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Snowstorm - A Platformer HACKED
@Stage\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (0)\nrepeat (500)\n change [brightness v] effect by (-0.02)\n wait (0.003) seconds\nend\nforever\n repeat (1000)\n change [brightness v] effect by (0.02)\n wait (0.003) seconds\n end\n repeat (1000)\n change [brightness v] effect by (-0.02)\n wait (0.003) seconds\n end\nend\n\nwhen I receive [next level v]\nstart sound [Level done v]\nstart sound [Level done v]\nstart sound [Level done v]\n\nwhen I receive [intro done v]\nforever\n play sound [Music v] until done\n play sound [Music2 v] until done\n play sound [Music3 v] until done\nend\n\n@Snowflake\n\nwhen flag clicked\nreset timer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (11))\nset [brightness v] effect to (pick random (-5) to (15))\nif <(timer) < [1]> then\n go to x: (pick random (-250) to (250)) y: (pick random (-190) to (-100))\nelse\n go to x: (pick random (-250) to (250)) y: (pick random (0) to (190))\nend\nwait (pick random (0) to (8)) seconds\nrepeat (25)\n change [ghost v] effect by (4)\n wait (0.1) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nset size to (pick random (30) to (40)) %\nset [ghost v] effect to (pick random (0) to (200))\nforever\n repeat until <touching (ground v)?>\n change y by (pick random (-1) to (-2))\n end\nend\n\nwhen I start as a clone\nforever\n repeat until <touching (ground v)?>\n repeat (pick random (20) to (40))\n change x by (pick random (1) to (4))\n end\n repeat (pick random (20) to (30))\n change x by (pick random (-1) to (-4))\n end\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <[-230] > (x position)> then\n set x to (-230)\n end\n if <(x position) > [230]> then\n set x to (230)\n end\n if <touching (player v)?> then\n if <(pick random (1) to (2)) = [1]> then\n repeat (20)\n change x by (2.5)\n change y by (1)\n end\n repeat (10)\n change x by (2.5)\n change y by (-2)\n end\n else\n repeat (20)\n change x by (-2.5)\n change y by (1)\n end\n repeat (10)\n change x by (-2.5)\n change y by (-2)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(distance to [mouse-pointer v]) < [40]> and <mouse down?>> then\n go to x: ((mouse x) + (pick random (-10) to (10))) y: ((mouse y) + (pick random (-10) to (10)))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n change x by (pick random (0) to (-0.8))\nend\n\n@Ground\n\nwhen flag clicked\nreset timer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n show variable [level v]\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-235) y: (-90)\nset [takeoffspeed v] to [13]\nset [runspeed v] to [2]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [level v] to [1]\nset size to (50) %\n\ndefine Jump control\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (ground v)?> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\nend\nif <key (w v) pressed?> then\n change y by (-1)\n if <touching (ground v)?> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\nend\n\ndefine Simulate gravity\nchange y by (Fallspeed)\nif <touching (ground v)?> then\n change y by ((0) - (Fallspeed))\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen flag clicked\nset drag mode [draggable v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) < [41]> then\n if <(x position) > [230]> then\n go to x: (-235) y: (-50)\n broadcast (Next level v)\n change [level v] by (1)\n end\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-235) y: (-90)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n Jump control\n Simulate gravity\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen [1 v] key pressed\nswitch costume to (1 v)\n\nwhen [2 v] key pressed\nswitch costume to (2 v)\n\nwhen [4 v] key pressed\nswitch costume to (4 v)\n\nwhen [3 v] key pressed\nswitch costume to (3 v)\n\nwhen [5 v] key pressed\nswitch costume to (5 v)\n\nwhen [7 v] key pressed\nswitch costume to (7 v)\n\nwhen [8 v] key pressed\nswitch costume to (8 v)\n\nwhen [6 v] key