: (9)\n wait (.5) seconds\n end\n if <(Level) = [16]> then\n point in direction (90)\n go to x: (100) y: (0)\n repeat until <not <(Level) = [16]>>\n Smooth Glide x: (100) y: (0) speed: (9)\n wait (.5) seconds\n Smooth Glide x: (100) y: (80) speed: (9)\n wait (.5) seconds\n end\n end\n if <(Level) = [17]> then\n go to x: (-200) y: (50)\n turn right (5) degrees\n end\n if <(Level) = [18]> then\n turn right (5) degrees\n go to x: (-70) y: (130)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@orb\n\nwhen flag clicked\nset [end v] to [0]\nhide\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (4) layers\nforever\n if <(Level) = [20]> then\n show\n go to x: (130) y: (40)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n set [end v] to [1]\n wait (1.5) seconds\n hide\n end\nend\n\n@orb2\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n if <(Level) = [20]> then\n show\n go to x: (130) y: (40)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n wait (1.5) seconds\n hide\n end\nend\n\n@Flash\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n show\n set [ghost v] effect to (100)\n repeat (30)\n change [ghost v] effect by (-4)\n go to [front v] layer\n end\n wait (1) seconds\n set [level v] to [21]\n repeat (30)\n change [ghost v] effect by (4)\n go to [front v] layer\n end\n set [end v] to [0]\n end\nend\n\n
This is a very special platformer!! \nYou have two cubes. \nThe white one can't touch white and the black one can't touch black!!\nInstructions:\n- White Cube: Arrow keys\n- Black cube: WASD\n- Skip levels with "z"\n- Have fun!!!
Flatland [Platformer]
@Stage\n\nwhen flag clicked\nforever\n play sound [06 Grass Land Overworld \(NSMBWii\) v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to ([sin v] of (90) )\nset [brightness v] effect to (-10)\n\n@Player\n\nwhen flag clicked\nset size to (150) %\ngo to [front v] layer\nRespawn [-210] [0]\nset [paused v] to [0]\nset [level v] to [1]\nset [frame counter v] to [0]\nset [deaths on hard level v] to [0]\nforever\n if <(paused) = [0]> then\n switch costume to (hitbox v)\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 start sound [WU_SE_PLY_JUMP_HIGH_ v]\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) > [9]> then\n set [x speed v] to [9]\n else\n if <(x speed) < [-9]> then\n set [x speed v] to [-9]\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 switch costume to (cube v)\n change [frame counter v] by (1)\n if <(frame counter) = [99]> then\n set [frame counter v] to [0]\n end\n if <((frame counter) mod (3)) = [0]> then\n create clone of (_myself_ v)\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n Respawn [-210] [0]\n start sound (pick random (5) to (7))\n change [level v] by (1)\n broadcast (Next Level v) and wait\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n change [deaths on hard level v] by (1)\n set [death sound v] to [1]\n Respawn [-210] [0]\n end\n end\nend\n\ndefine Respawn (x) (y)\nset x to (x)\nset y to (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?>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n start sound (pick random (3) to (4))\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?>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n start sound (pick random (3) to (4))\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 start as a clone\nset size to (150) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [deaths on hard level v] to [0]\ndelete this clone\n\nwhen I receive [skip level v]\nRespawn [-210] [0]\nbroadcast (Next Level v) and wait\n\nwhen flag clicked\nforever\n if <(death sound) = [1]> then\n play sound [WU_SE_VOC_MA_DAMAGE_LAST v] until done\n set [death sound v] to [0]\n end\nend\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [brightness v] effect to (5)\nswitch costume to ([sin v] of (90) )\n\n@Rising Lava\n\nwhen flag clicked\nswitch costume to (lava v)\n\nwhen flag clicked\ngo to x: (0) y: (-15)\nforever\n repeat (20)\n change y by (.5)\n wait (.01) seconds\n end\n repeat (20)\n change y by (-.5)\n wait (.01) seconds\n end\nend\n\n@Spikes\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nswitch costume to ([sin v] of (90) )\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (-.5)\n wait (.01) seconds\n end\n repeat (20)\n change y by (.5)\n wait (.01) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\n\nwhen I receive [next level v]\nnext costume\n\n@Platform Designer\n\n@End\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (1) seconds\nwait until <(level) = [16]>\nstart sound [Goal Cheer v]\nwait (6) seconds\ngo to x: (0) y: (389)\nshow\nglide (3) secs to x: (0) y: (0)\nset [paused v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Le7els\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\npoint in direction (90)\nshow\nset [brightness v] effect to (5)\nswitch costume to ([sin v] of (90) )\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(deaths on hard level) > [4]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <([x position v] of [player v]) < [210]> then\n set [deaths on hard level v] to [0]\n hide\n change [level v] by (1)\n broadcast (Skip Level v)\nend\n\n
\n
Journey || A Platformer Sequel #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nwait (2) seconds\nswitch backdrop to (desert v)\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [Mystic Forest! Magical Fantasy Game Music by HeatleyBros v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [finished bro v]\ngo to x: (-213) y: (-127)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to x: (-220) y: (-127)\nswitch costume to (right v)\nhide variable [x velocity v]\nhide variable [y velocity v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (0.9)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-0.9)\n switch costume to (left v)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n 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?> then\n set [y velocity v] to [12]\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 else\n set [x velocity v] to [0]\n end\n end\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 <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y velocity v] to [12]\n end\n change y by (1)\n if <touching (spikes v)?> then\n go to x: (-213) y: (-127)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching color (#f0ff00)?> then\n broadcast (finished bro v)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (finished bro v)\n\n@Ground\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to [front v] layer\nswitch costume to (costume0 v)\n\nwhen I receive [finished bro v]\nnext costume\n\n@Spikes\n\nwhen I receive [finished bro v]\nnext costume\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to [back v] layer\nswitch costume to (spike v)\n\n@Goal\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to [back v] layer\ngo to x: (219) y: (-110)\n\n@Dust\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))\nset [ghost v] effect to (100)\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\nhide\nwait (2) seconds\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Sun\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to x: (24) y: (15)\nset [ghost v] effect to (50)\ngo to [back v] layer\n\n@Intro\n\nwhen flag clicked\nshow\nswitch costume to (tenor2 v)\nrepeat (78)\n next costume\nend\n\nwhen flag clicked\nwait (2) seconds\nhide\n\nwhen backdrop switches to [backdrop1 v]\nstop [this script v]\n\n@Tm\n\nwhen flag clicked\nhide\n\n
▶️ Check out my new Game!!! https://scratch.mit.edu/projects/965652473/\n\n▶️ Use Arrow keys, W.A.S.D or tap on the screen to move. Avoid spikes and lava!\n❤️ + ⭐ if you enjoy!\n\n▶️Check out this cool event\nhttps://scratch.mit.edu/projects/675732972/ \n\n\n18/03/24 Shared\n18/03/24 50 loves! 300 views!\n18/03/24 #4 on recent games\n19/03/24 #9 on games trending #27 on al \ntrending top-loved!!!\n20/03/24 600 loves, 17k views Top-Remixed\n20/03/24 #3 on #games trending!\n21/03/24 1.5k loves 49k views #1 on al , #2 on games lol\n22/03/24 2.1k loves 71k views!!! 185 remixes, still #1 on al and top remixed!\n22/03/24 2.4k loves 2k faves 84k views, #1 on al and games!\n25/03/24 I forgot to update this lol, 3.8k loves, 131k views, still top-remixed, #2 on al (#1 is also me xD )\n26/03/24 10am, 4050 loves, 139k views, 440 remixes\n29/03/24 5k loves! 180k views! 565 remixes, #13 on al, #5 on games\n12/04/24 Off trending and front paged pretty much (like #30 on games xD) #11 on popular #platformer ! #18 on popular games and #41 on popular al, 212.8k views, 5770 loves\n
>>forest<< (platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [thefatrat-unity v] until done\nend\n\n@player\n\nwhen [s v] key pressed\nif <not <(level) = [16]>> then\n change [level v] by (1)\n go to x: (-182) y: (-110)\nend\n\nwhen [r v] key pressed\ngo to x: (-182) y: (-110)\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch backdrop to (배경 1 v)\ngo to x: (-182) y: (-110)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\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 ((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 (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <touching (death v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n go to x: (-182) y: (-110)\n set [ghost v] effect to (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (bouncy v)?> then\n set [yv v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n change [level v] by (1)\n go to x: (-182) y: (-110)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@death\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@drawing\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (모양 1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n play sound [thefatrat-unity v] until done\nend\n\n
Electrical///Current/// Platformer Elektrik///Akımı/// Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nswitch backdrop to (backdrop1 v)\nplay sound [TheFatRat - Time Lapse2 v] until done\nforever\n play sound [TheFatRat - Time Lapse3 v] until done\nend\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nset size to (10) %\nshow\nrepeat (10)\n change size by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nbroadcast (lol v)\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (0)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\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 (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\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 (Restart v)\n end\n if <touching (sprite3 v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@notif2\n\nwhen I receive [lol v]\nwait (pick random (2) to (3)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Level2\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide\n\nwhen I receive [lol v]\nshow variable [time v]\nshow\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n
Ⴆⅈѻₘ巳 ~ a platformer
@Stage\n\n@Player\n\nwhen I receive [ded >:p 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\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n if <key (down arrow v) pressed?> then\n change [y v] by (-0.5)\n end\n end\nend\n\nwhen I receive [bounce right now v]\nset [y v] to [13]\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [y spawn v] to [-50]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (101) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <not <<key (left arrow v) pressed?> and <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n switch costume to (3a v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (6a v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (2a v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (1a v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\n end\nend\n\ndefine Run block\nRun Engine\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> 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 [9]\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 (level v)?> or <touching (moving ground v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> or <touching (moving ground v)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [224]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next lvl v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\n@sound control\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n play sound [LAKEY INSPIRED - Blossom v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@tn\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\nstop [all v]\n\nwhen flag clicked\nif <(y position) = [0]> then\n glide (0.3) secs to x: (0) y: (350)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nreset timer\nforever\n go to [front v] layer\n reset timer\nend\n\n@moving ground\n\nwhen I receive [hide flouting land v]\nforever\n hide\nend\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nforever\n glide (2) secs to x: (103) y: (-20)\n wait (.12) seconds\n glide (2) secs to x: (-40) y: (-20)\n wait (.12) seconds\nend\n\nwhen flag clicked\nbroadcast (begin v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [begin v]\ngo to [front v] layer\nforever\n costume check\nend\n\ndefine costume check\nforever\n if <(costume [number v]) = [1]> then\n broadcast (flouting land v) and wait\n else\n forever\n broadcast (hide flouting land v) and wait\n end\n end\n if <(costume [number v]) = [12]> then\n broadcast (win v) and wait\n end\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@sun\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n
Try to find the finish... (Jump off of the ledge at the top)\nMove your mouse to the top left to set lag mode\nThe hardest part of this was making the darkness effect
⋆✦★Planets || Platformer ★✦⋆
@Stage\n\nwhen I receive [changebackdrop v]\nnext backdrop\nset [backdropnumber v] to (backdrop [number v])\nbroadcast (CompilePlatformData v)\n\nset [backdropnumber v] to [1]\n\nwhen I receive [loadplatformdata v]\n\nwait (1) seconds\nswitch backdrop to (BackdropNumber)\n\nwhen I receive [showplatformer v]\nswitch backdrop to (BackdropNumber)\n\nwait (1) seconds\n\n@dECODING sPACES\n\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [Single]\nset [classicgametypeall/single v] to [Single]\nask [PasteCodeHere] and wait\nbroadcast (HideUserWorldLoadingScreens v)\nset [platformcode v] to (answer)\nbroadcast (ShowLoadingScreen v)\nset [originalblock? v] to [Yes]\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nwhen I receive [loadplatformermadebygamer v]\nshow\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\n\nwhen flag clicked\nset [userworldnumber v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen this sprite clicked\nif <(mouse y) > [100]> then\n stop [this script v]\nend\nwait until <not <mouse down?>>\nif <(mouse y) < [-80]> then\n broadcast (LoadFromCode v)\n stop [this script v]\nend\nif <(mouse x) > [0]> then\n broadcast (NextUserWorld v)\n if <(UserWorldNumber) = (length of [userplatformsusernames v])> then\n set [userworldnumber v] to [1]\n else\n change [userworldnumber v] by (1)\n end\nelse\n broadcast (PreviousUserWorld v)\n if <(UserWorldNumber) = [1]> then\n set [userworldnumber v] to (length of [userplatformsusernames v])\n else\n change [userworldnumber v] by (-1)\n end\nend\ngo to [front v] layer\nset [userleveldifficultyrating v] to (item (UserWorldNumber) of [userleveldifficultyrating v])\nset [worldby v] to (item (UserWorldNumber) of [userplatformsusernames v])\nbroadcast (mAIN1 v)\n\nwhen I receive [loadfromcode v]\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [Single]\nset [classicgametypeall/single v] to [Single]\nask [PasteCodeHere] and wait\nbroadcast (HideUserWorldLoadingScreens v)\nset [workaroundtempplatformcodewithspaces v] to (answer)\nset [workaroundloopcounter v] to [1]\nset [platformcode v] to []\nrepeat (length of (WorkaroundTEMPplatformCodeWithSpaces))\n if <not <(letter (WorkaroundLoopCounter) of (WorkaroundTEMPplatformCodeWithSpaces)) = [ ]>> then\n set [platformcode v] to (join (PlatformCode) (letter (WorkaroundLoopCounter) of (WorkaroundTEMPplatformCodeWithSpaces)))\n end\n change [workaroundloopcounter v] by (1)\nend\nbroadcast (ShowLoadingScreen v)\nset [originalblock? v] to [Yes]\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\n@Platforms\n\nwhen I receive [showplatformer v]\nif <[1] = [1]> then\n delete this clone\nend\nset [loopcounter v] to [1]\nrepeat (length of [showplatformscostume v])\n set [originalblock? v] to [No]\n switch costume to (item (LoopCounter) of [showplatformscostume v])\n go to x: ((500) - (item (LoopCounter) of [showplatformsx v])) y: ((500) - (item (LoopCounter) of [showplatformsy v]))\n show\n create clone of (_myself_ v)\n hide\n change [loopcounter v] by (1)\nend\nset [originalblock? v] to [Yes]\n\nif <(OriginalBlock?) = [Yes]> then\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\n\nwhen I receive [buildplatformer v]\nswitch costume to (1 v)\nshow\nset [originalblock? v] to [Yes]\nforever\n if <(Test Yes/No /Play/SingleLoad) = [No]> then\n show\n if <(mouse y) < [130]> then\n if <(PickingNewBlock?) = [Yes]> then\n hide\n else\n go to (mouse-pointer v)\n set y to ((22) * (round ((mouse y) / (22))))\n set x to ((20) * (round ((mouse x) / (20))))\n show\n if <mouse down?> then\n broadcast (AddPlatformSection v)\n wait until <not <mouse down?>>\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [deleteplaforms v]\ndelete all of [showplatformscostume v]\ndelete all of [showplatformsx v]\ndelete all of [showplatformsy v]\nset [platformcode v] to []\n\nwhen I receive [compileplatformdata v]\nFastCompile\n\nwhen I receive [loadplatformdata v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [showplatformscostume v]\ndelete all of [showplatformsx v]\ndelete all of [showplatformsy v]\nset [loopcounter v] to [1]\nrepeat (((length of (PlatformCode)) - (3)) / (7))\n add (letter (LoopCounter) of (PlatformCode)) to [showplatformscostume v]\n change [loopcounter v] by (1)\nend\nrepeat (((length of (PlatformCode)) - (3)) / (7))\n add (join (letter ((LoopCounter) + (0)) of (PlatformCode)) (join (letter ((LoopCounter) + (1)) of (PlatformCode)) (letter ((LoopCounter) + (2)) of (PlatformCode)))) to [showplatformsx v]\n change [loopcounter v] by (3)\nend\nrepeat (((length of (PlatformCode)) - (3)) / (7))\n add (join (letter ((LoopCounter) + (0)) of (PlatformCode)) (join (letter ((LoopCounter) + (1)) of (PlatformCode)) (letter ((LoopCounter) + (2)) of (PlatformCode)))) to [showplatformsy v]\n change [loopcounter v] by (3)\nend\nset [backdropnumber v] to (letter ((length of (PlatformCode)) - (2)) of (PlatformCode))\nset [heronumber v] to (letter ((length of (PlatformCode)) - (1)) of (PlatformCode))\nset [musicnumber v] to (letter (length of (PlatformCode)) of (PlatformCode))\nif <(HeroNumber) = [1]> then\n set [hero v] to [Mario]\nend\nif <(HeroNumber) = [2]> then\n set [hero v] to [Steve]\nend\nif <(HeroNumber) = [3]> then\n set [hero v] to [Peppa]\nend\nif <(HeroNumber) = [4]> then\n set [hero v] to [Llama]\nend\nstop all sounds\n\nwhen [space v] key pressed\n\nif <(OriginalBlock?) = [Yes]> then\n if <(length of [showplatformsx v]) > [2]> then\n delete (length of [showplatformscostume v]) of [showplatformscostume v]\n delete (length of [showplatformsx v]) of [showplatformsx v]\n delete (length of [showplatformsy v]) of [showplatformsy v]\n broadcast (CompilePlatformData v) and wait\n broadcast (ShowPlatformer v)\n end\nend\n\nwhen I receive [addplatformsection v]\nif <(OriginalBlock?) = [Yes]> then\n set size to (60) %\n if <<not <touching (platforms v)?>> or <(costume [number v]) = [4]>> then\n set size to (75) %\n set [originalblock? v] to [No]\n create clone of (_myself_ v)\n set [originalblock? v] to [Yes]\n add (costume [number v]) to [showplatformscostume v]\n add ((500) - (x position)) to [showplatformsx v]\n add ((500) - (y position)) to [showplatformsy v]\n broadcast (CompilePlatformData v)\n end\n set size to (75) %\nend\n\nwhen I receive [changeblock v]\nif <(OriginalBlock?) = [Yes]> then\n if <(costume [number v]) = [9]> then\n switch costume to (1 v)\n else\n next costume\n end\nend\n\nwhen I receive [undoblock v]\nif <(OriginalBlock?) = [Yes]> then\n if <(length of [showplatformsx v]) > [2]> then\n delete (length of [showplatformscostume v]) of [showplatformscostume v]\n delete (length of [showplatformsx v]) of [showplatformsx v]\n delete (length of [showplatformsy v]) of [showplatformsy v]\n broadcast (CompilePlatformData v) and wait\n broadcast (ShowPlatformer v)\n end\nend\n\ndefine FastCompile\nif <(OriginalBlock?) = [Yes]> then\n set [platformcode v] to []\n set [loopcounter v] to [1]\n repeat (length of [showplatformscostume v])\n set [platformcode v] to (join (PlatformCode) (item (LoopCounter) of [showplatformscostume v]))\n change [loopcounter v] by (1)\n end\n set [loopcounter v] to [1]\n repeat (length of [showplatformscostume v])\n set [platformcode v] to (join (PlatformCode) (item (LoopCounter) of [showplatformsx v]))\n change [loopcounter v] by (1)\n end\n set [loopcounter v] to [1]\n repeat (length of [showplatformscostume v])\n set [platformcode v] to (join (PlatformCode) (item (LoopCounter) of [showplatformsy v]))\n change [loopcounter v] by (1)\n end\n set [platformcode v] to (join (PlatformCode) (join (BackdropNumber) (join (HeroNumber) (MusicNumber))))\n delete all of [your platformer code! v]\n add (PlatformCode) to [your platformer code! v]\n broadcast (HideList v)\nend\n\nwhen I receive [hidelist v]\nwait (15) seconds\nshow list [your platformer code! v]\n\nwhen I start as a clone\nshow\nforever\n if <touching (sensor v)?> then\n if then\n set [maxyjump v] to [7.5]\n set [maxxvelocity v] to [3]\n end\n if <(costume [number v]) = [5]> then\n set [maxyjump v] to [12]\n set [maxxvelocity v] to [3]\n end\n if <(costume [number v]) = [6]> then\n set [maxyjump v] to [7.5]\n set [maxxvelocity v] to [3]\n end\n if <(costume [number v]) = [7]> then\n set [maxyjump v] to [7.5]\n set [xvelocity v] to ((XVelocity) * (1.05))\n set [maxxvelocity v] to [12]\n end\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n set [iceon/off v] to [On]\n else\n set [iceon/off v] to [Off]\n end\n end\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [8b]>> then\n set [liftystart v] to (y position)\n forever\n switch costume to (8b v)\n repeat until <(LiftGoingUpOrDown?) = [Down]>\n set y to ((LiftYStart) + (LiftYHeight))\n if <touching (sensor v)?> then\n broadcast (OnrisingPlaform v)\n set [maxyjump v] to [7.5]\n set [maxxvelocity v] to [3]\n end\n end\n switch costume to (8 v)\n repeat until <(LiftGoingUpOrDown?) = [Up]>\n set y to ((LiftYStart) + (LiftYHeight))\n if <touching (sensor v)?> then\n broadcast (LoweringPlatform v)\n set [maxyjump v] to [7.5]\n set [maxxvelocity v] to [3]\n end\n end\n end\n end\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [9b]>> then\n forever\n switch costume to (9b v)\n repeat until <(LiftGoingUpOrDown?) = [Up]>\n if <touching (sensor v)?> then\n set [maxyjump v] to [8]\n set [maxxvelocity v] to [3]\n end\n end\n switch costume to (9 v)\n repeat until <(LiftGoingUpOrDown?) = [Down]>\n if <touching (sensor v)?> then\n broadcast (HitSpikes v)\n end\n end\n end\n end\nend\n\nrepeat (100)\n\nrepeat (100)\n\nrepeat (100)\n\nrepeat (100)\n\nset [backdropnumber v] to (letter (1) of (length of ((PlatformCode) - (2))))\nset [heronumber v] to (letter (1) of (length of ((PlatformCode) - (1))))\nset [musicnumber v] to (letter (1) of (length of (PlatformCode)))\n\nFastCompile\nhide list [your platformer code! v]\nif <(length of [your platformer code! v]) < [2]> then\n add [Triple click, then right click to copy! Paste it in the comments section!] to [your platformer code! v]\nend\n\nif <(OriginalBlock?) = [Yes]> then\n next costume\nend\n\nshow\n\nwhen I receive [loadaplatformermadebyatomic v]\n\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [Play]\nask [Which level 1 to 8?] and wait\nset [platformcode v] to (item (answer) of [atomicmagicnumberslevels v])\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nwhen I receive [loadplatformermadebygamer v]\n\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [Single]\nask [PasteCodeHere] and wait\nset [platformcode v] to (answer)\nbroadcast (ShowLoadingScreen v)\nset [originalblock? v] to [Yes]\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nset [platformcode v] to [3625697536388274670676670629123]\nshow\nwait (1) seconds\nset [originalblock? v] to [No]\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nwhen flag clicked\nhide\nshow list [atomicmagicnumberslevels v]\nshow list [your platformer code! v]\n\nset [#controllingcharacter v] to [0]\n\nwhen I receive [buildaplatformerfromscratch v]\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [No]\nset [platformcode v] to [32700260676412241]\nbroadcast (BuildPlatformer v)\nset [originalblock? v] to [No]\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nwhen I receive [newblocktodrawwith v]\nif <(OriginalBlock?) = [Yes]> then\n if <(mouse y) > [20]> then\n if <(mouse x) > [63]> then\n switch costume to (4 v)\n else\n if <(mouse x) > [-5]> then\n switch costume to (3 v)\n else\n if <(mouse x) > [-53]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n end\n else\n if <(mouse y) > [-22]> then\n if <(mouse x) > [22]> then\n switch costume to (7 v)\n else\n if <(mouse x) > [-37]> then\n switch costume to (6 v)\n else\n switch costume to (5 v)\n end\n end\n else\n if <(mouse x) > [-5]> then\n switch costume to (9 v)\n else\n switch costume to (8 v)\n end\n end\n end\n show\nend\n\nwait (0.5) seconds\n\nset [originalblock? v] to [No]\n\nshow\n\nset [heronumber v] to [2]\n\nif <(Hero) = [Peppa]> then\n set [heronumber v] to [3]\nend\nif <(Hero) = [Llama]> then\n set [heronumber v] to [4]\nend\n\nwhen I receive [newblocktodrawwith v]\n\nwhen I receive [changeblock v]\nif <(OriginalBlock?) = [Yes]> then\n\nhide\n\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [8b]>> then\n forever\n switch costume to (8b v)\n set [liftystart v] to (y position)\n repeat (100)\n change y by (1)\n if <touching (sensor v)?> then\n broadcast (OnrisingPlaform v)\n set [maxyjump v] to [8]\n set [maxxvelocity v] to [3]\n end\n end\n switch costume to (8 v)\n repeat (100)\n change y by (-1)\n if <touching (sensor v)?> then\n broadcast (LoweringPlatform v)\n set [maxyjump v] to [8]\n set [maxxvelocity v] to [3]\n end\n end\n end\nend\nif <<(costume [number v]) = [9]> or <(costume [number v]) = [9b]>> then\n forever\n switch costume to (9b v)\n repeat (100)\n if <touching (sensor v)?> then\n set [maxyjump v] to [8]\n set [maxxvelocity v] to [3]\n end\n end\n switch costume to (9 v)\n repeat (100)\n if <touching (sensor v)?> then\n broadcast (HitSpikes v)\n end\n end\n end\nend\n\nforever\n set [liftyheight v] to [0]\n repeat (100)\n change [liftyheight v] by (1)\n end\n repeat (100)\n change [liftyheight v] by (-1)\n end\nend\n\nrepeat (4)\n\nset [liftystart v] to (y position)\n\nif <touching (sensor v)?> then\n broadcast (LoweringPlatform v)\n set [maxyjump v] to [8]\n set [maxxvelocity v] to [3]\nend\n\nwhen I receive [loadfromcode v]\n\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nset [test yes/no /play/singleload v] to [Play]\nask [Which level 1 to 8?] and wait\nset [platformcode v] to (item (answer) of [atomicmagicnumberslevels v])\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\n\nFastCompile\nhide list [your platformer code! v]\nif <(length of [your platformer code! v]) < [2]> then\n add [Triple click, then right click to copy! Paste it in the comments section!] to [your platformer code! v]\nend\n\nwhen I receive [enable savebutton v]\nFastCompile\nset [workaroundloopcounter v] to [1]\nset [workaroundtempplatformcodewithspaces v] to []\nrepeat (length of (PlatformCode))\n set [workaroundtempplatformcodewithspaces v] to (join (WorkaroundTEMPplatformCodeWithSpaces) (join (letter (WorkaroundLoopCounter) of (PlatformCode)) [ ]))\n change [workaroundloopcounter v] by (1)\nend\ndelete all of [your platformer code! v]\nadd (WorkaroundTEMPplatformCodeWithSpaces) to [your platformer code! v]\nhide list [your platformer code! v]\nif <(length of [your platformer code! v]) < [2]> then\n add [Triple click, then right click to copy! Paste it in the comments section!] to [your platformer code! v]\nend\n\n@Buttons\n\nwhen I receive [test v]\nset [test yes/no /play/singleload v] to [Yes]\n\nwhen I receive [enable savebutton v]\n\nif <[] = [50]> then\n\nwhen I receive [changehero v]\nif <(Hero) = [Llama]> then\n set [hero v] to [Mario]\n set [heronumber v] to [1]\n stop [this script v]\nend\nif <(Hero) = [Mario]> then\n set [heronumber v] to [2]\n set [hero v] to [Steve]\n stop [this script v]\nend\nif <(Hero) = [Steve]> then\n set [heronumber v] to [3]\n set [hero v] to [Peppa]\n stop [this script v]\nend\nif <(Hero) = [Peppa]> then\n set [heronumber v] to [4]\n set [hero v] to [Llama]\n stop [this script v]\nend\n\nset [test yes/no /play/singleload v] to [Yes]\n\nwhen I receive [buildaplatformerfromscratch v]\nset [hero v] to [Mario]\nset [test yes/no /play/singleload v] to [No]\ngo to [back v] layer\nswitch costume to (changeblock v)\nset size to (100) %\nshow\nclear graphic effects\ngo to x: (-201) y: (165)\nrepeat (6)\n create clone of (_myself_ v)\n change [color v] effect by (-30)\n next costume\n change x by (80)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (0.5)\n end\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (-0.5)\n end\n end\n if <(Test Yes/No /Play/SingleLoad) = [No]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (costume [name v])\n\nif <(Hero) = [Mario]> then\n set [heronumber v] to [1]\nend\nif <(Hero) = [Steve]> then\n set [heronumber v] to [2]\nend\nif <(Hero) = [Peppa]> then\n set [heronumber v] to [3]\nend\nif <(Hero) = [Llama]> then\n set [heronumber v] to [4]\nend\n\n@Return To Editor\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nif <<(ClassicGameTypeAll/Single) = [All]> or <(ClassicGameTypeAll/Single) = [Single]>> then\n hide\n stop [this script v]\nend\nforever\n if <(Test Yes/No /Play/SingleLoad) = [Yes]> then\n show\n else\n hide\n end\nend\n\nshow\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nset [test yes/no /play/singleload v] to [No]\nshow list [your platformer code! v]\n\nbroadcast (BuildAPlatformerFromScratch v)\n\n@ControlCharacter\n\nwhen I receive [gameover v]\ngo to x: (0) y: (0)\n\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [restartlevel v]\nPositionControlCharacter\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\n\nforever\n if <([abs v] of (XVelocity) ) > [1]> then\n broadcast (CostumeChange v)\n end\nend\n\nwhen I receive [levelup v]\nrepeat (30)\n go to x: (-200) y: (-112)\n set [yvelocity v] to [0]\nend\nPositionControlCharacter\n\ndefine Jump\nchange y by (-2)\nif <touching (platforms v)?> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (2)\n\nwhen I receive [gravity v]\npoint in direction (90)\nswitch costume to (spongebob v)\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 if <touching (lava v)?> then\n PositionControlCharacter\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 if <(IceOn/Off) = [Off]> then\n set [xvelocity v] to ((XVelocity) * (0.85))\n end\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n broadcast (CostumeChange v)\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 broadcast (CostumeChange v)\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\nset [ghost v] effect to (99)\n\nwhen I receive [start v]\nPositionControlCharacter\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nset [maxyjump v] to [6]\nset [maxxvelocity v] to [3]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [deathsinarow v] to [0]\nbroadcast (Gravity v)\nforever\n switch costume to (Hero)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.19)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.19)\n point in direction (-90)\n end\n if <(y position) < [-170]> then\n broadcast (RestartLevel v)\n end\nend\n\ndefine PositionControlCharacter\nset [maxyjump v] to [3]\nset [maxxvelocity v] to [3]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\ngo to x: (-200) y: (-112)\n\nwhen [space v] key pressed\nJump\n\nwhen I receive [jump v]\nJump\n\nclear graphic effects\n\nif <(Level) = [2]> then\n go to x: (-50) y: (-112)\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (-112)\nend\nif <(Level) = [4]> then\n go to x: (50) y: (-120)\nend\nif <(Level) = [5]> then\n go to x: (50) y: (-120)\nend\nif <(Level) = [6]> then\n go to x: (210) y: (-120)\nend\nif <(Level) = [7]> then\n go to x: (210) y: (-120)\nend\nif <(Level) = [8]> then\n go to x: (210) y: (-120)\nend\n\nif <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\nend\n\nset [maxyjump v] to [3]\nset [maxxvelocity v] to [3]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\ngo to x: (-200) y: (-112)\n\nwhen I receive [onrisingplaform v]\nchange y by (1)\n\nwhen I receive [loweringplatform v]\nchange y by (-1)\n\nwhen I receive [hitspikes v]\nPositionControlCharacter\n\nwhen I receive [test v]\nPositionControlCharacter\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-178)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\n\ndelete this clone\n\nset size to (80) %\n\nset [ghost v] effect to (50)\n\nwhen I receive [start v]\nshow\n\nhide\n\n@Sensor\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (99)\nforever\n go to (controlcharacter v)\nend\n\nset size to (100) %\n\nwhen flag clicked\nhide\n\n@Mario\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nif <<not <(costume [number v]) = [4]>> and <not <(costume [number v]) = [10]>>> then\n repeat until <<(costume [number v]) = [4]> or <(costume [number v]) = [10]>>\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (24) %\nforever\n if <(Hero) = [Mario]> then\n show\n point in direction ([direction v] of [controlcharacter v])\n go to (controlcharacter v)\n change y by (-5)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Exit\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nbroadcast (TargetAnimation v)\ngo to x: (231) y: (115)\nshow\nforever\n if <touching (controlcharacter v)?> then\n if <(ClassicGameTypeAll/Single) = [Single]> then\n forever\n say [Winner!] for (1) seconds\n say [Love, Fav, Follow] for (3) seconds\n say [WInner!] for (1) seconds\n say [Try making your own world!] for (3) seconds\n say [WInner!] for (1) seconds\n say [Try playing another world!] for (3) seconds\n end\n end\n if <(ClassicGameTypeAll/Single) = [All]> then\n say [Winner!] for (1) seconds\n say [You are awesome!] for (3) seconds\n if <(Level) = [8]> then\n forever\n say [You rock!] for (1) seconds\n say [Love, Fav, Follow] for (3) seconds\n say [WInner!] for (1) seconds\n say [Try making your own world!] for (3) seconds\n say [WInner!] for (1) seconds\n say [Classic worlds completed!] for (3) seconds\n say [WInner!] for (1) seconds\n say [Try loading another gamers world!] for (3) seconds\n end\n end\n change [level v] by (1)\n set [platformcode v] to (item (Level) of [atomicmagicnumberslevels v])\n broadcast (ShowLoadingScreen v)\n wait (0.1) seconds\n set [originalblock? v] to [Yes]\n broadcast (LoadPlatformData v) and wait\n broadcast (ShowPlatformer v) and wait\n broadcast (LevelUp v)\n set [test yes/no /play/singleload v] to [Play]\n end\n if <(Test Yes/No /Play/SingleLoad) = [Yes]> then\n broadcast (Enable SaveButton v)\n repeat until <([x position v] of [controlcharacter v]) < [0]>\n say [AWESOME!] for (1.5) seconds\n say [Please share your level code!] for (3) seconds\n end\n end\n if <(Test Yes/No /Play/SingleLoad) = [No]> then\n go to [front v] layer\n say [Awesome!] for (2) seconds\n set [test yes/no /play/singleload v] to [Yes]\n say [Entering test mode in...3] for (1) seconds\n say [Entering test mode in...2] for (1) seconds\n say [Entering test mode in...1] for (1) seconds\n broadcast (Test v)\n say [Finish to get your SAVE code!] for (8) seconds\n end\n end\nend\n\nforever\nend\n\nsay [Entering test mode!] for (1) seconds\n\nif <(Test Yes/No /Play/SingleLoad) = [Play]> then\n\nbroadcast (Test v)\nsay [Finish to get your SAVE code!] for (15) seconds\n\nnext costume\n\nnext costume\n\nwhen I receive [targetanimation v]\nforever\n if <(Hero) = [Mario]> then\n repeat (8)\n set size to (15) %\n next costume\n go to x: (231) y: (115)\n if <(costume [number v]) > [6]> then\n switch costume to (daisy v)\n end\n end\n if <(Hero) = [Peppa]> then\n go to x: (231) y: (115)\n switch costume to (peppa v)\n set size to (55) %\n end\n if <(Hero) = [Llama]> then\n switch costume to (chest v)\n go to x: (231) y: (115)\n set size to (20) %\n end\n if <(Hero) = [Steve]> then\n repeat (4)\n set size to (80) %\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) < [11]> then\n go to x: (231) y: (123)\n switch costume to (tiny12 v)\n end\n end\nend\n\nsay [Awesome!] for (2) seconds\nsay [Here is] for (2) seconds\n\nsay [See your name in this game!] for (10) seconds\n\n@Music\n\nwhen I receive [changemusic v]\nchange [musicnumber v] by (1)\nif <(MusicNumber) > [4]> then\n set [musicnumber v] to [1]\nend\nrepeat (10)\n stop all sounds\nend\nbroadcast (CompilePlatformData v)\n\nwhen flag clicked\nforever\n if <(MusicNumber) = [1]> then\n play sound [1 Super Mario World Theme Song \(GFM Trap Remix\) v] until done\n end\n if <(MusicNumber) = [2]> then\n play sound [2 minecraft_theme_holder_trap_remix v] until done\n end\n if <(MusicNumber) = [3]> then\n play sound [Geo v] until done\n end\n if <(MusicNumber) = [4]> then\n play sound [3 peppa-pig-theme-song v] until done\n end\nend\n\nset [musicnumber v] to [1]\n\nwhen I receive [levelup v]\nrepeat (10)\n stop all sounds\nend\n\nchange [musicnumber v] by (1)\nif <(MusicNumber) > [4]> then\n set [musicnumber v] to [1]\nend\nstop all sounds\nbroadcast (CompilePlatformData v)\n\nstop all sounds\n\nbroadcast (CompilePlatformData v)\n\nwait (1) seconds\n\n@Hero\n\nwhen I receive [start v]\nwait (1) seconds\nswitch backdrop to (BackdropNumber)\n\nwhen I receive [changehero v]\nchange [heronumber v] by (1)\nif <(HeroNumber) > [4]> then\n set [heronumber v] to [1]\nend\nbroadcast (CompilePlatformData v)\n\nwhen flag clicked\nforever\n\nset [heronumber v] to [1]\n\n@Sprite1\n\n@help\n\nwhen I receive [changeblock v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [pickingnewblock? v] to [Yes]\nshow\n\nrepeat until <<(mouse y) < [130]> or <(mouse x) > [-158]>>\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nset [pickingnewblock? v] to [No]\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nbroadcast (NewBlockToDrawWith v)\nhide\nset [pickingnewblock? v] to [No]\n\nhide\n\n@Sprite2\n\n@Title Page 1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (1) seconds\nbroadcast (AskPlayStyle v)\nhide\n\n@PlayStyle\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\ndelete this clone\n\nwhen I receive [loadaplatformermadebyatomic v]\nhide\ndelete this clone\n\nwhen I receive [buildaplatformerfromscratch v]\nhide\ndelete this clone\n\nwhen I receive [loadplatformermadebygamer v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [startsize v] to (size)\nforever\n set size to (StartSize) %\n if <touching (mouse-pointer v)?> then\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (1)\n end\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (-1)\n end\n end\nend\n\ngo to [front v] layer\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(costume [number v]) < [3]> then\n broadcast (ShowLoadingScreen v)\nend\nbroadcast (costume [name v])\n\nwhen I receive [askplaystyle v]\nshow\ngo to [front v] layer\nswitch costume to (buildaplatformerfromscratch v)\nset size to (80) %\nclear graphic effects\ngo to x: (-150) y: (75)\nset [color v] effect to (-10)\ncreate clone of (_myself_ v)\nchange [color v] effect by (10)\nnext costume\nchange x by (150)\nchange y by (-75)\nset size to (150) %\ncreate clone of (_myself_ v)\nchange [color v] effect by (10)\nnext costume\nchange x by (150)\nchange y by (-75)\nset size to (80) %\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (130) %\nswitch costume to (4 v)\nforever\n change [color v] effect by (0.4)\nend\n\nhide\n\n@Llama\n\nwhen I receive [costumechange v]\nif <(Hero) = [Llama]> then\n next costume\n wait (0.05) seconds\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.05) seconds\n end\nelse\nend\n\nwhen I receive [costumechange v]\nnext costume\nwait (0) seconds\nif <not <(costume [number v]) = [1]>> then\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0) seconds\n end\nend\n\nwhen I receive [start v]\nset size to (28) %\nswitch costume to (llama74 v)\nforever\n if <(Hero) = [Llama]> then\n show\n point in direction ([direction v] of [controlcharacter v])\n go to (controlcharacter v)\n change y by (-4)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Steve\n\nwhen I receive [costumechange v]\nif <(Hero) = [Steve]> then\n next costume\n wait (0.05) seconds\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.05) seconds\n end\nelse\nend\n\nwhen I receive [start v]\nset size to (63) %\nforever\n if <(Hero) = [Steve]> then\n show\n point in direction ([direction v] of [controlcharacter v])\n go to (controlcharacter v)\n change y by (4)\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [costumechange v]\nnext costume\n\nwait (0) seconds\nnext costume\nwait (0) seconds\n\n@Peppa\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nrepeat until <(costume [number v]) = [1]>\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [start v]\nswitch costume to (peppa v)\nset size to (23) %\nforever\n if <(Hero) = [Peppa]> then\n show\n point in direction ([direction v] of [controlcharacter v])\n go to (controlcharacter v)\n change y by (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@LiftTimingDevice\n\nwhen flag clicked\nforever\n set [liftyheight v] to [0]\n repeat (100)\n change [liftyheight v] by (1)\n set [liftgoingupordown? v] to [Up]\n end\n repeat (100)\n change [liftyheight v] by (-1)\n set [liftgoingupordown? v] to [Down]\n end\nend\n\n@LoadingGif\n\nwhen I receive [hideuserworldloadingscreens v]\n\nhide\n\ndelete this clone\n\nwhen I receive [showloadingscreen v]\nset [ghost v] effect to (1)\nshow\nswitch costume to (loadinggif v)\nrepeat (9)\n go to [front v] layer\n repeat (2)\n wait (0.1) seconds\n go to [front v] layer\n end\n next costume\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@mouse-pointer-clipart-14\n\nwhen I receive [buildaplatformerfromscratch v]\nwait (2) seconds\nshow\ngo to x: (-300) y: (300)\nglide (1) secs to x: (-136) y: (96)\nrepeat (10)\n glide (0.3) secs to x: (-134) y: (94)\n glide (0.3) secs to x: (-136) y: (96)\nend\nhide\n\nwhen flag clicked\nhide\n\n@PickPlaytypeButtons\n\nwhen I receive [loadaplatformermadebyatomic v]\nshow\nswitch costume to (1 v)\nset size to (80) %\nclear graphic effects\ngo to x: (-200) y: (130)\nset [color v] effect to (-40)\nrepeat (8)\n create clone of (_myself_ v)\n change [color v] effect by (10)\n next costume\n change x by (57)\n change y by (-35)\nend\nset size to (100) %\nswitch costume to (all v)\ngo to x: (-237) y: (-159)\nclear graphic effects\ncreate clone of (_myself_ v)\nset size to (130) %\nswitch costume to (background v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n change [color v] effect by (0.4)\nend\n\nwhen I receive [buildaplatformerfromscratch v]\nhide\ndelete this clone\n\nwhen I receive [loadplatformermadebygamer v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nset [classicgametypeall/single v] to [Neither]\n\nwhen I start as a clone\nset [startsize v] to (size)\nforever\n set size to (StartSize) %\n if <touching (mouse-pointer v)?> then\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (1)\n end\n set [clonesizeloopcounter v] to [0]\n repeat until <<not <touching (mouse-pointer v)?>> or <(CloneSizeLoopCounter) = [10]>>\n change [clonesizeloopcounter v] by (1)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(costume [number v]) = [9]> then\n broadcast (ShowLoadingScreen v)\n set [platformcode v] to (item (1) of [atomicmagicnumberslevels v])\n set [classicgametypeall/single v] to [All]\n set [level v] to [1]\n broadcast (LoadPlatformData v) and wait\n broadcast (ShowPlatformer v) and wait\n broadcast (Start v)\n broadcast (DeleteLocalClones v)\nend\nif <(costume [number v]) < [9]> then\n broadcast (ShowLoadingScreen v)\n set [platformcode v] to (item (costume [name v]) of [atomicmagicnumberslevels v])\n set [classicgametypeall/single v] to [Single]\n set [test yes/no /play/singleload v] to [Play]\n broadcast (LoadPlatformData v) and wait\n broadcast (ShowPlatformer v) and wait\n broadcast (Start v)\n broadcast (DeleteLocalClones v)\nend\n\ngo to [front v] layer\n\nwhen I receive [deletelocalclones v]\nhide\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\ndelete this clone\n\n@WorldNumber\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n change [color v] effect by (1)\nend\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (LineHeight)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [main1 v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nset [lineheight v] to [-150]\nset [texttoshow v] to (join [World ] (UserWorldNumber))\nShowTextOnScreen\n\nwhen flag clicked\nhide\n\n@UsersDifficulty\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n change [color v] effect by (1)\nend\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (LineHeight)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [main1 v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nset [lineheight v] to [-130]\nset [texttoshow v] to (UserLevelDifficultyRating)\nShowTextOnScreen\n\nwhen flag clicked\nhide\n\n@WorldBy\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(y position) > [-100]> then\n show\n go to [front v] layer\n glide (0.3) secs to x: (x position) y: ((LineHeight) + (25))\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: ((LineHeight) + (10))\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (LineHeight)\n wait (4) seconds\n set [digitclonenumber v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (LineHeight)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [main1 v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nset [lineheight v] to [-90]\nset [texttoshow v] to (WorldBy)\nShowTextOnScreen\n\nwhen I receive [glideusernameup v]\nwait (3) seconds\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (50)\ngo to [front v] layer\nset size to (100) %\nset [lineheight v] to [160]\nset [texttoshow v] to (WorldBy)\nShowTextOnScreen\n\n@PickAWorld\n\nwhen I receive [loadplatformermadebygamer v]\nshow\nset [userworldnumber v] to [1]\nbroadcast (mAIN1 v)\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [nextuserworld v]\nstop [other scripts in sprite v]\nset size to (100) %\nglide (0.4) secs to x: (-340) y: (30)\nset [color v] effect to ((UserWorldNumber) * (10))\npoint in direction ((10) * (length of (WorldBy)))\nset [brightness v] effect to ((-20) - ((2) * (letter (1) of (UserWorldNumber))))\ngo to x: (340) y: (50)\nglide (0.4) secs to x: (0) y: (30)\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [previoususerworld v]\nstop [other scripts in sprite v]\nset size to (100) %\nglide (0.4) secs to x: (340) y: (30)\nset [color v] effect to ((UserWorldNumber) * (10))\npoint in direction ((10) * (length of (WorldBy)))\nset [brightness v] effect to ((-20) - ((2) * (letter (1) of (UserWorldNumber))))\ngo to x: (-340) y: (30)\nglide (0.4) secs to x: (0) y: (30)\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\nshow list [userleveldifficultyrating v]\nshow list [userplatformslist v]\nshow list [userplatformsusernames v]\n\nwhen this sprite clicked\nbroadcast (ShowLoadingScreen v)\nbroadcast (HideUserWorldLoadingScreens v)\nset [test yes/no /play/singleload v] to [Play]\nset [classicgametypeall/single v] to [Single]\nset [platformcode v] to (item (UserWorldNumber) of [userplatformslist v])\nbroadcast (LoadPlatformData v) and wait\nbroadcast (ShowPlatformer v) and wait\nbroadcast (Start v)\nwait (2) seconds\nbroadcast (GlideUsernameUp v)\n\nwhen I receive [hideuserworldloadingscreens v]\nhide\n\nhide\n\nbroadcast (GlideUsernameUp v) and wait\n\nbroadcast (Start v)\n\n@Joystick\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<(Test Yes/No /Play/SingleLoad) = [No]> and <(ClassicGameTypeAll/Single) = [Neither]>> then\n hide\n else\n if <<mouse down?> and <(distance to [mouse-pointer v]) < [100]>> then\n broadcast (Flickofcontroller v)\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\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nbroadcast (JoyMouseSenseDown v)\ngo to x: (162) y: (-102)\nforever\n if <<(Test Yes/No /Play/SingleLoad) = [No]> and <(ClassicGameTypeAll/Single) = [Neither]>> then\nend\n\nhide\n\nwhen flag clicked\nhide\n\nif <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\nend\n\nif <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\nend\n\nif <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\nend\n\nset y to (-102)\n\n@LEVELS Adder\n\nhide list [userleveldifficultyrating v]\nhide list [userplatformsusernames v]\nhide list [userplatformslist v]\n\nshow list [userleveldifficultyrating v]\nshow list [userplatformsusernames v]\nshow list [userplatformslist v]\n\n
Hello everyone... and welcome to: Geometry Dash A Platformer! A platformer by @YungSky! I hope u enjoy and dont forget to love, fav and Follow me, I WORKED SOOOOO HARD ON IT! :D... move with arrow keys, WASD or touch... The blue is the portal... Full screen not recommended! 1000+ views in one day!