pressed\nswitch costume to (6 v)\n\nwhen [9 v] key pressed\nswitch costume to (9 v)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n wait until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n wait (1) seconds\n if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [runspeed v] to [3]\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n wait until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n wait (1) seconds\n if <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n set [runspeed v] to [3]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [runspeed v] by (1)\n change x by ((0) - (RunSpeed))\n if <touching (ground v)?> then\n change y by (12)\n end\n if <touching (ground v)?> then\n change y by (-12)\n change x by (RunSpeed)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [runspeed v] by (1)\n change x by (RunSpeed)\n if <touching (ground v)?> then\n change y by (12)\n end\n if <touching (ground v)?> then\n change y by (-12)\n change x by ((0) - (RunSpeed))\n show\n end\n end\n change [runspeed v] by (-0.75)\n if <(RunSpeed) > [6]> then\n set [runspeed v] to [6]\n end\n if <(RunSpeed) < [3]> then\n set [runspeed v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n show\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (60) to (80))\nset size to (pick random (90) to (250)) %\nset x to (290)\nshow\nif <(pick random (1) to (2)) = [1]> then\n repeat (116)\n change x by (-5)\n end\nelse\n repeat (290)\n change x by (-2)\n end\nend\nrepeat (6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set drag mode [draggable v]\n set y to (((mouse y) / (20)) + (pick random (139) to (140)))\n wait (0.03) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (0) %\nswitch costume to (requin323 logo v)\nset volume to (100) %\nplay sound [pop v] until done\nstart sound [Intro music v]\nshow\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (-10)\nend\nrepeat (8)\n change size by (13)\nend\nrepeat (3)\n change size by (5)\nend\nrepeat (2)\n change size by (2)\nend\nwait (3) seconds\nrepeat (25)\n change size by (3)\n change [ghost v] effect by (4)\nend\nrepeat (5)\n change volume by (-1)\nend\nrepeat (5)\n change volume by (-2)\nend\nrepeat (10)\n change volume by (-4)\nend\nrepeat (4)\n change volume by (-10)\nend\nrepeat (5)\n change volume by (-1)\nend\nstop all sounds\nwait (0.5) seconds\nbroadcast (Intro done v)\n\nwhen flag clicked\nset drag mode [draggable v]\nset [brightness v] effect to (20)\nrepeat (100)\n change [brightness v] effect by (-0.2)\nend\n\n@Easter Egg\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait until <<([x position v] of [player v]) > [-100]> and <<[-150] > ([y position v] of [player v])> and <(Level) = [16]>>>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (200)\n change [ghost v] effect by (0.5)\nend\n\n
You! Yeah, you! Why are you playing this old, boring game. Don't you want to play a newer, more fun game like Fort Defender by my friend @NooberGames ? This unique game lets you keep enemies away from your fort, then upgrade your weapons with the cash you earn! Play it here:\nhttps://scratch.mit.edu/projects/457463939/\n\n\nRecord: 1.5 seconds regular, 0.5 seconds turbo mode\n\nTHE HACKS: \n-Increased visibility\n-The player is draggable\nREGULAR GAMEPLAY INSTRUCTIONS:\nThis is a platformer with 40 levels.\nUse arrow keys or WASD to move.\n-No wall jumps\n ̶-̶Y̶o̶u̶ ̶h̶a̶v̶e̶ ̶t̶o̶ ̶j̶u̶m̶p̶ ̶u̶p̶ ̶s̶l̶o̶p̶e̶s̶ \n-You have to jump up steep slopes, but you can walk up most slopes.\n- Try clicking and holding the sky with your mouse\n-There is an easter egg\n-Press R to restart a level if you get stuck or glitched into a platform\n-Press keys 1-9 to change skin\nNOTE: The character appears to jump/glitch while going up slopes. I will try to fix this bug.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou want to know where the easter egg is, don't you?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFine, I'll tell you!\nIt's at the bottom of level 16!
Change - A Platformer
@Stage\n\n@Man\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [11]> then\n set [walk v] to [5]\n end\n wait (00.01) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <touching (level v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (level 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?> or <key (w 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?> or <key (d v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching (level v)?> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (level v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (standing v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > then\n switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (jump v)\nend\nif <(y vel) < [-3]> then\n switch costume to (falling v)\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-230) y: (-100)\nforever\n set rotation style [left-right v]\n platform physics (10) (-1) (0.7) (1.7)\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n broadcast (Next Level v)\n go to x: (-230) y: (-128)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-230) y: (-130)\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-187]> or <touching (spikes v)?>> then\n go to x: (-230) y: (-127)\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-230) y: (-127)\n\nwhen flag clicked\nforever\n play sound [Vexento - Particles v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Change! v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nswitch costume to (Level)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n next costume\n broadcast (Skip v)\n wait (.5) seconds\n end\nend\n\n\n\n\n\nwhen I receive [change! v]\nforever\n\n@Flag\n\nwhen flag clicked\nshow\ngo to x: (225) y: (-127)\nrepeat until <(Level) > [3]>\n switch costume to (flag 1 v)\n wait (.3) seconds\n switch costume to (flag 2 v)\n wait (.3) seconds\nend\n\nwhen I receive [change! v]\nrepeat until <(Level) = [15]>\n switch costume to (flag 3 v)\n wait (.3) seconds\n switch costume to (flag 4 v)\n wait (.3) seconds\nend\n\nwhen I receive [change! v]\nforever\n if <(Level) = [6]> then\n go to x: (178) y: (109)\n else\n go to x: (225) y: (-127)\n if <(Level) = [9]> then\n go to x: (-195) y: (87)\n else\n go to x: (225) y: (-127)\n if <(Level) = [10]> then\n go to x: (2) y: (124)\n else\n go to x: (225) y: (-127)\n if <(Level) = [12]> then\n go to x: (105) y: (21)\n else\n go to x: (225) y: (-127)\n end\n end\n end\n end\nend\n\nrepeat until <(Level) > [3]>\n\nwhen flag clicked\n\n\n\nwhen flag clicked\nforever\n\nstart sound [past-sadness-by-kevin-macleod v]\n\nrepeat until <[] > [3]>\n\nif <(Level) < [3]> then\n\nplay sound [Vexento - Particles v] until done\n\nwhen flag clicked\nif <(Level) = [14]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@Background\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(Level) < [3]> then\n switch costume to (costume1 v)\n end\n if <(Level) > [3]> then\n switch costume to (costume2 v)\n end\nend\n\n@Narration\n\nwhen flag clicked\ngo to x: (0) y: (100)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
Finally... after over a month... I present to you... Change! -A Platformer\n-Arrow keys or WASD to move.\n-Press R to restart.\n-If worst comes worst... press S to skip. Try a level at least ten times before skipping!!!\n-Get to the flag.
Life - a Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [youth v] until done\nend\n\n@Sprite1\n\ndefine Platform gravity: (gravity) Jump height: (jump height) Side Movement Speed: (side movement) Friction (friction) slope: (slope)\nchange [yv v] by (gravity)\nchange y by (Yv)\nif <touching color (#ccffd9)?> then\n repeat until <not <touching color (#ccffd9)?>>\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n if <<key (up arrow v) pressed?> and <(([abs v] of (Yv) ) / (Yv)) = [-1]>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nend\nset [xv v] to (((Xv) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching color (#ccffd9)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#ccffd9)?> then\n change y by (slope)\n repeat until <not <touching color (#ccffd9)?>>\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n Platform gravity: [-1] Jump height: [14] Side Movement Speed: [3] Friction [0.8] slope: [8]\n if <(x position) > [240]> then\n next backdrop\n go to x: (-200) y: (-120)\n end\n if <<touching color (#ffcccc)?> or <touching color (#d095ac)?>> then\n go to x: (-200) y: (-100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [backdrop7 v]\nshow\nwait (8) seconds\nhide\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nhide\n\n