Cloud Platformer Multiplayer Fun v1.42
@Stage\n\nwhen flag clicked\nswitch backdrop to (stripes v)\nset [brightness v] effect to (70)\nbroadcast (menu v)\n\nwhen I receive [card make v]\nforever\n switch backdrop to (back design)\nend\n\nwhen I receive [play card v]\nswitch backdrop to (back design)\nforever\n play sound [Happy-birthday-instrumental v] until done\nend\n\nwhen I receive [broccoli attack v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [lights on v]\nplay sound [Video Game 2 v] until done\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Win v] until done\nwait (.5) seconds\nplay sound [Happy-birthday-instrumental v] until done\n\n@Text\n\ndefine text: (text) start x: (x) y: (y) end x: (x2) y: (y2) size: (size) effect: (effect) wait: (wait time) sound: (sound)\nset [animation v] to (effect)\nset size to (0) %\nhide\nset [goal size v] to (size)\nset [sound v] to (sound)\ngo to x: (x) y: (y)\nset [goal y v] to (y2)\nset [goal x v] to ((x2) - ((((length of (text)) / (2)) - (.5)) * (((size) / (100)) * (9))))\nset [letter v] to [1]\nrepeat (length of (text))\n if < [qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM1234567890'] contains (letter (letter) of (text))?> then\n switch costume to (letter (letter) of (text))\n create clone of (_myself_ v)\n end\n change [goal x v] by (((size) / (100)) * (9))\n change [letter v] by (1)\n wait (wait time) seconds\nend\n\nwhen I start as a clone\nif <(animation) = [pop]> then\n show\n if <(sound) = [1]> then\n start sound [Finger Snap v]\n end\n repeat (25)\n change x by (((goal x) - (x position)) * (.2))\n change y by (((goal y) - (y position)) * (.2))\n change size by (((goal size) - (size)) * (.2))\n end\n go to x: (goal x) y: (goal y)\n set size to (goal size) %\n change [letters done v] by (1)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nif <(animation) = [drop]> then\n set x to (goal x)\n set [y speed v] to [0]\n set [bounce speed v] to (((y position) - (goal y)) * (.04))\n show\n set size to (goal size) %\n repeat (4)\n repeat until <(y position) < (goal y)>\n change y by (y speed)\n change [y speed v] by (-1)\n end\n start sound [pop v]\n set [y speed v] to (bounce speed)\n set [bounce speed v] to ((bounce speed) * (.6))\n set y to ((goal y) + (1))\n end\n go to x: (goal x) y: (goal y)\n change [letters done v] by (1)\nend\n\ndefine age finish\nif <<(age) > [10]> and <(age) < [14]>> then\n set [age st/nd/rd/th v] to (join (age) [th])\nelse\n if <(letter (length of (age)) of (age)) = [1]> then\n set [age st/nd/rd/th v] to (join (age) [st])\n else\n if <(letter (length of (age)) of (age)) = [2]> then\n set [age st/nd/rd/th v] to (join (age) [nd])\n else\n if <(letter (length of (age)) of (age)) = [3]> then\n set [age st/nd/rd/th v] to (join (age) [rd])\n else\n set [age st/nd/rd/th v] to (join (age) [th])\n end\n end\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to [front v] layer\n\nwhen I receive [next age v]\nif <(clone) = [1]> then\n if <(animation) = [type]> then\n delete this clone\n end\nelse\n fast type\nend\n\nwhen I start as a clone\nif <(animation) = [type]> then\n point in direction (90)\n go to x: (goal x) y: (goal y)\n set size to (goal size) %\n show\nend\n\ndefine fast type\ntext: (candles) start x: [0] y: [0] end x: [-150] y: [-20] size: [600] effect: [type] wait: [0] sound: []\ntext: (candles) start x: [0] y: [0] end x: [150] y: [-20] size: [600] effect: [type] wait: [0] sound: []\n\nwhen I receive [pop wave v]\nif <(clone) = [1]> then\n if <(animation) = [pop]> then\n forever\n if <((goal size) + ((100) - ([abs v] of ((x position) - (wave x)) ))) > (goal size)> then\n set size to ((goal size) + ((100) - ([abs v] of ((x position) - (wave x)) ))) %\n else\n set size to (goal size) %\n end\n end\n end\nelse\n set [wave x v] to [-300]\n forever\n change [wave x v] by (10)\n if <(wave x) > [300]> then\n set [wave x v] to [-300]\n end\n end\nend\n\nwhen I receive [broccoli attack v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (-40)\nwait (1) seconds\nif <(clone) = [0]> then\n start sound [Wobble v]\nend\nset [x speed v] to (pick random (-7) to (7))\nset [y speed v] to (pick random (2) to (40))\nrepeat until <touching (_edge_ v)?>\n change x by (x speed)\n change y by (y speed)\n turn right (x speed) degrees\n change [y speed v] by (-1)\nend\ndelete this clone\n\nwhen I receive [lights on v]\nset [brightness v] effect to (0)\n\nwhen I receive [candle collected v]\nwait (.01) seconds\ntext: [you] start x: [0] y: [60] end x: [0] y: [100] size: [700] effect: [pop] wait: [0.05] sound: [1]\ntext: [win] start x: [0] y: [60] end x: [0] y: [20] size: [700] effect: [pop] wait: [0.05] sound: [1]\nwait (1) seconds\ntext: (join [congrats on turning ] (age)) start x: [0] y: [180] end x: [0] y: [-80] size: [200] effect: [drop] wait: [0.07] sound: []\n\nwhen I receive [candle collected v]\ndelete this clone\n\nwhen I receive [level start v]\npoint in direction (90)\nwait (0.01) seconds\nif <not <(known level) = (level)>> then\n level word type\nend\n\nwhen I receive [level start v]\nif <not <(known level) = (level)>> then\n delete this clone\nend\n\nwhen I receive [play card v]\nset [known level v] to [0]\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (text color)\nset [clone v] to [0]\nage finish\nset [letters done v] to [0]\ntext: (join [Happy ] (age st/nd/rd/th)) start x: [0] y: [0] end x: [0] y: [130] size: [450] effect: [pop] wait: [0.05] sound: [1]\ntext: [Birthday] start x: [0] y: [0] end x: [0] y: [75] size: [500] effect: [pop] wait: [0.05] sound: [1]\nwait until <(letters done) = ((length of (age)) + (13))>\nbroadcast (pop wave v)\nset [letters done v] to [0]\ntext: (name) start x: [0] y: [200] end x: [0] y: [-130] size: ((300) + ((1700) / (length of (name)))) effect: [drop] wait: [0.07] sound: []\nwait until <(letters done) = (length of (name))>\nbroadcast (cake in v) and wait\nbroadcast (are you one v) and wait\nwait (3) seconds\nbroadcast (broccoli attack v)\n\nwhen I receive [menu v]\npoint in direction (90)\nset [menu done v] to [0]\ntext: [Welcome to] start x: [0] y: [-180] end x: [0] y: [140] size: [200] effect: [pop] wait: [0.05] sound: [1]\ntext: [birthday card] start x: [240] y: [-180] end x: [0] y: [100] size: [400] effect: [pop] wait: [0.05] sound: [1]\ntext: [platformer] start x: [-240] y: [-180] end x: [0] y: [50] size: [400] effect: [pop] wait: [0.05] sound: [1]\ntext: [Select a button to start] start x: [0] y: [180] end x: [0] y: [-20] size: [200] effect: [drop] wait: [0.01] sound: []\nset [menu done v] to [1]\n\nwhen I receive [delete menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine level word type\nif <(level) = [1]> then\n text: [oh no] start x: [0] y: [0] end x: [0] y: [140] size: [150] effect: [pop] wait: [0] sound: []\n text: [the mushrooms stole the last candle] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\n text: [we have to go after them] start x: [0] y: [0] end x: [0] y: [100] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [2]> then\n text: [watch out for holes] start x: [0] y: [0] end x: [0] y: [130] size: [150] effect: [pop] wait: [0] sound: []\n text: [you don't want to fall] start x: [0] y: [0] end x: [0] y: [110] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [3]> then\n text: [make sure you don't get eaten] start x: [0] y: [0] end x: [0] y: [130] size: [150] effect: [pop] wait: [0] sound: []\n text: (join [before ] (join (name) [ blows out the candles])) start x: [0] y: [0] end x: [0] y: [110] size: [140] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [4]> then\n text: [ewwww] start x: [0] y: [0] end x: [0] y: [130] size: [150] effect: [pop] wait: [0] sound: []\n text: [don't contaminate yourself] start x: [0] y: [0] end x: [0] y: [110] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [5]> then\n text: [double trouble] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [6]> then\n text: [hurry] start x: [0] y: [0] end x: [0] y: [140] size: [160] effect: [pop] wait: [0] sound: []\n text: [without this candle] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\n text: (join (join [how will ] (name)) (join [ turn ] (age))) start x: [0] y: [0] end x: [0] y: [100] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [7]> then\n text: [someone's hungry] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [8]> then\n text: [it's all about timing] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [9]> then\n text: [here's a joke] start x: [0] y: [0] end x: [0] y: [160] size: [150] effect: [pop] wait: [0] sound: []\n text: [how many bananas does it] start x: [0] y: [0] end x: [0] y: [140] size: [150] effect: [pop] wait: [0] sound: []\n text: [take to change a lightbulb] start x: [0] y: [0] end x: [0] y: [120] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [10]> then\n text: [a bunch] start x: [0] y: [0] end x: [0] y: [150] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [11]> then\n text: [almost there] start x: [0] y: [0] end x: [0] y: [140] size: [150] effect: [pop] wait: [0] sound: []\nend\nif <(level) = [12]> then\n text: [there it is] start x: [0] y: [0] end x: [0] y: [160] size: [150] effect: [pop] wait: [0] sound: []\n text: [go get that candle] start x: [0] y: [0] end x: [0] y: [140] size: [150] effect: [pop] wait: [0] sound: []\nend\nset [known level v] to (level)\n\nwhen I receive [card make v]\nset [age v] to [1]\nset [name v] to [name]\nset [back color v] to [80]\nset [text color v] to [0]\nset [back design v] to [1]\nset [cake flavor v] to [1]\nset [icing color v] to [0]\nshow variable [age v]\nshow variable [icing color v]\nshow variable [back color v]\nshow variable [text color v]\nshow variable [back design v]\nshow variable [cake flavor v]\nforever\n broadcast (delete clones v)\n age finish\n menu card type\n color set\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine menu card type\ntext: (join [Happy ] (age st/nd/rd/th)) start x: [0] y: [0] end x: [0] y: [130] size: [450] effect: [type] wait: [0] sound: []\ntext: [Birthday] start x: [0] y: [0] end x: [0] y: [75] size: [500] effect: [type] wait: [0] sound: []\ntext: (name) start x: [0] y: [0] end x: [0] y: [-130] size: ((300) + ((1700) / (length of (name)))) effect: [type] wait: [0] sound: []\n\ndefine color set\nset [color v] effect to (text color)\nset [brightness v] effect to (0)\n\nwhen I receive [menu v]\nhide variable [age v]\nhide variable [icing color v]\nhide variable [back color v]\nhide variable [cake flavor v]\nhide variable [back design v]\nhide variable [text color v]\n\ndelete this clone\n\ngo to [front v] layer\ntext: [Birthday card] start x: [0] y: [0] end x: [60] y: [140] size: [300] effect: [type] wait: [0] sound: []\ntext: [Platformer] start x: [0] y: [0] end x: [100] y: [100] size: [300] effect: [type] wait: [0] sound: []\n\n@Cake1\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [cake in v]\nclear graphic effects\nstart sound [Tada v]\nclone setup\ncolor set\nrepeat (20)\n change size by (25)\nend\nset size to (1300) %\n\nwhen I start as a clone\nset size to (500) %\npoint in direction (pick random (0) to (360))\nset [ghost v] effect to (70)\nshow\nrepeat (30)\n move (3) steps\n change [ghost v] effect by (1)\n go to [front v] layer\nend\ndelete this clone\n\ndefine clone setup\nswitch costume to (smoke v)\nrepeat (12)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (-30))\n create clone of (_myself_ v)\nend\nswitch costume to (frosting v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset size to (800) %\ngo to x: (0) y: (-20)\n\nwhen I receive [broccoli attack v]\nstop [other scripts in sprite v]\nchange [brightness v] effect by (-40)\n\nwhen I receive [beam done v]\nwait (1) seconds\nset [cake y v] to (y position)\nset [cake x v] to [0]\nset [y speed v] to [10]\nstart sound [Wobble v]\nrepeat until <(cake y) < [-110]>\n change [cake y v] by (y speed)\n change [y speed v] by (-1)\n broadcast (cake costume tick v)\nend\nset [cake y v] to [-100]\nstart sound [Water Drop v]\nwait (1) seconds\nbroadcast (lights on v)\n\nwhen I receive [cake costume tick v]\ngo to x: (cake x) y: (cake y)\npoint in direction (cake direction)\n\nwhen I receive [lights on v]\nchange [brightness v] effect by (40)\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [card make v]\nforever\n show\n go to x: (0) y: (-20)\n color set\n if <<key (n v) pressed?> and <(name changing) = [0]>> then\n broadcast (new name v)\n set [name changing v] to [1]\n end\n if <<key (s v) pressed?> and <(save code changing) = [0]>> then\n broadcast (make code v)\n set [save code changing v] to [1]\n end\nend\n\ndefine color set\nif <(icing color) = [-1]> then\n set [brightness v] effect to (40)\n set [color v] effect to (22)\nelse\n if <(icing color) = [201]> then\n set [brightness v] effect to (-45)\n set [color v] effect to (16)\n else\n set [color v] effect to (icing color)\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [new name v]\nask [Enter a new name.] and wait\ncheck name\nset [name changing v] to [0]\n\ndefine check name\nset [name letter v] to [0]\nif <(length of (answer)) > [12]> then\n broadcast (name too long v)\n stop [this script v]\nelse\n if <(length of (answer)) < [2]> then\n broadcast (name too short v)\n stop [this script v]\n else\n repeat (length of (answer))\n change [name letter v] by (1)\n if <not < [qwertyuiopasdfghjklzxcvbnm QWERTYUIOPASDFGHJKLZXCVBNM1234567890'] contains (letter (name letter) of (answer))?>> then\n broadcast (invalid characters v)\n stop [this script v]\n end\n end\n end\nend\nset [name v] to (answer)\n\nwhen I receive [name too long v]\nsay [Name above 12 character maximum] for (3) seconds\n\nwhen I receive [invalid characters v]\nsay [You can only use letters, numbers, and apostrophe] for (3) seconds\n\nwhen I receive [name too short v]\nsay [Name below the 2 character minimum] for (3) seconds\n\nwhen I receive [make code v]\nif <(length of [1.copy code 2. restart project 3.click "play card" + paste v]) = [1]> then\n show list [1.copy code 2. restart project 3.click "play card" + paste v]\n delete all of [1.copy code 2. restart project 3.click "play card" + paste v]\nelse\n make code\n hide list [1.copy code 2. restart project 3.click "play card" + paste v]\nend\nwait until <not <key (s v) pressed?>>\nset [save code changing v] to [0]\n\ndefine make code\nadd [] to [1.copy code 2. restart project 3.click "play card" + paste v]\nmake (age) [3] digits\nmake (back design) [1] digits\nmake (back color) [3] digits\nmake (icing color) [3] digits\nmake (cake flavor) [1] digits\nmake (text color) [3] digits\nreplace item (1) of [1.copy code 2. restart project 3.click "play card" + paste v] with (join (item (1) of [1.copy code 2. restart project 3.click "play card" + paste v]) (name))\n\ndefine make (variable) (digits) digits\nif <(letter (1) of (variable)) = [-]> then\n set [temp var v] to (letter (2) of (variable))\n repeat until <(length of (temp var)) > ((digits) - (2))>\n set [temp var v] to (join [0] (temp var))\n end\n set [temp var v] to (join [-] (temp var))\nelse\n set [temp var v] to (variable)\n repeat until <(length of (temp var)) > ((digits) - (1))>\n set [temp var v] to (join [0] (temp var))\n end\nend\nreplace item (1) of [1.copy code 2. restart project 3.click "play card" + paste v] with (join (item (1) of [1.copy code 2. restart project 3.click "play card" + paste v]) (temp var))\n\nwhen I receive [menu v]\nshow list [1.copy code 2. restart project 3.click "play card" + paste v]\ndelete all of [1.copy code 2. restart project 3.click "play card" + paste v]\n\n@Cake2\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [cake in v]\nclear graphic effects\nswitch costume to (cake v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset size to (800) %\ngo to x: (0) y: (-20)\nflavor set\nrepeat (20)\n change size by (25)\n go to [front v] layer\nend\nset size to (1300) %\n\nwhen I receive [broccoli attack v]\nstop [other scripts in sprite v]\nchange [brightness v] effect by (-40)\n\nwhen I receive [cake costume tick v]\ngo to x: (cake x) y: (cake y)\npoint in direction (cake direction)\n\nwhen I receive [lights on v]\nchange [brightness v] effect by (40)\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [card make v]\nforever\n go to x: (0) y: (-20)\n go to [front v] layer\n flavor set\n show\nend\n\ndefine flavor set\nif <(cake flavor) = [1]> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nelse\n if <(cake flavor) = [2]> then\n set [color v] effect to (-8)\n set [brightness v] effect to (-65)\n else\n set [color v] effect to (-22)\n set [brightness v] effect to (-50)\n end\nend\n\n@fade\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nswitch costume to (color v)\ngo to x: (0) y: (0)\nset [color v] effect to (80)\nset [brightness v] effect to (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [broccoli attack v]\nset [brightness v] effect to (-100)\n\nwhen I receive [lights on v]\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nset size to (80) %\nset [clone v] to [1]\nswitch costume to (star v)\ngo to (candle v)\nforever\n turn right (1) degrees\nend\n\nwhen I receive [candle collected v]\nif <(clone) = [1]> then\n if <(costume [name v]) = [star]> then\n repeat (20)\n change size by (-8)\n turn right (1) degrees\n end\n delete this clone\n end\nend\n\nwhen I receive [card make v]\npoint in direction (90)\nset size to (100) %\nswitch costume to (color v)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nforever\n set [color v] effect to (back color)\n go to [back v] layer\nend\n\nwhen I receive [play card v]\nset [color v] effect to (back color)\n\nwhen I receive [level start v]\ndelete this clone\n\n@candle\n\nwhen flag clicked\npoint in direction (90)\nset [candle id v] to [0]\nhide\n\nwhen I receive [are you one v]\ngo to x: (-5) y: (200)\nif <(age) < [19]> then\n set [candles per row v] to ([ceiling v] of ((age) / (6)) )\nelse\n set [candles per row v] to [4]\nend\nset [candles v] to [0]\nchange x by ((0) - (((([ceiling v] of ((age) / (candles per row)) ) - (1)) / (2)) * ((90) / ([ceiling v] of ((age) / (candles per row)) ))))\nrepeat ([ceiling v] of ((age) / (candles per row)) )\n set y to (165)\n change y by ((((candles per row) - (1)) / (2)) * ((30) / (candles per row)))\n set [candles in current row v] to [0]\n repeat until <<(candles in current row) = (candles per row)> or <(candles) = (age)>>\n create clone of (_myself_ v)\n change y by ((-30) / (candles per row))\n wait (.25) seconds\n end\n change x by ((90) / ([ceiling v] of ((age) / (candles per row)) ))\nend\n\nwhen I start as a clone\nstart sound [High Whoosh v]\nclear graphic effects\nchange [candles v] by (1)\nchange [candles in current row v] by (1)\nset [candle id v] to (candles)\nbroadcast (next age v)\ngo to [front v] layer\nset size to (95) %\nshow\nrepeat (20)\n turn right (18) degrees\n change y by (-8)\n change size by (-4)\nend\n\nwhen I receive [broccoli attack v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (-40)\nif <(candle ID) = (age)> then\n set [broccoli attack x v] to (x position)\nend\n\nwhen I receive [beam v]\nif <(candle ID) = (age)> then\n set [y speed v] to [1]\n repeat until <(y position) > [60]>\n change y by (y speed)\n set [y speed v] to ((y speed) * (1.1))\n end\n broadcast (beam done v)\n delete this clone\nend\n\nwhen I receive [beam done v]\nwait (1) seconds\nset [y speed v] to (pick random (10) to (20))\nset [x speed v] to (pick random (-7) to (7))\nrepeat until <touching (_edge_ v)?>\n change y by (y speed)\n change x by (x speed)\n turn right (x speed) degrees\n change [y speed v] by (-1)\nend\ndelete this clone\n\nwhen I receive [lights on v]\nset [brightness v] effect to (0)\n\nwhen I receive [level start v]\nif <(level) = [12]> then\n go to x: (195) y: (130)\n show\n go to [front v] layer\n create clone of (fade v)\n wait until <touching (cake hitbox v)?>\n broadcast (candle collected v)\nend\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nhide\n\n@Mushroom UFO\n\nwhen flag clicked\npoint in direction (90)\nset size to (50) %\nhide\n\nwhen I receive [broccoli attack v]\nwait (2) seconds\ngo to x: (-280) y: (80)\nshow\nstart sound [Zoop v]\nrepeat (30)\n change x by ([abs v] of (((x position) - (broccoli attack x)) * (.15)) )\nend\nset x to (broccoli attack x)\nbroadcast (beam v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nstart sound [Teleport v]\nswitch costume to (beam v)\nchange y by (-1)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [beam done v]\nif <(y position) = [80]> then\n wait (.5) seconds\n start sound [Zoop v]\n repeat until <(x position) > [240]>\n change x by (20)\n end\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [lights on v]\nset [brightness v] effect to (0)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [beam done v]\nwait (1) seconds\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (-50)\nrepeat (10)\n change y by (5)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [broccoli attack v]\nset [brightness v] effect to (-20)\n\nwhen I receive [lights on v]\nset [brightness v] effect to (0)\n\nwhen I receive [level start v]\ngo to x: (0) y: (0)\nswitch costume to (level)\nshow\n\nwhen I receive [candle collected v]\nrepeat (20)\n change y by (-18)\nend\nhide\n\nwhen I receive [platform start v]\ngo to x: (0) y: (0)\n\n@cake hitbox\n\nwhen flag clicked\nset [cake direction v] to [90]\nset rotation style [left-right v]\nhide\nset size to (1300) %\n\nwhen I receive [lights on v]\nset [ghost v] effect to (100)\nshow\ngo to x: (cake x) y: (cake y)\nrepeat until <not <touching (ground v)?>>\n change y by (4)\n set [cake x v] to (x position)\n set [cake y v] to (y position)\n broadcast (cake costume tick v)\nend\nrepeat until <touching (ground v)?>\n change y by (-1)\n set [cake x v] to (x position)\n set [cake y v] to (y position)\n broadcast (cake costume tick v)\nend\nchange y by (1)\nset [cake y v] to (y position)\nbroadcast (platform start v)\n\nwhen I receive [platform start v]\nset [level v] to [1]\nbroadcast (level start v)\n\ndefine when <key pressed> set x speed to (walk speed)\nif <key pressed> then\n change x by (walk speed)\n set [x speed v] to (walk speed)\n if <<(x position) > [239]> and <(level) < [12]>> then\n change [level v] by (1)\n start sound [Magic Spell v]\n create clone of (curtain v)\n broadcast (level start v)\n end\n if <touching (ground v)?> then\n check climb slope: [8]\n end\n set [cake direction v] to (((x speed) / ([abs v] of (x speed) )) * (90))\nend\n\ndefine when <key pressed> set y speed to (jump speed)\nif <key pressed> then\n change y by (-1)\n if <<touching (ground v)?> or <(time since jump) < [9]>> then\n set [y speed v] to (jump speed)\n set [time since jump v] to [9]\n start sound [Jump v]\n end\n change y by (1)\nend\nchange y by (y speed)\n\ndefine move out of ground\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(y speed) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n set [y speed v] to [0]\nelse\n change y by (-1)\n if <not <touching (ground v)?>> then\n change [y speed v] by (-1)\n end\n change y by (1)\nend\n\nwhen I receive [cake costume tick v]\ngo to x: (cake x) y: (cake y)\npoint in direction (cake direction)\n\ndefine check climb slope: (slope height)\nrepeat (slope height)\n change y by (1)\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\nend\nchange y by ((0) - (slope height))\nchange x by ((0) - (x speed))\n\ndefine check if on ground\nchange y by (-1)\nif <touching (ground v)?> then\n set [time since jump v] to [0]\nelse\n change [time since jump v] by (1)\nend\nchange y by (1)\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\nlevel start position\nset [y speed v] to [0]\nset [x speed v] to [0]\nforever\n set [x speed v] to [0]\n when <<key (right arrow v) pressed?> or <key (d v) pressed?>> set x speed to [5]\n when <<key (left arrow v) pressed?> or <key (a v) pressed?>> set x speed to [-5]\n when <<key (up arrow v) pressed?> or <key (w v) pressed?>> set y speed to [16]\n move out of ground\n check if on ground\n set [cake x v] to (x position)\n set [cake x speed v] to (x speed)\n set [cake y v] to (y position)\n set [cake y speed v] to (y speed)\n broadcast (cake costume tick v)\n if <(y position) < [-175]> then\n start sound [Oops2 v]\n create clone of (curtain v)\n broadcast (level start v)\n end\nend\n\ndefine level start position\nreset timer\nif <(level) = [1]> then\n go to x: (0) y: (-80)\nelse\n if <<<(level) > [1]> and <(level) < [9]>> or <(level) > [10]>> then\n go to x: (-223) y: (-90)\n else\n go to x: (-223) y: (170)\n end\nend\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\n\nset y to (0)\n\nset y to (0)\n\n@Cake Legs\n\nwhen flag clicked\nset [cake costume tick v] to [0]\nset rotation style [left-right v]\nhide\nset size to (1300) %\n\nwhen I receive [lights on v]\nshow\n\nwhen I receive [cake costume tick v]\ngo to x: (cake x) y: (cake y)\npoint in direction (cake direction)\nif <(cake y speed) > [0]> then\n switch costume to (jump v)\nelse\n if <<(cake y speed) < [1]> and <not <(time since jump) < [9]>>> then\n switch costume to (fall v)\n else\n if <([abs v] of (cake x speed) ) > [0]> then\n change [cake costume tick v] by (.5)\n switch costume to ((([ceiling v] of (cake costume tick) ) mod (8)) + (1))\n else\n switch costume to (stand v)\n end\n end\nend\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nhide\n\n@Cake Arms\n\nwhen flag clicked\nset [cake costume tick v] to [0]\nset rotation style [left-right v]\nhide\nset size to (1300) %\n\nwhen I receive [lights on v]\nshow\n\nwhen I receive [cake costume tick v]\ngo to [front v] layer\ngo to x: (cake x) y: (cake y)\npoint in direction (cake direction)\nif <(cake y speed) > [0]> then\n switch costume to (jump v)\nelse\n if <<(cake y speed) < [1]> and <not <(time since jump) < [9]>>> then\n switch costume to (fall v)\n else\n if <([abs v] of (cake x speed) ) > [0]> then\n change [cake costume tick v] by (.5)\n switch costume to ((([ceiling v] of (cake costume tick) ) mod (8)) + (1))\n else\n switch costume to (stand v)\n end\n end\nend\n\nwhen I receive [candle collected v]\nstop [other scripts in sprite v]\nhide\n\n@enemy\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I receive [level start v]\nif <(clone) = [0]> then\n if <(level) = [3]> then\n Make clone at x: [0] y: [180] direction: [180] up speed: [12] down speed: [7] distance: [300] costume: [fork]\n end\n if <(level) = [4]> then\n Make clone at x: [-100] y: [-90] direction: [90] up speed: [4] down speed: [4] distance: [200] costume: [mushroom]\n end\n if <(level) = [5]> then\n Make clone at x: [-110] y: [-90] direction: [90] up speed: [3] down speed: [3] distance: [120] costume: [mushroom]\n Make clone at x: [200] y: [-90] direction: [-90] up speed: [3] down speed: [3] distance: [120] costume: [mushroom]\n end\n if <(level) = [6]> then\n Make clone at x: [-50] y: [20] direction: [90] up speed: [3] down speed: [3] distance: [100] costume: [mushroom]\n end\n if <(level) = [7]> then\n Make clone at x: [-100] y: [180] direction: [180] up speed: [6] down speed: [6] distance: [220] costume: [fork]\n Make clone at x: [215] y: [180] direction: [180] up speed: [10] down speed: [10] distance: [290] costume: [fork]\n end\n if <(level) = [8]> then\n Make clone at x: [-85] y: [-180] direction: [0] up speed: [2] down speed: [3] distance: [110] costume: [fork]\n Make clone at x: [75] y: [-180] direction: [0] up speed: [2] down speed: [3] distance: [110] costume: [fork]\n Make clone at x: [-230] y: [15] direction: [90] up speed: [3] down speed: [3] distance: [295] costume: [mushroom]\n end\n if <(level) = [9]> then\n Make clone at x: [200] y: [130] direction: [-90] up speed: [2] down speed: [2] distance: [30] costume: [fork]\n Make clone at x: [205] y: [180] direction: [180] up speed: [9] down speed: [9] distance: [350] costume: [fork]\n end\n if <(level) = [10]> then\n Make clone at x: [-190] y: [-180] direction: [36] up speed: [9] down speed: [9] distance: [365] costume: [fork]\n end\n if <(level) = [11]> then\n Make clone at x: [70] y: [180] direction: [180] up speed: [12] down speed: [4] distance: [300] costume: [fork]\n Make clone at x: [110] y: [-90] direction: [-90] up speed: [3] down speed: [3] distance: [100] costume: [mushroom]\n end\nelse\n delete this clone\nend\n\ndefine Make clone at x: (x) y: (y) direction: (direction) up speed: (up speed) down speed: (down speed) distance: (distance) costume: (costume)\ngo to x: (x) y: (y)\npoint in direction (direction)\nset [up speed v] to (up speed)\nset [down speed v] to (down speed)\nset [distance v] to (distance)\nset [start x v] to (x)\nset [start y v] to (y)\nswitch costume to (costume)\nif <(costume [name v]) = [fork]> then\n go to [back v] layer\n set rotation style [all around v]\nelse\n set rotation style [left-right v]\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.01) seconds\nset [clone v] to [1]\nshow\nforever\n go to x: (start x) y: (start y)\n repeat (round ((distance) / (up speed)))\n move (up speed) steps\n if <(costume [name v]) = [fork]> then\n check hit\n else\n costume set\n end\n end\n if <(costume [name v]) = [fork]> then\n repeat (round ((distance) / (down speed)))\n move ((0) - (down speed)) steps\n check hit\n end\n else\n turn right (180) degrees\n repeat (round ((distance) / (down speed)))\n move (down speed) steps\n costume set\n end\n turn right (180) degrees\n end\nend\n\ndefine costume set\nchange [costume tick v] by ((1) / (5))\nset y to (start y)\ncheck hit\nif <([ceiling v] of ((costume tick) mod (2)) ) = [1]> then\n change y by (6)\nend\n\ndefine check hit\nnext costume\nif <<touching (cake hitbox v)?> and <not <(timer) < [.25]>>> then\n start sound [Oops2 v]\n create clone of (curtain v)\n broadcast (level start v)\nend\nswitch costume to ((costume [number v]) - (1))\n\n@Button\n\nwhen I receive [menu v]\nshow\npoint in direction (90)\nswitch costume to (neither v)\ngo to x: (0) y: (-100)\nset size to (0) %\nrepeat (30)\n change size by (30)\n turn right (24) degrees\nend\nset size to (900) %\nwait until <(menu done) = [1]>\nforever\n if <touching (mouse-pointer v)?> then\n if <(mouse x) < [0]> then\n switch costume to (make v)\n if <mouse down?> then\n broadcast (delete menu v)\n broadcast (curtain close v) and wait\n hide\n broadcast (curtain open v) and wait\n broadcast (card make v)\n stop [this script v]\n end\n else\n switch costume to (play v)\n if <mouse down?> then\n start sound [Clock Ticking v]\n ask [enter your code] and wait\n Decode (answer)\n if <(code valid) = [1]> then\n broadcast (delete menu v)\n broadcast (curtain close v) and wait\n hide\n broadcast (curtain open v) and wait\n broadcast (play card v)\n stop [this script v]\n end\n end\n end\n else\n switch costume to (neither v)\n end\nend\n\ndefine Decode (code)\nset [code valid v] to [0]\nset [code letter v] to [0]\nset [age v] to []\nset [back design v] to []\nset [back color v] to []\nset [icing color v] to []\nset [cake flavor v] to []\nset [text color v] to []\nset [name v] to []\nrepeat (3)\n change [code letter v] by (1)\n set [age v] to (join (age) (letter (code letter) of (code)))\n if <not < [1234567890] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(age) > [0]> and <(age) < [121]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat (1)\n change [code letter v] by (1)\n set [back design v] to (join (back design) (letter (code letter) of (code)))\n if <not < [1234567890] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(back design) > [0]> and <(back design) < [4]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat (3)\n change [code letter v] by (1)\n set [back color v] to (join (back color) (letter (code letter) of (code)))\n if <not < [1234567890] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(back color) > [-1]> and <(back color) < [201]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat (3)\n change [code letter v] by (1)\n set [icing color v] to (join (icing color) (letter (code letter) of (code)))\n if <not < [1234567890-] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(icing color) > [-2]> and <(icing color) < [202]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat (1)\n change [code letter v] by (1)\n set [cake flavor v] to (join (cake flavor) (letter (code letter) of (code)))\n if <not < [1234567890] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(cake flavor) > [0]> and <(cake flavor) < [4]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat (3)\n change [code letter v] by (1)\n set [text color v] to (join (text color) (letter (code letter) of (code)))\n if <not < [1234567890] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(age) > [-1]> and <(age) < [201]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nrepeat until <(code letter) = (length of (code))>\n change [code letter v] by (1)\n set [name v] to (join (name) (letter (code letter) of (code)))\n if <not < [qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM 1234567890'] contains (letter (code letter) of (code))?>> then\n broadcast (code invalid v)\n stop [this script v]\n end\nend\nif <not <<(length of (name)) > [1]> and <(length of (name)) < [13]>>> then\n broadcast (code invalid v)\n stop [this script v]\nend\nchange [age v] by (1)\nchange [back color v] by (1)\nchange [back design v] by (1)\nchange [icing color v] by (1)\nchange [cake flavor v] by (1)\nchange [text color v] by (1)\nchange [age v] by (-1)\nchange [back color v] by (-1)\nchange [back design v] by (-1)\nchange [icing color v] by (-1)\nchange [cake flavor v] by (-1)\nchange [text color v] by (-1)\nset [code valid v] to [1]\n\nwhen I receive [code invalid v]\nstart sound [Disconnect v]\nsay [code invalid] for (2) seconds\n\n@Curtain\n\nwhen I receive [curtain close v]\nif <(costume [number v]) = [1]> then\n start sound [Connect v]\n hide\n go to x: (0) y: (360)\n show\n repeat (15)\n go to [front v] layer\n change y by (((0) - (y position)) * (.2))\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [curtain open v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (15)\n change y by (((y position) - (360)) * (.2))\n end\n go to x: (0) y: (-360)\n hide\nend\n\nwhen flag clicked\nhide\nswitch costume to (white v)\nclear graphic effects\n\nwhen I start as a clone\nif <<([x position v] of [cake hitbox v]) > [239]> and <(level) < [12]>> then\n switch costume to (green v)\nelse\n switch costume to (red v)\nend\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (-50)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (5)\nend\ndelete this clone\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
⛵Journey to Hope♥-A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\n@Start End screens\n\nwhen flag clicked\nhide\nchange [☁ totalplaysever v] by (1)\nset [level v] to [1]\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (title v)\ngo to [front v] layer\nclear graphic effects\nwait (2) seconds\ngo to x: (0) y: (0)\nshow\nbroadcast (ShoeMeOptions v)\nrepeat (20)\n go to [front v] layer\n change [brightness v] effect by (-5)\nend\nswitch costume to (selection screen v)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nforever\n if <<(costume [number v]) = [3]> and <<mouse down?> and <<(mouse x) > [66]> and <(mouse y) < [160]>>>> then\n wait (0.1) seconds\n repeat (20)\n go to [front v] layer\n change [brightness v] effect by (-5)\n end\n switch costume to (instructions v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait until <not <key (any v) pressed?>>\n wait until <not <mouse down?>>\n wait until <<key (any v) pressed?> or <mouse down?>>\n repeat (20)\n change [brightness v] effect by (-5)\n end\n broadcast (LaunchFirstLevel v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n if <<mouse down?> and <<(mouse x) < [57]> and <(mouse y) < [115]>>> then\n switch costume to (playbuttonshown v)\n broadcast (ShoeMeOptions v) and wait\n if <(mouse y) > [-24]> then\n if <(mouse x) < [-130]> then\n broadcast (Me1Dance v)\n else\n if <(mouse x) < [-35]> then\n broadcast (Me2Dance v)\n else\n broadcast (Me3Dance v)\n end\n end\n else\n if <(mouse x) < [-130]> then\n broadcast (Me4Dance v)\n else\n if <(mouse x) < [-35]> then\n broadcast (Me5Dance v)\n else\n broadcast (Me6Dance v)\n end\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [\(Lucas Fader Remix\) v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [11]> then\n start sound [Fortnite end music v]\n stop [other scripts in sprite v]\n broadcast (gameover v)\n clear graphic effects\n show\n switch costume to (endscreen v)\n go to x: (0) y: (-360)\n go to [front v] layer\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nif <(PlayerSelected) = [1]> then\n broadcast (Me1 v)\nend\nif <(PlayerSelected) = [2]> then\n broadcast (Me2 v)\nend\nif <(PlayerSelected) = [3]> then\n broadcast (Me3 v)\nend\nif <(PlayerSelected) = [4]> then\n broadcast (Me4 v)\nend\nif <(PlayerSelected) = [5]> then\n broadcast (Me5 v)\nend\nif <(PlayerSelected) = [6]> then\n broadcast (Me6 v)\nend\nhide\nstop [this script v]\n\nset [☁ top v bucks score v] to [0]\nset [☁ totalplaysever v] to [0]\n\n@ControlCharacter\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (600) y: (600)\ngo to [back v] layer\nstop [other scripts in sprite v]\nforever\n go to (glider v)\nend\n\nwhen I receive [resumel9 v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [-1]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\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 change y by (1)\n set [yvelocity v] to [0]\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 <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\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\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\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 <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\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\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [7]\nend\nchange y by (1)\n\nwhen I receive [launchfirstlevel v]\nshow\nset [ghost v] effect to (99)\nstop [other scripts in sprite v]\nforever\n go to (glider v)\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n broadcast (LaunchFirstLevel v)\nelse\n broadcast (PositionControlCharacter v)\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-220) y: (-155)\nif <(Level) = [9]> then\n go to x: (-220) y: (140)\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [controlleft v]\ngo to x: (-192) y: (78)\nset [xvelocity v] to [0]\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\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@Platforms\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nset [level v] to [9]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Chests\n\nwhen I receive [restartlevel v]\n\nstop [other scripts in sprite v]\nshow\nswitch costume to (Level)\nwait until <touching (controlcharacter v)?>\nbroadcast (VBucksChest v) and wait\ngo to x: (1) y: (1)\nhide\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <touching (controlcharacter v)?>\nstart sound [69688__lukaso__slot2 v]\nbroadcast (VBucksChest v) and wait\nhide\n\ngo to x: (1) y: (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (small arrows bright v)\nhide\ngo to [back v] layer\n\n@Hints...\n\nwhen I receive [levelup v]\nset [hintlag v] to [0]\nhide\n\nwhen I receive [restartlevel v]\nchange [hintlag v] by (1)\nif <(HintLag) > [2]> then\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [hintlag v] to [0]\nhide\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nshow\n\nwhen I receive [on v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [off v]\nhide\n\nwait until <(y position) = [20]>\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n glide (0.3) secs to x: (0) y: (20)\n glide (0.7) secs to x: (0) y: (0)\n glide (0.3) secs to x: (0) y: (20)\n wait (2) seconds\n glide (0.7) secs to x: (0) y: (0)\n wait (3) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n switch costume to (Level)\n if <touching (controlcharacter v)?> then\n broadcast (RestartLevel v)\n start sound [mine v]\n end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [5]> then\n show\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@lava\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-193) y: (-175)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nswitch costume to (lava v)\n\nsay [NextLevel] for (2) seconds\n\nplay sound [Mine v] until done\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@lever\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nswitch costume to (on v)\nbroadcast (On v)\nhide\nif <(Level) = [8]> then\n show\n go to x: (220) y: (-157)\n switch costume to (on v)\n forever\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (off v)\n broadcast (Off v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (on v)\n broadcast (On v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n end\nend\nif <(Level) = [10]> then\n show\n go to x: (-226) y: (-22)\n switch costume to (on v)\n forever\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (off v)\n broadcast (Off v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n play sound [353067__josepharaoh99__bite-cartoon-style - hit v] until done\n switch costume to (on v)\n broadcast (On v)\n play sound [door v] until done\n play sound [sound v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\n@Joystick\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <mouse down?