Hi ===<3 (✩˙Ⱉ˙ฅ)\nIt's @Sophiaaaa- here again!\nWelcome to Life - a Platformer\n\nInstructions-\n→ Arrow keys to move\n→ Press R to restart\n\nEnJoY~~~~~\n\n#platformer #life #game #games
(Almost) 100% Pen Platformer
@Stage\n\n@platformer\n\nwhen flag clicked\nerase all\nhide\n\ndefine Render\nset pen size to (5)\npen up\nerase all\nDraw Grid\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n change [i v] by (1)\n set [# v] to (item ((i) - (1)) of [level v])\n if <(#) < [4]> then\n if <(Color) = [2]> then\n change [# v] by (1)\n if <(#) = [4]> then\n set [# v] to [1]\n end\n end\n if <(Color) = [3]> then\n change [# v] by (-1)\n if <(#) = [0]> then\n set [# v] to [3]\n end\n end\n end\n if <(#) = [1]> then\n set pen color to (#28b300)\n if <(Color) = [2]> then\n set pen color to (#f1ff00)\n end\n if <(Color) = [3]> then\n set pen color to (#ff0000)\n end\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n end\n if <(#) = [2]> then\n set pen color to (#ff0000)\n if <(Color) = [2]> then\n set pen color to (#26af00)\n end\n if <(Color) = [3]> then\n set pen color to (#f4ff00)\n end\n if <[25] > ((ticks) mod (50))> then\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (((item ((i) + (3)) of [level v]) + (((ticks) mod (50)) / (2))) - (12))\n else\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (((item ((i) + (3)) of [level v]) + (((50) - ((ticks) mod (50))) / (2))) - (12))\n end\n end\n if <(#) = [3]> then\n set pen color to (#ffd000)\n if <(Color) = [2]> then\n set pen color to (#e90000)\n end\n if <(Color) = [3]> then\n set pen color to (#27af00)\n end\n Draw Rect from (item (i) of [level v]) (item ((i) + (1)) of [level v]) to (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n Draw Rect from ((item (i) of [level v]) + (pick random (8) to (12))) ((item ((i) + (1)) of [level v]) + (pick random (8) to (12))) to ((item ((i) + (2)) of [level v]) - (pick random (8) to (12))) ((item ((i) + (3)) of [level v]) - (pick random (8) to (12)))\n end\n if <(#) = [5]> then\n set pen color to (#ffffff)\n Draw Rect from ((item (i) of [level v]) + (10)) (item ((i) + (1)) of [level v]) to ((item ((i) + (2)) of [level v]) - (10)) (item ((i) + (3)) of [level v])\n Draw Rect from (item (i) of [level v]) ((item ((i) + (1)) of [level v]) + (10)) to (item ((i) + (2)) of [level v]) ((item ((i) + (3)) of [level v]) - (10))\n end\n change [i v] by (4)\nend\nset [i v] to [1]\nset pen color to (#4abdf6)\nDraw Rect from ((Player X) + (5)) ((Player Y) + (5)) to (((Player X) + (Player Width)) - (5)) (((Player Y) + (Player Height)) - (5))\n\ndefine Add Block (type) from (x1) (y1) to (x2) (y2)\nadd (type) to [level v]\nadd (x1) to [level v]\nadd (y1) to [level v]\nadd (x2) to [level v]\nadd (y2) to [level v]\n\ndefine Load Level (level)\ndelete all of [level v]\nif <(level) = [1]> then\n Level 1\nend\nif <(level) = [2]> then\n Level 2\nend\nif <(level) = [3]> then\n Level 4\nend\nif <(level) = [4]> then\n Level 3\nend\nif <(level) = [5]> then\n Level 5\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\n\ndefine Physics 1\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[50] > (mouse x)> and <mouse down?>>>> then\n change [player xv v] by (-4)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [50]> and <mouse down?>>>> then\n change [player xv v] by (4)\nend\nset [player xv v] to ((Player Xv) * (0.7))\nChange Player X by (round (Player Xv))\nchange [player yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>>> and <(in air?) = [0]>> then\n set [player yv v] to [15]\nend\nif <[collisions v] contains [3]?> then\n set [player yv v] to [20]\nend\nif <(Player Yv) < [-25]> then\n set [player yv v] to [-25]\nend\nChange Player Y by (round (Player Yv))\nif <[collisions v] contains [5]?> then\n set [color v] to [3]\nend\nif <<(Player Y) < ((-180) - (Player Height))> or <[collisions v] contains [2]?