> 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 [7]\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 if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [7]\n end\n end\n if <<(direction) > [-125]> and <(direction) < [-68]>> then\n switch costume to (w 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 if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [7]\n end\n end\n if <<(direction) > [68]> and <(direction) < [125]>> then\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nwait (0.1) seconds\nclear graphic effects\nforever\n if <mouse down?> 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\n@Me1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me1dance v]\ngo to [front v] layer\nset [playerselected v] to [1]\nshow\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [resumel9 v]\nshow\n\nhide\n\nwhen I receive [me1 v]\nset size to (100) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (1 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\nhide\ngo to [back v] layer\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me2dance v]\nshow\nset [playerselected v] to [2]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me2 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (1 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me3\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [me3dance v]\nshow\nset [playerselected v] to [3]\ngo to [front v] layer\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen flag clicked\n\n\n\nwhen I receive [me3 v]\nstop [other scripts in sprite v]\nset size to (75) %\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me4\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [me4dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [4]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me4 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me5\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me5dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [5]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me6 v]\nhide\n\nwhen I receive [me5 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Me6\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [resumel9 v]\nshow\n\nwhen I receive [stashcharacteroffscreen v]\ngo to x: (-300) y: (-300)\ngo to [back v] layer\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [shoemeoptions v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [me6dance v]\nshow\ngo to [front v] layer\nset [playerselected v] to [6]\ngo to x: (143) y: (-90)\nset size to (400) %\nforever\n next costume\n wait (0.1) seconds\n if <([costume name v] of [start end screens v]) = [Instructions]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [me1 v]\nhide\n\nwhen I receive [me2 v]\nhide\n\nwhen I receive [me3 v]\nhide\n\nwhen I receive [me4 v]\nhide\n\nwhen I receive [me5 v]\nhide\n\nwhen I receive [me6 v]\nset size to (75) %\nstop [other scripts in sprite v]\nshow\nset [mecostumecounter v] to [0]\nforever\n go to (controlcharacter v)\n if <(XVelocity) = [0]> then\n switch costume to (front v)\n else\n change [mecostumecounter v] by (XVelocity)\n if <<(MeCostumeCounter) > [4]> or <(MeCostumeCounter) < [-4]>> then\n set [mecostumecounter v] to [0]\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (2 v)\n end\n end\n end\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\nend\n\n@Glider\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [launchfirstlevel v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (-100) y: (180)\ngo to [front v] layer\nshow\nswitch costume to (PlayerSelected)\nset [xvelocity v] to [0]\nforever\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\n change y by (-1)\n set [xvelocity v] to ((XVelocity) * (1))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\n end\n if <(XVelocity) > [0]> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n if <[4] < (XVelocity)> then\n set [xvelocity v] to [4]\n end\n end\n if <(XVelocity) < [0]> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n if <(XVelocity) < [-4]> then\n set [xvelocity v] to [-4]\n end\n end\nend\n\nwhen I receive [waituntilglidertouchesplatforms v]\nwait until <<(x position) < [-230]> or <touching (platforms v)?>>\nif <(Level) = [1]> then\n broadcast (Start v)\n hide\n stop [other scripts in sprite v]\nend\nif <(Level) = [9]> then\n broadcast (ResumeL9 v)\n hide\n stop [other scripts in sprite v]\nend\n\nset [xvelocity v] to [0]\nsay [StopThisScript] for (2) seconds\n\nwhen I receive [restartlevel v]\nif <(Level) = [9]> then\n broadcast (Level9! v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (Level9! v)\nend\n\nwhen I receive [level9! v]\nbroadcast (WaitUntilGliderTouchesPlatforms v)\ngo to x: (90) y: (155)\ngo to [front v] layer\nshow\nswitch costume to (bonus v)\nwait until <touching (controlcharacter v)?>\nbroadcast (Stashcharacteroffscreen v)\nswitch costume to (PlayerSelected)\nforever\n if <(XVelocity) > [0]> then\n point in direction (90)\n end\n if <(XVelocity) < [0]> then\n point in direction (-90)\n end\n change y by (-1)\n set [xvelocity v] to ((XVelocity) * (1))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\n end\n if <(XVelocity) > [0]> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n if <[4] < (XVelocity)> then\n set [xvelocity v] to [4]\n end\n end\n if <(XVelocity) < [0]> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n if <(XVelocity) < [-4]> then\n set [xvelocity v] to [-4]\n end\n end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n stop [other scripts in sprite v]\nend\n\n@portal\n\nwhen flag clicked\nset size to (100) %\nbroadcast (PortalPositioning v)\nforever\n next costume\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\nset [level v] to [1]\ngo to x: (222) y: (-138)\nshow\nforever\n wait until <touching (controlcharacter v)?>\n change [level v] by (1)\n start sound [Win v]\n broadcast (LevelUp v)\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (177) y: (162)\nend\nif <(Level) = [3]> then\n go to x: (215) y: (-140)\nend\nif <(Level) = [4]> then\n go to x: (222) y: (-138)\nend\nif <(Level) = [5]> then\n go to x: (222) y: (-132)\nend\nif <(Level) = [6]> then\n go to x: (112) y: (133)\nend\nif <(Level) = [7]> then\n go to x: (148) y: (50)\nend\nif <(Level) = [8]> then\n go to x: (142) y: (145)\nend\nif <(Level) = [9]> then\n go to x: (220) y: (-138)\nend\nif <(Level) = [10]> then\n go to x: (220) y: (-132)\nend\n\n@Awesome!\n\nwhen flag clicked\nset size to (100) %\nhide\nclear graphic effects\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n switch costume to (levelup v)\n if <(Level) = [10]> then\n switch costume to (bonus v bucks v)\n end\n go to x: (0) y: (-65)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (5)\n repeat (13)\n change [ghost v] effect by (-5)\n end\n repeat (13)\n change [ghost v] effect by (5)\n end\n end\n repeat (5)\n change [ghost v] effect by (-10)\n end\n glide (2) secs to x: (1) y: (185)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\nwait (1) seconds\nswitch costume to (win v)\nset size to (95) %\ngo to x: (0) y: (20)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n repeat (13)\n change size by (1)\n change [ghost v] effect by (-5)\n end\n repeat (13)\n change [ghost v] effect by (5)\n change size by (-1)\n end\nend\n\n@knight2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nhide\nswitch costume to (1 v)\nhide\nif <(Level) = [5]> then\n go to x: (-5) y: (60)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (8)\n Stutterwalkleft\n wait (0.1) seconds\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (8)\n StutterwalkRight\n wait (0.1) seconds\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [7]> then\n go to x: (118) y: (-98)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (100)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (100)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [8]> then\n go to x: (132) y: (12)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (100)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (100)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\nif <(Level) = [10]> then\n go to x: (155) y: (80)\n show\n switch costume to (front v)\n wait (3) seconds\n forever\n repeat (16)\n Stutterwalkleft\n end\n switch costume to (front v)\n wait (0.1) seconds\n repeat (16)\n StutterwalkRight\n end\n switch costume to (front v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\ndefine Stutterwalkleft\npoint in direction (90)\nchange x by (-3)\nnext costume\nif <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (1 v)\nend\n\ndefine StutterwalkRight\npoint in direction (-90)\nchange x by (3)\nnext costume\nif <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nStutterwalkleft\n\n@vbucks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(SkipLevel) = [No]> then\n if <(Level) < [11]> then\n if <<(x position) = [0]> and <(y position) = [178]>> then\n set [vbucksout v] to [Held]\n hide\n stop [other scripts in sprite v]\n repeat (75)\n go to x: (pick random (-220) to (220)) y: (177)\n create clone of (_myself_ v)\n go to x: (0) y: (178)\n wait (0.1) seconds\n end\n set [vbucksout v] to [Dropped]\n end\n end\nend\nset [skiplevel v] to [No]\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\nshow\nrepeat until <(y position) < [-170]>\n change y by ((0) - ((size) * (0.06)))\n if <(distance to [controlcharacter v]) < (GrabDistance)> then\n glide (0.2) secs to (controlcharacter v)\n change [v bucks v] by (500)\n start sound [Coin v]\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (178)\nhide\n\n@Score\n\nwhen I receive [levelup v]\nif <(V Bucks) = [0]> then\n go to [front v] layer\n switch costume to (10 v)\n show\n set size to (80) %\n set [numeral v] to [0]\n go to x: (-130) y: (158)\n set [numeral v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change x by (-12)\n change [numeral v] by (1)\n wait (0.1) seconds\n end\n change x by (-5)\n switch costume to (score v)\nend\n\nwhen flag clicked\nset [v bucks v] to [0]\nhide\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n wait (0.1) seconds\n switch costume to (0 v)\n switch costume to (letter ((length of (V Bucks)) - (Numeral)) of (V Bucks))\nend\n\nwhen I receive [gameover v]\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (100) %\nset [numeral v] to [0]\ngo to x: (70) y: (-90)\nset [numeral v] to [0]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-17)\n change [numeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\n@LevelShower\n\nwhen I receive [levelup v]\nswitch costume to (Level)\nstart sound [1 v]\n\nwhen flag clicked\nshow\ngo to x: (-42) y: (158)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (Level)\n\nset [controlonground v] to [0]\n\nwait (0.1) seconds\n\n@High\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nforever\n wait (0.1) seconds\n switch costume to (0 v)\n switch costume to (letter ((length of (☁ Top V Bucks Score)) - (HighNumeral)) of (☁ Top V Bucks Score))\nend\n\nwhen I receive [gameover v]\nif <(V Bucks) > (☁ Top V Bucks Score)> then\n set [☁ top v bucks score v] to (V Bucks)\nend\nwait (2.5) seconds\ngo to [front v] layer\nswitch costume to (10 v)\nshow\nset size to (75) %\nset [highnumeral v] to [0]\ngo to x: (56) y: (-162)\nset [highnumeral v] to [0]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-12)\n change [highnumeral v] by (1)\nend\nchange x by (-5)\nswitch costume to (score v)\n\ndelete this clone\n\n@vbucksChest\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [vbuckschest v]\nhide\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\nrepeat (20)\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [v bucks v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@WarpMe\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (controlcharacter v)?> then\n broadcast (ControlLeft v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [launchfirstlevel v]\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <(Level) = [10]> then\n go to [back v] layer\n show\n set [color v] effect to (100)\n go to x: (186) y: (147)\n create clone of (_myself_ v)\n go to x: (-192) y: (78)\nend\nforever\n next costume\nend\n\ngo to [back v] layer\n\n@Magnets\n\n\n\ngo to x: (1) y: (1)\n\nwhen I receive [levelup v]\nset [grabdistance v] to [50]\nshow\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\ngo to x: (0) y: (0)\nwait until <<touching (controlcharacter v)?> or <(VBucksOut) = [Dropped]>>\nif <touching (controlcharacter v)?> then\n set [grabdistance v] to [200]\n start sound [1 v]\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\n
▼お願い\nプログラムやコスチュームなどを借りる際は"必ず"リミックスでお願いします!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nオーバーワールド編(part1)のURLです!ぜひ見てね!\nhttps://scratch.mit.edu/projects/676569542\nエンド編(part3)のURLです!ぜひ見てね!\nhttps://scratch.mit.edu/projects/700536522\n⇩続編などについてはこちらのスタジオへ\nhttps://scratch.mit.edu/studios/31739611\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nマインクラフトの世界で冒険を楽しもう!\nEnjoy your adventure in the world of Minecraft!\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼遊び方/how to play\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モバイル対応しました!モバイルの操作は、画面の右左、上をタップで操作。左上の「attack」をタップで攻撃できます。\n\nOperate with the arrow keys and WASD keys. You can attack with the space key.\nMobile compatible! Mobile operation is operated by tapping the right, left, and top of the screen. You can attack by tapping "attack" on the upper left. \n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼目標/goal\nすべての傾向3P以内\n参照数5k\n♥と★250\n\nAll trends within 3P\nNumber of references 5k\n♥ and ★ 250\n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼タグ/tag\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \n▼実績/achievement\n6/3 15:20 共有
-Lava- A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\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\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\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 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 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 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 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 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 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 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 [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\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\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 [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\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 if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\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 (encoded)\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 Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\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\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\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 (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (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 [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\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 change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\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\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<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 (right up v)\n else\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 (left up v)\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 (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\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\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\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 set [offline v] to [100]\n else\n tick\n end\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 if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (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 (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\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\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL 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\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back 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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back 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\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL 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\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\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]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL 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\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Thumb\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@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\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 [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [90] [-90]\nClone at [320] [-90]\nClone at [940] [315]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n
UPDATE: 10/25/2017 at 2:16 P.M.\nWow I made this project like 4 years ago and it still gets a lotta love. Go check out some of @drawer_of_dogs projects too! They made a platformer :D\nOriginal:\nThis was just a fun school project ;]\nCLICK THAT LOVE IT!!! <3\nControls:\nLeft to move left\nRight to move right\nUp to move up\nTouch red, obviously\nDown to move down\nPush R to restart the level\n★~Featured 4/16/14~★\n★~★~What the community is remixing~★~★\n★~★~★~What the community is loving~★~★~★
Mobile platformer: Tutorial
@Stage\n\nwhen I receive [begin early v]\nforever\n play sound [Kevin MacLeod - Not As It Seems v] until done\nend\n\n@Blank\n\n@Blank2\n\n@Blank3\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Speeder\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\n@ clouds\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 [ready v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (4)) seconds\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [ready v]\nhide\n\n@Player\n\nwhen flag clicked\nbroadcast (Setup v) and wait\nbroadcast (Start Intro v)\n\nwhen I receive [ready v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nControls Up/Down\nControls Left/Right\nMove - In Steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nExtra Collisions\n\ndefine Controls Up/Down\nswitch costume to (idle v)\nchange [speed y v] by (GRAVITY)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> and <(falling) < [3]>> then\n set [speed y v] to (JUMP HEIGHT)\nend\n\ndefine Controls Left/Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n change [speed x v] by ((0) - (SPEED))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n switch costume to (upleft v)\n end\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\n change [speed x v] by (SPEED)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n switch costume to (upright v)\n end\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n switch costume to (crouched v)\n set [speed v] to [0.7]\nelse\n set [speed v] to [1.5]\n Should Crouch?\nend\nset [speed x v] to ((speed x) * (0.8))\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 ((speed x) / (steps))\n if <touching (levels v)?> then\n set x to (last value)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (10))> and <mouse down?>>>> then\n set [speed y v] to (JUMP HEIGHT)\n if <(speed x) > [0]> then\n set [speed x v] to ((0) - (WALL JUMP KICK))\n else\n set [speed x v] to (WALL JUMP KICK)\n end\n else\n set [speed x v] to [0]\n end\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (levels v)?> 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\nwhen I receive [setup v]\ngo to x: (-190) y: (0)\nset [gravity v] to [-1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\nset [level v] to [1]\nset [speed v] to [1.5]\nset [jump height v] to [10]\nset [wall jump kick v] to [15]\n\ndefine Extra Collisions\nif <<touching (danger v)?> or <<touching (lava v)?> or <(y position) < [-178]>>> then\n start sound [Crunch v]\n broadcast (Reset v)\nend\nif <<(x position) > [239]> and <(Level) < [11]>> then\n if <(COLLECTED) = (COLLECTED MAX)> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Next Level v)\n else\n broadcast (No Treats v)\n end\nend\nif <touching (water v)?> then\n if <(IN WATER) = [0]> then\n set [speed y v] to [0]\n set [in water v] to [1]\n end\n set [gravity v] to [-0.2]\n set [jump height v] to [6]\n set [wall jump kick v] to [10]\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n set [speed v] to [0.4]\n else\n set [speed v] to [1]\n end\nelse\n set [in water v] to [0]\n set [gravity v] to [-1]\n set [jump height v] to [10]\n set [wall jump kick v] to [15]\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>>> then\n set [speed v] to [0.7]\n else\n set [speed v] to [1.5]\n end\nend\nif <touching (speeder v)?> then\n set [speed x v] to [20]\nend\n\nwhen I receive [reset v]\ngo to x: (-190) y: (0)\nset size to (100) %\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\n\nwhen I receive [end intro v]\nbroadcast (Begin Early v)\nbroadcast (Ready v)\n\nwhen I receive [bounce v]\nset [speed y v] to [20]\n\ndefine Should Crouch?\nset [costume v] to (costume [number v])\nif <touching (levels v)?> then\n switch costume to (crouched v)\n if <not <touching (levels v)?>> then\n set [speed v] to [0.7]\n stop [this script v]\n else\n switch costume to (costume)\n end\nend\n\nwhen I receive [extra jump v]\nset [speed y v] to (JUMP HEIGHT)\n\n@Intro\n\ndefine RESET\ndelete all of [duxxsync v]\nadd [100] to [duxxsync v]\nadd [0] to [duxxsync v]\nhide\nreset timer\nstart sound [Skylike - Higher v]\nclear graphic effects\ndelete this clone\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif < (Clone ID) contains [Chev]?> then\n show\n clear graphic effects\n set [fisheye v] effect to (80)\n point in direction (90)\n switch costume to (circle v)\n set size to (10) %\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n if < (Clone ID) contains [Black]?> then\n set [brightness v] effect to (-20)\n else\n if < (Clone ID) contains [White]?> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\n end\n repeat until \n if <((size) + (20)) < [105]> then\n switch costume to (hack 2 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n else\n switch costume to (hack 1 v)\n change size by (((size) + (20)) / (15))\n switch costume to (circle v)\n if < (Clone ID) contains [Bottom]?> then\n Go To [0] [-180]\n else\n Go To [0] [180]\n end\n end\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone Chev Pair (1/2)\nif <(1/2) = [1]> then\n Clone [ChevBottomBlack]\n Clone [ChevTopBlack]\nelse\n if <(1/2) = [2]> then\n Clone [ChevBottomPlain]\n Clone [ChevTopPlain]\n else\n if <(1/2) = [3]> then\n Clone [ChevBottomWhite]\n Clone [ChevTopWhite]\n end\n end\nend\n\ndefine Go To (x) (y)\ngo to x: (((x) * ((item (1) of [duxxsync v]) / (100))) * ((item (2) of [duxxsync v]) + (1))) y: ((y) * ((item (1) of [duxxsync v]) / (100)))\n\nwhen I start as a clone\nif < (Clone ID) contains [Name]?> then\n show\n clear graphic effects\n point in direction (90)\n switch costume to (name2 v)\n go to [front v] layer\n repeat until <(timer) > [8.3]>\n set size to (((100) + (item (2) of [duxxsync v])) + (((100) - (item (1) of [duxxsync v])) * (4))) %\n set [brightness v] effect to ((((100) - (item (1) of [duxxsync v])) * (1.2)) + ((item (2) of [duxxsync v]) * (.5)))\n Go To [0] [0]\n turn right ((100) - (item (1) of [duxxsync v])) degrees\n if <([abs v] of ((90) - (direction)) ) < [2]> then\n point in direction (90)\n else\n if <([abs v] of ((-90) - (direction)) ) < [2]> then\n point in direction (-90)\n end\n end\n go to x: (([sin v] of ((timer) * (300)) ) * (10)) y: (([cos v] of ((timer) * (300)) ) * (10))\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Particles]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (pick random (-270) to (270)) y: (pick random (-170) to (170))\n switch costume to (circle v)\n go to [front v] layer\n set size to (35) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (60)\n set [velocity v] to (pick random (2) to (6))\n repeat until \n change y by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n change x by ((Velocity) + ((100) - (item (1) of [duxxsync v])))\n set [ghost v] effect to ((60) - ((100) - (item (1) of [duxxsync v])))\n set size to (((35) + (((100) - (item (1) of [duxxsync v])) / (2))) + (item (2) of [duxxsync v])) %\n if <(y position) > [173]> then\n set y to (-170)\n end\n if <(x position) > [240]> then\n set x to (-250)\n end\n end\nend\n\ndefine Particles (#)\nrepeat (#)\n Clone [Particles]\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shutters]?> then\n show\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (hack 1 v)\n set size to (110) %\n switch costume to (shutters v)\n repeat until \n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Slice]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (slice v)\n set [brightness v] effect to (join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID)))))\n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [-100]> then\n start sound [Sword Sound Effect v]\n set [wait? v] to [0]\n else\n set [wait? v] to [.2]\n end\n repeat until \n if <(join (letter ((length of (Clone ID)) - (3)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (2)) of (Clone ID)) (join (letter ((length of (Clone ID)) - (1)) of (Clone ID)) (letter ((length of (Clone ID)) - (0)) of (Clone ID))))) = [0100]> then\n change x by (((650) - (x position)) / (5))\n else\n change x by (((650) - (x position)) / (5))\n end\n go to [front v] layer\n end\n wait ((1) + (Wait?)) seconds\n add [Delete All] to [duxxsync v]\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not < (Clone ID) contains [Slice]?>> then\n wait until <[duxxsync v] contains [Delete All]?>\n delete this clone\nend\n\nwhen I start as a clone\nif < (Clone ID) contains [Shader]?> then\n show\n clear graphic effects\n switch costume to (hack 1 v)\n point in direction (90)\n set size to (100) %\n switch costume to (slice v)\n go to x: (700) y: (0)\n set [brightness v] effect to (-100)\n go to [front v] layer\n repeat (25)\n go to [front v] layer\n wait (.01) seconds\n end\n repeat (15)\n change [ghost v] effect by (7)\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n wait (.5) seconds\n replace item (2) of [duxxsync v] with [30]\nend\nwait (2) seconds\nbroadcast (End Intro v)\n\nwhen I receive [start intro v]\nRESET\nbroadcast (Debug v)\nwait until <(timer) > [2.31]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [2.77]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.06]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [6.53]>\nreplace item (1) of [duxxsync v] with [47]\nwait until <(timer) > [7.6]>\nClone [Slice0100]\nwait (.1) seconds\nClone [Slice-100]\n\nwhen I receive [debug v]\nParticles [50]\nClone [Name]\nClone [Shutters]\nClone [Shader]\nrepeat until <(timer) > [8.3]>\n Clone Chev Pair [3]\n wait (0) seconds\n Clone Chev Pair [1]\n wait (.1) seconds\n Clone Chev Pair [2]\n wait (.07) seconds\nend\n\nwhen I receive [debug v]\nrepeat until <(timer) > [8.3]>\n replace item (1) of [duxxsync v] with ((item (1) of [duxxsync v]) + (((100) - (item (1) of [duxxsync v])) / (5)))\n replace item (2) of [duxxsync v] with ((item (2) of [duxxsync v]) + (((0) - (item (2) of [duxxsync v])) / (5)))\n if <(item (1) of [duxxsync v]) < [100]> then\n replace item (1) of [duxxsync v] with ([ceiling v] of (item (1) of [duxxsync v]) )\n else\n replace item (1) of [duxxsync v] with ([floor v] of (item (1) of [duxxsync v]) )\n end\nend\n\n@Levels\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Texts\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Danger\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\n\n@Lava\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\nif <<(Level) = [2]> or <(Level) = [4]>> then\n repeat until <<not <(Level) = [2]>> and <not <(Level) = [4]>>>\n set y to ((4) * ([sin v] of ((timer) * (300)) ))\n end\nend\n\n@Water\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nswitch costume to (Level)\nif <(Level) = [7]> then\n repeat until <not <(Level) = [7]>>\n set y to ((4) * ([sin v] of ((timer) * (300)) ))\n end\nend\n\n@Trampoline\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (Bounce v)\nend\n\nwhen I receive [bounce v]\nstart sound [Boing v]\nswitch costume to (bounced v)\nwait (0.5) seconds\nswitch costume to (un-bounced v)\n\nwhen I receive [next level v]\nif <(item (Level) of [positions v]) = [None]> then\n hide\nelse\n go to x: (item (Level) of [x v]) y: (item (Level) of [y v])\n show\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (un-bounced v)\n\n@Treats\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [next level v]\nset [collected max v] to [0]\nset [collected v] to [0]\nLoad Level\n\nwhen I receive [setup v]\nhide\nswitch costume to (level v)\nset [collected v] to [0]\nset [collected max v] to [0]\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\ndefine Load Level\nif <(Level) = [2]> then\n Clone at [-62] [-5]\nelse\n if <(Level) = [3]> then\n Clone at [10] [110]\n else\n if <(Level) = [4]> then\n Clone at [45] [-20]\n else\n if <(Level) = [6]> then\n Clone at [210] [0]\n else\n if <(Level) = [9]> then\n Clone at [200] [70]\n else\n if <(Level) = [10]> then\n Clone at [30] [30]\n end\n end\n end\n end\n end\nend\n\n@Collect All\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [no treats v]\nshow\nwait (2) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\nset [ghost v] effect to (0)\n\n@Extra Jump\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nset size to (70) %\n\nwhen I receive [next level v]\nbroadcast (reset clones v) and wait\nset size to (70) %\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nLoad Level\n\nwhen I receive [extra jump v]\nrepeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n change [ghost v] by (5)\nend\n\nwhen I receive [reset v]\nset size to (70) %\nset [ghost v] effect to (0)\nset [ghost v] to [0]\n\ndefine Load Level\nif <(Level) = [5]> then\n Create Clone at [70] [0]\nelse\n if <(Level) = [10]> then\n Create Clone at [-40] [-30]\n end\nend\n\ndefine Create Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [tick v]\nif <<touching (player v)?> and <(ghost) = [0]>> then\n broadcast (extra jump v)\nend\n\n
CORPORATE PLATFORMER #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Water v] until done\nend\n\nwhen flag clicked\nforever\n if <<<(ステージ) = [7]> or <(ステージ) = [8]>> or <(ステージ) = [9]>> then\n switch backdrop to (背景2 v)\n else\n if <(ステージ) < [9]> then\n switch backdrop to (背景1 v)\n end\n end\n if <[9] < (ステージ)> then\n switch backdrop to (背景3 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [波 v] until done\nend\n\n@キャラ\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (右 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\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 <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> 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 (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-207) y: (-77)\n broadcast (Next v)\n end\n if <<<touching (トラップシェル v)?> or <(y position) < [-182]>> or <touching color (#ff0000)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-207) y: (-77)\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [星とハート欲しい v]\nset size to (100) %\ngo to x: (-207) y: (-77)\n\n@すていじ\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\nnext costume\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nhide\n\nwhen I receive [星とハート欲しい v]\nswitch costume to (コスチューム17 v)\n\n@トラップシェル\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nhide\n\nwhen I receive [星とハート欲しい v]\nhide\n\n@サムネ\n\nwhen flag clicked\nforever\n go to x: (36) y: (17)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@スプライト1\n\nwhen I receive [星とハート欲しい v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [next v]\nif <([costume # v] of [すていじ v]) = [18]> then\n hide\nend\n\n@スプライト2\n\nwhen I receive [星とハート欲しい v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [next v]\nif <([costume # v] of [すていじ v]) = [18]> then\n hide\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99.99999999999999999999999999999999999999999995353353535353535335353535353355399999999999999999999999999999999995353535335999)\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n broadcast (星とハート欲しい v)\n end\nend\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 5: https://scratch.mit.edu/projects/650849246\nPart 6: https://scratch.mit.edu/projects/656069524/\n\n======================================= \n ※Rescue 4※\n=======================================\nʜɪ ᴀʟʟ!!! ᴍᴇ @hern1 ɪs ɢᴏɪɴɢ ᴛᴏ ᴘʀᴇsᴇɴᴛ ᴀ ɴᴇᴡ ʀᴇsᴄᴜᴇ ᴘʀᴏᴊᴇᴄᴛ, ʀᴇsᴄᴜᴇ 4 !!! 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 4 ᴡʜᴇɴ ɪ ғɪɴɪsʜ ᴍʏ ᴇxᴀᴍ.\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\n203 ᴀssᴇᴛs\n2366 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 #desert #3\n
[2D]MINECRAFT PLATFORMER/[2D]マイクラ プラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n stop all sounds\n play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nwhen I receive [begin v]\nforever\n if <(Level) = [1]> then\n stop [other scripts in sprite v]\n stop all sounds\n switch costume to (1 v)\n play sound [Jungle - Dance of the Blocks \(Shrunk\) v] until done\n end\n if <(Level) = [2]> then\n stop [other scripts in sprite v]\n stop all sounds\n switch costume to (2 v)\n play sound [Ghosts in the tower v] until done\n end\n if <(Level) = [3]> then\n stop [other scripts in sprite v]\n stop all sounds\n switch costume to (egypt background v)\n play sound [Pyrmamid - Journey Through the Duat \(Nether\) v] until done\n end\nend\n\nwhen I receive [levelup v]\nforever\n if <(Level) = [1]> then\n stop [other scripts in sprite v]\n switch costume to (1 v)\n stop all sounds\n play sound [Jungle - Dance of the Blocks \(Shrunk\) v] until done\n end\n if <(Level) = [2]> then\n stop [other scripts in sprite v]\n switch costume to (2 v)\n stop all sounds\n play sound [Ghosts in the tower v] until done\n end\n if <(Level) = [3]> then\n stop [other scripts in sprite v]\n switch costume to (egypt background v)\n stop all sounds\n play sound [Pyrmamid - Journey Through the Duat \(Nether\) v] until done\n end\nend\n\nstop all sounds\n\nplay sound [Menu - minecraft_holder_trap_remix v] until done\n\nwhen I receive [l2lightning v]\nstart sound [Thunder Storm2 v]\nrepeat (3)\n switch backdrop to (2lighting v)\n wait (0.1) seconds\n switch backdrop to (2 v)\n wait (0.1) seconds\nend\n\nnext backdrop\nswitch backdrop to (2lighting v)\nwait (0.1) seconds\nnext backdrop\n\nstop [other scripts in sprite v]\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n stop all sounds\n play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nswitch costume to (2 v)\n\nwhen I receive [showthefont v]\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n stop all sounds\n play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nstop [other scripts in sprite v]\nstop all sounds\nwait (1) seconds\nforever\n play sound [Menu - minecraft_holder_trap_remix v] until done\nend\n\nstop all sounds\n\n@INTRO\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (background v)\nclear graphic effects\ncreate clone of (_myself_ v)\nnext costume\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [name v]) = [background]> then\n go to x: (0) y: (0)\n show\n wait (4) seconds\n switch costume to (instructions v)\nend\nif <(costume [name v]) = [block]> then\n go to x: (0) y: (-300)\n show\n glide (1) secs to x: (0) y: (0)\n switch costume to (block v)\n wait (4) seconds\n repeat (18)\n change size by (-5)\n hide\n end\nend\nif <(costume [name v]) = [minecraft]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (0)\n wait (3) seconds\n repeat (5)\n change size by (-5)\n end\n glide (1) secs to x: (-30) y: (150)\nend\nif <(costume [name v]) = [Platformer]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (0)\n wait (4) seconds\n repeat (5)\n change size by (-5)\n end\n glide (1) secs to x: (-30) y: (150)\nend\nif <(costume [name v]) = [Five]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (120)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n end\n go to x: (180) y: (200)\n clear graphic effects\n glide (1) secs to x: (180) y: (110)\nend\n\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Instructions]>> then\n stop [this script v]\nend\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (background v)\nbroadcast (local broadcast to move main sprite to front v) and wait\n\nswitch costume to (background v)\nbroadcast (ShowModeOptions v)\n\nwhen I receive [start v]\nhide\n\nswitch costume to (background v)\ndelete this clone\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [local broadcast to move main sprite to front v]\nswitch costume to (background v)\nshow\ngo to [front v] layer\nbroadcast (ShowModeOptions v)\ndelete this clone\n\nset size to (100) %\ngo to [front v] layer\nswitch costume to (title v)\nshow\n\n@Player\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nhide\ndelete this clone\n\nwhen I receive [#hardcoredeath v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\nif <(Level) = [1]> then\n set [parrotflytopumkin? v] to [No]\n switch costume to (jungle world v)\nend\nif <(Level) = [2]> then\n switch costume to (2 - cellar blocked v)\n set [l2 door opened? v] to [NO]\nend\nif <(Level) = [3]> then\n switch costume to (3 - all doors closed 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\n if <<(Level) = [1]> and <(ParrotFlyToPumkin?) = [Eaten]>> then\n switch costume to (jungle world with exit v)\n end\n if <<(Level) = [2]> and <(L2 door opened?) = [Yes]>> then\n switch costume to (2 door opened v)\n end\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 <(Level) = [1]> then\n if <(y position) > [550]> then\n broadcast (Respawn v)\n start sound [volcano v]\n broadcast (#DamageMe v)\n end\nend\nif <(Level) = [2]> then\n if <(y position) > [670]> then\n broadcast (Respawn v)\n start sound [volcano v]\n broadcast (#DamageMe v)\n end\nend\nif <(Level) = [3]> then\n if <(y position) > [670]> then\n broadcast (Respawn v)\n start sound [volcano v]\n broadcast (#DamageMe v)\n end\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 v] key pressed\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\nwhen [1 v] key pressed\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 [2 v] key pressed\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\nwhen [l v] key pressed\n\ndefine StartPostions\nset [hero y velocity v] to [0]\nset [hero x velocity v] to [0]\nif <(Level) = [1]> then\n go to x: (889) y: (490)\nend\nif <(Level) = [2]> then\n go to x: (870) y: (490)\nend\nif <(Level) = [3]> then\n go to x: (889) y: (0)\nend\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 (jungle world v)\nend\nif <(Level) = [2]> then\n switch costume to (2 - cellar blocked v)\nend\nif <(Level) = [3]> then\n switch costume to (3 - all doors closed 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 variable v] to [0]\nbroadcast (Respawn v)\nbroadcast (begin v)\n\nask [Level?] and wait\nset [level v] to (answer)\n\nwhen I receive [begin v]\nStartPostions\n\nPlayer Tick\n\nwait (1) seconds\n\nwait until <[] = [Eaten]>\n\nwait (1) seconds\n\nswitch costume to (jungle world v)\n\nwait until <(ParrotFlyToPumkin?) = [Eaten]>\n\nwhen I receive [l2 - cellar opened v]\nswitch costume to (2 cellar open v)\n\nwhen I receive [l3, close d1 v]\nswitch costume to (3 - all doors closed v)\n\nwhen I receive [l3, open d1 v]\nswitch costume to (3 - d1 open others closed v)\n\nwhen I receive [l3, close d2 v]\nswitch costume to (3 - d1 open others closed v)\n\nwhen I receive [l3, open d2 v]\nswitch costume to (3 - d1&2 open others closed v)\n\nwhen I receive [l3, open d3 v]\nswitch costume to (3 - all doors open v)\n\nwhen I receive [l3, close d3 v]\nswitch costume to (3 - d1&2 open others closed v)\n\nbroadcast (-ParrotTutorial v)\n\nwhen [space v] key pressed\n\nif <not <(costume [name v]) = [3 - lift clone!]>> then\n\nset [l3 lift started? v] to [No]\n\nif <touching (herosensor v)?> then\n set [hero y velocity v] to [0]\n change y by (-1)\nend\n\nwhen I receive [l3 - show stairs v]\nswitch costume to (3 - stairs built v)\n\nwhen I receive [l3 hide stairs v]\nswitch costume to (3 - d1&2 open others closed v)\n\nswitch costume to (3 - all doors open v)\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nswitch costume to (jungle world with exit v)\ngo to x: (0) y: (-500)\n\nswitch costume to (2 door opened v)\ngo to x: (0) y: (-500)\n\nswitch costume to (3 - all doors open v)\ngo to x: (-500) y: (-500)\n\nswitch costume to (2 - cellar blocked v)\n\n@Hero\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\ngo to [front v] layer\ngo [backward v] (10) layers\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\nwait until <key (right arrow v) pressed?