>> then\n Reset\nend\nif <(Goal) < (Player X)> then\n change [level v] by (1)\n Reset\nend\nAdjust Camera\n\ndefine Change Player X by (xv)\nchange [player x v] by (xv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [player xv v] to [0]\n change [player x v] by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\nend\n\ndefine Update Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <<(item ((i) + (3)) of [level v]) > (Player X)> and <(item ((i) + (1)) of [level v]) < ((Player X) + (Player Width))>> then\n if <<(item ((i) + (4)) of [level v]) > (Player Y)> and <(item ((i) + (2)) of [level v]) < ((Player Y) + (Player Height))>> then\n if <(Color) = [1]> then\n add (item (i) of [level v]) to [collisions v]\n end\n if <(Color) = [2]> then\n if <((item (i) of [level v]) + (1)) = [4]> then\n add [1] to [collisions v]\n else\n add ((item (i) of [level v]) + (1)) to [collisions v]\n end\n end\n if <(Color) = [3]> then\n if <((item (i) of [level v]) + (-1)) = [0]> then\n add [3] to [collisions v]\n else\n add ((item (i) of [level v]) + (-1)) to [collisions v]\n end\n end\n end\n end\n change [i v] by (5)\nend\n\ndefine Change Player Y by (yv)\nset [in air? v] to [1]\nchange [player y v] by (yv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [in air? v] to [0]\n end\n set [player yv v] to [0]\n change [player y v] by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\nend\n\ndefine Reset\nLoad Level (Level)\nset [color v] to [1]\nset [ticks v] to [0]\nset [player x v] to [0]\nset [player y v] to [-10]\nset [player width v] to [40]\nset [player height v] to [40]\nset [player xv v] to [0]\nset [player yv v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [in air? v] to [1]\n\ndefine Adjust Camera\nset [camera x v] to (Player X)\nchange [camera y v] by (round (((Player Y) - (Camera Y)) / (4)))\nif <(Camera X) < [0]> then\n set [camera x v] to [0]\nend\nif <(Camera Y) < [0]> then\n set [camera y v] to [0]\nend\nif <(Goal) < ((Camera X) + (240))> then\n set [camera x v] to ((Goal) - (240))\nend\n\ndefine Draw Rect from (x1) (y1) to (x2) (y2)\nGo To (x1) (y1)\npen down\nGo To (x2) (y1)\nGo To (x2) (y2)\nGo To (x1) (y2)\nGo To (x1) (y1)\npen up\n\ndefine Draw Grid\nset pen color to (#313133)\ngo to x: (((-240) - (((Camera X) * (0.5)) mod (40))) + (() mod (40))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Camera Y) * (0.5)) mod (40))) + (() mod (40)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\nwhen I receive [blue platformer v]\nset [level v] to [1]\nReset\nforever\n Render\n Physics 1\n change [ticks v] by (1)\nend\n\ndefine Level 1\nset [goal v] to [1000]\nAdd Block [1] from [-50] [-75] to [50] [-25]\nAdd Block [2] from [55] [-75] to [500] [-50]\nAdd Block [1] from [200] [-25] to [250] [25]\nAdd Block [3] from [355] [-50] to [450] [-25]\nAdd Block [5] from [515] [296] to [510] [295]\nAdd Block [5] from [560] [296] to [525] [295]\nAdd Block [5] from [540] [296] to [535] [295]\nAdd Block [5] from [575] [296] to [545] [295]\nAdd Block [5] from [600] [296] to [595] [295]\nAdd Block [1] from [510] [-75] to [700] [0]\nAdd Block [2] from [950] [50] to [1000] [100]\nAdd Block [1] from [510] [100] to [525] [180]\nAdd Block [2] from [701] [-50] to [950] [0]\nAdd Block [3] from [701] [-25] to [900] [25]\nAdd Block [5] from [701] [25] to [706] [30]\nAdd Block [2] from [950] [50] to [1000] [100]\nAdd Block [2] from [700] [0] to [715] [200]\n\ndefine Level 2\nset [goal v] to [1200]\nAdd Block [1] from [-50] [-50] to [50] [-25]\nAdd Block [5] from [-75] [100] to [-70] [95]\nAdd Block [2] from [60] [-50] to [90] [50]\nAdd Block [3] from [100] [-50] to [250] [40]\nAdd Block [2] from [260] [-50] to [300] [60]\nAdd Block [3] from [310] [-50] to [360] [70]\nAdd Block [1] from [370] [-50] to [390] [60]\nAdd Block [3] from [400] [-50] to [650] [40]\nAdd Block [2] from [660] [-50] to [900] [-25]\nAdd Block [1] from [1100] [-180] to [1200] [-140]\nAdd Block [3] from [1000] [-180] to [1100] [-140]\n\ndefine Level 3\nset [goal v] to [1200]\nAdd Block [1] from [-50] [-50] to [50] [-25]\nAdd Block [2] from [990] [-50] to [1000] [170]\nAdd Block [3] from [50] [-50] to [1000] [-25]\nAdd Block [5] from [-25] [-20] to [-20] [25]\nAdd Block [2] from [50] [-25] to [75] [50]\nAdd Block [2] from [150] [-25] to [175] [150]\nAdd Block [2] from [230] [-25] to [260] [150]\nAdd Block [2] from [420] [-25] to [470] [150]\nAdd Block [2] from [320] [-25] to [355] [150]\n\ndefine Level 4\nset [goal v] to [900]\nAdd Block [1] from [175] [-75] to [190] [300]\nAdd Block [1] from [50] [0] to [100] [50]\nAdd Block [1] from [60] [100] to [110] [150]\nAdd