>\nreset timer\nrepeat until <<(timer) > [6]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\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 <<(#HeroInvulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n set [#heroinvulnerable? 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]\nclear graphic effects\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\nwhen I receive [l2evilswitch v]\nset [-paused for animation? v] to [Yes]\nset [costumelock v] to [PlayerReadyStance]\nset [xvelocity v] to [0]\nsay [That looks scary!] for (4) seconds\nbroadcast (L2lightning v)\nsay [....] for (2) seconds\nset [l2evilswitch? v] to [Yes]\nsay [I must be crazy!!!] for (4) seconds\nsay [I'll try to hit and retreat!] for (4) seconds\nset [-paused for animation? v] to [No]\n\nset [xvelocity v] to [0]\n\nset [l2evilswitch? v] to [No]\n\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\n\nwait until <(timer) > [10]>\n\nreset timer\n\nwait until <key (right arrow v) pressed?>\n\nstop [this script v]\n\nrepeat until \n\nsay [Press W or ↑ to jump] for (2) seconds\n\ngo to [front v] layer\n\nwhen I receive [begin v]\nif <[1] = [1]> then\n delete this clone\nend\n\nif <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (-90)\n set [costumelock v] to [WalkCycle]\nelse\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\nend\nif <<(#HeroInvulnerable?) = [Yes]> and <touching color (#005fff)?>> then\n set [#heroinvulnerable? v] to [No]\n broadcast (HitDamage v)\nend\n\nchange [color v] effect by (25)\n\nwhen I receive [nextcolours v]\nchange [color v] effect by (25)\n\n@crafting\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine StartLevelWithRightCostume\nswitch costume to (l1,0 v)\nwait (0.5) seconds\nif <(Level) = [1]> then\n switch costume to (*intro 1 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 ( l3 start 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\ngo to [front v] layer\nif <(Level) = [1]> then\n switch costume to (*intro 1 v)\nend\nif <(Level) = [2]> then\n switch costume to (l2 blank v)\nend\nif <(Level) = [3]> then\n switch costume to ( l3 start v)\nend\ngo to x: (171) y: (133)\npoint in direction (90)\nset size to (90) %\nbroadcast (Stretchwhenfull v)\nwait (0.1) seconds\ngo to [front v] layer\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]\ngo to [front v] layer\nstart sound [Chop v]\nif <(costume [number v]) = [7]> then\n if <(Parrot Key touching cage?) = [Yes]> then\n next costume\n set [parrot key touching cage? v] to [Open]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\nif <(costume [number v]) = [15]> then\n next costume\n broadcast (ParrotTamed! v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nif <<(costume [number v]) = [13]> or <(costume [number v]) = [14]>> then\n if <(costume [number v]) = [13]> then\n next costume\n end\n forever\n if <(ParrotReadyToFeed?) = [Yes]> then\n switch costume to (feed v)\n else\n switch costume to (find v)\n end\n end\nend\nif <(costume [number v]) = [21]> then\n next costume\n set [holdingitem v] to [Sword]\n stop [other scripts in sprite v]\n stop [this script v]\nend\nif <<(costume [number v]) = [22]> and <(HoldingItem) = [Pickaxe]>> then\n next costume\n stop [other scripts in sprite v]\n stop [this script v]\nend\nif <<(costume [number v]) = [27]> or <(costume [number v]) = [33]>> then\n next costume\n broadcast (L3 - show goodsword v) and wait\n set [holdingitem v] to [GoodSword]\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nglide (1) secs to x: (171) y: (133)\n\nswitch costume to (find v)\n\ndefine L1 crafting the table\npoint in direction (90)\nswitch costume to (*l1,pumkin 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 (find 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 repeat (2)\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (90) %\n repeat (10)\n change size by (0.5)\n HideMoveInstructions?\n end\n repeat (10)\n change size by (-0.5)\n HideMoveInstructions?\n end\n end\n end\n if <(costume [number v]) = [4]> then\n switch costume to (*intro 1 v)\n end\n if <(costume [number v]) < [4]> then\n next costume\n end\nend\n\ndefine StretchWhenFull\n\nStretchWhenFull\n\nset size to (80) %\nbroadcast (Stretchwhenfull v)\n\nbroadcast (#ACTION v)\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\ngo to [front v] layer\nif <(Level) = [2]> then\n switch costume to (l2 blank v)\nend\nif <(Level) = [3]> then\n switch costume to ( l3 start v)\nend\n\ndefine HideMoveInstructions?\nif <<(costume [number v]) < [5]> and <([x position v] of [player v]) < [750]>> then\n switch costume to (l1 1 --> v)\nend\n\nwhen I receive [l1showopencageinstruction v]\nnext costume\n\nif <(Parrot Key touching cage?) = [Yes]> then\n set [parrot key touching cage? v] to [Open]\nend\n\n@HeroSensor\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nhide\n\nwhen I receive [begin v]\nset [ghost v] effect to (99)\nshow\ngo to x: (0) y: (-30)\nset [#heroinvulnerable? v] to [no]\nforever\n if <(#HeroInvulnerable?) = [No]> then\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\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@Lava\n\nwhen I start as a clone\nset size to (75) %\nforever\n set size to (75) %\n if <(Level) = [1]> then\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\n end\n if <(Level) = [2]> then\n set y to (([y position v] of [player v]) - (720))\n if <(([y position v] of [player v]) - (720)) = (y position)> then\n show\n next costume\n else\n hide\n end\n end\n if <(Level) = [3]> then\n set y to (([y position v] of [player v]) - (705))\n if <(([y position v] of [player v]) - (705)) = (y position)> then\n show\n next costume\n else\n hide\n end\n end\nend\n\nshow\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nwait (1) 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)\nclear graphic effects\nif <(Level) = [2]> then\n set [color v] effect to (115)\nend\n\ngo to x: (131) y: (-131)\n\nrepeat (10)\n\nchange [color v] effect by (25)\n\n\n\nhide\n\nset size to (70) %\n\n@Tree\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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\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\nstop [this script v]\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon 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\ngo to [front v] layer\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)\n\ngo to x: (500) y: (500)\n\nthink [Hmm...]\n\nshow\n\n@SkyParalax\n\nwhen I receive [begin v]\nif <(Level) = [1]> then\n switch costume to (stretch v)\n set size to (500) %\n switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n switch costume to (stretch v)\n set size to (400) %\n switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n switch costume to (stretch v)\n set size to (400) %\n switch costume to (pyramid - pixel v)\nend\ngo to [back v] layer\nforever\n if <(Level) = [1]> then\n go to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\n end\n if <(Level) = [2]> then\n go to (player v)\n end\n if <(Level) = [3]> then\n go to (player v)\n end\nend\n\ngo to x: (([x position v] of [player v]) * (0.75)) y: ((([y position v] of [player v]) * (0.75)) - (150))\n\nwhen I receive [levelup v]\nclear graphic effects\nif <(Level) = [1]> then\n switch costume to (stretch v)\n set size to (500) %\n switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n switch costume to (stretch v)\n set size to (400) %\n switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n switch costume to (stretch v)\n set size to (400) %\n switch costume to (pyramid - pixel v)\nend\n\nswitch costume to (pyramid - pixel v)\nset size to (400) %\nswitch costume to (level 2 - house pixel v)\n\nswitch costume to (stretch v)\n\nclear graphic effects\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (50)\n\nclear graphic effects\n\nclear graphic effects\n\nclear graphic effects\n\nswitch costume to (stretch v)\n\nset size to (400) %\n\nswitch costume to (pyramid - pixel v)\n\ngo to [back v] layer\n\nif <(Level) = [1]> then\n switch costume to (level 1 v)\nend\nif <(Level) = [2]> then\n switch costume to (level 2 - house pixel v)\nend\nif <(Level) = [3]> then\n\n@L2 villager\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [23]\nrepeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [villager]> 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\nset [l2 door opened? v] to [No]\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 <(distance to [herosensor v]) < [40]> then\n if <(Mode) = [Hardcore]> then\n say [Sorry, no hints in hardcore mode!]\n if <(HoldingItem) = [Pickaxe]> then\n if <(L2 door opened?) = [No]> then\n set [l2 door opened? v] to [Yes]\n broadcast (L2 door opened v)\n end\n end\n else\n if <(HoldingItem) = [Pickaxe]> then\n if <(L2 door opened?) = [No]> then\n set [l2 door opened? v] to [Yes]\n broadcast (L2 door opened v)\n end\n say [Door opened!]\n else\n if <([costume # v] of [crafting v]) = [17]> then\n say [Try bashing the trees down.]\n else\n say [I'll open the door, if you can get a pickaxe!]\n end\n end\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nif <(Mode) = [Hardcore]> then\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nif <touching (hero 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\nset [baddies going l or r? v] to [0]\n\nset [l2 door opened? v] to [Yes]\nsay [Door opened!]\n\nsay [Door opened!]\n\n\n\n@Zombie\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n switch costume to (hit v)\n set [#heroinvulnerable? v] to [Yes]\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n set [#heroinvulnerable? v] to [No]\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) = [2]> 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@#WEAPON\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\nif <<([costume # v] of [crafting v]) = [21]> or <([costume # v] of [crafting v]) = [33]>> then\n clear graphic effects\n if <(HoldingItem) = [GoodSword]> then\n switch costume to (goodswordup v)\n else\n switch costume to (swordup v)\n end\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nif <(HoldingItem) = [Sword]> then\n switch costume to (swordup v)\nend\nif <(HoldingItem) = [Pickaxe]> then\n switch costume to (pickup v)\nend\n\nwhen flag clicked\nhide\nset [holdingitem v] to [0]\nset [isweaponattacking? v] to [No]\nforever\n go to [front v] layer\n point in direction ([direction v] of [hero v])\n if <<([costume # v] of [hero v]) = [1]> or <([costume # v] of [hero v]) = [7]>> then\n set y to (-1)\n else\n if <<([costume # v] of [hero v]) = [4]> or <([costume # v] of [hero v]) = [10]>> then\n set y to (1)\n else\n set y to (0)\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <(HoldingItem) = [Sword]> then\n sword\nend\nif <(HoldingItem) = [Pickaxe]> then\n pickaxe\nend\nif <(HoldingItem) = [GoodSword]> then\n GoodSword\nend\n\nwhen I receive [armwithwater v]\nhide\n\nstop [other scripts in sprite v]\n\ndelete this clone\n\nchange [color v] effect by (25)\n\npoint in direction ([direction v] of [hero v])\n\ndefine sword\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (sworddiagonal v)\nwait (0.05) seconds\nswitch costume to (sword attack v)\nwait (0.3) seconds\nswitch costume to (sworddiagonal v)\nwait (0.05) seconds\nswitch costume to (swordup v)\nset [isweaponattacking? v] to [No]\n\ndefine pickaxe\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (pickup v)\nwait (0.05) seconds\nswitch costume to (attack3 v)\nwait (0.3) seconds\nswitch costume to (diagonal3 v)\nwait (0.05) seconds\nswitch costume to (pickup v)\nset [isweaponattacking? v] to [No]\n\ndefine GoodSword\nset [isweaponattacking? v] to [Yes]\ngo to [front v] layer\nswitch costume to (goodswordup v)\nwait (0.05) seconds\nswitch costume to (attack2 v)\nwait (0.3) seconds\nswitch costume to (diagonal2 v)\nwait (0.05) seconds\nswitch costume to (goodswordup v)\nset [isweaponattacking? v] to [No]\n\n\n\n\nif <<([costume # v] of [hero v]) = [4]> or <([costume # v] of [hero v]) = [10]>> then\n set y to (2)\nend\n\nset [holdingitem v] to [Goodsword]\n\n\n\nwhen I receive [l3 - show goodsword v]\nswitch costume to (goodswordup v)\nshow\n\nwhen I receive [levelup v]\nset [holdingitem v] to [0]\nhide\n\nswitch costume to (goodswordup v)\nshow\n\nset [--temp hearts baddie v] to [0]\n\n@Blaze\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 set [holdingitem v] to [GoodSword]\n broadcast (L3 - show goodsword v)\n delete this clone\n end\n if <touching (herosensor v)?> then\n set [holdingitem v] to [GoodSword]\n broadcast (#DamageMe v)\n hide\n set [#heroinvulnerable? v] to [Yes]\n wait (1) seconds\n set [#heroinvulnerable? v] to [No]\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 end\n next costume\n show\n else\n hide\n end\nend\n\nset [holdingitem v] to [GoodSword]\nbroadcast (L3 - show goodsword v)\ndelete this clone\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 [48]\nif <(Level) = [3]> then\n repeat (1)\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\nbroadcast (L3 - show goodsword v)\ndelete this clone\n\nbroadcast (L3 - show goodsword v)\n\ndelete this clone\n\nwait (0) seconds\n\nhide\n\nwait (1) seconds\n\n@bottle\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [49]\nrepeat (1)\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)) + (-12))\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)) + (-12))>> then\n show\n set size to (80) %\n if <touching (hero 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 [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [hero v])\nend\n\nwhen I receive [#crafting 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\nwhen I receive [l3 - show goodsword v]\nhide\n\n@Snow etc\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 clear graphic effects\n set [ghost v] effect to (10)\n set size to (200) %\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\nswitch costume to (costume1 v)\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@Joystick\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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@Sprite1\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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\nhide\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@Caged Parrot\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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) = [1]> then\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [cage]> 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 end\n create clone of (_myself_ v)\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\nstop [this script v]\n\nif <touching (hero v)?> then\n broadcast (-ParrotTutorial v)\n stop [this script v]\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (caged parrot 2 v)\nset [parrot key touching cage? v] to [No]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) 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 if <<touching (#weapon v)?> and <not <([costume name v] of [#weapon v]) = [Up]>>> then\n delete this clone\n end\n if <(Parrot Key touching cage?) = [Open]> then\n switch costume to (empty cage2 v)\n say []\n else\n switch costume to (caged parrot 2 v)\n point towards (hero v)\n show\n if <<([costume # v] of [crafting v]) = [6]> or <([costume # v] of [crafting v]) = [7]>> then\n say [Bring key to cage!]\n if <([costume # v] of [crafting v]) = [6]> then\n broadcast (L1ShowOpenCageInstruction v)\n end\n if <(distance to [hero v]) < [55]> then\n set [parrot key touching cage? v] to [Yes]\n say [Click gray box ↗ Press space OR click action ↘]\n else\n set [parrot key touching cage? v] to [No]\n end\n else\n say []\n end\n if <<([costume # v] of [crafting v]) < [5.5]> and <(distance to [hero v]) < [65]>> then\n say [Save me!!!]\n end\n if <([costume # v] of [crafting v]) = [1]> then\n broadcast (NextCraftingStage v)\n end\n end\n else\n hide\n end\nend\n\nsay [Please open my cage]\n\nbroadcast (#ACTION v)\n\nswitch costume to (caged parrot 2 v)\n\n@Parrot\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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\nset [brightness v] effect to (7)\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [2]\nif <<(Level) = [3]> or <(Level) = [2]>> then\n if <(ParrotTamed?) = [No]> then\n stop [this script v]\n else\n show\n end\nend\nif <(Level) = [1]> then\n set [parrottamed? v] to [No]\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Parrot]> 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 end\n end\n change [microbad clone number v] by (1)\n end\nend\nwait until <(Parrot Key touching cage?) = [open]>\ngo to [front v] layer\ngo to x: (([x position v] of [hero v]) + ()) y: ([y position v] of [hero v])\nshow\nstart sound [squark v]\nglide (1) secs to x: (0) y: (20)\nset [parrotflytopumkin? v] to [No]\nbroadcast (ParrotFla\[ v)\nstart sound [squark v]\nforever\n if <(ParrotTamed?) = [Yes]> then\n TamedParrot\n else\n if <(ParrotFlyToPumkin?) = [Yes]> then\n FlyToEatPumkin\n else\n WildParrot\n end\n end\n if <(Parrot Key touching cage?) = [open]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n\n\nset [parrottamed? v] to [Yes]\n\nwhen I receive [levelup v]\nPosition\n\nwhen I receive [begin v]\nPosition\n\nwhen I receive [-parrottutorial v]\n\nif <(Mode) = [Hardcore]> then\n say [Skwark! I won't help you in hardcore mode!] for (25) seconds\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\nwhen flag clicked\nset [parrottamed? v] to [No]\nhide\n\ndefine CalcuateTrailing\n\ndefine TamedParrot\nturn right (180) degrees\npoint towards (hero v)\nglide (0.5) secs to x: ((() + (BADDIE_CLONE_X_SHIFT)) + (-40)) y: (30)\nforever\n go to x: ((() + (BADDIE_CLONE_X_SHIFT)) + (-40)) y: (() + (30))\n if <(baddies going l or r?) = [r]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(Hero x velocity) > [5]> then\n point in direction (90)\n end\n if <(Hero x velocity) < [-5]> then\n point in direction (-90)\n end\nend\n\ndefine WildParrot\npoint in direction (90)\nglide (1) secs to x: (pick random (-150) to (-100)) y: (pick random (-40) to (100))\npoint in direction (-90)\nglide (1) secs to x: (pick random (150) to (100)) y: (pick random (-40) to (100))\n\ndefine FlyToEatPumkin\nset [-paused for animation? v] to [Yes]\npoint in direction (90)\nglide (0.8) secs to x: (-219) y: (112)\npoint in direction (-90)\nglide (0.5) secs to x: (((-540) + (local_clone_x)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (local_clone_y)) - (-228))\nstart sound [Slurpy v]\nrepeat (30)\n go to x: (((-540) + (local_clone_x)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (local_clone_y)) - (-228))\nend\nset [parrotflytopumkin? v] to [Eaten]\nbroadcast (NextCraftingStage v)\nset [-paused for animation? v] to [No]\n\nif <[] = [50]> then\n\nbroadcast (NextCraftingStage v)\n\nwhen I receive [parrottamed! v]\nset [-paused for animation? v] to [Yes]\nstop [other scripts in sprite v]\nbroadcast (ParrotFla\[ v)\npoint in direction (90)\nglide (0.8) secs to x: (-150) y: (50)\npoint in direction (-90)\nglide (0.5) secs to x: (((520) + (0)) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + (0)) - (-130))\nstart sound [Slurpy v]\nrepeat (60)\n go to x: (((520) + ()) + ([x position v] of [player v])) y: ((([y position v] of [player v]) + ()) - (-130))\nend\nset [parrotflytopumkin? v] to [Eaten]\nset [-paused for animation? v] to [No]\nforever\n TamedParrot\nend\n\nwhen I receive [parrotfla\[ v]\nforever\n next costume\nend\n\nset [--temp hearts baddie v] to [0]\n\nstart sound [squark v]\n\n@Key\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [3]\nrepeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Key]> 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\nswitch costume to (central v)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((0) - (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)) + ((0) - (BADDIE_CLONE_X_SHIFT)))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n if <(baddies going l or r?) = [l]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n show\n if <touching (hero v)?> then\n broadcast (NextCraftingStage v)\n switch costume to (key2 v)\n go to x: (0) y: (-20)\n repeat until <([costume # v] of [crafting v]) = [8]>\n point in direction ([direction v] of [hero v])\n end\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 (hero 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 [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\ndelete this clone\n\nbroadcast (NextCraftingStage v)\n\nif <touching (hero v)?> then\n broadcast (NextCraftingStage v)\n switch costume to (key2 v)\n go to x: (0) y: (-20)\n repeat until <([costume # v] of [crafting v]) = [4]>\n point in direction ([direction v] of [hero v])\n end\nend\n\n@Pumpkin\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 (pumpkin v)\nset [microbad clone number v] to [4]\nrepeat (5)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Pumpkin]> 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 [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n broadcast (Tree Hitter v)\n wait (0.1) seconds\n set [costumelock v] to [Action]\n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\n\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\ngo to [front v] layer\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)) + (-9))\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)) + (-9))>> then\n show\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\n@Parrot block switch\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) = [1]> 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]) = [Parrot Block Switch]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\nset [ghost v] effect to (99)\nset [parrotflytopumkin? v] to [No]\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) 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 if <<touching (hero v)?> and <(Parrot Key touching cage?) = [Open]>> then\n set [parrotflytopumkin? v] to [Yes]\n delete this clone\n end\n show\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\n@Bird table\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [10]\nif <(Level) = [1]> then\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Bird table]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\nswitch costume to (bird table v)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) 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 <(distance to [hero v]) < [62]> then\n set [parrotreadytofeed? v] to [Yes]\n else\n set [parrotreadytofeed? v] to [No]\n end\n else\n hide\n set [parrotreadytofeed? v] to [No]\n end\nend\n\nset [parrotflytopumkin? v] to [Yes]\ndelete this clone\n\nbroadcast (#ACTION v)\n\nset [parrotreadytofeed? v] to [Yes]\n\nwhen I receive [parrotfla\[ v]\nswitch costume to (with seed v)\nwait (2.2) seconds\nswitch costume to (bird table v)\n\nbroadcast (ParrotFla\[ v)\n\n@Pickaxe\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 (pickaxe v)\nset [microbad clone number v] to [20]\nrepeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Pickaxe]> 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 [#crafting v]\nif <touching (hero v)?> then\n broadcast (Tree Hitter v)\n wait (0.1) seconds\n set [costumelock v] to [Action]\n next costume\n if <(costume [number v]) > [4]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\n\n\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\ngo to [front v] layer\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) 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 (hero v)?> then\n set [holdingitem v] to [Pickaxe]\n broadcast (#Crafting 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\nclear graphic effects\n\nif <(Level) = [2]> then\n stop [this script v]\nend\n\nclear graphic effects\n\nshow\n\n@Runeblock\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n broadcast (Tree Hitter v)\n wait (0.1) seconds\n set [costumelock v] to [Action]\n next costume\n if <(costume [number v]) > [5]> then\n hide\n broadcast (NextCraftingStage v)\n delete this clone\n end\nend\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 (rune v)\nset [microbad clone number v] to [21]\nrepeat (20)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [runeblock]> 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\ngo to [front v] layer\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\nhide\n\n@EVIL ENEMY!\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [l2evilswitch? v] to [No]\nset [l2 evil enemy vulnerable? v] to [Yes]\npoint in direction (-90)\nforever\n if <(L2evilswitch?) = [No]> then\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)) + (-5))\n set size to (40) %\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)) + (-5))>> then\n if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n next costume\n show\n else\n hide\n end\n else\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 (herosensor v)?> then\n if <(timer) > [1]> then\n reset timer\n broadcast (#DamageMe v)\n end\n end\n if <<touching (#weapon v)?> and <<(IsWeaponAttacking?) = [Yes]> and <(L2 evil enemy vulnerable?) = [Yes]>>> then\n set [l2 evil enemy vulnerable? v] to [No]\n broadcast (L2 EvilBossDamage v)\n end\n next costume\n show\n set size to (100) %\n else\n hide\n end\n end\nend\n\nbroadcast (#DamageMe v)\n\ndelete this clone\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 [26]\nif <(Level) = [2]> then\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Evil]> 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\n\nwhen I receive [l2lightning v]\n\nset size to (100) %\n\nswitch costume to ([costume # v] of [zombie v])\n\ndelete this clone\n\ndelete this clone\n\nset [l2evilswitch? v] to [no]\n\nswitch costume to ([costume # v] of [zombie v])\n\nset size to (50) %\n\nshow\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (L2evilswitch v)\n\nset [brightness v] effect to (20)\n\nset [color v] effect to (20)\n\nwhen I receive [l2 evil boss delete v]\nset [#heroinvulnerable? v] to [No]\nset [costumelock v] to [PlayerReadyStance]\nset [hero x velocity v] to [0]\nrepeat (90)\n say [No!!!]\n change y by (-0.5)\n change size by (-1)\nend\nhide\nset [#heroinvulnerable? v] to [Yes]\ndelete this clone\n\ndelete this clone\n\ndelete this clone\n\nwhen I receive [l2evilswitch v]\n\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\nset [l2 evil enemy vulnerable? v] to [Yes]\n\nreset timer\nbroadcast (#DamageMe v)\n\n@L2 evil switch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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) = [2]> 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]) = [L2evilswitch]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (99)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) 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 if <touching (hero v)?> then\n broadcast (L2evilswitch v)\n delete this clone\n end\n show\n else\n hide\n end\n show\nend\n\nclear graphic effects\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\nset [l2evilswitch? v] to [No]\n\nbroadcast (L2evilswitch v)\n\ndelete this clone\n\n@L2needweaponswitch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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) = [2]> 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]) = [L2needweaponswitch]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + (70)) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n if <<(x position) = ((([x position v] of [player v]) + (local_clone_x)) + (70))> and <(y position) = ((([y position v] of [player v]) + (local_clone_y)) + (0))>> then\n if <touching (hero v)?> then\n if <(HoldingItem) = [Sword]> then\n broadcast (L2 - cellar opened v)\n delete this clone\n else\n say [I need a weapon first!]\n end\n else\n say []\n end\n show\n else\n hide\n end\n show\nend\n\nbroadcast (#ACTION v)\n\nbroadcast (FlyParrotToEatPumpkin v)\n\nset [l2evilswitch? v] to [No]\n\nbroadcast (L2evilswitch v)\n\ndelete this clone\n\nthink [G] for (2) seconds\n\nbroadcast (L2evilswitch v)\n\nthink [Get a weapon first!]\n\n\n\nclear graphic effects\n\n@L2 - Enemy Health\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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]\nhide\nwait until <(Level) = [2]>\nif <[1] = [1]> then\n delete this clone\nend\nset [health bar local clone number v] to [1]\nrepeat (length of [item name v])\n set [local_clone_x v] to (item (Health Bar local clone number) of [itemx v])\n set [local_clone_y v] to ((item (Health Bar local clone number) of [itemy v]) + (30))\n if <(item (Health Bar local clone number) of [item name v]) = [evil]> then\n create clone of (_myself_ v)\n end\n change [health bar local clone number v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (start v)\nforever\n if <<([abs v] of (x position) ) > [235]> or <([abs v] of (y position) ) > [175]>> then\n hide\n else\n go to [front v] layer\n show\n end\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ((BADDIE_CLONE_X_SHIFT) * (1))) y: ((([y position v] of [player v]) + (local_clone_y)) + (50))\n if <(Level) = [3]> then\n delete this clone\n end\nend\n\nswitch costume to (item (Health Bar local clone number) of [itemlevel v])\n\nwhen flag clicked\n\ndefine HealthCleaning\n\ndelete all of [itemlevel v]\nrepeat (length of [item name v])\n add [0] to [itemlevel v]\nend\n\nHealthCleaning\n\nadd [] to [itemlevel v]\n\nwhen I receive [l2 evilbossdamage v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n hide\n change [enemiesdefeated v] by (1)\n broadcast (L2 evil boss delete v)\n start sound [moan v]\n delete this clone\nend\nplay sound [Pain v] until done\nset [l2 evil enemy vulnerable? v] to [Yes]\n\nshow\n\nset [local_clone_x v] to (item (Health Bar local clone number) of [itemx v])\nset [local_clone_y v] to ((item (Health Bar local clone number) of [itemy v]) + (30))\n\nwhen I receive [l2lightning v]\nswitch costume to (3 v)\nwait (1) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nrepeat (10)\n next costume\n wait (0.1) seconds\nend\nswitch costume to (20 - strength v)\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (L2lightning v)\n\nrepeat (17)\n next costume\n wait (0.1) seconds\nend\n\ngo to x: (0) y: (100)\n\nbroadcast (L2lightning v)\n\nswitch costume to (20 - strength v)\n\nswitch costume to (20 - strength v)\n\nset [--temp hearts baddie v] to [0]\n\nwhen I receive [l2 evil boss delete v]\nhide\ndelete this clone\n\nhide\nchange [enemiesdefeated v] by (1)\nbroadcast (L2 evil boss delete v)\ndelete this clone\n\nstop [this script v]\n\n\n\n@Switch\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\nswitch costume to (closed v)\nPosition\n\nwhen I receive [levelup v]\nswitch costume to (closed 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\nset [microbad clone number v] to [31]\nset [l3 local door number v] to [1]\nrepeat (20)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(letter (1) of (item (MicroBad Clone Number) of [item name v])) = [#]> 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 change [l3 local door number v] by (1)\n end\n end\n change [microbad clone number v] by (1)\nend\n\nwhen I receive [#crafting v]\nif <<touching (hero v)?> or <touching (#weapon v)?>> then\n broadcast (Tree Hitter v)\n wait (0.1) seconds\n set [costumelock v] to [Action]\n start sound [CREEK v]\n next costume\n if <(L3 local door number) = [1]> then\n if <(costume [number v]) = [2]> then\n broadcast (L3, open d1 v)\n else\n broadcast (L3, close D1 v)\n end\n end\n if <(L3 local door number) = [2]> then\n if <(costume [number v]) = [2]> then\n broadcast (L3, open d2 v)\n else\n broadcast (L3, close D2 v)\n end\n end\n if <(L3 local door number) = [3]> then\n if <(costume [number v]) = [2]> then\n broadcast (L3, open D3 v)\n else\n broadcast (L3, close D3 v)\n end\n end\n if <(L3 local door number) = [4]> then\n if <(costume [number v]) = [2]> then\n broadcast (l3 - show stairs v)\n else\n broadcast (L3 hide stairs v)\n end\n end\nend\n\n\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\nswitch costume to (closed v)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (16))\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)) + (16))>> then\n show\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nsay [Hello!] for (2) seconds\n\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (closed v)\nPosition\n\n@spikes\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: (((([y position v] of [player v]) + (local_clone_y)) - ((BADDIE_CLONE_X_SHIFT) / (letter (1) of (costume [name v])))) - (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)) - ((BADDIE_CLONE_X_SHIFT) / (letter (1) of (costume [name v])))) - (0))>> then\n if <<touching (herosensor v)?> and <(#HeroInvulnerable?) = [No]>> then\n broadcast (HeroTempInvulnerable v)\n end\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 [32]\nif <(Level) = [3]> then\n repeat (10)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [spikes]> 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 switch costume to (item (MicroBad Clone Number) of [microbad - walk rate 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\nnext costume\n\nswitch costume to (3 steps 4 spikes up v)\n\nnext costume\n\nrepeat (4)\n\nswitch costume to (hit v)\n\ndelete this clone\n\nset [#heroinvulnerable? v] to [Yes]\nwait (0.5) seconds\nhide\nset [#heroinvulnerable? v] to [No]\n\n@Demon\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (demon v)\n repeat (24)\n repeat (3)\n next costume\n end\n switch costume to (demon v)\n repeat (24)\n repeat (3)\n next costume\n end\nend\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)) + (15))\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)) + (15))>> then\n point towards (hero v)\n if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n switch costume to (hit v)\n set [#heroinvulnerable? v] to [Yes]\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n set [#heroinvulnerable? v] to [No]\n delete this clone\n end\n if <touching (herosensor v)?> then\n switch costume to (hit v)\n broadcast (#DamageMe v)\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n delete this clone\n end\n switch costume to ([costume # v] of [demon v])\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]\ndelete this clone\n\ndefine Position\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [microbad clone number v] to [40]\nif <(Level) = [3]> then\n repeat (10)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [demon]> 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\nnext costume\n\nset [#heroinvulnerable? v] to [No]\ndelete this clone\n\n@God\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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)) + (15))\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)) + (15))>> then\n point towards (hero v)\n if <<touching (#weapon v)?> and <(IsWeaponAttacking?) = [Yes]>> then\n switch costume to (hit v)\n set [#heroinvulnerable? v] to [Yes]\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n set [#heroinvulnerable? v] to [No]\n delete this clone\n end\n if <touching (herosensor v)?> then\n switch costume to (hit v)\n broadcast (#DamageMe v)\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n delete this clone\n end\n switch costume to ([costume # v] of [demon v])\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]\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]) = [God]> 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\nnext costume\n\nset [#heroinvulnerable? v] to [No]\ndelete this clone\n\n@Game Mode\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 (jungle v)\n go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n switch costume to (spooky v)\n go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n switch costume to (egypt 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@Portal\n\nwhen I receive [showbesttimes v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\n wait (1) seconds\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\nwhen I receive [begin v]\nif <(Localclone?) = [no]> then\n stop [this script v]\nend\nrepeat until <not <(Level) = [1]>>\n go to x: (([x position v] of [player v]) + (-850)) y: (([y position v] of [player v]) + (173))\n if <<(x position) = (([x position v] of [player v]) + (-850))> and <(y position) = (([y position v] of [player v]) + (173))>> then\n if <([costume # v] of [crafting v]) = [16]> then\n show\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]) + (-400)) y: (([y position v] of [player v]) + (338))\n go to [front v] layer\n if <<(x position) = (([x position v] of [player v]) + (-400))> and <(y position) = (([y position v] of [player v]) + (338))>> then\n if <([costume # v] of [crafting v]) = [28]> 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]) + (-150)) y: (([y position v] of [player v]) + (323))\n go to [front v] layer\n if <<(x position) = (([x position v] of [player v]) + (-150))> and <(y position) = (([y position v] of [player v]) + (323))>> then\n if <([costume # v] of [crafting v]) = [34]> 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 start sound [minecraft-rare-achievements-sound v]\n if <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n if <(Level) = [3]> then\n hide\n broadcast (#ReleaseTheFruit v)\n wait (7) seconds\n broadcast (#GameOver v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n hide\n broadcast (#ReleaseTheFruit v)\n wait (7) seconds\n change [level v] by (1)\n broadcast (LevelUp v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <(Mode) = [Trainer]> then\n hide\n broadcast (#ReleaseTheFruit v)\n wait (7) seconds\n broadcast (#GameOver v)\n wait (11111111111111111111111111111111111111111) seconds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nbroadcast (#ReleaseTheFruit v) and wait\n\nchange [level v] by (1)\n\nshow\nthink [Hmm...] for (0) seconds\n\nset [mode v] to [Hardcore]\n\nset [mode v] to [Normal]\n\nwhen flag clicked\nhide\nset [localclone? v] to [Yes]\ncreate clone of (_myself_ v)\nset [localclone? v] to [no]\n\ncreate clone of (_myself_ v)\n\nif <(Localclone?) = [no]> then\n stop [this script v]\nend\n\nif <(Localclone?) = [no]> then\n stop [this script v]\nend\n\nif <(Mode) = [Normal]> then\nif <(Mode) = [Hardcore]> then\n\nbroadcast (-ParrotTutorial v)\n\nbroadcast (LaunchMinecraftVictory v)\nhide\nstop [this script v]\n\nbroadcast (LevelUp v)\nstop [this script v]\n\nshow\n\nhide\nbroadcast (#GameOver v)\nwait (11111111111111111111111111111111111111111) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n if <(Level) = [3]> then\n broadcast (ShowBestTimes v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n change [level v] by (1)\n hide\n broadcast (LevelUp v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nif <(Mode) = [Trainer]> then\n hide\n broadcast (ShowBestTimes v)\n wait (11111111111111111111111111111111111111111) seconds\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nbroadcast (#ReleaseTheFruit v) and wait\n\ngo to [front v] layer\n\nshow\n\nbroadcast (#ReleaseTheFruit v) and wait\n\ndelete this clone\n\nbroadcast (#GameOver v)\nwait (11111111111111111111111111111111111111111) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Health\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [herotempinvulnerable v]\nset [#heroinvulnerable? v] to [Yes]\nstart sound [Chomp v]\nbroadcast (#DamageMe v)\nwait (0.5) seconds\nset [#heroinvulnerable? v] to [No]\n\nhide\n\nwhen I receive [begin v]\nshow\nif <(Mode) = [Trainer]> then\n switch costume to (health8 v)\nend\nif <(Mode) = [Normal]> then\n switch costume to (health8 v)\nend\nif <(Mode) = [Hardcore]> then\n switch costume to (health 1 v)\nend\nrepeat (10)\n wait (0.1) seconds\n go to [front v] layer\nend\n\ngo to [front v] layer\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [nextcraftingstage v]\ngo to [front v] layer\n\ndefine Costumes\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (133) y: (-167)\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\nwhen I receive [#damageme v]\ngo to [front v] layer\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) < [2]> then\n if <(#HeroInvulnerable?) = [No]> then\n set [#heroinvulnerable? v] to [Yes]\n broadcast (#GameOver v)\n end\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\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\nwhen I receive [levelup v]\nset [#heroinvulnerable? v] to [No]\n\nwhen I receive [healthupboost v]\nnext costume\n\ngo to x: (-168) y: (-165)\n\nwhen I receive [#gameover v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\n\n@minecraft font\n\nwhen I start as a clone\nset [digitx v] to (x position)\nset [digity v] to (y position)\nif <(y position) > [160]> then\n show\n go to [front v] layer\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (LineHeight)\n set [digitclonenumber v] to [0]\n wait (1) seconds\n repeat (3)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\n end\n hide\nend\nwait (2) seconds\nbroadcast (3DTextRipple v)\nforever\n change [color v] effect by (1)\nend\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [showbesttimes v]\n\nwait (0) seconds\nif <[1] = [1]> then\n delete this clone\nend\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ seconds])\nif <(Mode) = [Hardcore]> then\n if <(###Time) < (☁ #hardleveltime)> then\n wait (1) seconds\n set [☁ #hardleveltime v] to (###Time)\n wait (1) seconds\n end\n set [wr v] to (☁ #hardleveltime)\n set [timertexttosay v] to (join (###Time) [ seconds])\n broadcast (ShowTheFont v)\n stop [this script v]\nend\nif <(Mode) = [Normal]> then\n if <(TimeSoFar) < (☁ #Normaltime)> then\n wait (1) seconds\n set [☁ #normaltime v] to (###Time)\n wait (1) seconds\n end\n set [wr v] to (☁ #Normaltime)\n set [timertexttosay v] to (join (###Time) [ seconds])\n broadcast (ShowTheFont v)\n stop [this script v]\nend\nif <(Level) = [1]> then\n if <(TimeTakenOnLevel) < (☁ #L1time)> then\n wait (1) seconds\n set [☁ #l1time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ #L1time)\nend\nif <(Level) = [2]> then\n if <(TimeTakenOnLevel) < (☁ #L2time)> then\n wait (1) seconds\n set [☁ #l2time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ #L2time)\nend\nif <(Level) = [3]> then\n if <(TimeTakenOnLevel) < (☁ #L3time)> then\n wait (1) seconds\n set [☁ #l3time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ #L3time)\nend\nbroadcast (ShowTheFont v)\n\nwhen I receive [#gameover v]\nwait (1) seconds\nif <[1] = [1]> then\n delete this clone\nend\nhide\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (-25)\nset [color v] effect to (-100)\nset size to (70) %\nif <([costume # v] of [health v]) = [1]> then\n set [lineheight v] to [-133]\n set [texttoshow v] to (join [Game over-try a new level] [])\n ShowTextOnScreen\n stop [this script v]\nend\nset [lineheight v] to [-133]\nset [texttoshow v] to (join (username) [wins!])\nShowTextOnScreen\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ #bestscore v] to [99]\nset [☁ #hardleveltime v] to [999]\nset [☁ #l1time v] to [999]\nset [☁ #l2time v] to [999]\nset [☁ #l3time v] to [999]\nset [☁ #normaltime v] to [999]\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\ngo to [front v] layer\nif <[1] = [1]> then\n delete this clone\nend\nrepeat (pick random (5) to (15))\n create clone of (_myself_ v)\n wait (0.05) seconds\n turn right (72) degrees\nend\n\nwhen I start as a clone\nset [color v] effect to (150)\nshow\nset size to (50) %\ngo to x: (-2) y: (-20)\nrepeat (15)\n move (-5) steps\n change [color v] effect by (5)\nend\nrepeat (10)\n move (5) steps\n change [color v] effect by (5)\nend\nchange [score v] by (1000)\ndelete this clone\n\nchange x by (7)\n\npoint towards (player v)\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to [front v] layer\nhide\nswitch costume to (openingchest v)\nset [microbad clone number v] to [50]\nrepeat (30)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [Chest]> 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 flag clicked\nset [score v] to [0]\nhide\ngo to x: (400) y: (400)\nset size to (30) %\n\nwhen I start as a clone\nshow\nrepeat until <touching (hero v)?>\n go to x: (([x position v] of [player v]) + (local_clone_x)) y: ((([y position v] of [player v]) + (local_clone_y)) + (-3))\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)) + (-3))>> then\n next costume\n show\n else\n hide\n end\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\nbroadcast (-ParrotTutorial v)\n\nwhen I receive [#gameover v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Prompts\n\nwhen I receive [begin v]\nwait until <key (right arrow v) pressed?>\nrepeat (150)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n stop [this script v]\n end\nend\nsay [Press W or ↑ to jump] for (10) seconds\n\nwhen I receive [#releasethefruit v]\nsay [Grab chests!] for (2) seconds\n\n@heal\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [71]\nrepeat (20)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [heal]> 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\nset size to (20) %\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)) + (-12))\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)) + (-12))>> then\n show\n next costume\n if <touching (hero v)?> then\n if <(Mode) = [Hardcore]> then\n change [score v] by (1000)\n broadcast (Showscorebonus v)\n start sound [win v]\n delete this clone\n end\n if <([costume # v] of [health v]) = [9]> then\n change [score v] by (1000)\n broadcast (Showscorebonus v)\n start sound [win v]\n delete this clone\n end\n broadcast (showhealthbonus v)\n broadcast (HealthUpBoost v)\n end\n else\n hide\n end\nend\n\nbroadcast (#ACTION v)\ngo to x: (500) y: (500)\n\nbroadcast (Showscorebonus v)\n\n@MidGameBlag\n\nwhen flag clicked\nhide\n\nwhen I receive [showscorebonus v]\ngo to x: (0) y: (20)\nswitch costume to (score v)\nclear graphic effects\nshow\ngo to [front v] layer\nrepeat (10)\n change y by (4)\nend\nrepeat (25)\n change [ghost v] effect by (5)\n change y by (4)\nend\n\nchange [ghost v] effect by (5)\n\nwhen I receive [showhealthbonus v]\ngo to x: (0) y: (20)\nswitch costume to (health v)\nclear graphic effects\nshow\ngo to [front v] layer\nrepeat (10)\n change y by (4)\nend\nrepeat (25)\n change [ghost v] effect by (5)\n change y by (4)\nend\n\nwhen I receive [#gameover v]\nhide\n\n@hats\n\nwhen I receive [begin v]\n\ngo to x: (0) y: (1)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (1)\nforever\n go to [front v] layer\n if <<(Hero x velocity) > [0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (90)\n else\n if <<(Hero x velocity) < [-0.2]> and <not <(COSTUMELOCK) = [Action]>>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [#gameover v]\nhide\ngo to x: (300) y: (300)\n\nwhen I receive [showbesttimes v]\nhide\ngo to x: (300) y: (300)\n\npoint in direction (([direction v] of [hero v]) - (180))\n\nshow\n\nwhen I receive [next hat v]\nshow\nnext costume\n\n@COLOURS\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [84]\nif <(Level) = [2]> then\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [HAT]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\nswitch costume to (bird table v)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\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 (hero v)?> then\n broadcast (nEXTcOLOURS v)\n hide\n start sound [Win - short v]\n wait (1) seconds\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n show\n end\n else\n hide\n set [parrotreadytofeed? v] to [No]\n end\nend\n\nbroadcast (NEXT HAT v)\n\nwait (2) seconds\n\nbroadcast (#ACTION v)\n\nplay sound [Win - short v] until done\n\n@hats2\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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 [85]\nif <(Level) = [3]> then\n repeat (1)\n if <(item (MicroBad Clone Number) of [itemlevel v]) = (Level)> then\n if <(item (MicroBad Clone Number) of [item name v]) = [hats]> 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 end\n create clone of (_myself_ v)\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 I start as a clone\nswitch costume to (bird table v)\nforever\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\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 (hero v)?> then\n broadcast (NEXT HAT v)\n hide\n play sound [Win - short v] until done\n go to x: ((([x position v] of [player v]) + (local_clone_x)) + ()) y: ((([y position v] of [player v]) + (local_clone_y)) + (0))\n point in direction ((70) + ((BADDIE_CLONE_X_SHIFT) / (2)))\n show\n end\n else\n hide\n set [parrotreadytofeed? v] to [No]\n end\nend\n\nwait (2) seconds\n\nbroadcast (#ACTION v)\n\n@EndBlag\n\nwhen I receive [#gameover v]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [brightness v] effect to (-25)\nclear graphic effects\nforever\n go to x: (0) y: (-50)\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\nswitch costume to (training level complete v)\n\nwhen flag clicked\nhide\n\nif <([costume # v] of [health v]) = [1]> then\n stop [this script v]\nend\n\nnext costume\n\nchange [color v] effect by (25)\n\n@score\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\n\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\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 go to [front v] layer\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\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\nset [brightness v] effect to (100)\nset size to (80) %\ngo to x: (-45) y: (-165)\nset [numeral v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-20)\n change [numeral v] by (1)\nend\nset x to (-168)\nset size to (60) %\nswitch costume to (score v)\nforever\n go to [front v] layer\nend\n\nshow\n\ndelete this clone\n\nwhen I receive [#gameover v]\nrepeat (10)\n go to [front v] layer\n wait (0.1) seconds\nend\n\nbroadcast (#GameOver v)\n\n@cloud score\n\nchange x by (-300)\nchange y by (-300)\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\ngo to [front v] layer\nstop [other scripts in sprite v]\nwait (2) seconds\nif <(Mode) = [Normal]> then\n if <(Score) > (☁ #Normalscore)> then\n set [☁ #normalscore v] to (Score)\n set [####show_as_cloud_highscore v] to (Score)\n else\n set [####show_as_cloud_highscore v] to (☁ #Normalscore)\n end\nend\nif <(Mode) = [Hardcore]> then\n if <(Score) > (☁ #hardscore)> then\n set [☁ #hardscore v] to (Score)\n set [####show_as_cloud_highscore v] to (Score)\n else\n set [####display_cloud_times v] to (☁ #hardscore)\n end\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n if <(Score) > (☁ #L1score)> then\n set [☁ #l1score v] to (Score)\n set [####show_as_cloud_highscore v] to (Score)\n else\n set [####show_as_cloud_highscore v] to (☁ #L1score)\n end\n end\n if <(Level) = [2]> then\n if <(Score) > (☁ #L2score)> then\n set [☁ #l2score v] to (Score)\n set [####show_as_cloud_highscore v] to (Score)\n else\n set [####show_as_cloud_highscore v] to (☁ #L2score)\n end\n end\n if <(Level) = [3]> then\n if <(Score) > (☁ #L3score)> then\n set [☁ #l3score v] to (Score)\n set [####show_as_cloud_highscore v] to (Score)\n else\n set [####show_as_cloud_highscore v] to (☁ #L3score)\n end\n end\nend\nshow\ngo to [front v] layer\nswitch costume to (10 v)\nif <(Numeral) = [6]> then\n switch costume to (score v)\nend\nforever\n switch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\n go to [front v] layer\nend\n\nif then\nend\n\nif then\nend\n\nif <(Score) > (☁ #L1score)> then\nend\n\nif then\nend\n\nif then\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n set [####show_as_cloud_highscore v] to (☁ #Normalscore)\nend\nif <(Mode) = [Hardcore]> then\n set [####show_as_cloud_highscore v] to (☁ #hardscore)\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n set [####show_as_cloud_highscore v] to (☁ #L1score)\n end\n if <(Level) = [2]> then\n set [####show_as_cloud_highscore v] to (☁ #L2score)\n end\n if <(Level) = [3]> then\n set [####show_as_cloud_highscore v] to (☁ #L3score)\n end\nend\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\nif <(Numeral) = [4]> then\n switch costume to (clock normal v)\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [begin v]\ngo to [front v] layer\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 go to [front v] layer\n switch costume to (10 v)\n switch costume to (letter ((length of (####show_as_cloud_highscore)) - (Numeral)) of (####show_as_cloud_highscore))\nend\n\nwhen flag clicked\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset size to (50) %\ngo to x: (-130) y: (-144)\nset [numeral v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-14)\n change [numeral v] by (1)\nend\nset size to (40) %\nswitch costume to (score v)\nforever\n go to [front v] layer\nend\n\ndelete this clone\n\nset [####display_cloud_times v] to (###Time)\n\nset [####display_cloud_times v] to (###Time)\n\nset [####display_cloud_times v] to (###Time)\n\nset [☁ #normaltime v] to (Score)\n\nset [####show_as_cloud_highscore v] to (Score)\n\nswitch costume to (score v)\nforever\n show\n go to [front v] layer\nend\n\nset size to (40) %\n\nclear graphic effects\n\nbroadcast (#GameOver v)\n\nrepeat (10)\n\nset [####show_as_cloud_highscore v] to (Score)\n\nif <([costume # v] of [health v]) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@cloudtimer\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [#gameover v]\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\nstop [other scripts in sprite v]\nchange x by (250)\nchange y by (-312)\nif <(Mode) = [Normal]> then\n if <(###Time) < (☁ #Normaltime)> then\n set [☁ #normaltime v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n else\n set [####display_cloud_times v] to (☁ #Normaltime)\n end\nend\nif <(Mode) = [Hardcore]> then\n if <(###Time) < (☁ #hardleveltime)> then\n set [☁ #hardleveltime v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n else\n set [####display_cloud_times v] to (☁ #hardleveltime)\n end\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n if <(###Time) < (☁ #L1time)> then\n set [☁ #l1time v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n else\n set [####display_cloud_times v] to (☁ #L1time)\n end\n end\n if <(Level) = [2]> then\n if <(###Time) < (☁ #L2time)> then\n set [☁ #l2time v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n else\n set [####display_cloud_times v] to (☁ #L2time)\n end\n end\n if <(Level) = [3]> then\n if <(###Time) < (☁ #L3time)> then\n set [☁ #l3time v] to (###Time)\n set [####display_cloud_times v] to (###Time)\n else\n set [####display_cloud_times v] to (☁ #L3time)\n end\n end\nend\nswitch costume to (10 v)\nswitch costume to (letter ((length of (####display_cloud_times)) - (Numeral)) of (####display_cloud_times))\nrepeat (10)\n show\n go to [front v] layer\n if <(Numeral) = [4]> then\n switch costume to (clock normal v)\n end\nend\nforever\n go to [front v] layer\nend\n\nclear graphic effects\n\ngo to [front v] layer\n\nif then\nend\n\nif then\nend\n\nif then\nend\n\nif then\nend\n\nif then\nend\n\nwhen I receive [begin v]\nif <(Mode) = [Normal]> then\n set [####display_cloud_times v] to (☁ #Normaltime)\nend\nif <(Mode) = [Hardcore]> then\n set [####display_cloud_times v] to (☁ #hardleveltime)\nend\nif <(Mode) = [Trainer]> then\n if <(Level) = [1]> then\n set [####display_cloud_times v] to (☁ #L1time)\n end\n if <(Level) = [2]> then\n set [####display_cloud_times v] to (☁ #L2time)\n end\n if <(Level) = [3]> then\n set [####display_cloud_times v] to (☁ #L3time)\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\nforever\n go to [front v] layer\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\nclear graphic effects\nset [brightness v] effect to (100)\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]\nforever\n go to [front v] layer\nend\n\nset [☁ #hardleveltime v] to [8888]\nset [☁ #l1time v] to [8888]\nset [☁ #l2time v] to [8888]\nset [☁ #l3time v] to [8888]\nset [☁ #normaltime v] to [8888]\nset [☁ #l1score v] to [0]\nset [☁ #l2score v] to [0]\nset [☁ #l3score v] to [0]\nset [☁ #normalscore v] to [0]\nset [☁ #hardscore v] to [0]\n\nrepeat (10)\n\nswitch costume to (10 v)\n\nshow\n\nif <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>> then\n\nif <(Level) = [1]> then\nif <(Level) = [2]> then\nif <(Level) = [3]> then\n\nbroadcast (#GameOver v)\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nchange x by (300)\nchange y by (-250)\n\nbroadcast (#GameOver v)\n\nchange y by (10)\n\nchange x by (180)\nchange y by (-310)\n\n\n\n@Timer\n\nwhen I receive [showbesttimes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\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\nset [gamepausedforever? v] to [Yes]\nchange x by (360)\nchange y by (-330)\n\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\nif <not <(costume [name v]) = [Clock Normal]>> then\n stop [this script v]\nend\nif <(Level) = [1]> then\n set [###time v] to [0]\n set [localsecondscounter v] to [0]\nend\nif <not <<(Mode) = [Normal]> or <(Mode) = [Hardcore]>>> then\n set [###time v] to [0]\n set [localsecondscounter v] to [0]\nend\nwait (1) seconds\nforever\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 (5) seconds\n set [gamepaused? v] to [No]\n end\n wait (1) seconds\n if <(GamePausedForever?) = [Yes]> then\n stop [this script v]\n end\nend\n\nif <<(costume [number v]) > [10]> and <(costume [number v]) < [14]>> then\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 go to [front v] layer\n switch costume to (10 v)\n switch costume to (letter ((length of (###Time)) - (Numeral)) of (###Time))\nend\n\nwhen flag clicked\nset [gamepausedforever? v] to [no]\nset [has cheat timer been activated? v] to [No]\nset [timesofar v] to [0]\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to [front v] layer\nwait (0.5) seconds\nset [brightness v] effect to (100)\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)\nclear graphic effects\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\nset [brightness v] effect to (50)\n\nwhen I receive [begin v]\n\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nchange [timesofar v] by (1)\n\nforever\n change [timesofar v] by (1)\n change [localsecondscounter v] by (1)\n if <(LocalSecondsCounter) = [60]> then\n change [timesofar 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\nend\n\n\n\n\n\nwhen this sprite clicked\nset [has cheat timer been activated? v] to [Yes]\nset [gamepaused? v] to [Yes]\nbroadcast (localpause v)\n\nstop [other scripts in sprite v]\n\nhide\ndelete this clone\n\nchange x by (100)\n\n@ENDICON\n\nwhen I start as a clone\nif <not <(costume [name v]) = [me]>> then\n stop [this script v]\nend\nshow\nforever\n point in direction (90)\n go to x: (126) y: (0)\n clear graphic effects\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (3)\n repeat (20)\n turn right (-0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n set [yvelocity v] to [10]\n repeat (23)\n set [yvelocity v] to ((yvelocity) - (0.8))\n change y by (yvelocity)\n end\n if <(costume [name v]) = [me4]> then\n switch costume to (me v)\n else\n next costume\n end\n broadcast (NextBlag v)\nend\n\nswitch costume to (me4 v)\n\ndelete this clone\n\nwhen I start as a clone\nif <not <(costume [name v]) = [blag]>> then\n stop [this script v]\nend\nshow\ngo to x: (126) y: (-60)\n\nforever\n\nwhen I receive [nextblag v]\nif <<(costume [number v]) > [5.5]> and <(costume [number v]) < [19.5]>> then\n next costume\n if <(costume [number v]) = [12]> then\n switch costume to (blag v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [games]>> then\n stop [this script v]\nend\nclear graphic effects\nshow\nforever\n go to x: (-106) y: (-30)\n wait (3) seconds\n next costume\n if <(costume [name v]) = [LoopGames]> then\n switch costume to (games v)\n end\nend\n\nshow\n\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\nend\n\nwhen I receive [#gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nif <[1] = [1]> then\n stop [other scripts in sprite v]\nend\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (me v)\ncreate clone of (_myself_ v)\nswitch costume to (blag v)\ncreate clone of (_myself_ v)\nswitch costume to (games v)\ncreate clone of (_myself_ v)\nhide\n\nbroadcast (#GameOver v)\n\nbroadcast (#GameOver v)\n\nbroadcast (#GameOver v)\n\nwhen flag clicked\nhide\n\n
Part 1: https://scratch.mit.edu/projects/486252650/\nPart 2: https://scratch.mit.edu/projects/490344698/\nPlay the first 2 before this one!\nArrows or WASD to move, space to switch items (once you get items) and down arrow or s to use them\npickaxe is for breaking wood, like on lvl 3\nstory in game\nHeart and star if you enjoyed!\nfollow for more games!\nno ads\n#7 trending all! and #3 trending games :D\ntop loved!!\ncredits:\nstory for this part by @i_xm_bxd_luck\nsome art (chest, sword, enemies) @dreamworldcreations\nai @icmy123\ntext engine @amazinggamer2018\nhouse art @nemofish84\n^all of those i edited\nspikes and platform engine @killuaxlikesgon\npickaxe and helmet art by @coltroc\ntrampoline art @thecactusmaster\nmusic:\n@-xaf-: Unlimited\nTobu & Itro - Sunburst\nUndertale - Heartache\n\n#stories #music
Minecraft Platformer
@Stage\n\nwhen I receive [message1 v]\nforever\n if <([costume # v] of [ground v]) < [5]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (cave v)\n end\n if <[7] < ([costume # v] of [ground v])> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [message1 v]\nstop all sounds\nforever\n set volume to (60) %\n play sound [Tryhard v] until done\n play sound [Happy v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (begining v)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\n\nwhen I receive [message1 v]\nshow\n\nwhen I start as a clone\nswitch costume to (costume11 v)\nif <([costume # v] of [ground v]) = [5]> then\n forever\n go to x: (133) y: (-80)\n repeat (56)\n change x by (-5)\n end\n repeat (56)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [6]> then\n forever\n go to x: (70) y: (15)\n repeat (53)\n change x by (-5)\n change y by (-1.5)\n end\n repeat (53)\n change x by (5)\n change y by (1.5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [7]> then\n forever\n go to x: (140) y: (13)\n repeat (68)\n change x by (-5)\n end\n repeat (68)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [9]> then\n forever\n go to x: (120) y: (50)\n repeat (47)\n change x by (-5)\n end\n repeat (47)\n change x by (5)\n end\n end\nend\n\nwhen [space v] key pressed\nset [my variable v] to (join (mouse x) (mouse y))\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\nswitch costume to (level 1 v)\n\n@Tn\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n show\n go to [back v] layer\n turn right (10) degrees\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [2]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [3]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [4]> then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [5]> then\n Glide of clone [-140] [-180] [-140] [150]\n Glide of clone [50] [-180] [50] [150]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Glide of clone [-90] [-120] [20] [-120]\nend\nif <([costume # v] of [ground v]) = [7]> then\n Glide of clone [100] [-120] [230] [-120]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Glide of clone [-30] [-131] [140] [-131]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Glide of clone [-27] [-101] [-27] [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n go to x: (a) y: (b)\n repeat until <<(round (x position)) = (c)> and <(round (y position)) = (d)>>\n change x by (((c) - (x position)) / (12))\n change y by (((d) - (y position)) / (12))\n end\n repeat until <<(round (x position)) = (a)> and <(round (y position)) = (b)>>\n change x by (((a) - (x position)) / (12))\n change y by (((b) - (y position)) / (12))\n end\nend\n\ndefine Glide of clone (a) (b) (c) (d)\nset [a v] to (a)\nset [b v] to (b)\nset [c v] to (c)\nset [d v] to (d)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n if <not <(backdrop [number v]) = [3]>> then\n create clone of (_myself_ v)\n end\n wait (pick random (2) to (4)) seconds\nend\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [1]> then\nif <([costume # v] of [ground v]) = [2]> then\nif <([costume # v] of [ground v]) = [3]> then\n Clone [110] [50]\nend\nif <([costume # v] of [ground v]) = [4]> then\n Clone [200] [-80]\nend\nif <([costume # v] of [ground v]) = [5]> then\nif <([costume # v] of [ground v]) = [6]> then\nif <([costume # v] of [ground v]) = [7]> then\n Clone [205] [-107]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Clone [201] [146]\n Clone [51] [29]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Clone [218] [120]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (9) %\n show\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n go to [front v] layer\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x vel) ) = (x vel)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-120)) < ([y position v] of [player v])> and <touching (ground v)?>> then\n set [enemyy v] to [14]\n end\n if <<touching (ground v)?> and <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>>> then\n set [y vel v] to [15]\n repeat (10)\n change [ghost v] effect by (10)\n change [enemyy v] by (1)\n end\n delete this clone\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <touching (ladders v)?> then\n if <([y position v] of [player v]) > (y position)> then\n set [enemyy v] to [6]\n else\n set [enemyy v] to [-6]\n end\n end\n if <touching (bounce v)?> then\n set [enemyy v] to [20]\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nClone [250] [-40]\n\n@SKIP\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\nwhen I receive [message1 v]\nshow\npoint in direction (90)\ngo to [front v] layer\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nforever\n if <([costume # v] of [ground v]) < [5]> then\n go to [back v] layer\n show\n go to x: (218) y: (160)\n set size to (140) %\n forever\n repeat (40)\n change size by (0.6)\n end\n repeat (40)\n change size by (-0.6)\n end\n end\n else\n hide\n end\nend\n\n@intro animation\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [portishead7 intro done v]\nwait (1) seconds\nstart sound [Happy Times v]\nset volume to (100) %\nshow\nswitch costume to (costume2 v)\nswitch backdrop to (begining v)\nset size to (100) %\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-350) y: (-270)\nrepeat (40)\n move (3.5) steps\nend\nswitch costume to (hi wanna v)\nwait (3) seconds\nswitch costume to (hi wanna2 v)\nwait (2) seconds\nswitch costume to (costume3 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (park v)\ngo to x: (-350) y: (-270)\nclear graphic effects\nset size to (100) %\nswitch costume to (weeee v)\nrepeat (50)\n move (5) steps\nend\nswitch costume to (costume4 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop all sounds\nswitch backdrop to (bad guys v)\nstart sound [Bad Guys! v]\nclear graphic effects\nswitch costume to (costume5 v)\ngo to x: (-250) y: (190)\npoint in direction (135)\nrepeat (70)\n move (pick random (2) to (5)) steps\nend\nswitch backdrop to (bad guys2 v)\nswitch costume to (costume6 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (2) seconds\nclear graphic effects\nswitch costume to (costume7 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nclear graphic effects\nclear graphic effects\nswitch costume to (costume8 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nwait (1.85) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nrepeat (20)\n change volume by (-5)\nend\nwait (0.8) seconds\nhide\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\ngo to [back v] layer\nrepeat until <(homecoming) = [1]>\n set [time v] to [2]\n switch costume to ([costume # v] of [ground v])\n repeat (10)\n switch costume to ([costume # v] of [ground v])\n move (1) steps\n change y by (time)\n end\n repeat (10)\n change y by ((time) * (-1))\n move (-1) steps\n switch costume to ([costume # v] of [ground v])\n end\nend\nhide\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nforever\n clear graphic effects\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n@UpSpikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.5) seconds\n glide (0.4) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [message1 v]\nshow\n\n@Fire 1\n\nwhen I receive [message1 v]\nhide\nset [level v] to [1]\nwait until <([costume # v] of [ground v]) = [8]>\ngo to x: (-240) y: (-171)\nswitch backdrop to (backdrop3 v)\nshow\nset size to (100) %\nclear graphic effects\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (25)\ngo to [back v] layer\nbroadcast (Fire clones v)\nforever\n if <([costume # v] of [ground v]) = [10]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nclear graphic effects\nif <(Level) = [19]> then\n set x to (pick random (-240) to (-45))\nelse\n set x to (pick random (-240) to (240))\nend\ngo to [back v] layer\nset [ghost v] effect to (25)\nQuick go up\nrepeat (pick random (20) to (25))\n switch costume to (costume2 v)\n change size by (-3)\n change [ghost v] effect by (2.5)\n change x by (pick random (-2) to (2))\n change y by (4)\nend\ndelete this clone\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire clones v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I receive [fire gone v]\nstop [other scripts in sprite v]\nwait (0) seconds\nstop [other scripts in sprite v]\n\ndefine Quick go up\nrepeat until <not <touching (boden v)?>>\n change y by (5)\nend\nchange y by (-50)\n\n@bounce\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n show\n if <touching (player v)?> then\n set [y vel v] to [20]\n switch costume to (costume1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [message1 v]\nwait until <([costume # v] of [ground v]) = [8]>\ngo to x: (-50) y: (-78)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [9]>\ngo to x: (80) y: (-80)\ncreate clone of (_myself_ v)\n\n@Character\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\ndelete (all) of [items: v]\ndelete (all) of [errands: v]\n\nwhen I receive [message1 v]\nforever\n hide\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (friend v)\n go to [front v] layer\n go [backward v] (10) layers\n point in direction (-90)\n go to x: (0) y: (-69)\n show\n if <touching (player v)?> then\n if <<key (space v) pressed?> or <mouse down?>> then\n set [move? v] to [no]\n say [*cough *cough, Is that you young one?] for (5) seconds\n say [The cubes have took our people to the Cube Laboratory...] for (5) seconds\n say [They are going to turn them evil. You must save them...] for (6) seconds\n say [The crystal over there is broken, you can't fix this world now...] for (7) seconds\n say [The world is turning gray, follow the cubes to the laboratory and save our people young one...] for (7) seconds\n say [So a long...] for (2) seconds\n wait (0.7) seconds\n broadcast (sad v)\n switch costume to (oof v)\n wait (20) seconds\n set [move? v] to [yes]\n end\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Sh-Boom Cars v]\nswitch costume to (costume1 v)\nshow\nrepeat (79)\n next costume\n wait (.08) seconds\nend\nhide\nbroadcast (portishead7 intro done v)\n\n@Res\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Restart v)\nend\n\nwhen I receive [message1 v]\nshow\ngo to x: (134) y: (-155)\npoint in direction (90)\ngo to [front v] layer\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\n@Player\n\nchange x by ((x vel) * (-1))\n\nchange y by (-4)\n\nset [y vel v] to [15]\n\nwhen flag clicked\nswitch costume to (happy v)\nset size to (100) %\nhide\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [message1 v]\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<<<touching (lava v)?> or <touching (fly v)?>> or <touching (upspikes v)?>> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [20]\n end\nend\n\nchange [y vel v] by (-1)\n\nwhen flag clicked\nforever\n Move\nend\n\ndefine Move\ngo to [front v] layer\n\nwhen I receive [message1 v]\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y vel v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to [8]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y vel v] to [-8]\n end\n else\n change [y vel v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (1)\n point in direction (90)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <([abs v] of (x vel) ) = (x vel)> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (ground v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [sad v]\nswitch costume to (sad v)\n\n
use the arrows to move\n and check out my other game \nshuriken clicker
Simple Platformer Game
@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [acceleration v] to [1.5]\nset [resistence v] to [0.9]\nset [jump force v] to [14]\nset [speed y v] to [0]\ngo to x: (-200) y: (80)\nset size to (50) %\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(falling) < [3]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (7 v)\n else\n switch costume to (4 v)\n end\n set [speed y v] to (jump force)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (5 v)\n else\n switch costume to (2 v)\n end\n change [speed x v] by (acceleration)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (6 v)\n else\n switch costume to (3 v)\n end\n change [speed x v] by ((0) - (acceleration))\n end\n set [speed x v] to ((speed x) * (resistence))\n change [speed y v] by (gravity)\n Move-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\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 ((speed x) / (steps))\n if <touching (level v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (level v)?> 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\nwhen flag clicked\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n if <[240] < (x position)> then\n broadcast (next level v)\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (-200) y: (80)\n end\n if <touching (lava v)?> then\n set [speed y v] to [0]\n set [speed x v] to [0]\n repeat (10)\n change size by (-5)\n end\n go to x: (-200) y: (80)\n set size to (50) %\n end\n if <touching (trampoline v)?> then\n repeat (10)\n set [jump force v] to [25]\n end\n else\n set [jump force v] to [14]\n end\nend\n\nwhen I start as a clone\nrepeat (12)\n change size by (-4)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>>>> then\n switch costume to (8 v)\n end\n else\n if <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>>>>>>> then\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nset [music v] to (pick random (1) to (5))\nforever\n if <key (p v) pressed?> then\n broadcast (next level v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nplay sound [Connect v] until done\nforever\n if <(music) = [1]> then\n play sound [1 v] until done\n else\n if <(music) = [2]> then\n play sound [2 v] until done\n else\n if <(music) = [3]> then\n play sound [3 v] until done\n else\n if <(music) = [4]> then\n play sound [4 v] until done\n else\n if <(music) = [5]> then\n play sound [5 v] until done\n end\n end\n end\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@intro\n\nwhen flag clicked\nclear graphic effects\nshow\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@fake level (for cave)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n
COLORS - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [21]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [22]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [30]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@XA-MUIL-2\n\nwhen flag clicked\nset [level v] to [0]\nforever\n change [y v] by (-0.5)\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 y by (1)\n if <touching (sprite3 v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (sprite3 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 (sprite3 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [400]> then\n broadcast (message1 v)\n end\n if <touching (sprite5 v)?> then\n go to x: (-15) y: (-43)\n end\n if <touching (sprite6 v)?> then\n set [y v] to [15]\n end\n if <(y position) < [-120]> then\n go to x: (-15) y: (-43)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-15) y: (-43)\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-15) y: (-43)\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to (costume [number v])\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [jump v]\nset [y v] to [10]\n\nforever\n if <touching (sprite3 v)?> then\n end\nend\n\nwhen I receive [left v]\nchange [x v] by (-10)\n\nwhen I receive [left v]\n\nwhen I receive [right v]\nchange [x v] by (10)\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo [forward v] (1) layers\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [4]> then\n go to x: (27) y: (25)\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [6]> then\n show\n switch costume to (costume2 v)\n end\n if <(level) = [7]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [14]> then\n show\n switch costume to (costume2 v)\n end\n if <(level) = [15]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n show\n end\n if <(level) = [5]> then\n go to x: (10) y: (10)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (10) y: (10)\n end\n if <(level) = [8]> then\n go to x: (10) y: (10)\n hide\n end\nend\n\n@flicker\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n change [xpos v] by (-2)\n go to x: (xpos) y: (50)\n if <(xpos) < [-450]> then\n set [xpos v] to [480]\n end\nend\n\n@flicker2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n change [xpos v] by (-2)\n go to x: (xpos) y: (50)\n if <(xpos) < [-450]> then\n set [xpos v] to [480]\n end\nend\n\n
Whats up guys, welcome back to another game!\n\n *This is an entry for @ReloadedRagnarok Contest*\n------------------------------GRIMACE-----------------------------------\nChallenge: Can you make it out without dying?\n------------------------------------------------------------------------------\nControls:\nWASD or Arrow Keys to move\nDon't touch the lava or spikes or you'll die\nDown arrow or S to duck/crouch \nHave fun!\n------------------------------------------------------------------------------\nA ❤,⭐ and a follow would be truly appreciated!\n-----------------------------------------------------------------------\n\nCredits:\n@--AwesomeCode-- || Engine\n@ReloadedRagnarok || Contest (Hopefully i win lol)\n@EXPERlENCE and @DragonMasterD71 || Helping out\nCG5 || Music\n@FreezingCodes || Art and some code\n\n#5 ON GAMES!! (Aug 17 2023)\n#2 ON ART! (Aug 17 2023)\n#2 ON ALL! (Aug 17 2023)\n\n\n\n Tags (Ignore):\n#trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music#trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music #grimace #grimace #trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music#trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music #grimace #grimace #trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music#trending #platformer #Freezingcodes #all #all #game #games #all #art #art #music #art #music #music #grimace #grimace
scroll Minecraft platformer! 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nif <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\nelse\n set [x v] to [10]\nend\n\n
How to play: To move use WASD or arrow keys. The objective is to get to the right side of the screen to proceed to the next level. \n\nPress Y to skip a level (there is a 9-second cooldown). Pink is a jump pad it will make you jump. Don't touch the red or you will perish. Press B to see what biome you're in!\n\n@Thepugmen: code, sprites, and levels\n\n@iamapug68: code, sprites, and levels\n\nI had a great time working with @iamapug68 on this, and his level design and graphic design took this game to the next level! \n@iamapug68 < Go check him\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n-----------------------------------------------------\n#game #Game #GAME #Thepugmen #iamapug68 #platfomer #Platformer #new #Biome #65levels #fun #great #play #art #music #animation #candyland #candy #earth #space #spceship #snow #snowland #collab
Platformer(プラットフォーマー)
@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Popsicle v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) > [8]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nwait (0.001) seconds\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\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 flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [retry v]\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\n\n@Player\n\ndefine Reset\nbroadcast (Reset v)\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [9]> then\n go to x: (-200) y: (-100)\nelse\n go to x: (-200) y: (0)\nend\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nReset\nbroadcast (Retry v)\nset [level v] to [1]\nset [vibration v] to [6]\nforever\n if <(Can move?) = [1]> then\n Platforming Engine\n if <<touching (moving spikes v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n set [death v] to [1]\n broadcast (Shake v)\n switch costume to (die v)\n start sound [whoop v]\n Go down\n repeat (11)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n Reset\n end\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))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n start sound [Jump v]\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [max bounce v] to [11]\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-7))\nelse\n change [frame v] by ((speed) / (7))\nend\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [next level v]\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n change [idle frame v] by (0.5)\n set [frame v] to [0]\n else\n switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n end\nelse\n switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\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 flag clicked\nhide\n\ndefine Go down\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-2)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <touching (water v)?> then\n set [max bounce v] to [0]\nend\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n if <touching (water v)?> then\n change [speed y v] by (1)\n else\n change [speed y v] by (-1)\n end\nelse\n if <touching (water v)?> then\n change [speed y v] by (0.5)\n else\n change [speed y v] by (-2)\n end\nend\nif <<<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> and <touching (water v)?>> then\n change [speed y v] by (-1)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x 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 [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [max bounce v] to [14]\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 <(y position) < [-180]> then\n go to x: (-200) y: (0)\n broadcast (Retry v)\n set [speed y v] to [0]\nend\nif <touching (portal v)?> then\n if <not <(Level) = (Max Level)>> then\n if <(Collected) = (Collected Max)> then\n start sound [Connect v]\n go to x: (-200) y: (0)\n change [level v] by (1)\n Reset\n broadcast (Next level v)\n end\n end\nend\nif <touching (bounce v)?> then\n start sound [Jump v]\n set [max bounce v] to [25]\n set [speed y v] to [25]\nend\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <touching (ladder v)?>> then\n set [speed y v] to [5]\nend\nSet Costume\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\ndefine Clone (#)\nrepeat (#)\n create clone of (particles v)\nend\n\nbroadcast (Delete v)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(Level) > [8]> then\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\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 flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\n\nwhen I receive [retry v]\ngo to x: (0) y: (0)\n\n@Coins\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (7) %\nswitch costume to (image 1 v)\nset [my level v] to (Level)\nchange [collected max v] by (1)\nrepeat until <<not <(My Level) = (Level)>> or <touching (player v)?>>\n next costume\nend\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n set [death v] to [0]\n Clone [10]\nend\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Spawn Level (level)\nset [collected max v] to [0]\nif <(level) = [1]> then\n Clone [-27] [-59]\n Clone [85] [-59]\n Clone [-142] [-59]\nend\nif <(level) = [2]> then\n Clone [-122] [95]\n Clone [68] [32]\nend\nif <(level) = [3]> then\n Clone [0] [-30]\nend\nif <(level) = [4]> then\n Clone [43] [-9]\n Clone [141] [94]\n Clone [-141] [136]\nend\nif <(level) = [5]> then\n Clone [-137] [-83]\n Clone [-51] [1]\n Clone [93] [88]\nend\nif <(level) = [6]> then\n Clone [-26] [-73]\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nset [collected v] to [0]\nSpawn Level (Level)\n\nwhen I receive [retry v]\nwait (0.01) seconds\nset [collected v] to [0]\nSpawn Level (Level)\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\ndefine Clone (#)\nrepeat (#)\n create clone of (particles v)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\n@Portal\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n broadcast (Tick v)\n turn left (10) degrees\n if <(Collected) = (Collected Max)> then\n switch costume to (portal open v)\n else\n switch costume to (portal closed v)\n end\nend\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n if <(Collected) = (Collected Max)> then\n switch costume to (portal open v)\n else\n switch costume to (portal closed v)\n end\nend\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 receive [tick v]\nif <(Level) = [4]> then\n go to x: (-140) y: (69)\nend\nif <(Level) = [3]> then\n go to x: (197) y: (-60)\nend\nif <(Level) = [2]> then\n go to x: (197) y: (-60)\nend\nif <(Level) = [1]> then\n go to x: (197) y: (-60)\nend\nif <(Level) = [5]> then\n go to x: (203) y: (103)\nend\nif <(Level) = [6]> then\n go to x: (197) y: (-60)\nend\nif <(Level) = [7]> then\n go to x: (197) y: (160)\nend\nif <(Level) = [8]> then\n go to x: (197) y: (0)\nend\nif <(Level) = [9]> then\n go to x: (197) y: (60)\nend\nif <(Level) = [10]> then\n go to x: (197) y: (130)\nend\nif <(Level) = [11]> then\n go to x: (140) y: (100)\nend\nif <(Level) = [12]> then\n go to x: (197) y: (100)\nend\nif <(Level) = [13]> then\n go to x: (-110) y: (140)\nend\n\nwhen flag clicked\nforever\n if <(Level) > [8]> then\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) > [8]> then\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n end\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 (100) 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\n@Particles\n\nwhen I start as a clone\nif <(Death) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nshow\ngo to (player v)\nset size to (pick random (80) to (130)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (0) to (10))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [yv v] by (-1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\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 receive [delete v]\ndelete this clone\n\n@Decor\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\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 receive [next level v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [retry v]\ngo to x: (0) y: (0)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Moving Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n glide (1) secs to x: (0) y: (0)\n glide (1) secs to x: (0) y: (-40)\n wait (2) seconds\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\n@Bounce\n\nwhen flag clicked\nforever\n next costume\nend\n\n@Background1920x1080\n\nwhen flag clicked\nshow\nClone\nhide\n\ndefine Clone\n\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset size to (200) %\nforever\n set [brightness v] effect to (-10)\n if <(costume [number v]) = [1]> then\n go to [back v] layer\n Parallax [30]\n end\n if <(costume [number v]) = [2]> then\n Go to Layer [2]\n Parallax [20]\n end\n if <(costume [number v]) = [3]> then\n Go to Layer [3]\n Parallax [18]\n end\n if <(costume [number v]) = [4]> then\n Go to Layer [4]\n Parallax [15]\n end\n if <(costume [number v]) = [5]> then\n Go to Layer [5]\n Parallax [10]\n end\n if <(costume [number v]) = [6]> then\n Go to Layer [6]\n Parallax [5]\n end\n if <(costume [number v]) = [7]> then\n Go to Layer [7]\n Parallax [3]\n end\n if <(costume [number v]) = [8]> then\n Go to Layer [8]\n Parallax [2]\n end\nend\n\ndefine Parallax (layer)\ngo to x: (((0) - ([x position v] of [player v])) / (layer)) y: (((0) - ([y position v] of [player v])) / (layer))\n\ndefine Go to Layer (layer)\ngo to [back v] layer\ngo [forward v] (layer) layers\n\n@Beam\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n hide\n clear graphic effects\n create clone of (_myself_ v)\n wait (pick random (4) to (6)) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\ngo [forward v] (100) layers\nswitch costume to (pick random (1) to (3))\ngo to x: (240) y: (180)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen 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\n@Bubbles\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (.2) seconds\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (17)\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ngo [backward v] (200) layers\n\n@Size swipe\n\nwhen I start as a clone\nset [color v] effect to (Color)\nset size to (0) %\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nif <(cid) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(cid) = [2]> then\n switch costume to (costume3 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(cid) = [3]> then\n switch costume to (costume4 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(cid) = [4]> then\n switch costume to (costume5 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(cid) = [5]> then\n switch costume to (costume6 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) 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\nshow\n\nwhen I receive [next level v]\nreset timer\nset [color v] to (pick random (0) to (200))\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [cid v] to [1]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [cid v] to [2]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [5]\n\nwhen flag clicked\nset [can move? v] to [1]\n\nwhen I receive [retry v]\n\nset [can move? v] to [0]\nwait (2.5) seconds\nset [can move? v] to [1]\n\nwhen I receive [next level v]\nset [can move? v] to [0]\nwait (2) seconds\nset [can move? v] to [1]\n\nwhen I receive [retry v]\n\nreset timer\nset [color v] to (pick random (0) to (200))\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [cid v] to [1]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [cid v] to [2]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [5]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Pause/Play\n\nwhen flag clicked\nSet size\nforever\n if <(Can move?) = [0]> then\n Set size\n go to [front v] layer\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n else\n set size to (50) %\n go to x: (-209) y: (154)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Can move?) = [0]> then\n set [can move? v] to [1]\nelse\n set [can move? v] to [0]\nend\n\ndefine Set size\nswitch costume to (blank v)\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Retry\n\nwhen flag clicked\nforever\n go to x: (-209) y: (120)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Retry v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen flag clicked\nset [max level v] to [13]\nforever\n go to x: (-209) y: (85)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = (Max Level)>> then\n change [level v] by (1)\n broadcast (Next level v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n set [ghost v] effect to (30)\nend\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\n
ㅤㅤ★★★★★ The Ninja Squad ★★★★★\nㅤㅤㅤㅤㅤㅤㅤby @JC_ProGold\n\n=========================================\nGLITCH WITH NO MONSTERS IS FIXED!!!!!\n=========================================\n\nIncludes 1.5K blocks of code :) and took about 1 month to make.\n\nSkip the intro with the space bar or click on the mouse.\n\nThree ninjas are on a quest up to head up a mountain. Along the way, there are enemies, spikes and a sword. Each of the three ninjas have their own power and resistance.\n\nAbilities:\nRed: Can jump high and is resistant to lava\nGreen: Can move fast and is resistant to long grass\nBlue: Can shrink and is resistant to water\n\nControls:\n➜Reset Level - Press 'r'\n➜Skip Level if it is allowed - Press 's'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n➜Switch ninja - Click the 'switch button' or press 'z'\n\n# These abilities are not always on, you have to turn them on\n➜Turn on or off special ability - Space bar or click the icon on the bottom left \n\n# Only possible if you have collected the sword\n➜Use sword - Press 't' or click the 'attack button'
3D Scratch Platformer [100K VIEWS]
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\nset [...bgm オンオフ v] to [1]\nset [...効果音 オンオフ v] to [1]\nwait until <([costume # v] of [壁 v]) = [6]>\nswitch backdrop to (3 v)\nwait until <([costume # v] of [壁 v]) = [15]>\nswitch backdrop to (2 v)\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\nend\n\nwhen flag clicked\nforever\n if <(...BGM オンオフ) = [0]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@軽量化\n\nwhen I receive [無敵 v]\nadd [プレイヤーが無敵になりました] to [1 v]\nset [無敵 v] to [1]\nwait ((無敵団) + (1)) seconds\nset [無敵 v] to [0]\n\nset [持ち物 v] to [13]\nadd [剣がMAXになりました] to [1 v]\n\nwhen flag clicked\nchange [☁ aaaa v] by (1)\n\nset [☁ aaaa v] to [0]\n\n@1\n\ndefine クローン ()\nswitch costume to ()\nif <[0] = ()> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set size to (100) %\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n add [0] to [0 v]\n delete this clone\nend\nif <[遊ぶ] = ()> then\n create clone of (_myself_ v)\nend\nif <[設定] = ()> then\n create clone of (_myself_ v)\nend\nif <[スキン] = ()> then\n create clone of (_myself_ v)\nend\nif <[サムネイル] = ()> then\n add [プロジェクトが停止] to [1 v]\n add [サムネイル作成] to [1 v]\n set [サムネ変数 v] to [0]\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (500)\n show\n repeat (25)\n change [サムネ変数 v] by (-1)\n change y by (サムネ変数)\n end\n set y to (0)\n stop [all v]\nend\n\nwhen [timer v] > (0.01)\nクローン [サムネイル]\nbroadcast (サムネ ステージ作成 v)\ndelete all of [0 v]\nadd [000] to [0 v]\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone数) = [1]> then\n add [あそぶのクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n add [遊ぶ] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n set [どこの画面? v] to [ゲーム]\n add [ゲームを開始] to [1 v]\n broadcast (スタート v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\nif <(clone数) = [2]> then\n add [設定のクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-50)\n show\n add [設定] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n add [設定画面] to [1 v]\n set [どこの画面? v] to [設定]\n if <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\nif <(clone数) = [3]> then\n add [スキンのクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n show\n add [スキン] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n if <[1] = (...効果音 オンオフ)> then\n set [どこの画面? v] to [スキン]\n add [スキン画面] to [1 v]\n start sound [Click v]\n broadcast (スキン ☺ v)\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ndelete all of [1 v]\nadd [旗を押した] to [1 v]\nset [clone数 v] to [0]\nset [確認 v] to [0]\nhide\ndelete all of [0 v]\nクローン [0]\nwait until <(0) = [0]>\nクローン [遊ぶ]\nchange [clone数 v] by (1)\nwait until <[0 v] contains [遊ぶ]?>\nchange [clone数 v] by (1)\nクローン [設定]\nwait until <[0 v] contains [設定]?>\nchange [clone数 v] by (1)\nクローン [スキン]\n\n@2\n\ndefine 常時実行\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [三角関数用 v] by (5)\nreset timer\nif <[Nan%] = (join ((☁ 世界のclear数) / (☁ 世界の旗が押された回数)) [%])> then\n set [クリア率 v] to [不明...]\nelse\n set [クリア率 v] to (round (((☁ 世界のclear数) / (☁ 世界の旗が押された回数)) * (100)))\nend\nif <(どこの画面?) = [0]> then\n show\nelse\n hide\nend\n\nwhen I receive [音を鳴らして v]\nif <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\nend\n\nwhen flag clicked\nchange [☁ 世界の旗が押された回数 v] by (1)\nset [どこの画面? v] to [0]\nforever\n 常時実行\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nhide\nwait (1) seconds\nshow\nset [世界記録保存の許可 v] to [0]\nset [...bgm オンオフ v] to [1]\nset [...効果音 オンオフ v] to [1]\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I start as a clone\nset [三角関数用 v] to [0]\nadd [エフェクト/太陽] to [1 v]\ngo to x: (177) y: (124)\nset size to (100) %\nshow\nswitch costume to (2 v)\nforever\n change [▶︎ v] by (5)\n go to [back v] layer\n change size by ([sin v] of (三角関数用) )\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nset [無敵 v] to [0]\nset [動いてよろしい? v] to [1]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (usually v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (60)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <touching (ゾンビ v)?> then\n if <[90] = (direction)> then\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [-10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (クモ v)?> then\n if <[90] = (direction)> then\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [-10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (爆発 v)?> then\n if <(無敵) = [0]> then\n change [ライフ v] by (-2.5)\n broadcast (damezi v)\n 無敵判定 [0.3] 秒\n end\n end\n if <(timer) = [0]> then\n if <(動いてよろしい?) = [1]> then\n set size to (100) %\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [xv v] by (-0.6)\n point in direction (-90)\n else\n change [xv v] by (-1)\n point in direction (-90)\n end\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [xv v] by (0.6)\n point in direction (90)\n else\n change [xv v] by (1)\n point in direction (90)\n end\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv v] to ((Xv) * (1.02))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n end\n end\n end\n end\n end\n end\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> and <touching (水 v)?>> then\n set [yv v] to [10]\n if <[1] = (世界記録保存の許可)> then\n change [☁ 世界のジャンプ数 v] by (1)\n end\n end\n if <touching (水 v)?> then\n change y by (-0.7)\n else\n change y by (-1)\n end\n if <touching (壁 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (水 v)?> then\n end\n end\n if <touching (水 v)?> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (-1)\n end\n change y by (1)\n change y by (Yv)\n if <touching (壁 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (位置リセット v)\n change [stage v] by (1)\n go to x: (-201) y: (60)\n set [動いてよろしい? v] to [1]\n set [clone削除して v] to [1]\n wait (0.2) seconds\n set [clone削除して v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<(y position) < [-170]> or <(ライフ) < [0.5]>> then\n broadcast (位置リセット v)\n set [円ダメ v] to [0]\n if <[1] = (世界記録保存の許可)> then\n change [☁ 世界の死亡数 v] by (1)\n end\n set [ライフ v] to [0]\n broadcast (死 v)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n go to x: (-201) y: (60)\n set [ライフ v] to [20]\n end\n end\n end\n if <(無敵) = [0]> then\n if <touching (マグマ v)?> then\n if <(direction) = [-90]> then\n broadcast (円ダメ v)\n broadcast (damezi v)\n change [ライフ v] by (-2)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (円ダメ v)\n broadcast (damezi v)\n change [ライフ v] by (-2)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (スケルトン v)?> then\n change [ライフ v] by (-0.5)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ちび助 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ちび弓 v)?> then\n change [ライフ v] by (-0.5)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (弓 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n end\nend\n\n\n set [yv v] to [0]\n broadcast (死 v)\n start sound [ oof v]\n switch costume to (コスチューム12 v)\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-178]>\n turn right (15) degrees\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n switch costume to (コスチューム3 v)\nend\n\nwhen flag clicked\nset [clone削除して v] to [0]\nhide\nswitch costume to (スティーブ1 v)\nif <[1] = (pick random (1) to (2))> then\n set [スキン v] to [スティーブ]\nelse\n set [スキン v] to [アレックス]\nend\nadd [プレイヤーが正常に動作] to [1 v]\nforever\n if <[スティーブ] = (スキン)> then\n switch costume to (スティーブ1 v)\n wait (0.5) seconds\n switch costume to (スティーブ2 v)\n wait (0.5) seconds\n else\n switch costume to (alex v)\n wait (0.5) seconds\n switch costume to (alex2 v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [damezi v]\nswitch costume to (damezi v)\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [位置リセット v]\nset [位置リセット v] to [1]\nwait (1) seconds\nset [位置リセット v] to [0]\n\nwhen I receive [damezi v]\nif <[1] = (...効果音 オンオフ)> then\n play sound [ダメージ v] until done\nend\n\nwhen I receive [円ダメ v]\nset [円ダメ v] to [5]\nrepeat until <(円ダメ) < [1]>\n wait (1) seconds\n broadcast (damezi v)\n change [円ダメ v] by (-1)\n change [ライフ v] by (-1)\nend\nset [円ダメ v] to [0]\n\ndefine 無敵判定 (何) 秒\nset [無敵団 v] to (何)\nbroadcast (無敵 v)\n\n@saisyo\n\nwhen I receive [スタート v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n go [forward v] (1) layers\n go [backward v] (6) layers\nend\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I start as a clone\nif <(cloud_num) = [-1]> then\n show\n forever\n go to [back v] layer\n go [backward v] (1) layers\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [backward 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 (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nset [cloud_num v] to [1]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 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 add [雲のクローンを作成] to [1 v]\n end\n wait (3) seconds\n end\nend\n\n@オンオフ1\n\nwhen this sprite clicked\nadd [オンオフが押された] to [1 v]\nif <(...BGM オンオフ) = [0]> then\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n set [...bgm オンオフ v] to [1]\nelse\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n set [...bgm オンオフ v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[設定] = (どこの画面?)> then\n show\n else\n hide\n end\nend\n\nset [世界記録保存の許可 v] to [0]\n\n@オンオフ2\n\nwhen this sprite clicked\nadd [オンオフ2が押された] to [1 v]\nif <(...効果音 オンオフ) = [0]> then\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n set [...効果音 オンオフ v] to [1]\nelse\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n set [...効果音 オンオフ v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[設定] = (どこの画面?)> then\n show\n else\n hide\n end\nend\n\n@オンオフ3\n\nwhen this sprite clicked\nadd [オンオフ3が押された] to [1 v]\nif <not <(username) = []>> then\n if <(世界記録保存の許可) = [0]> then\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n set [世界記録保存の許可 v] to [1]\n else\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n set [世界記録保存の許可 v] to [0]\n end\nelse\n switch costume to (6 v)\nend\n\nwhen flag clicked\nforever\n if <[設定] = (どこの画面?)> then\n show\n else\n hide\n end\n if <not <(username) = []>> then\n go to x: (174) y: (-80)\n else\n go to x: (96) y: (-110)\n switch costume to (6 v)\n end\nend\n\n@設定画面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(どこの画面?) = [設定]> then\n show\n else\n hide\n end\nend\n\n@戻る\n\nwhen flag clicked\ngo to x: (-154) y: (-154)\nhide\nforever\n if <<(どこの画面?) = [設定]> or <(どこの画面?) = [スキン]>> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nadd [戻が押された] to [1 v]\nset [どこの画面? v] to [0]\nbroadcast (音を鳴らして v)\n\nwhen I receive [スキン ☺ v]\nshow\n\n@ボール\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ball x v] to [0]\nset [ball y v] to [0]\nshow\nforever\n set [ball x v] to ((ball x) * (0.95))\n change x by (ball x)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change x by ((0) - (ball x))\n change y by (-5)\n set [ball x v] to ((-0.8) * (ball x))\n end\n end\n end\n end\n end\n end\n end\n change [ball y v] by (-0.5)\n change y by (ball y)\n if <touching (壁 v)?> then\n change y by ((0) - (ball y))\n set [ball y v] to ((-0.9) * (ball y))\n end\n change y by (-2)\n if <touching (跳ね返す v)?> then\n start sound [ v]\n set [ball x v] to ((2) * (プレイヤー移動))\n set [ball y v] to [15]\n end\n if <touching (ボール抹消ライン v)?> then\n set y to (-47)\n if <[0] < (ポイント)> then\n broadcast (ボール消滅 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ボールが存在するか v] to [0]\n delete this clone\n end\n if <touching (列の底 v)?> then\n set [ball y v] to [0]\n set y to (-155)\n change [自分が入った場所 v] by (5)\n if <[3] < (x position)> then\n if <(x position) < [47]> then\n change [自分が入った場所 v] by (10)\n set x to (24)\n else\n if <(x position) < [91]> then\n change [自分が入った場所 v] by (20)\n set x to (69)\n else\n if <(x position) < [135]> then\n change [自分が入った場所 v] by (30)\n set x to (113)\n else\n if <(x position) < [179]> then\n change [自分が入った場所 v] by (40)\n set x to (157)\n else\n change [自分が入った場所 v] by (50)\n set x to (201)\n end\n end\n end\n end\n end\n add (自分が入った場所) to [ボール埋まった番号 v]\n add (x position) to [未偽装 v]\n add (y position) to [未偽装 v]\n replace item (自分が入った場所) of [ボール埋まり v] with (costume [number v])\n wait (0.1) seconds\n broadcast (ボールに動きが.. v)\n delete this clone\n end\n if <touching (偽ボール v)?> then\n set [ball y v] to [0]\n if <[3] < (x position)> then\n if <(x position) < [47]> then\n change [自分が入った場所 v] by (10)\n set x to (24)\n else\n if <(x position) < [91]> then\n change [自分が入った場所 v] by (20)\n set x to (69)\n else\n if <(x position) < [135]> then\n change [自分が入った場所 v] by (30)\n set x to (113)\n else\n if <(x position) < [179]> then\n change [自分が入った場所 v] by (40)\n set x to (157)\n else\n change [自分が入った場所 v] by (50)\n set x to (201)\n end\n end\n end\n end\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (1))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (2))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (3))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (4))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (5))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n change [自分が入った場所 v] by ((5) - (この列がどこまで埋まってるか取得))\n set y to ((-155) + ((30) * ((5) - (letter (length of (自分が入った場所)) of (自分が入った場所)))))\n if <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [0]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [6]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [7]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [8]> or <(letter (length of (自分が入った場所)) of (自分が入った場所)) = [9]>>>>> then\n if <[0] < (ポイント)> then\n broadcast (ボール消滅 v)\n end\n set [ボールが存在するか v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n add (自分が入った場所) to [ボール埋まった番号 v]\n add (x position) to [未偽装 v]\n add (y position) to [未偽装 v]\n replace item (自分が入った場所) of [ボール埋まり v] with (costume [number v])\n wait (0.1) seconds\n broadcast (ボールに動きが.. v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait until <<[3] < (x position)> and <(y position) < [-30]>>\nset [ボールが存在するか v] to [0]\n\nwhen I receive [スタート v]\ndelete all of [ボール埋まった番号 v]\ndelete all of [ボール埋まり v]\nrepeat (5)\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\nend\nclear graphic effects\nset size to (65) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-100) y: (200)\ndelete all of [未偽装 v]\n\nwhen I receive [終わり v]\nstop [other scripts in sprite v]\n\ndefine クローン (x) (y) (k) (n)\ngo to x: (x) y: (y)\nswitch costume to (k)\nrepeat (n)\n create clone of (_myself_ v)\nend\n\n@壁\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\nend\n\n@Health2\n\nwhen flag clicked\ngo to x: (0) y: (-160)\nset [ライフ v] to [20]\ngo to [front v] layer\nhide\nforever\n switch costume to ((ライフ) + (1))\nend\n\nwhen flag clicked\nforever\n set [前ライフ v] to (ライフ)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(ライフ) < [4]> then\n change y by (3)\n wait (0.07) seconds\n change y by (-3)\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen I receive [スタート v]\nshow\n\n@ゾンビ\n\nwhen I start as a clone\nadd [ゾンビ/クローン] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n show\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (ゾンビ v)\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nwait until <(Stage) = [1]>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <(Stage) = [2]>\nゾンビ召喚魔法 [2] [200] [0] [0.1] 秒待つ [2] 回繰り返す\nwait until <(Stage) = [9]>\nゾンビ召喚魔法 [2] [-100] [0] [0.3] 秒待つ [5] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@剣\n\nwhen flag clicked\nhide\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (30)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー v]) + (-30)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nif <(item (1) of [#gamemode v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n set size to (120) %\n if <(item (1) of [#gamemode v]) = [10]> then\n hide\n end\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (attack v)\n if <(item (1) of [#gamemode v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\n@経験値\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [出現してから v] to [0]\nset [ball x v] to [0]\nset [ball y v] to [0]\nshow\nrepeat until <(clone削除して) = [1]>\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <(distance to [プレイヤー v]) < [70]> then\n repeat (5)\n point towards (プレイヤー v)\n glide (0.01) secs to (プレイヤー v)\n end\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\n end\n change [経験値 v] by (1)\n delete this clone\n end\n change [出現してから v] by (1)\n set [ball x v] to ((ball x) * (0.95))\n change x by (ball x)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change x by ((0) - (ball x))\n change y by (-5)\n set [ball x v] to ((-0.8) * (ball x))\n end\n end\n end\n end\n end\n end\n end\n change [ball y v] by (-5)\n change y by ((ball y) / (1.1))\n if <touching (壁 v)?> then\n change y by ((0) - (ball y))\n set [ball y v] to ((-0.9) * (ball y))\n end\n change y by (-2)\n if <touching (跳ね返す v)?> then\n start sound [ v]\n set [ball x v] to ((2) * (プレイヤー移動))\n set [ball y v] to [15]\n end\n if <touching (ボール抹消ライン v)?> then\n set y to (-47)\n if <[0] < (ポイント)> then\n broadcast (ボール消滅 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ボールが存在するか v] to [0]\n delete this clone\n end\n if <touching (列の底 v)?> then\n set [ball y v] to [0]\n set y to (-155)\n change [自分が入った場所 v] by (5)\n if <[3] < (x position)> then\n if <(x position) < [47]> then\n change [自分が入った場所 v] by (10)\n set x to (24)\n else\n if <(x position) < [91]> then\n change [自分が入った場所 v] by (20)\n set x to (69)\n else\n if <(x position) < [135]> then\n change [自分が入った場所 v] by (30)\n set x to (113)\n else\n if <(x position) < [179]> then\n change [自分が入った場所 v] by (40)\n set x to (157)\n else\n change [自分が入った場所 v] by (50)\n set x to (201)\n end\n end\n end\n end\n end\n add (自分が入った場所) to [ボール埋まった番号 v]\n add (x position) to [未偽装 v]\n add (y position) to [未偽装 v]\n replace item (自分が入った場所) of [ボール埋まり v] with (costume [number v])\n wait (0.1) seconds\n broadcast (ボールに動きが.. v)\n delete this clone\n end\n if <touching (偽ボール v)?> then\n set [ball y v] to [0]\n if <[3] < (x position)> then\n if <(x position) < [47]> then\n change [自分が入った場所 v] by (10)\n set x to (24)\n else\n if <(x position) < [91]> then\n change [自分が入った場所 v] by (20)\n set x to (69)\n else\n if <(x position) < [135]> then\n change [自分が入った場所 v] by (30)\n set x to (113)\n else\n if <(x position) < [179]> then\n change [自分が入った場所 v] by (40)\n set x to (157)\n else\n change [自分が入った場所 v] by (50)\n set x to (201)\n end\n end\n end\n end\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (1))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (2))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (3))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (4))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n if <[ボール埋まった番号 v] contains ((自分が入った場所) + (5))?> then\n change [この列がどこまで埋まってるか取得 v] by (1)\n end\n change [自分が入った場所 v] by ((5) - (この列がどこまで埋まってるか取得))\n set y to ((-155) + ((30) * ((5) - (letter (length of (自分が入った場所)) of (自分が入った場所)))))\n if <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [0]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [6]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [7]> or <<(letter (length of (自分が入った場所)) of (自分が入った場所)) = [8]> or <(letter (length of (自分が入った場所)) of (自分が入った場所)) = [9]>>>>> then\n if <[0] < (ポイント)> then\n broadcast (ボール消滅 v)\n end\n set [ボールが存在するか v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n add (自分が入った場所) to [ボール埋まった番号 v]\n add (x position) to [未偽装 v]\n add (y position) to [未偽装 v]\n replace item (自分が入った場所) of [ボール埋まり v] with (costume [number v])\n wait (0.1) seconds\n broadcast (ボールに動きが.. v)\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <<[3] < (x position)> and <(y position) < [-30]>>\nset [ボールが存在するか v] to [0]\n\nwhen I receive [スタート v]\ndelete all of [ボール埋まった番号 v]\ndelete all of [ボール埋まり v]\nrepeat (5)\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\n add [0] to [ボール埋まり v]\nend\nclear graphic effects\nset size to (65) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-100) y: (200)\ndelete all of [未偽装 v]\n\nwhen I receive [終わり v]\nstop [other scripts in sprite v]\n\ndefine クローン (x) (y) (k) (n)\ngo to x: (x) y: (y)\nswitch costume to (k)\nrepeat (n)\n create clone of (_myself_ v)\nend\n\nwhen I receive [ゾンビ v]\nadd [ゾンビ/経験値作成] to [1 v]\nクローン ((ウィ) + (pick random (-5) to (5))) (ウィ2) [1] [5]\n\nwhen I receive [スケルトン v]\nadd [スケルトン/経験値作成] to [1 v]\nクローン ((sukeruton keikenti) + (pick random (-5) to (5))) (sukeruton keikenti2) [1] [5]\n\nwhen I receive [チビ助 v]\nadd [スケルトン/経験値作成] to [1 v]\nクローン ((tibisuke keikenti) + (pick random (-5) to (5))) (tibisuke keikenti 2) [1] [5]\n\nwhen I receive [ウィザー v]\nクローン ((ウィ) + (pick random (-7) to (7))) (ウィ2) [1] [20]\n\nwhen I start as a clone\nforever\n change [brightness v] effect by ([sin v] of (▶︎) )\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトンの方向) = [90]> then\n change x by (20)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (壁 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトンの方向) = [90]> then\n change x by (22)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n add [矢] to [1 v]\n if <(...効果音 オンオフ) = [1]> then\n start sound [弓矢射撃音 v]\n end\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトンの方向) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトンの方向) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nスケルトン召喚魔法 [1] [200] [0] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトン v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nadd [スケルトン/クローン] to [1 v]\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトンの方向 v] to [-90]\n point in direction (-90)\n else\n set [スケルトンの方向 v] to [90]\n point in direction (90)\n end\n set size to (100) %\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [スケルトンy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [適用 v] with ((item (12) of [適用 v]) + (1))\n replace item (9) of [適用 v] with [0]\n replace item (4) of [適用 v] with (x position)\n replace item (5) of [適用 v] with (y position)\n if <(...効果音 オンオフ) = [1]> then\n start sound [Skeleton_death v]\n end\n set [sukeruton keikenti v] to (x position)\n set [sukeruton keikenti2 v] to (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(...効果音 オンオフ) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nwait (n) seconds\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nadd [弓] to [1 v]\ncreate clone of (弓 v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\n@ちび助\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (3) seconds\nwait until <[5] = (Stage)>\nrepeat (4)\n スケルトン召喚魔法 [1] [200] [100] [0.2] 秒待つ\nend\nwait until <[7] = (Stage)>\nrepeat (2)\n スケルトン召喚魔法 [1] [200] [100] [0.2] 秒待つ\nend\n\nwhen I receive [スタート v]\nforever\n set [スケルトン v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nadd [スケルトン/クローン] to [1 v]\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [ちびx v] to [0]\nset [ちびy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトンの方向 v] to [-90]\n point in direction (-90)\n else\n set [スケルトンの方向 v] to [90]\n point in direction (90)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (-0.2)\n else\n change [ちびx v] by (-1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (0.2)\n else\n change [ちびx v] by (1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (-0.2)\n else\n change [ちびx v] by (-1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [ちびx v] by (0.2)\n else\n change [ちびx v] by (1)\n end\n end\n set [ちびx v] to ((ちびx) * (0.9))\n change x by (ちびx)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (ちびx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ちびx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ちびy v] by (-0.9)\n if <<touching (水 v)?> and <(ちびy) < [-2]>> then\n set [ちびy v] to [-2]\n end\n change y by (ちびy)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (ちびy))\n set [ちびy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ちびy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ちびy v] to [9]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [適用 v] with ((item (12) of [適用 v]) + (1))\n replace item (9) of [適用 v] with [0]\n if <[1] = (...効果音 オンオフ)> then\n start sound [Skeleton_death v]\n end\n replace item (4) of [適用 v] with (x position)\n replace item (5) of [適用 v] with (y position)\n set [tibisuke keikenti v] to (x position)\n set [tibisuke keikenti 2 v] to (y position)\n broadcast (チビ助 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(...効果音 オンオフ) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [ちびx v] to (x)\nset [ちびy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nwait (n) seconds\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nadd [弓] to [1 v]\ncreate clone of (弓 v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\n@ちび弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトンの方向) = [90]> then\n change x by (20)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (壁 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトンの方向) = [90]> then\n change x by (22)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n add [矢] to [1 v]\n if <(...効果音 オンオフ) = [1]> then\n start sound [弓矢射撃音 v]\n end\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトンの方向) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトンの方向) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@エフェクト ゾンビ\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nrepeat (20)\n change x by (xspeed)\n go to [front v] layer\n change y by (vel)\n change [ghost v] effect by (5)\n change [vel v] by (-2)\n turn right ((xspeed) / (3)) degrees\nend\ndelete this clone\n\nwhen I receive [ゾンビ v]\nadd [ゾンビのエフェクト] to [1 v]\nparticles\n\ndefine particles\ngo to x: (ウィ) y: (ウィ2)\nswitch costume to (costume1 v)\nrepeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\nend\nhide\n\n@ウィザー\n\nwhen I start as a clone\nadd [ウィザー] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ウィザーx v] to [0]\nset [ウィザーy v] to [0]\nset [ウィザー攻撃方 v] to [0]\nclear graphic effects\nshow\nchange [brightness v] effect by (100)\nwait (3) seconds\nset [brightness v] effect to (0)\nset [ウィザードこx v] to (x position)\nset [ウィザードこ2 v] to (y position)\ncreate clone of (爆発! v)\nforever\n if <<[1] = (pick random (1) to (10))> and <(distance to [プレイヤー v]) < [150]>> then\n set [ウィザー攻撃方 v] to [0]\n change [ウィザーx v] by (5)\n if <[270] < (x position)> then\n change [ウィザーx v] by (-50)\n end\n set [ウィザードこx v] to (x position)\n set [ウィザードこ2 v] to (y position)\n create clone of (爆発! v)\n end\n if <<[1] = (pick random (1) to (10))> and <not <(distance to [プレイヤー v]) < [150]>>> then\n set [ウィザー攻撃方 v] to [1]\n change [ウィザーx v] by (5)\n if <[270] < (x position)> then\n change [ウィザーx v] by (-30)\n end\n set [ウィザードこx v] to (x position)\n set [ウィザードこ2 v] to (y position)\n create clone of (爆発! v)\n end\n set [ウィザー v] to (HP)\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ウィザーx v] by (-0.14)\n else\n change [ウィザーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ウィザーx v] by (0.14)\n else\n change [ウィザーx v] by (0.2)\n end\n end\n set [ウィザーx v] to ((ウィザーx) * (0.9))\n change x by (ウィザーx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ウィザーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ウィザーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ウィザーy v] by (-0.9)\n if <<touching (水 v)?> and <(ウィザーy) < [-2]>> then\n set [ウィザーy v] to [-2]\n end\n change y by (ウィザーy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ウィザーy))\n set [ウィザーy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ウィザーy v] to [4]\n else\n set y to (120)\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nset [ウィザー hp v] to [50]\nset [ウィザー v] to [50]\nswitch costume to (player v)\nforever\n show\n if <touching (マグマ v)?> then\n ダメージ [-2]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-1]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [2] [0]\n else\n ノックバック [-2] [0]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-1]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [3] [0]\n else\n ノックバック [3] [0]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n broadcast (ウィザー v)\n repeat (4)\n set [ウィザー v] to [0]\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (5) seconds\nwait until <(Stage) = [10]>\nゾンビ召喚魔法 [1] [200] [100] [0.1] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ウィザーx v] to (x)\nset [ウィザーy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@エフェクト sukeru ti\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nrepeat (20)\n change x by (xspeed)\n go to [front v] layer\n change y by (vel)\n change [ghost v] effect by (5)\n change [vel v] by (-2)\n turn right ((xspeed) / (3)) degrees\nend\ndelete this clone\n\nwhen I receive [スケルトン v]\nadd [スケルトンのエフェクト] to [1 v]\nh [1]\n\nwhen I receive [チビ助 v]\nadd [スケルトンのエフェクト] to [1 v]\nh [???]\n\ndefine h (1)\nif <(1) = [1]> then\n go to x: (sukeruton keikenti) y: (sukeruton keikenti2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\nelse\n if <(1) = [2]> then\n go to x: (ウィ) y: (ウィ2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\n else\n go to x: (tibisuke keikenti) y: (tibisuke keikenti 2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\n end\nend\n\nwhen I receive [ウィザー v]\nadd [ウィザーのエフェクト] to [1 v]\nh [2]\n\n@Info\n\nwhen flag clicked\nwait (0.01) seconds\nadd [Infoを表示] to [1 v]\nset [位置リセット v] to [0]\nhide\nwait (1) seconds\ngo to x: (0) y: (-45)\nswitch costume to (1 v)\nshow\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\ngo to [front v] layer\nwait (3) seconds\nrepeat (9)\n change y by (-5)\nend\nswitch costume to (2 v)\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\nwait (3) seconds\nrepeat (9)\n change y by (-5)\nend\nswitch costume to (3 v)\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\nwait (4) seconds\nrepeat (9)\n change y by (-5)\nend\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\n@サボテン\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\n go to [back v] layer\nend\n\nset [...bgm オンオフ v] to [0]\n\nforever\n set [clone削除して v] to [1]\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\n go to [back v] layer\nend\n\n@水\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n switch costume to (Stage)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\n@クモ\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [クモx v] to [0]\nset [クモy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クモx v] by (-0.1)\n else\n change [クモx v] by (-0.18)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クモx v] by (0.1)\n else\n change [クモx v] by (0.18)\n end\n end\n set [クモx v] to ((クモx) * (0.9))\n change x by (クモx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (クモx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クモx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クモy v] by (-0.9)\n if <<touching (水 v)?> and <(クモy) < [-2]>> then\n set [クモy v] to [-2]\n end\n change y by (クモy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (クモy))\n set [クモy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [クモy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [クモy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n broadcast (ゾンビ v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <[2] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <[3] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [3] 回繰り返す\nwait until <[4] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [3] 回繰り返す\nwait until <[5] = (Stage)>\n\ndefine ノックバック (x) (y)\nset [クモx v] to (x)\nset [クモy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@ペン\n\ndefine 最大HPを (最大hp) に設定し、現在のHPを (現在のhp) にする\nset [最大hp v] to (最大hp)\nerase all\npen up\nset pen size to (15)\nset pen color to (#000000)\nset y to (-120)\nset x to (-225)\npen down\nset x to (225)\npen up\nset pen color to (#ff80f8)\nset pen size to (10)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (ウィザー)))\npen up\nset pen color to (#ffffff)\nset pen size to (3)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (ウィザー)))\n\nwhen flag clicked\nforever\n if <([costume # v] of [壁 v]) = [10]> then\n 最大HPを [25] に設定し、現在のHPを (ウィザー) にする\n else\n erase all\n end\nend\n\nwhen flag clicked\nwait until <([costume # v] of [壁 v]) = [10]>\nrepeat (10)\n set [ウィザー v] to [25]\nend\n\n@爆発\n\nwhen I receive [ウィザー攻撃 v]\nadd [ウィザー攻撃] to [1 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [get4 v]\ngo to x: (ウィザー爆発x) y: (ウィザー爆発y)\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スキン\n\nwhen flag clicked\nset size to (200) %\nhide\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (スキン)\nforever\n go to x: (0) y: (0)\n if <[スキン] = (どこの画面?)> then\n set [スキン v] to (costume [name v])\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (音を鳴らして v)\n if <(costume [number v]) = [2]> then\n switch costume to (スティーブ v)\n else\n next costume\n end\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (変更 v)\nset size to (100) %\nforever\n go to x: (0) y: (100)\n if <[スキン] = (どこの画面?)> then\n show\n else\n hide\n end\nend\n\n@爆発!\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <[0] = (ウィザー攻撃方)> then\n switch costume to (1 v)\n go to x: (ウィザードこx) y: (ウィザードこ2)\n glide (1) secs to x: (([x position v] of [プレイヤー v]) + (pick random (-10) to (10))) y: (([y position v] of [プレイヤー v]) - (pick random (-30) to (-40)))\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\nelse\n switch costume to (2 v)\n go to x: (ウィザードこx) y: (ウィザードこ2)\n glide (1) secs to (random position v)\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\nend\nif <[0] = (ウィザー攻撃方)> then\n broadcast (ウィザー攻撃 v)\nelse\n broadcast (ウィザー青頭 v)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (壁 v)?> then\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\n broadcast (ウィザー攻撃 v)\n delete this clone\n end\n if <(clone削除して) = [1]> then\n delete this clone\n end\nend\n\n@cloud\n\ndefine ランキング追加 (スコア)\nhide list [ランキング v]\nset [値1 v] to [abcdefghijklmnopqrstuvwxyz-_1234567890:]\nset [値2 v] to [1234567890:]\ndelete all of [数値 v]\ndelete all of [ユーザー v]\ndelete all of [ランキング v]\nif <not <(length of (☁ 記録)) = [0]>> then\n set [順番1 v] to [0]\n repeat until <(length of (☁ 記録)) = (順番1)>\n set [保存2 v] to []\n set [保存1 v] to []\n repeat until <(letter (保存1) of (値2)) = [:]>\n set [保存1 v] to []\n repeat (2)\n change [順番1 v] by (1)\n set [保存1 v] to (join (保存1) (letter (順番1) of (☁ 記録)))\n end\n set [保存2 v] to (join (保存2) (letter (保存1) of (値2)))\n end\n add (保存2) to [数値 v]\n end\n set [順番1 v] to [0]\n repeat until <(length of (☁ ユーザー)) = (順番1)>\n set [保存2 v] to []\n set [保存1 v] to []\n repeat until <(letter (保存1) of (値1)) = [:]>\n set [保存1 v] to []\n repeat (2)\n change [順番1 v] by (1)\n set [保存1 v] to (join (保存1) (letter (順番1) of (☁ ユーザー)))\n end\n set [保存2 v] to (join (保存2) (letter (保存1) of (値1)))\n end\n add (保存2) to [ユーザー v]\n end\nend\nset [順番1 v] to [0]\nrepeat (length of [ユーザー v])\n change [順番1 v] by (1)\n set [数値 v] to []\n set [順番2 v] to [0]\n repeat ((length of (item (順番1) of [数値 v])) - (1))\n change [順番2 v] by (1)\n set [数値 v] to (join (数値) (letter (順番2) of (item (順番1) of [数値 v])))\n end\n add (join (item (順番1) of [ユーザー v]) (数値)) to [ランキング v]\nend\nset [順番1 v] to [0]\nadd (join (username) [:]) to [ユーザー v]\nadd (join (round (スコア)) [:]) to [数値 v]\nrepeat ((length of [数値 v]) - (1))\n change [順番1 v] by (1)\n if <(item (順番1) of [数値 v]) < (item (length of [数値 v]) of [数値 v])> then\n set [保存1 v] to (item (length of [数値 v]) of [数値 v])\n set [保存2 v] to (item (length of [ユーザー v]) of [ユーザー v])\n replace item (length of [数値 v]) of [数値 v] with (item (順番1) of [数値 v])\n replace item (順番1) of [数値 v] with (保存1)\n replace item (length of [ユーザー v]) of [ユーザー v] with (item (順番1) of [ユーザー v])\n replace item (順番1) of [ユーザー v] with (保存2)\n end\nend\ndelete all of [ランキング v]\nset [順番1 v] to [0]\nrepeat (length of [ユーザー v])\n change [順番1 v] by (1)\n add (join (item (順番1) of [ユーザー v]) (item (順番1) of [数値 v])) to [ランキング v]\nend\nif <[10] < (length of [ランキング v])> then\n delete (length of [数値 v]) of [数値 v]\n delete (length of [ユーザー v]) of [ユーザー v]\n delete (length of [ランキング v]) of [ランキング v]\nend\nset [順番1 v] to [0]\nset [保存1 v] to []\nrepeat until <(順番1) = (length of [数値 v])>\n change [順番1 v] by (1)\n set [順番2 v] to [0]\n repeat (length of (item (順番1) of [数値 v]))\n change [順番2 v] by (1)\n set [順番3 v] to [0]\n repeat until <(letter (順番3) of (値2)) = (letter (順番2) of (item (順番1) of [数値 v]))>\n change [順番3 v] by (1)\n end\n if <(length of (順番3)) = [1]> then\n set [保存1 v] to (join (保存1) (join [0] (順番3)))\n else\n set [保存1 v] to (join (保存1) (順番3))\n end\n end\nend\nset [順番1 v] to [0]\nset [保存2 v] to []\nrepeat (length of [ランキング v])\n change [順番1 v] by (1)\n set [順番2 v] to [0]\n repeat (length of (item (順番1) of [ユーザー v]))\n change [順番2 v] by (1)\n set [順番3 v] to [0]\n repeat until <(letter (順番2) of (item (順番1) of [ユーザー v])) = (letter (順番3) of (値1))>\n change [順番3 v] by (1)\n end\n if <(length of (順番3)) = [1]> then\n set [保存2 v] to (join (保存2) (join [0] (順番3)))\n else\n set [保存2 v] to (join (保存2) (順番3))\n end\n end\nend\nset [☁ 記録 v] to (保存1)\nset [☁ ユーザー v] to (保存2)\n\nwhen [0 v] key pressed\nif <(username) = [bakky_game]> then\n set [☁ ユーザー v] to []\n set [☁ 記録 v] to []\nend\n\nwhen I receive [クリア v]\nset [保存中? v] to [1]\nif <(世界記録保存の許可) = [0]> then\n ランキング追加 [11]\nend\nset [保存中? v] to [0]\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n change [ghost v] effect by ([sin v] of (▶︎) )\nend\n\nwhen I receive [クリア v]\ngo to x: (0) y: (0)\nswitch costume to ( v)\nshow\nwait (1) seconds\nrepeat until <(保存中?) = [0]>\nswitch costume to (2 v)\nwait (1) seconds\nhide\n\n@爆発2\n\nwhen I receive [ウィザー青頭 v]\nadd [ウィザー攻撃] to [1 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [get4 v]\ngo to x: (ウィザー爆発x) y: (ウィザー爆発y)\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@kazari\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\nend\n\n@Experience Bar\n\nwhen flag clicked\nset [経験値 v] to [0]\ngo to x: (0) y: (-120)\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to ((経験値) + (1))\n if <[19] < (経験値)> then\n set [経験値 v] to [0]\n if <(...効果音 オンオフ) = [1]> then\n start sound [ v]\n end\n end\nend\n\n
HELLO GUYS\nTHIS IS A ONE GREAT PLATFORMER THAT U RLY WANNA TRY\n (MADE BY OUR TEAM)\n•EGG PLATFORMER v2.0-\n https://scratch.mit.edu/projects/468974116/\n\n•ON TOP TRENDING #26 2020/12/29\n•ON TOP TRENDING #6 2020/12/30\n•ON WHAT COMMUNITY LOVING /REMIXING \n 2021/01/02\n•#1 ON THE WHAT COMMUNITY IS LOVEING - \n 2021/01/02\n•#2 ON THE WHAT COMMUNITY IS LOVEING - \n 2021/01/07\n\nCONTROLLES - ARROWS\nTRY TO BEAT THE BEST TIME\nCOMMENT YOUR TIME =D\nMY TIME IS -22 Seconds\n\nTHIS IS A 24 HOUR CHALLENGE \nWE DONE THIS IN 24 HOURS THIS IS NOT OUR BEST BUT LIKE/FAV/COMMENT/REMIX/FOLLOW\n\nTRUST ME THIS GAME IS POSSIBLE\n\nFIRST REMIX BY - @dieccaww\nFIRST COMMENT BY - @PRINCESS_SENU\nFIRST LIKE/FAV BY - @LLTech99\n\nTHIS IS FOR A COMPITION SO MAKE SURE TO *LIKE/FAV/COMMENT/REMIX/FOLLOW PLS*\n\nOUR CARTOON -\n https://scratch.mit.edu/projects/467975350/ \nOUR OS SMIULATOR-\n https://scratch.mit.edu/projects/467995683/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#EGG #EGG #PLATFORMER #GAMES #WINERS #WIN #ARTS #PROJECTS #GAMERS #FONTS #COOL #AWSOME #CRAZY #TRAPS #TIMERS #V1.0 #PROJECTS #ANIMATIONS #TEAMS #SOUNDS #SHOW #HIDE #CODES #BLA #BLA #BLA #BEST #REAL #GREAT #TEXT #THUMBNAIL #INSTRUCTIONS #SHOP #TRENDING #CLOUD #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #EGG #EGG #PLATFORMER #GAMES #WINERS #WIN #ARTS #PROJECTS #GAMERS #FONTS #COOL #AWSOME #CRAZY #TRAPS #TIMERS #V1.0 #PROJECTS #ANIMATIONS #TEAMS #SOUNDS #SHOW #HIDE #CODES #BLA #BLA #BLA #BEST #REAL #GREAT #TEXT #THUMBNAIL #INSTRUCTIONS #SHOP #TRENDING #CLOUD #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #GAME #GAMES #26 #TRENDING26 #TRENDING
Platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n change volume by (1)\n end\n if <key (s v) pressed?> then\n change volume by (-1)\n end\nend\n\n@-ball-(er)\n\nwhen flag clicked\nbroadcast (del v)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (ball v)\nset size to (50) %\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to x: (-211) y: (0)\nforever\n omega\nend\n\ndefine omega\nif <not <touching (sprite1 v)?>> then\n switch costume to (join [ball] (<key (right arrow v) pressed?> + (<key (left arrow v) pressed?> * (-1))))\n change [xv v] by ((<key (left arrow v) pressed?> * (-3)) + (<key (right arrow v) pressed?> * (3)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (20) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (sprite1 v)?> then\n out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<touching (sprite1 v)?> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n start sound [Jump v]\n set [yv v] to [15]\nend\nif <touching (sprite4 v)?> then\n set [yv v] to [18]\nend\nchange y by (1)\nif <<touching (sprite3 v)?> or <(y position) < [-178]>> then\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\nelse\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n hide\n go to x: (-220) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v) and wait\n show\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out <>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <touching (sprite1 v)?>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (-1)\n end\nelse\n if <[0] > (Xv)> then\n repeat until <<not <touching (sprite1 v)?>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (1)\n end\n end\nend\n\ndefine out2 <>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <touching (sprite1 v)?>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (-1)\n end\n set [yv v] to [-1]\nelse\n repeat until <<not <touching (sprite1 v)?>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine None\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <touching (sprite1 v)?>>>\n change [i v] by (1)\n change y by (1)\nend\nset [i2 v] to (i)\nif <touching (sprite1 v)?> then\n out <(Xv) > [0]>\n change y by ((0) - (i2))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n start sound [Jump v]\n if <(Xv) > [0]> then\n set [xv v] to ((0) - (walljump))\n else\n set [xv v] to (walljump)\n end\n set [yv v] to (jumpheight)\n else\n set [xv v] to [0]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo [backward v] (0) layers\nwait (0) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\n
The Ninja Squad || A Mobile Friendly Platformer
@Stage\n\n@Pen engine\n\ndefine Platformer engine\nset [boat v] to [1]\nBoat platformer\n\ndefine Draw line at x: (x) y: (y) to x: (x2) y: (y2) size (s)\nset pen size to (s)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I start as a clone\nshow\nset [x v] to [4]\nset [y v] to [0]\ngo to x: (-200) y: (-150)\nclear graphic effects\nswitch costume to (costume2 v)\nforever\n set [ghost v] effect to (100)\n pen up\n Platformer engine\n set [x go to v] to (x position)\n set [y go to v] to (y position)\nend\n\ndefine Boat : D (d)\npoint in direction ((90) + ((Tilt) * (1.5)))\nif <key (right arrow v) pressed?> then\n set [d v] to [-1]\nelse\n if <key (left arrow v) pressed?> then\n set [d v] to [1]\n end\nend\nset pen color to (#663b00)\npen up\nif <(D) = [-1]> then\n change x by (10)\nend\nmove ((30) * (D)) steps\npen down\nmove ((-60) * (D)) steps\npen down\nrepeat (12)\n pen down\n turn right (90) degrees\n move (1) steps\n turn left (90) degrees\n move ((0.7) * (D)) steps\n move ((50) * (D)) steps\n pen up\n move ((-50) * (D)) steps\nend\npen up\nmove ((49) * (D)) steps\npen down\nturn right (90) degrees\nmove (-12) steps\nturn left (90) degrees\npen up\nmove ((3) * (D)) steps\npen down\nturn right (90) degrees\nmove (12) steps\nturn left (90) degrees\n\ndefine player\nset pen size to (5)\nset pen color to (#ee7d16)\npen up\ngo to x: ((x go to) + (-5)) y: ((y go to) + (-3))\npen down\nchange x by (10)\nchange y by (10)\nchange x by (-10)\ngo to x: ((x go to) + (-5)) y: ((y go to) + (-3))\npen up\nchange y by (2)\nif <(Boat) = [1]> then\n Boat : D (1)\nend\n\ndefine Set Mv\nif <(Level) = [1]> then\n set [mv v] to [240]\nelse\n if <(Level) = [2]> then\n if <(#) < [159]> then\n set [mv v] to [240]\n else\n set [mv v] to [-240]\n end\n else\n if <(Level) = [3]> then\n set [mv v] to [240]\n else\n if <(Level) = [4]> then\n set [mv v] to [240]\n else\n if <(Level) = [5]> then\n set [move over v] to [1]\n set [mv v] to [240]\n if <(#) < [458]> then\n set [mv v] to [240]\n else\n set [mv v] to [-240]\n end\n else\n if <(Level) = [6]> then\n set [move over v] to [1]\n set [mv v] to [240]\n if <(#) < [545]> then\n set [mv v] to [240]\n else\n set [mv v] to [-240]\n end\n if <[618] < (#)> then\n set [move over v] to [0]\n set pen color to (#ff0000)\n end\n else\n if <(Level) = [7]> then\n set [move over v] to [1]\n set [mv v] to [240]\n if <(#) < [912]> then\n set [mv v] to [240]\n else\n set [mv v] to [-240]\n end\n if <[960] < (#)> then\n set [move over v] to [0]\n set pen color to (#ff0000)\n end\n else\n if <(Level) = [8]> then\n set pen color to (#ff0000)\n set [move over v] to [0]\n set [mv v] to [240]\n if <[1200] < (#)> then\n set [move over v] to [1]\n set pen color to (#dddede)\n end\n if <[1343] < (#)> then\n set [mv v] to [-240]\n set [move over v] to [0]\n set pen color to (#ff0000)\n end\n if <[1435] < (#)> then\n set [move over v] to [1]\n set pen color to (#dddede)\n end\n else\n if <(Level) = [9]> then\n set [move over v] to [1]\n set [mv v] to [0]\n if <[1670] < (#)> then\n set [move over v] to [1]\n set [mv v] to [155]\n end\n if <[1708] < (#)> then\n set pen color to (#ff0000)\n set [move over v] to [0]\n end\n else\n if <(Level) = [10]> then\n set [move over v] to [0]\n if <[1969] < (#)> then\n set pen color to (#ff0000)\n set [move over v] to [0]\n end\n if <[1988] < (#)> then\n set pen size to (1)\n set pen color to (#000000)\n set [move over v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw back : postive/negitve (p/n)\npen up\nchange x by ((140) * (p/n))\npen down\nif <<(Level) = [5]> and <not <(#) = [431]>>> then\n set pen color to (#ff0000)\n change x by ((10) * (p/n))\n set pen color to (#dddede)\nelse\n set pen color to (#dddede)\nend\nset x to ((240) * (p/n))\n\nwhen [r v] key pressed\nDelete last (1)\n\ndefine Set #\nSet lenth\nif <(Level) = [1]> then\n set [# v] to [0]\n set [lenth v] to [89]\n set [move over v] to [1]\nelse\n if <(Level) = [2]> then\n set [# v] to [89]\n set [lenth v] to [150]\n set [move over v] to [1]\n else\n if <(Level) = [3]> then\n set [# v] to [239]\n set [lenth v] to [105]\n set [move over v] to [1]\n else\n if <(Level) = [4]> then\n set [# v] to [344]\n set [lenth v] to [85]\n set [move over v] to [1]\n else\n if <(Level) = [5]> then\n set [# v] to [429]\n set [lenth v] to [28]\n else\n if <(Level) = [6]> then\n set [# v] to [457]\n set [lenth v] to [376]\n else\n if <(Level) = [7]> then\n set [# v] to [833]\n set [lenth v] to [304]\n else\n if <(Level) = [8]> then\n set [# v] to [1136]\n set [lenth v] to [421]\n else\n if <(Level) = [9]> then\n set [# v] to [1558]\n set [lenth v] to [244]\n else\n if <(Level) = [10]> then\n set [# v] to [1802]\n set [lenth v] to [8]\n else\n set [# v] to [2008]\n set [lenth v] to [3]\n set [span v] to [400]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [water rise v]\nif <(Level) = [10]> then\n set [died v] to [0]\n broadcast (spawn v)\n set [water level v] to [-20]\nelse\n repeat until <(Died) = [1]>\n change [water level v] by (1)\n if <<[-2] < (water level)> and <(Level) = [9]>> then\n change [water level v] by (-1)\n end\n end\n set [died v] to [0]\nend\n\ndefine Boat platformer\npoint in direction (90)\nset size to (100) %\nif <(y position) < (item (1) of [last y v])> then\n if <(Direction) = [90]> then\n change [x v] by (0.1)\n change [tilt v] by (1)\n else\n change [x v] by (-0.1)\n change [tilt v] by (-1)\n end\nelse\n if <(item (1) of [last y v]) < (y position)> then\n if <(Direction) = [90]> then\n change [x v] by (-0.1)\n change [tilt v] by (-1)\n else\n change [x v] by (0.1)\n change [tilt v] by (1)\n end\n end\nend\nif <(length of [last y v]) > [0]> then\n repeat until <(length of [last y v]) = [0]>\n delete (1) of [last y v]\n end\nend\nadd (y position) to [last y v]\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> and <<touching color (#86a3ff)?> or <touching color (#4a6cd4)?>>> then\n if <(Level) = [4]> then\n change [x v] by (-0.7)\n else\n change [x v] by (-1)\n end\n set [direction v] to [-90]\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume5 v)\n end\nend\nif <<key (right arrow v) pressed?> and <<touching color (#86a3ff)?> or <touching color (#4a6cd4)?>>> then\n if <(Level) = [4]> then\n change [x v] by (0.7)\n else\n change [x v] by (1)\n end\n set [direction v] to [90]\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\nend\nif <<(Level) = [10]> and <key (y v) pressed?>> then\n set [y v] to [-5]\nend\nset [x v] to ((x) * (0.9))\nset [tilt v] to ((Tilt) * (0.8))\nchange x by (x)\nif <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching color (#dddede)?> or <touching color (#000000)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <<touching color (#ff0000)?> or <touching (ai v)?>> then\n change [deaths v] by (1)\n if <(Level) = [2]> then\n go to x: (-200) y: (-110)\n else\n if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n go to x: (-200) y: (-150)\n else\n go to x: (-200) y: (-50)\n end\n end\n set [direction v] to [-90]\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\n if <not <(Level) = [9]>> then\n set [y v] to [5]\n end\n set [water level v] to [-180]\n set [died v] to [1]\n broadcast (water rise v)\nend\nif <touching color (#86a3ff)?> then\n if <(Level) = [4]> then\n change [y v] by (2)\n else\n change [y v] by (1.5)\n end\nend\nif <touching color (#4a6cd4)?> then\n set [y v] to ((y) * (0.7))\nend\nif <(x position) > [210]> then\n change [level v] by (1)\n if <(Level) = [2]> then\n go to x: (-200) y: (-110)\n else\n if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n go to x: (-200) y: (-150)\n else\n go to x: (-200) y: (-50)\n end\n end\n reset\n if <(Level) = [9]> then\n set [y v] to [0]\n end\n switch costume to (costume2 v)\n set [direction v] to [-90]\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [point towards v]\npen up\ngo to x: (x go to) y: (y go to)\n\ndefine Set lenth\nif <(Level) = [10]> then\n set [span v] to [180]\nelse\n set [span v] to [85]\nend\n\ndefine looks\nDRAW\nset pen size to (5)\nset pen color to (#ff0000)\nDraw line at x: (-240) y: (180) to x: (240) y: (180) size (5)\nset pen color to (#000000)\nDraw line at x: (-238) y: (-180) to x: (-238) y: (180) size (5)\nDraw line at x: (-240) y: (-180) to x: (240) y: (-180) size (10)\n\ndefine Draw Extra\nset pen size to (12)\nset [# v] to [1810]\nrepeat (197)\n change [# v] by (1)\n set pen color to (#dddede)\n if <[1969] < (#)> then\n set pen color to (#ff0000)\n set [move over v] to [0]\n end\n if <[1999] < (#)> then\n set pen size to (1)\n set pen color to (#000000)\n set [move over v] to [0]\n end\n pen up\n go to x: (item (#) of [spotx v]) y: (item (#) of [stop y v])\n if <[1969] < (#)> then\n if <[40] > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n pen down\n go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n pen up\n end\n pen up\n else\n if <[60] > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n pen down\n go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n pen up\n end\n pen up\n end\nend\n\ndefine DRAW\nset pen size to (12)\npen up\nSet #\nrepeat ((Lenth) - (1))\n change [# v] by (1)\n pen up\n if <(Level) = [5]> then\n set pen color to (#ff0000)\n else\n set pen color to (#dddede)\n end\n Set Mv\n go to x: (item (#) of [spotx v]) y: (item (#) of [stop y v])\n pen down\n if <(Move over) = [1]> then\n if <(Level) = [5]> then\n change x by (10)\n set pen color to (#dddede)\n end\n set [mv v] to (x position)\n Set Mv\n set x to (Mv)\n set x to (MV)\n if <(Level) = [5]> then\n Draw back : postive/negitve (-1)\n end\n end\n pen down\n if <not <(Level) = [5]>> then\n if <(Span) > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n if <not <(#) = [960]>> then\n go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n end\n end\n end\n pen up\nend\npen up\n\ndefine Delete last (l)\nrepeat ((length of [spotx v]) - ((length of [spotx v]) - (l)))\n if <(length of [stop y v]) > [2008]> then\n delete (last) of [stop y v]\n delete (last) of [spotx v]\n end\nend\n\nwhen I receive [intro done v]\nset [deaths v] to [0]\nswitch costume to (costume1 v)\nreset\nset [died v] to [0]\nset [sine start v] to [0]\nset [level v] to [1]\nset [tilt v] to [0]\nhide\ncreate clone of (_myself_ v)\nforever\n erase all\n broadcast (print v)\n if <(Level) = [10]> then\n Draw Extra\n end\n if <(Level) = [4]> then\n set [length v] to [121]\n Water : strenth (20) X (-240) -175 or touching color? []\n else\n if <(Level) = [9]> then\n Extra water : at x (0) y: (-100) Lenght (60) Color? []\n Water : strenth (6) X (-240) -175 or touching color? []\n else\n if <(Level) = [10]> then\n set [length v] to [121]\n Water : strenth (6) X (-240) -175 or touching color? []\n else\n set [length v] to [121]\n Water : strenth (6) X (-240) -175 or touching color? []\n end\n end\n end\n if <(FB) = [0]> then\n looks\n player\n else\n player\n looks\n end\n if <(Level) = [4]> then\n change [sine start v] by (7)\n else\n change [sine start v] by (4)\n end\nend\n\nwhen I start as a clone\nforever\n if <<key (s v) pressed?> and <(Level) < [10]>> then\n set x to (230)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-150)\n reset\n wait until <not <key (r v) pressed?>>\n end\nend\n\ndefine Extra water : at x (x) y: (y) Lenght (l) Color? (color)\nset [length v] to (l)\nset [wl v] to (water level)\nset [water level v] to (y)\nWater : strenth (6) X (x) -175 or touching color? (color)\nset [water level v] to (WL)\n\ndefine reset\nset [y v] to [5]\nset [water level v] to [-180]\nset [died v] to [1]\nbroadcast (water rise v)\n\ndefine Water : strenth (s) X (x) -175 or touching color? (color)\npen up\nset [sine v] to (Sine start)\nset pen color to (#4a6cd4)\ngo to x: (x) y: ((([sin v] of (Sine) ) * (s)) + (water level))\nchange pen shade by (40)\nset pen size to (4)\nrepeat (Length)\n pen down\n repeat until <(y position) < [-175]>\n change y by (-10)\n end\n change [sine v] by (4)\n change x by (4)\n set y to ((([sin v] of (Sine) ) * (s)) + (water level))\nend\npen up\nset pen shade to (50)\nset pen color to (#4a6cd4)\nset [sine v] to (Sine start)\nWave at ((([sin v] of (Sine) ) * (s)) + ((water level) + (1))) strenth (s) X (x)\n\ndefine Wave at (y) strenth (s) X (x)\nset [sine v] to (Sine start)\npen up\ngo to x: (x) y: (y)\npen down\nrepeat (Length)\n change x by (4)\n set y to ((([sin v] of (Sine) ) * (s)) + ((water level) + (1)))\n change [sine v] by (4)\nend\npen up\n\n@PTE Bezier\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Import Font Code: (font code)\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i0 v] to [2]\nrepeat until <(letter (_i0) of (font code)) = [§]>\n add (letter (_i0) of (font code)) to [temp0 v]\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font code)) = [§]>\n add (letter (_i0) of (font code)) to [temp1 v]\n change [_i0 v] by (1)\nend\ndelete (all) of [concatenate:with:,“,concatenate:with:,contentsoflist:,temp0,concatenate:with:,” by ,concatenate:with:,contentsoflist:,temp1, | pen font v]\nadd (font code) to [concatenate:with:,“,concatenate:with:,contentsoflist:,temp0,concatenate:with:,” by ,concatenate:with:,contentsoflist:,temp1, | pen font v]\n\ndefine Render WW (x) (align)\nif <(align) = [r]> then\n set [_i4 v] to (length of [temp0 v])\n set [_i5 v] to [1]\n repeat (_i4)\n set [_x v] to ((x) + (_i2))\n set [_i6 v] to (item (_i5) of [temp0 v])\n set [_i7 v] to (length of (_i6))\n set [_i8 v] to (_i7)\n repeat (_i7)\n set [_i9 v] to ([letter:of:,readvariable,_i8,readvariable,_i6 v] of [pte bezier v])\n change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n Print Character\n change [_i8 v] by (-1)\n end\n change [_y v] by (_i3)\n change [_i5 v] by (1)\n end\nelse\n set [_i4 v] to (length of [temp0 v])\n set [_i5 v] to [1]\n repeat (_i4)\n if <(align) = [c]> then\n set [_x v] to ((x) - ((0.5) * (item (_i5) of [temp1 v])))\n else\n set [_x v] to (x)\n end\n set [_i6 v] to (item (_i5) of [temp0 v])\n set [_i7 v] to (length of (_i6))\n set [_i8 v] to [1]\n repeat (_i7)\n set [_i9 v] to ([letter:of:,readvariable,_i8,readvariable,_i6 v] of [pte bezier v])\n Print Character\n change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n change [_i8 v] by (1)\n end\n change [_y v] by (_i3)\n change [_i5 v] by (1)\n end\nend\npen up\n\ndefine (WW) Print Text: (text) (X, Y): (x) (y) Size: (size) RGB: (r) (g) (b) WW Width: (ww width) Weight: (weight) Slant: (slant) Char Space: (char space) Line Space: (line space) Alignment: (align)\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ((0.1) * ((size) * (weight)))\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((char space) * ((0.3) * (size)))\nset [_i3 v] to (((-0.6) * ((line space) * (size))) - (size))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i4 v] to (length of (text))\nset [_i5 v] to (((_i0) * (join (letter (1) of ([ v] of [pte bezier v])) (join (letter (2) of ([ v] of [pte bezier v])) (letter (3) of ([ v] of [pte bezier v]))))) + (_i2))\nset [_i6 v] to ((ww width) + (_i2))\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i7 v] to [1]\nset [_i8 v] to []\nset [_i9 v] to [0]\nset [_i10 v] to []\nset [_i11 v] to [0]\nrepeat (_i4)\n set [_i12 v] to (((_i0) * (join (letter (1) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v])) (join (letter (2) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v])) (letter (3) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v]))))) + (_i2))\n if <<(letter (_i7) of (text)) = [ ]> and <not <(letter ((_i7) + (1)) of (text)) = [ ]>>> then\n if <(_i10) = []> then\n set [_i10 v] to (_i8)\n set [_i11 v] to (_i9)\n set [_i8 v] to []\n set [_i9 v] to [0]\n else\n if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n set [_i10 v] to (_i8)\n set [_i11 v] to (_i9)\n set [_i8 v] to []\n set [_i9 v] to [0]\n else\n set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n change [_i11 v] by ((_i9) + (_i5))\n set [_i8 v] to []\n set [_i9 v] to [0]\n end\n end\n else\n if <((_i9) + (_i12)) > (_i6)> then\n if <(_i10) = []> then\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n set [_i8 v] to (letter (_i7) of (text))\n set [_i9 v] to (_i12)\n else\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n set [_i10 v] to []\n set [_i11 v] to [0]\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n set [_i8 v] to (letter (_i7) of (text))\n set [_i9 v] to (_i12)\n end\n else\n set [_i8 v] to (join (_i8) (letter (_i7) of (text)))\n change [_i9 v] by (_i12)\n end\n end\n change [_i7 v] by (1)\nend\nif <not <(_i8) = []>> then\n if <not <(_i10) = []>> then\n if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n else\n set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n change [_i11 v] by ((_i9) + (_i5))\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n end\n else\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n end\nelse\n if <not <(_i10) = []>> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n end\nend\nRender WW (_x) (align)\n\ndefine Print Text: (text) (X, Y): (x) (y) Size: (size) RGB: (r) (g) (b) Weight: (weight) Slant: (slant) Spacing: (spacing) Alignment: (align)\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ((0.1) * ((size) * (weight)))\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((spacing) * ((0.3) * (size)))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i3 v] to (length of (text))\nif <(align) = [c]> then\n set [_i4 v] to [1]\n set [_i5 v] to [0]\n repeat (_i3)\n set [_i6 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n change [_i5 v] by (((_i0) * (join (letter (1) of (_i6)) (join (letter (2) of (_i6)) (letter (3) of (_i6))))) + (_i2))\n change [_i4 v] by (1)\n end\n change [_x v] by ((-0.5) * ((_i5) - (_i2)))\nend\nif <(align) = [r]> then\n change [_x v] by (_i2)\n set [_i4 v] to (_i3)\n repeat (_i3)\n set [_i9 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n Print Character\n change [_i4 v] by (-1)\n end\nelse\n set [_i4 v] to [1]\n repeat (_i3)\n set [_i9 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n Print Character\n change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n change [_i4 v] by (1)\n end\nend\npen up\n\ndefine Load Font: %m.list\ndelete (all) of [temp0 v]\nset [_i0 v] to [2]\nrepeat (2)\n repeat until <(letter (_i0) of (item (1) of [getparam,font,r v])) = [§]>\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\nend\nset [_i1 v] to (length of (item (1) of [getparam,font,r v]))\nrepeat until <(_i0) > (_i1)>\n set [_i2 v] to (letter (_i0) of (item (1) of [getparam,font,r v]))\n change [_i0 v] by (1)\n repeat until <(letter (_i0) of (item (1) of [getparam,font,r v])) = [§]>\n add (letter (_i0) of (item (1) of [getparam,font,r v])) to [temp0 v]\n change [_i0 v] by (1)\n end\n set [readvariable,_i2 v] to (Temp0)\n delete (all) of [temp0 v]\n change [_i0 v] by (1)\nend\n\ndefine Draw Bezier (x1) (y1) (x2) (y2) (x3) (y3)\nset [_i15 v] to [0]\nrepeat (_i13)\n set [_i16 v] to (((y1) + (((y2) - (y1)) * (_i15))) + ((((y2) + (((y3) - (y2)) * (_i15))) - ((y1) + (((y2) - (y1)) * (_i15)))) * (_i15)))\n go to x: ((_x) + ((_i0) * ((((x1) + (((x2) - (x1)) * (_i15))) + ((((x2) + (((x3) - (x2)) * (_i15))) - ((x1) + (((x2) - (x1)) * (_i15)))) * (_i15))) + ((_i1) * (_i16))))) y: ((_y) + ((_i0) * (_i16)))\n change [_i15 v] by (_i14)\nend\n\ndefine Print Character\nset [_i10 v] to (length of (_i9))\nset [_i11 v] to [4]\nrepeat until <(_i11) > (_i10)>\n if <(letter (_i11) of (_i9)) = [d]> then\n pen down\n change [_i11 v] by (1)\n else\n if <(letter (_i11) of (_i9)) = [u]> then\n pen up\n change [_i11 v] by (1)\n else\n if <(letter (_i11) of (_i9)) = [b]> then\n Draw Bezier (join (letter ((_i11) + (1)) of (_i9)) (join (letter ((_i11) + (2)) of (_i9)) (letter ((_i11) + (3)) of (_i9)))) (join (letter ((_i11) + (4)) of (_i9)) (join (letter ((_i11) + (5)) of (_i9)) (letter ((_i11) + (6)) of (_i9)))) (join (letter ((_i11) + (7)) of (_i9)) (join (letter ((_i11) + (8)) of (_i9)) (letter ((_i11) + (9)) of (_i9)))) (join (letter ((_i11) + (10)) of (_i9)) (join (letter ((_i11) + (11)) of (_i9)) (letter ((_i11) + (12)) of (_i9)))) (join (letter ((_i11) + (13)) of (_i9)) (join (letter ((_i11) + (14)) of (_i9)) (letter ((_i11) + (15)) of (_i9)))) (join (letter ((_i11) + (16)) of (_i9)) (join (letter ((_i11) + (17)) of (_i9)) (letter ((_i11) + (18)) of (_i9))))\n change [_i11 v] by (19)\n else\n set [_i12 v] to (join (letter ((_i11) + (3)) of (_i9)) (join (letter ((_i11) + (4)) of (_i9)) (letter ((_i11) + (5)) of (_i9))))\n go to x: ((_x) + ((_i0) * ((join (letter (_i11) of (_i9)) (join (letter ((_i11) + (1)) of (_i9)) (letter ((_i11) + (2)) of (_i9)))) + ((_i1) * (_i12))))) y: ((_y) + ((_i0) * (_i12)))\n change [_i11 v] by (6)\n end\n end\n end\nend\n\nwhen I receive [print v]\nif <(Level) = [10]> then\n Print Text: [Good Job!] (X, Y): (-100) (100) Size: (30) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n Print Text: [You Beat the game!] (X, Y): (-140) (75) Size: (20) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\nelse\n if <(Level) = [11]> then\n Print Text: [Congrats on finding my] (X, Y): (-100) (100) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n Print Text: [First easter egg! ] (X, Y): (-80) (75) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n Print Text: [Think I should do more Easter Eggs?] (X, Y): (-200) (0) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n Print Text: [Comment "Chris" on my profile!] (X, Y): (-200) (-20) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n else\n if <not <(Level) = [0]>> then\n Print Text: (join [Deaths:] (Deaths)) (X, Y): (-220) (150) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n Print Text: (join [Level:] (Level)) (X, Y): (-220) (130) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n else\n if <(Yea) = [1]> then\n Print Text: [Rising Waters] (X, Y): (\(X\)) (\(Y\)) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n else\n if <(Yea) = [2]> then\n Print Text: [Rising Waters] (X, Y): (-225) (90) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n Print Text: [-a Platformer] (X, Y): (\(X\)) (\(Y\)) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n else\n Print Text: [Rising Waters] (X, Y): (-225) (90) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n Print Text: [-a Platformer] (X, Y): (-195) (40) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n Print Text: [By TheNiftyArrow] (X, Y): (\(X\)) (\(Y\)) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n end\n end\n end\n end\nend\n\n@intro\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\ngo to x: (0) y: (-150)\nprint: [The NIfty Arrow] at x: (x slide) y: (-40) size: (10) color: (1) shade: (1) alignment: [] thickness: (1) width: (1) height: (1) spacing: (1)\n\nwhen I receive [intro done v]\nforever\n print: (join [Deaths:] (Deaths)) at x: (-220) y: (-140) size: (10) color: (1) shade: (1) alignment: [] thickness: (1) width: (1) height: (1) spacing: (1)\nend\n\ndefine backround (black)\nif <(black) = [0]> then\n set pen color to (#000000)\nelse\n set pen color to (#f2f0df)\nend\nset pen size to (300)\npen up\ngo to x: (-200) y: (100)\npen down\ngo to x: (200) y: (100)\npen up\ngo to x: (-200) y: (-100)\npen down\ngo to x: (200) y: (-100)\n\ndefine arrow (x) (y)\npen up\nerase all\nbackround (1)\npen up\ngo to x: (x) y: (y)\npoint in direction (90)\npen down\nset pen color to (#319ca2)\nset pen size to (30)\npen down\nmove (30) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (15) degrees\nmove (10) steps\nchange x by (-30)\nturn right (30) degrees\nmove (40) steps\nturn right (100) degrees\nmove (40) steps\npoint in direction (-90)\nmove (10) steps\npen up\ngo to x: ((x) + (177)) y: (y)\nset pen color to (#e21f26)\npoint in direction (-90)\npen down\nmove (100) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nchange x by (-30)\nturn right (45) degrees\nmove (40) steps\nturn right (100) degrees\nmove (45) steps\npoint in direction (-90)\nmove (10) steps\npen up\ngo to x: ((x) + (47)) y: ((y) + (20))\npen up\nset pen color to (#000000)\npoint in direction (0)\npen down\nmove (40) steps\npoint in direction (90)\nmove (20) steps\nturn left (130) degrees\nmove (30) steps\nturn left (100) degrees\nmove (30) steps\npen up\nset pen size to (5)\ngo to x: ((x) + (-30)) y: ((y) + (-20))\npen down\nchange y by (125)\nchange x by (250)\nchange y by (-125)\ngo to x: ((x) + (-30)) y: ((y) + (-20))\npen up\nset pen color to (#f2f0df)\ngo to x: (170) y: (-175)\npen down\nset pen size to (300)\ngo to x: (170) y: (175)\npen up\n\nset [shade v] to [0]\nrepeat (50)\n erase all\n backround (1)\nend\n\nif <not <(shade) = [1.23456]>> then\n set pen shade to (shade)\nend\n\nwhen flag clicked\nset [level v] to [0]\nerase all\nhide\nstart sound [Top 10 Best Intro MusicSongs For Gaming Videos & Montages! \(Non Copyrighted\) \(Royalty Free\).mp3 v]\nbackround (1)\nwait (3) seconds\nshow\nswitch costume to (costume3 v)\nset size to (100) %\ngo to x: (400) y: (0)\nset [x slide v] to [200]\nrepeat (40)\n arrow (x slide) (0)\n change [x slide v] by (-10)\nend\ncreate clone of (_myself_ v)\nwait (4) seconds\nrepeat (25)\n arrow (x slide) (0)\n change [x slide v] by (15)\nend\nhide\nset [\(y\) v] to [100]\nset [\(x\) v] to [-230]\nset [yea v] to [1]\nrepeat (50)\n backround (1)\n change [\(x\) v] by (0.1)\n change [\(y\) v] by (-0.2)\n broadcast (print v)\nend\nset [\(y\) v] to [50]\nset [\(x\) v] to [-200]\nset [yea v] to [2]\nrepeat (50)\n backround (1)\n change [\(x\) v] by (0.1)\n change [\(y\) v] by (-0.2)\n broadcast (print v)\nend\nset [\(y\) v] to [-150]\nset [\(x\) v] to [-160]\nset [yea v] to [3]\nrepeat (50)\n backround (1)\n change [\(x\) v] by (0.1)\n change [\(y\) v] by (-0.2)\n broadcast (print v)\nend\nwait (1) seconds\nbroadcast (intro done v)\nstop all sounds\nforever\n play sound [Imagine Dragons - Whatever It Takes \(LyricsLyric Video\).mp3 v] until done\n play sound [Zaza - Be Together NCS Release \(1\).mp3 v] until done\n play sound [Starset - Down With the Fallen \(audio\).mp3 v] until done\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) NCS Release.mp3 v] until done\nend\n\ndefine print: (text) at x: (x) y: (y) size: (s) color: (c) shade: (sh) alignment: (al) thickness: (t) width: (w) height: (h) spacing: (sp)\nif <(length of [chars v]) = [0]> then\n delete (all) of [chars v]\n add [/00/0444404202] to [chars v]\n add [/00/0434320232424000] to [chars v]\n add [/44/040040] to [chars v]\n add [/00/043443413000] to [chars v]\n add [/40/000232020444] to [chars v]\n add [/00/0232020444] to [chars v]\n add [/44/0400404222] to [chars v]\n add [/00/0402424044] to [chars v]\n add [/04/4424200040] to [chars v]\n add [/24/2000] to [chars v]\n add [/34/010004011240] to [chars v]\n add [/04/0040] to [chars v]\n add [/00/04224440] to [chars v]\n add [/00/044044] to [chars v]\n add [/00/04444000] to [chars v]\n add [/00/04444202] to [chars v]\n add [/00/044440004022] to [chars v]\n add [/00/043432024240] to [chars v]\n add [/44/14031232413000] to [chars v]\n add [/20/240444] to [chars v]\n add [/04/004044] to [chars v]\n add [/04/2044] to [chars v]\n add [/04/00224044] to [chars v]\n add [/00/44/04/40] to [chars v]\n add [/04/22202244] to [chars v]\n add [/04/440040] to [chars v]\n add [/00/0444400044] to [chars v]\n add [/13/24201030] to [chars v]\n add [/04/4442020040] to [chars v]\n add [/04/444212424000] to [chars v]\n add [/04/02424044] to [chars v]\n add [/44/0402424000] to [chars v]\n add [/44/040242400004] to [chars v]\n add [/04/4420] to [chars v]\n add [/00/044440000242] to [chars v]\n add [/00/404202044442] to [chars v]\n add [/20/20/22/24] to [chars v]\n add [/00/14/30/44/01/41/03/43] to [chars v]\n add [/04/14130304/40/30314140/00/44] to [chars v]\n add [/13/2433] to [chars v]\n add [/12/34/32/14] to [chars v]\n add [/20/111324] to [chars v]\n add [/20/313324] to [chars v]\n add [/12/32] to [chars v]\n add [/21/23221232] to [chars v]\n add [/00/40] to [chars v]\n add [/13/33/11/31] to [chars v]\n add [/00/44] to [chars v]\n add [/20/20] to [chars v]\n add [/10/21] to [chars v]\n add [/20/20/22/424424] to [chars v]\n add [/23/24] to [chars v]\n add [/13/14/33/34] to [chars v]\n add [/21/21/23/23] to [chars v]\nend\nset [alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789!#%^*\(\)-+_=/.,?'":]\nset pen size to (((s) / (4.5)) * (t))\nif <not <(c) = [0]>> then\n set pen color to (#000000)\nelse\n if <(c) = [17]> then\n set pen color to (#bc1004)\n end\nend\nif <<(al) = [l]> or <(al) = [left]>> then\n set [xint v] to [-235]\nelse\n if <<(al) = [r]> or <(al) = [right]>> then\n set [xint v] to ((235) - (((s) * (w)) * (((length of (text)) * ((1) + ((0.5) * (sp)))) - ((0.5) * (sp)))))\n else\n if <<(al) = [c]> or <(al) = [center]>> then\n set [xint v] to ((0) - ((((s) * (w)) / (2)) * (((length of (text)) * ((1) + ((0.5) * (sp)))) - ((0.5) * (sp)))))\n else\n set [xint v] to (x)\n end\n end\nend\nset [i v] to [0]\nset [pen v] to [1]\nrepeat (length of [chars v])\n change [i v] by (1)\n set [ii v] to [0]\n repeat until <<(letter (i) of (text)) = (letter (ii) of (alphabet))> or <(ii) > [54]>>\n change [ii v] by (1)\n end\n if <(ii) < [55]> then\n set [iii v] to [0]\n set [xy v] to [1]\n repeat (length of (item (ii) of [chars v]))\n change [iii v] by (1)\n if <(letter (iii) of (item (ii) of [chars v])) = [/]> then\n set [pen v] to ((0) - (pen))\n if <(pen) = [1]> then\n pen down\n else\n pen up\n end\n else\n set [xy v] to ((0) - (xy))\n if <(xy) = [1]> then\n set [y v] to ((y) + (((0.2) * ((s) * (h))) * (letter (iii) of (item (ii) of [chars v]))))\n go to x: (x) y: (y)\n else\n set [x v] to ((xInt) + (((0.2) * ((s) * (w))) * (letter (iii) of (item (ii) of [chars v]))))\n end\n end\n end\n end\n change [xint v] by ((w) * ((s) * ((1) + ((0.5) * (sp)))))\nend\n\n@Rising Waters\n\nwhen flag clicked\nhide\n\n
☁Multiplayer Pen Platformer - A Multiplayer 90% Pen Platformer\n\nHow To Play:\nUse Arrow Keys to move through the 100% PEN Levels! Play with your Friends in this multiplayer game.\nNew Scratchers Can"t Play :(\nMax Players Is 10!\n\nFollow @Ryham301 for more great games.\n\nCredits:\nRyham301 for the PEN levels\nRyham301 for the Multiplayer game\nGriffpatch for some scripts\nTimMcCool for music\nStratfordJames for some art.\n\n\nTags:\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All \n#Games #Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games \n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art\n\n
Beluga Platformer!
@Stage\n\nwhen flag clicked\nshow list [топ 1 v]\nhide variable [время v]\nset [время v] to [0]\nforever\n wait (1) seconds\n change [время v] by (1)\nend\n\nwhen I receive [конец v]\nstop [other scripts in sprite v]\nshow variable [время v]\nif <(время) < (☁ 1 место)> then\n set [☁ 1 место v] to (время)\nend\nhide list [топ 1 v]\n\nif <(время) < (☁ 2 место)> then\n if <(время) < [50]> then\n set [☁ 3 место v] to (☁ 2 место)\n set [☁ 2 место v] to (☁ 1 место)\n else\n set [☁ 3 место v] to (☁ 2 место)\n set [☁ 2 место v] to (время)\n set [☁ 1 место v] to (☁ 1 место)\n end\nelse\n set [☁ 3 место v] to (время)\nend\n\nset [☁ 1 место v] to [100000]\nset [☁ 2 место v] to [100000]\nset [☁ 3 место v] to [100000]\n\nwhen flag clicked\nforever\n play sound [Мой музон для компьютерных игр — Для прямой трансляции v] until done\nend\n\nset [☁ 1 место v] to [10000]\n\nwhen flag clicked\nset volume to (10) %\n\n@Спрайт 1\n\nwhen flag clicked\nforever\n set [color v] effect to (цвет)\n change [цвет v] by (1)\nend\n\nwhen flag clicked\nset [у игрока v] to [0]\nset [х игрока v] to [0]\nset [движение v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [управление v] to [к]\n switch costume to (костюм 1 v)\n repeat <(движение) < [5]>\n change [движение v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [управление v] to [к]\n switch costume to (костюм 2 v)\n if <(движение) > [-5]> then\n change [движение v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n change [х игрока v] by (движение)\nend\n\nwhen flag clicked\nforever\n if <(управление) = [к]> then\n if <not <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n if <(движение) > [0]> then\n if <not <[0] = (движение)>> then\n change [движение v] by (-0.5)\n end\n else\n if <not <[0] = (движение)>> then\n change [движение v] by (0.5)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [прыжок v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#c6ff96)?> then\n set [прыжок v] to [0]\n set [падать v] to [нет]\n repeat (10)\n change [прыжок v] by (1)\n change [у игрока v] by (прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <[-15] > (прыжок)>> then\n change [прыжок v] by (-1)\n end\n change [у игрока v] by (прыжок)\n end\n wait (0.1) seconds\n set [падать v] to [да]\n end\n end\nend\n\nchange y by (10)\n\nchange y by (10)\n\nwhen flag clicked\nset [падать v] to [да]\nforever\n if <<(падать) = [да]> and <not <touching color (#c6ff96)?>>> then\n set [прыжок v] to [0]\n repeat until <<(падать) = [нет]> or <touching color (#c6ff96)?>>\n if <(прыжок) > [-10]> then\n change [прыжок v] by (-1)\n end\n change [у игрока v] by (прыжок)\n end\n end\nend\n\nchange [прыжок v] by (-1)\n\nwhen flag clicked\nset [спаунпоинт v] to [нет]\nwait (1) seconds\nforever\n if <touching color (#eb6262)?> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n if <(спаунпоинт) = [нет]> then\n set [ghost v] effect to (0)\n set [у игрока v] to [0]\n set [х игрока v] to [0]\n else\n if <(спаунпоинт) = [да]> then\n set [ghost v] effect to (0)\n set [у игрока v] to [670]\n set [х игрока v] to [-110]\n else\n set [ghost v] effect to (0)\n set [у игрока v] to [1076]\n set [х игрока v] to [-400]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (спрайт 14 v)?> then\n broadcast (прыгаю v)\n wait (0.4) seconds\n if <touching (спрайт 14 v)?> then\n set [падать v] to [нет]\n set [прыжок v] to [0]\n repeat (20)\n change [прыжок v] by (1)\n change [у игрока v] by (прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <(прыжок) = [-15]>> then\n change [прыжок v] by (-1)\n end\n if <not <touching color (#c6ff96)?>> then\n change [у игрока v] by (прыжок)\n else\n stop [this script v]\n end\n end\n set [падать v] to [да]\n end\n end\nend\n\nset [у игрока v] to [700]\nset [х игрока v] to [-1000]\n\nwhen flag clicked\nset [у игрока v] to [0]\nset [х игрока v] to [0]\nset [движение v] to [0]\nforever\n if <<[0] < (mouse x)> and <mouse down?>> then\n set [управление v] to [м]\n switch costume to (костюм 1 v)\n repeat <(движение) < [5]>\n change [движение v] by (1)\n end\n end\n if <<(mouse x) < [0]> and <mouse down?>> then\n set [управление v] to [м]\n switch costume to (костюм 2 v)\n if <(движение) > [-5]> then\n change [движение v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(управление) = [м]> then\n if <not <mouse down?>> then\n if <(движение) > [0]> then\n if <not <[0] = (движение)>> then\n change [движение v] by (-0.5)\n end\n else\n if <not <[0] = (движение)>> then\n change [движение v] by (0.5)\n end\n end\n end\n end\nend\n\nset [☁ 1 место v] to [50]\n\nwhen flag clicked\nset [прыжок v] to [0]\nforever\n if <<[0] < (mouse y)> and <mouse down?>> then\n set [прыжок v] to [0]\n set [падать v] to [нет]\n repeat (10)\n change [прыжок v] by (1)\n change [у игрока v] by (прыжок)\n end\n repeat until <touching color (#c6ff96)?>\n if <not <[-15] > (прыжок)>> then\n change [прыжок v] by (-1)\n end\n change [у игрока v] by (прыжок)\n end\n wait (0.1) seconds\n set [падать v] to [да]\n end\nend\n\nset [☁ 1 место v] to [98]\n\nwhen flag clicked\nforever\n if <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [прыжок v] to [-3]\n end\n end\nend\n\nchange y by (-1)\n\nwhen flag clicked\nforever\n if <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>> then\n if <[1] = (costume [number v])> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [движение v] to [-3]\n end\n end\n if <[2] = (costume [number v])> then\n repeat until <not <<touching color (#ff98ec)?> or <touching color (#68c0ff)?>>>\n set [движение v] to [1]\n end\n end\n end\nend\n\nchange [прыжок v] by (-1)\n\nset volume to (25) %\n\n@Спрайт 2\n\nwhen flag clicked\nset [у v] to [-20]\n\nwhen flag clicked\nforever\n go to x: (0) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n if <((у) - (у игрока)) < [-49]> then\n hide\n else\n show\n end\nend\n\n@Спрайт 3\n\nwhen flag clicked\nset [у v] to [-10]\n\nwhen flag clicked\nforever\n go to x: (0) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n if <((у) - (у игрока)) < [-49]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (45)\ngo to [front v] layer\n\n@Спрайт 4\n\nwhen flag clicked\nset [у v] to [-110]\nset [х v] to [300]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<not <(x position) < [-311]>> and <not <[333] < (x position)>>> and <not <(y position) < [-213]>>> then\n show\n else\n hide\n end\nend\n\n@Спрайт 5\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to [back v] layer\nforever\n if <<<not <(x position) < [-288]>> and <not <[289] < (x position)>>> and <not <(y position) < [-257]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [-43]\nset [х v] to [-200]\n\n@Спрайт 6\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to [back v] layer\nforever\n if <<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-200]>>> then\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n hide\n wait (pick random (2) to (5)) seconds\n set [у v] to (pick random (-75) to (-25))\n set [х v] to ((у игрока) - (220))\n show\n repeat until <[370] < ((х) - (х игрока))>\n change [х v] by (1)\n end\n hide\nend\n\n@Спрайт 7\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [-70]\nset [х v] to [100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 8\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [15]\nset [х v] to [-100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 9\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [100]\nset [х v] to [75]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 10\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [185]\nset [х v] to [250]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 11\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [270]\nset [х v] to [450]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 12\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [375]\nset [х v] to [250]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 13\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [375]\nset [х v] to [160]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 14\n\nwhen I receive [прыгаю v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [426]\nset [х v] to [135]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen I receive [прыгаю v]\nswitch costume to (костюм 1 v)\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\n\n@Спрайт 16\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [730]\nset [х v] to [-150]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 18\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [600]\nset [х v] to [30]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 19\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 15\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-150]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 20\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [700]\nset [х v] to [50]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 21\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-650]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 22\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-900]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [топ 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n@Спрайт 23\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [615]\nset [х v] to [-1050]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 24\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [710]\nset [х v] to [-800]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 27\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-600]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 28\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-370]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 17\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [530]\nset [х v] to [-50]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 25\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-240]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [785]\nset [х v] to [-500]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 26\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [870]\nset [х v] to [-200]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 29\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1300]\nset [х v] to [-525]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n if <touching (спрайт 1 v)?> then\n broadcast (конец v)\n end\nend\n\n@Спрайт 31\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n end\nend\n\nwhen flag clicked\nset [у v] to [1050]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 32\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nreplace item (2) of [топ 1 v] with [pro-135]\n\n@Спрайт 33\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n hide list [топ 1 v]\n else\n show list [топ 1 v]\n end\nend\n\nshow variable [рекордсмен v]\n\nhide variable [рекордсмен v]\n\nset [вывод v] to [ккккккккк]\n\n@Спрайт 34\n\n@Спрайт 35\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-198]>>> and <not <[198] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [600]\nset [х v] to [-100]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nswitch costume to (костюм 2 v)\nwait until <touching (спрайт 1 v)?>\nswitch costume to (костюм 1 v)\nset [спаунпоинт v] to [да]\n\n@Спрайт 36\n\nset [азбука v] to [абвгдеёжзийклмнопрстуфхцчшщъыьэюяqwertyuiopasdfghjklzxcvbnm1234567890\(\)-_=+@$]\n\nwhen flag clicked\nset [азбука v] to [абвгдеёжзийклмнопрстуфхцчшщъыьэюяqwertyuiopasdfghjklzxc]\n\ndefine ПРОВЕРКА\nset [номер2 v] to [1]\nrepeat (length of (азбука))\n if <(letter (номе1) of (username)) = (letter (номер2) of (азбука))> then\n set [☁ цыфры v] to (join (☁ цыфры) (join (номер2) [-]))\n stop [this script v]\n else\n change [номер2 v] by (1)\n end\nend\n\nwhen I receive [конец v]\nset [☁ цыфры v] to []\nset [номе1 v] to [0]\nif <(время) < (☁ 1 место)> then\n repeat (length of (username))\n change [номе1 v] by (1)\n ПРОВЕРКА\n end\n set [вывод v] to []\n set [номер3 v] to [-2]\n repeat ((length of (☁ цыфры)) / (3))\n set [вывод v] to (join (вывод) (letter (((letter ((НОМЕР3) + (3)) of (☁ цыфры)) * (10)) + (letter ((НОМЕР3) + (4)) of (☁ цыфры))) of (азбука)))\n change [номер3 v] by (3)\n end\nend\n\nif <(время) < (☁ 3 место)> then\n if <(время) < (☁ 2 место)> then\n if then\n set [☁ 3 место v] to (☁ 2 место)\n set [☁ 2 место v] to (☁ 1 место)\n set [☁ 1 место v] to (время)\n set [☁ цыфры v] to []\n set [номе1 v] to [0]\n repeat (length of (username))\n change [номе1 v] by (1)\n ПРОВЕРКА\n end\n set [вывод v] to []\n set [номер3 v] to [-2]\n repeat ((length of (☁ цыфры)) / (3))\n set [вывод v] to (join (вывод) (letter (((letter ((НОМЕР3) + (3)) of (☁ цыфры)) * (10)) + (letter ((НОМЕР3) + (4)) of (☁ цыфры))) of (азбука)))\n change [номер3 v] by (3)\n end\n wait (1) seconds\n replace item (6) of [топ 1 v] with (item (4) of [топ 1 v])\n replace item (4) of [топ 1 v] with (item (2) of [топ 1 v])\n replace item (2) of [топ 1 v] with (вывод)\n else\n set [☁ 3 место v] to (☁ 2 место)\n set [☁ 2 место v] to (время)\n set [☁ цыфры v] to []\n set [номе1 v] to [0]\n repeat (length of (username))\n change [номе1 v] by (1)\n ПРОВЕРКА\n end\n set [вывод v] to []\n set [номер3 v] to [-2]\n repeat ((length of (☁ цыфры)) / (3))\n set [вывод v] to (join (вывод) (letter (((letter ((НОМЕР3) + (3)) of (☁ цыфры)) * (10)) + (letter ((НОМЕР3) + (4)) of (☁ цыфры))) of (азбука)))\n change [номер3 v] by (3)\n end\n wait (1) seconds\n replace item (6) of [топ 1 v] with (item (4) of [топ 1 v])\n replace item (4) of [топ 1 v] with (вывод)\n end\n else\n set [☁ 3 место v] to (время)\n set [☁ цыфры v] to []\n set [номе1 v] to [0]\n repeat (length of (username))\n change [номе1 v] by (1)\n ПРОВЕРКА\n end\n set [вывод v] to []\n set [номер3 v] to [-2]\n repeat ((length of (☁ цыфры)) / (3))\n set [вывод v] to (join (вывод) (letter (((letter ((НОМЕР3) + (3)) of (☁ цыфры)) * (10)) + (letter ((НОМЕР3) + (4)) of (☁ цыфры))) of (азбука)))\n change [номер3 v] by (3)\n end\n wait (1) seconds\n end\nend\n\nreplace item (6) of [топ 1 v] with (вывод)\n\nhide list [топ 1 v]\n\nreplace item (6) of [топ 1 v] with (item (4) of [топ 1 v])\nreplace item (4) of [топ 1 v] with (item (2) of [топ 1 v])\n\nwhen flag clicked\nforever\n replace item (1) of [топ 1 v] with (☁ 1 место)\n replace item (3) of [топ 1 v] with (☁ 2 место)\n replace item (5) of [топ 1 v] with (☁ 3 место)\nend\n\nset [☁ 1 место v] to [27]\n\nset [☁ 3 место v] to [1000]\n\nset [☁ 1 место v] to [27]\n\nrepeat (2)\nend\n\nreplace item (6) of [топ 1 v] with [что-то]\nreplace item (4) of [топ 1 v] with [что-то]\nreplace item (2) of [топ 1 v] with [что-то]\n\nset [время v] to [27]\nset [☁ 2 место v] to (☁ 1 место)\nset [☁ 1 место v] to (время)\n\nreplace item (6) of [топ 1 v] with (item (4) of [топ 1 v])\nreplace item (4) of [топ 1 v] with (item (2) of [топ 1 v])\n\nreplace item (2) of [топ 1 v] with [что-то]\n\nwhen flag clicked\nforever\n set [рекордсмен v] to (вывод)\nend\n\n@Спрайт 38\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-255]>> and <not <[377] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-184]>>> and <not <[167] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [150]\nset [х v] to [-80]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 39\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-419]>> and <not <[441] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-148]>>> and <not <[200] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [100]\nset [х v] to [-30]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\n\n@Спрайт 40\n\nwhen flag clicked\nset [у v] to [0]\nset [х v] to [0]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Спрайт 41\n\n@Спрайт 37\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-261]>> and <not <[414] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-269]>>> and <not <[167] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [0]\nset [х v] to [330]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 30\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-198]>>> and <not <[198] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1035]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nswitch costume to (костюм 2 v)\nwait until <touching (спрайт 1 v)?>\nswitch costume to (костюм 1 v)\nset [спаунпоинт v] to [дада]\n\n@Спрайт 42\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [975]\nset [х v] to [-400]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 43\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1060]\nset [х v] to [-600]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [топ 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n@Спрайт 44\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-700]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 45\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-240]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-925]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Спрайт 46\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [950]\nset [х v] to [-800]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 47\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-180]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1000]\nset [х v] to [-1000]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 48\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1150]\nset [х v] to [-900]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\n@Спрайт 49\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n if <<<<not <((х) - (х игрока)) < [-288]>> and <not <[289] < ((х) - (х игрока))>>> and <not <((у) - (у игрока)) < [-224]>>> and <not <[180] < ((у) - (у игрока))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [у v] to [1225]\nset [х v] to [-700]\n\nwhen flag clicked\nforever\n go to x: ((х) - (х игрока)) y: ((у) - (у игрока))\nend\n\nwhen flag clicked\nforever\n replace item (1) of [топ 1 v] with (☁ 1 место)\n wait (1) seconds\nend\n\n
ᴘᴏʀᴛᴀʟ||ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\nNew amazing game https://scratch.mit.edu/projects/761516814/\n\nmy new onlin game https://scratch.mit.edu/projects/685068696/\n\nnouveau jeu ( sûrement mon meilleur platformer https://scratch.mit.edu/projects/659158228/ )\n#1 en tendance \n ᴘʀᴇɴᴇᴢ ʟᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴘᴏᴜʀ ᴀʟʟᴇᴢ ᴀ ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴇᴛ ᴘʀᴇɴᴇᴢ ʟᴇ ᴊᴀᴜɴᴇ ᴘᴏᴜʀ ᴀʟʟᴇᴢ À ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ᴊᴀᴜɴᴇ.\nᴛʀᴏᴜᴠᴇʀ ʟᴇ ꜱᴇᴄʀᴇᴛ.\n§\nᴀʀᴛ 100% ʙʏ ᴍᴇ \n§\nᴄᴏᴅᴇ 95% ʙʏ ᴍᴇ sauf ʟᴀ ʙᴀꜱᴇ ᴅᴇ ʟᴀ ᴍɪɴɪᴀᴛᴜʀᴇ Qᴜɪ ʙᴏᴜɢᴇ qui ᴇꜱᴛ ᴅᴇ ʀᴏᴍᴀɪɴ57330 Qᴜᴇ ᴊ.ᴀɪ ᴍᴏᴅɪꜰɪÉ.\n§\nᴍᴜꜱɪᴄ: ᴊᴀᴍᴇꜱ ʏᴏᴜɴɢ . ɪɴꜰɪɴɪᴛʏ \n§\nꜱᴜɪᴠᴇᴢ-ᴍᴏɪ ᴇᴛ @-ᴀʟᴅᴇꜱꜱ ᴇᴛ @ʀᴏᴍᴀɪɴ57330\n§\nꜱɪ ᴠᴏᴜꜱ ᴠᴏᴜʟᴇᴢ Qᴜᴇ ᴊᴇ ʀᴀᴊᴏᴜᴛᴇ ᴅᴇꜱ ɴᴜᴀɢᴇꜱ ᴏᴜ ᴜɴ ꜱᴏʟᴇɪʟ ᴅᴇᴍᴀɴᴅᴇᴢ ᴍᴏɪ :) ( au moin 20 personnes )\n§\n§\n\n#ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ \n\nXD suivez moi svp ( @KING_OF_PLATFORMER
Bluish Platformer #all#games#trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (stage1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [stage11 v]\nbroadcast (the end v)\nstop [all v]\n\nwhen backdrop switches to [stage11 v]\nbroadcast (the end v)\nstop [all v]\n\n@Stickman\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (run1 left v)\n wait (0.1) seconds\n switch costume to (run2 left v)\n wait (0.1) seconds\n switch costume to (run3 left v)\n wait (0.1) seconds\n end\n if <key (right arrow v) pressed?> then\n switch costume to (run1 right v)\n wait (0.1) seconds\n switch costume to (run2 right v)\n wait (0.1) seconds\n switch costume to (run3 right v)\n wait (0.1) seconds\n end\n if <key (a v) pressed?> then\n switch costume to (run1 left v)\n wait (0.1) seconds\n switch costume to (run2 left v)\n wait (0.1) seconds\n switch costume to (run3 left v)\n wait (0.1) seconds\n end\n if <key (d v) pressed?> then\n switch costume to (run1 right v)\n wait (0.1) seconds\n switch costume to (run2 right v)\n wait (0.1) seconds\n switch costume to (run3 right v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (run3 right v)\ngo to x: (-220) y: (-115)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nshow\nswitch costume to (run3 right v)\ngo to x: (-220) y: (-115)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (a v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.5)\n end\n if <key (d v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (w v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n go to x: (-220) y: (-115)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n go to x: (-220) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <<([backdrop # v] of [_stage_ v]) = [10]> and <(x position) > [235]>> then\n broadcast (the end v)\n hide\n switch costume to (costume1 v)\n end\nend\n\n@The End\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow variable [time v]\nstop [other scripts in sprite v]\nset [time v] to (Time)\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [the end v]\nshow variable [time v]\nstop [other scripts in sprite v]\nset [time v] to (Time)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
BEST TIME 17 SECONDS!!!!!!!!!!!!!\nhello this is my new 360 platformer called space!! \nthis took a lot of time and effort so a heart star and maybe a follow would be greatly appericiated!!!!\nCredit:\n@TBNR_Mat for making the player!\n@Timmccool for the love and fav detector\n@awesomebricks1 and @plant2 for inspiring me\n@arlfifa for %90 art & %100 code by me\ncooltext.com\ngoogle for the background and of course scratch!!\nshoutout to underated scratcher \n@-_cola_-\n\nhttps://scratch.mit.edu/projects/417525920 after u played play v.0.2
Circles - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\nwait (4) seconds\nswitch backdrop to (start v)\n\nwhen backdrop switches to [level 17 v]\nwait (5) seconds\nswitch backdrop to (level 18 v)\n\n@Player\n\nwhen flag clicked\npen up\nerase all\nset [deaths v] to [0]\nhide variable [:\) v]\nhide variable [deaths v]\nhide\n\nwhen backdrop switches to [level 11 v]\nrepeat until <not <(backdrop [name v]) = [Level 11]>>\n if <key (3 v) pressed?> then\n switch backdrop to (level 12 v)\n change [level v] by (1)\n go to x: (-114) y: (-30)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nswitch backdrop to (level 1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-114) y: (-30)\npoint in direction (90)\nshow\nshow variable [:\) v]\nshow variable [deaths v]\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n set volume to (50) %\n start sound [Mario Jump - Sound Effect.mp3 v]\n set volume to (100) %\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set volume to (50) %\n start sound [Mario Jump - Sound Effect.mp3 v]\n set volume to (100) %\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n set volume to (50) %\n start sound [Super Mario Bros.-Mushroom Sound Effect.mp3 v]\n set volume to (100) %\n set [yv v] to [0]\n go to x: (-114) y: (-30)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#00cc44)?> then\n set volume to (50) %\n start sound [Mario Jump - Sound Effect.mp3 v]\n set volume to (100) %\n set [yv v] to [15]\n end\n if <touching color (#ccffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n set volume to (50) %\n start sound [Megaman x 1 death sound effect.mp3 v]\n set volume to (100) %\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-114) y: (-30)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [:\) v] to [The end!]\n end\n if <(level) < [101]> then\n set [:\) v] to (join [Level ] (join (level) [/50]))\n end\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-114) y: (-30)\n\nwhen backdrop switches to [level 18 v]\nset [level v] to ((level) + (1))\n\nwhen backdrop switches to [level 16 v]\nset [level v] to ((level) + (1))\n\nwhen flag clicked\nforever\n if <touching (. v)?> then\n switch backdrop to (secret level v)\n set volume to (50) %\n start sound [Secret of Mana music and sound effects - Level Up!.mp3 v]\n set volume to (100) %\n end\nend\n\nwhen I receive [pause v]\nhide\nset [game v] to [0]\n\nwhen I receive [unpause v]\nshow\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [yv v] to [0]\n set [xv v] to [0]\n switch costume to (costume1 v)\n go to x: (-114) y: (-30)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [question4 v]\nask [Will you love and favorite? \(yes/no\)] and wait\nif <(answer) = [yes]> then\n switch backdrop to (level 16 v)\n start sound [You win quiz v]\nelse\n start sound [Wrong answer v]\n broadcast (question1 v)\nend\n\nwhen I receive [question1 v]\nask [How many times have you died?] and wait\nif <(answer) = (deaths)> then\n start sound [Right answer v]\n broadcast (question2 v)\nelse\n start sound [Wrong answer v]\n broadcast (question1 v)\nend\n\nwhen I receive [question3 v]\nask [Who made this ...cough, cough... wonderful game?] and wait\nif <(answer) = [Liz314159265]> then\n start sound [Right answer v]\n broadcast (question4 v)\nelse\n start sound [Wrong answer v]\n broadcast (question1 v)\nend\n\nwhen backdrop switches to [level 15 v]\nbroadcast (question1 v)\nask [How many times have you died?] and wait\nif <(answer) = (deaths)> then\n start sound [Right answer v]\n broadcast (question2 v)\nelse\n start sound [Wrong answer v]\n broadcast (question1 v)\nend\n\nwhen I receive [question2 v]\nask [What color is the portal?] and wait\nif <(answer) = [yellow]> then\n start sound [Right answer v]\n broadcast (question3 v)\nelse\n start sound [Wrong answer v]\n broadcast (question1 v)\nend\n\nwhen [c v] key pressed\nnext costume\n\nwhen backdrop switches to [level 25 v]\ngo to x: (-114) y: (-30)\n\nwhen flag clicked\nforever\n if <not <(username) = [Liz314159265]>> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n switch backdrop to (cheating v)\n stop all sounds\n start sound [Mario Death Sound Effect.mp3 v]\n stop [all v]\n end\n end\n end\nend\n\n@Start Button\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (-2) y: (-43)\nwait until <(backdrop [name v]) = [Start]>\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (costume2 v)\n hide\n go to x: (387) y: (294)\n broadcast (Start v)\n end\n end\nend\n\nwhen I receive [secret - v]\nhide\n\nwhen I receive [secret over v]\nshow\n\nwhen flag clicked\nforever\n play sound [Platform game music.mp3 v] until done\nend\n\n@Liz314159265\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (34) y: (321)\nshow\nglide (1) secs to x: (50) y: (-107)\nwait (2) seconds\nhide\n\n@.\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level ? v]\nshow\n\nwhen backdrop switches to [secret level v]\nhide\n\nwhen backdrop switches to [secret level v]\n\nhide\n\n@Moving obstacles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 13 v]\nshow\nforever\n go to x: (448) y: (-46)\n glide (10) secs to x: (-348) y: (4)\nend\n\nwhen backdrop switches to [level 14 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (-2) y: (1)\ngo to [front v] layer\n\n@Pause Screen\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]) = [ backdrop]>> 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@Confetti\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (((pick random (0) to (1)) * (480)) - (240)) y: (-180)\nswitch costume to (pick random (1) to (10))\nset [speed y v] to (pick random (10) to (30))\nif <(x position) > [0]> then\n set [speed x v] to (pick random (-5) to (-20))\nelse\n set [speed x v] to (pick random (5) to (20))\nend\nrepeat until <not <touching (_edge_ v)?>>\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (1))\n change x by (Speed X)\n change y by (Speed Y)\n point in direction (pick random (1) to (90))\nend\nrepeat until <touching (_edge_ v)?>\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (1))\n change x by (Speed X)\n change y by (Speed Y)\n point in direction (pick random (1) to (90))\nend\ndelete this clone\n\ndefine Clone\nrepeat (20)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait (1.9) seconds\nrepeat (50)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [level 21 v]\nClone\n\n@Yellow Star\n\nwhen backdrop switches to [level 24 v]\nwait (3) seconds\nshow\nforever\n switch costume to (pick random (1) to (3))\n go to x: (-50) y: (pick random (90) to (-160))\n glide (pick random (1) to (2)) secs to x: (400) y: (pick random (90) to (-160))\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 25 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 24 v]\nforever\n if <touching (player v)?> then\n forever\n if <(costume [number v]) = [1]> then\n hide\n switch backdrop to (level 25 v)\n set [level v] to ((level) + (1))\n end\n end\n end\nend\n\n@1BObstacle\n\nwhen flag clicked\nhide\ngo to x: (34) y: (0)\n\nwhen backdrop switches to [level 25 v]\nshow\nforever\n switch costume to (costume1 v)\n wait (pick random (2) to (4)) seconds\n switch costume to (costume2 v)\n wait (pick random (2) to (4)) seconds\n switch costume to (costume3 v)\n wait (pick random (2) to (3)) seconds\n switch costume to (costume4 v)\n wait (pick random (2) to (3)) seconds\n switch costume to (costume1 v)\n wait (pick random (2) to (3)) seconds\n switch costume to (costume4 v)\n wait (pick random (2) to (3)) seconds\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\nstop [other scripts in sprite v]\n\n
CaveFormer ll Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n switch backdrop to (背景2 v)\nend\n\nwhen flag clicked\nchange [color v] effect by (10)\nset [brightness v] effect to (-20)\nset volume to (50) %\nforever\n play sound [Corridors of Time - from YouTube v] until done\nend\n\nclear graphic effects\n\n@a\n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x2 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (1 v)\n change [x2 v] by (1)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (f v)?> then\n change y by (1)\n if <touching (f v)?> then\n change y by (1)\n if <touching (f v)?> then\n change y by (1)\n if <touching (f v)?> then\n change y by (1)\n if <touching (f v)?> then\n change y by (1.0)\n if <touching (f v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (f v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [パパッ v]\n set [y2 v] to [13]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (f v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n set [; v] to [0]\n broadcast (next v)\n hide\n wait until <(;) = [1]>\n set [x2 v] to [0]\n go to x: (-201) y: (-34)\n show\n end\n if <<<touching (t v)?> or > or <(y position) < [-180]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [キャンセル2 v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (0)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n wait (pick random (3) to (4)) seconds\n repeat (5)\n next costume\n end\n switch costume to (6 v)\n wait (0.1) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (1 v)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@f\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [次 v]\nnext costume\n\n@t\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次 v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\n\nwhen I receive [次 v]\nnext costume\n\n@next\n\nwhen I receive [next v]\nswitch costume to (コスチューム1 v)\ngo to x: (450) y: (0)\nrepeat (5)\n wait (0.1) seconds\n create clone of (_myself_ v)\n next costume\nend\nwait (0.1) seconds\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [xカリバー v] to [0]\ngo to [front v] layer\nshow\nrepeat until <[1] > (x position)>\n change x by (((xカリバー) - (x position)) / (7))\nend\nset [xカリバー v] to [-456]\nshow\nif <(costume [number v]) = [6]> then\n broadcast (次 v)\nend\nrepeat until <[-455] > (x position)>\n change x by (((xカリバー) - (x position)) / (5))\nend\nif <(costume [number v]) = [6]> then\n set [; v] to [1]\nend\nhide\ndelete this clone\n\n
Void || A Scrolling Platformer
@Stage\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Shockwave]> then\n clear graphic effects\n Frame Animation x (X) y (Y) sz [100] dir (Rotation) spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n set [v v] to [1]\n go to [front v] layer\n switch costume to (checker shockwave 1 v)\n show\n repeat until <[21] < (V)>\n switch costume to (blank v)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n repeat (10)\n switch costume to (blank v)\n change [ghost v] effect by (10)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n delete this clone\nend\n\ndefine Shockwave\nset [rotation v] to [0]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nwait (0.15) seconds\nset [rotation v] to [-90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Frame Animation x (x) y (y) sz (sz) dir (dir) spd (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\nchange size by (((round (sz)) - (round (size))) / (spd))\nturn right (((round (dir)) - (round (direction))) / (spd)) degrees\n\ndefine Set effects: color (color) brightness (brightness) transparency (transparency)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\ndefine Line Explode (degree) with start (start)\nset [rotation v] to (start)\nrepeat ((360) / (degree))\n Clone Sprite ID [Burst] # [1]\n change [rotation v] by (degree)\nend\n\ndefine Set x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I start as a clone\nif <(Clone) = [Burst]> then\n set [value 1 v] to [20]\n switch costume to (logo v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n Set effects: color (Color) brightness (Brightness) transparency (pick random (0) to (10))\n Frame Animation x (X) y (Y) sz [0] dir (Rotation) spd [1]\n repeat until <(Value 1) < [2]>\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n end\n repeat (10)\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Frame size (sz) spd (spd)\nchange size by (((round (sz)) - (round (size))) / (spd))\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Fate v]\nset [keyframe v] to [0]\nrepeat (3)\n Clone Sprite ID [First] # [1]\n wait (0.1) seconds\nend\nwait (0.4) seconds\nClone Sprite ID [Logo] # [1]\nwait (0.1) seconds\nset [rotation v] to [0]\nbroadcast (Listen v)\nrepeat until <(Keyframe) = [1]>\n go to [front v] layer\n set [color v] to [120]\n set [brightness v] to [100]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0) seconds\n set [color v] to [100]\n set [brightness v] to [-20]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0.1) seconds\nend\n\ndefine Diminish Shake at x (x) y (y) spd (spd) shake size (size)\nset [v v] to ([abs v] of (size) )\nrepeat until <[0] = (round (V))>\n go to x: (pick random ((x) + (V)) to ((x) - (V))) y: (pick random ((y) + (V)) to ((y) - (V)))\n change [v v] by (((0) - (round (V))) / (spd))\nend\n\nwhen I start as a clone\nif <(Clone) = [First]> then\n Frame Animation x [0] y [0] sz [20] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n repeat until <[1200] = (round (size))>\n switch costume to (scaling dot v)\n Frame Animation x [0] y [0] sz [1200] dir [90] spd [4]\n switch costume to (first v)\n end\n repeat until <(Keyframe) = [1]>\n go to [back v] layer\n go [backward v] (52362626) layers\n end\n repeat until <[100] = (round (Brightness))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (10))\n change [transparency v] by (((100) - (round (Transparency))) / (10))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (first v)\n broadcast (intro v)\n end\nend\n\ndefine Bounce to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Frame Animation x [0] y [0] sz [2] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n switch costume to (logo v)\n Bounce to size [100]\n repeat until <(Keyframe) = [1]>\n go to [front v] layer\n wait (0.4) seconds\n broadcast (Shock v)\n Diminish Shake at x [0] y [0] spd [4] shake size [5]\n end\n repeat until <[800] = (round (size))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (25))\n change [transparency v] by (((100) - (round (Transparency))) / (25))\n change size by (((800) - (round (size))) / (25))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (logo v)\n end\n delete this clone\nend\n\nwhen I receive [shock v]\nShockwave\n\nwhen I receive [listen v]\nwait (4) seconds\nset [keyframe v] to [1]\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [8]> then\n go to x: (8) y: (-114)\n show\n end\n if <(level) = [9]> then\n go to x: (8) y: (-114)\n show\n end\n if <(level) = [10]> then\n go to x: (39) y: (-115)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n end\nend\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?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\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?>> then\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?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nwait (1) seconds\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-189) y: (-78)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <touching (danger v)?> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n go to x: (-198) y: (-10)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (golden diamond v)?> then\n start sound [Tada v]\n broadcast (enter v)\n end\nend\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nstart sound [recording1 v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset [score v] to [0]\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nwait (1) seconds\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n start sound [Ding Sound Effect v]\n repeat (5)\n wait (0.02) seconds\n next costume\n end\n broadcast (end v)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [1]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [2]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [3]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [4]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [5]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [6]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [7]> then\n go to x: (-227) y: (210)\n end\n if <(level) = [8]> then\n go to x: (153) y: (87)\n end\n if <(level) = [9]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [10]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\nend\n\n@Blank\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@next level\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\n@music\n\nwhen I receive [intro v]\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\n@Score\n\nwhen flag clicked\nhide variable [score v]\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nshow variable [score v]\nrepeat until <(level) = [11]>\n wait (0.1) seconds\n change [score v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
★Platformer Creator★\n\n★Create a level by pressing the create button, then filling out the grid however you like! Then copy the save code. You can post the save code in the comments!\n\n★To load a level first start by coping a save code. It could be your own code or someone else's you found in the comments! Then use the arrow keys to play! \n\n★If you have any questions make sure to ask!
☾ PLATFORMER & PLATFORMER ☽ scrolling platformer
@Stage\n\nwhen flag clicked\nshow variable [level v]\nforever\n if <(Level) > [5]> then\n if <(Level) > [10]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Main Theme v] until done\nend\n\nwhen flag clicked\nset [music v] to [25]\nset [pitch v] effect to (music)\n\nwhen I receive [next level v]\nset [music v] to (() - (music))\nset [pitch v] effect to (music)\n\nwhen I receive [win! v]\nset [pitch v] effect to (0)\nhide variable [level v]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(costume [number v]) = [10]> then\n broadcast (Win! v) and wait\n set [level v] to [11]\nend\nnext costume\n\nwhen I receive [win! v]\nhide\n\nwhen I receive [previous level v]\nwait (1) seconds\nswitch costume to ((costume [number v]) - (1))\n\n@BG\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n set [level v] to ([costume # v] of [ground v])\n switch costume to ([costume # v] of [ground v])\n if <touching (player v)?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [win! v]\nhide\nstop [other scripts in sprite v]\n\n@Tolls\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [die v]\nwait (1) seconds\nbroadcast (Set Trolls v)\n\nwhen I receive [set trolls v]\nclear graphic effects\nstop [other scripts in sprite v]\nhide\npoint in direction (90)\nwait (0.1) seconds\nif <(Level) = [2]> then\n switch costume to (costume2 v)\n go to x: (0) y: (180)\n wait until <([x position v] of [player v]) > [0]>\n show\n repeat (25)\n change y by (-15)\n end\n hide\n stop [this script v]\nend\nif <<<(Level) = [3]> or <(Level) = [4]>> or <<(Level) = [9]> or <(Level) = [10]>>> then\n go to x: (0) y: (0)\n switch costume to ((Level) - (1))\n show\n set [ghost v] effect to (100)\n wait until <touching (player v)?>\n set [ghost v] effect to (0)\nend\nif <(Level) = [5]> then\n go to x: (0) y: (0)\n wait until <([x position v] of [player v]) > [0]>\n switch costume to (costume5 v)\n show\n repeat (22)\n change x by (20)\n end\n hide\n wait (0.5) seconds\n point in direction (-90)\n show\n repeat (22)\n change x by (-20)\n end\n hide\n stop [this script v]\nend\nif <(Level) = [6]> then\n go to x: (0) y: (0)\n switch costume to (costume6 v)\n show\n wait until <([x position v] of [player v]) > [-90]>\n switch costume to (costume7 v)\nend\nif <(Level) = [8]> then\n go to x: (0) y: (0)\n wait (0.75) seconds\n switch costume to (costume8 v)\n show\n repeat (30)\n change x by (15)\n end\n hide\nend\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nhide\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n switch costume to (costume1 v)\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n end\n if <<<mouse down?> and <[0] > (mouse x)>> or <<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 (round (Xv))\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 (round ((Xv) * (-1)))\n change y by (-5)\n if <<<mouse down?> and <(mouse y) > [0]>> or <<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 \n set [yv v] to [20]\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n end\n if <<[-178] > (y position)> or <touching (tolls v)?>> then\n switch costume to (costume2 v)\n broadcast (Die v)\n wait (1.1) seconds\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Die v)\n\nwhen I receive [die v]\nwait (1) seconds\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\n\nwhen I receive [win! v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nhide variable [level v]\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(Level) > [1]> then\n broadcast (Die v)\n broadcast (Previous Level v)\nend\n\n
NEW GAME! https://scratch.mit.edu/projects/561068877\n\nif you have a game idea go here! https://scratch.mit.edu/projects/442888407\n\nafter about a week of work trapped a 3d platformer!\nremember to love and fave if you enjoyed and follow to show support when you have loved and faved click x to skip a level\n\n---------------------------instructions-------------------------\nmouse to look around wasd to move and space to jump!