Block [1] from [50] [200] to [100] [250]\nAdd Block [1] from [300] [-0] to [315] [300]\nAdd Block [1] from [-50] [-75] to [200] [-25]\nAdd Block [2] from [250] [0] to [300] [1234567890]\nAdd Block [1] from [200] [-100] to [250] [-50]\nAdd Block [1] from [300] [-150] to [350] [-75]\nAdd Block [3] from [400] [-125] to [450] [-75]\nAdd Block [2] from [500] [-125] to [700] [-75]\nAdd Block [5] from [400] [0] to [405] [-10]\n\nwhen flag clicked\nbroadcast (Blue Platformer v)\n\ndefine Level 5\nerase all\nbroadcast (winner winner chicken dinner v)\nstop [all v]\n\nwhen I receive [blue platformer v]\nforever\n play sound [City Lights v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [winner winner chicken dinner v]\ngo to x: (0) y: (0)\nshow\n\n
I will test the trending hack\n\nTHANK YOU FOR GETTING THIS TOP-LOVED!! :D READ COLOR CODE INSTRUCTIONS!!!!\nMOBILE FRIENDY!\nWASD or arrow keys for PC\nTap on mobile\nColor code:\nRed: lava\nYellow: bouncy pad\nGreen: ground\nWhite: changes red to ground, green to bouncy, and yellow to lava\n(GO FOLLOW @jenniferandjim and@04tmoody CAUSE SHE/HE/IT/THEY IS/ARE AWESOME)\n
Mr.Scratchy - A Scrolling Platformer
@Stage\n\nwhen [o v] key pressed\nwait until <not <key (o v) pressed?>>\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen [c v] key pressed\nwait until <not <key (c v) pressed?>>\nhide variable [mouse v]\n\n@Player\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(in air) > [4]> then\n switch costume to (jump1 v)\n start sound [jump v]\n set volume to (0) %\n wait until <<[13] > (in air)> and <(in air) > [11]>>\n switch costume to (jump2 v)\n wait until <<(in air) = [0]> or <(in air) = [1]>>\n set volume to (100) %\n switch costume to (stand v)\n start sound [footstep v]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<(in air) = [0]> or <(in air) = [1]>> then\n if <(costume [number v]) = [19]> then\n switch costume to (run-01 v)\n else\n next costume\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<(in air) = [0]> or <(in air) = [1]>> then\n if <(costume [number v]) = [19]> then\n switch costume to (run-01 v)\n else\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<(in air) = [0]> or <(in air) = [1]>>> then\n start sound [footstep v]\n wait (0.36) seconds\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<(in air) = [0]> or <(in air) = [1]>>> then\n start sound [footstep v]\n wait (0.36) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game - On\n repeat until <(EXIT) > []>\n Run Program\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game - On\npoint in direction (90)\nswitch costume to (stand v)\nset [x v] to [0]\nset [in air 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 [exit v] to []\nset size to (60) %\nclear graphic effects\nshow\n\ndefine Run Program\nset [collected showing v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change Player X by: [-10]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player X by: [10]\n point in direction (90)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [18]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-188]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X by: (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (10)\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 (-10)\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 volume to (100) %\nstart sound [hurt v]\nset [exit v] to []\nrepeat (6)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal 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\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [400]\n Clone at x: [450] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [500]\n else\n switch costume to (level 5 1 v)\n end\n end\nend\n\nClone at x: [0] y: [400]\nClone at x: [0] y: [400]\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@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [400]\n Clone at x: [450] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [400]\n Clone at x: [0] y: [500]\n else\n switch costume to (level 4 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected 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 [x v] to [0]\nset [collected v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (collectable v)\n Clone at x: [100] y: [0]\n Clone at x: [180] y: [60]\n Clone at x: [265] y: [0]\n Clone at x: [535] y: [25]\n Clone at x: [725] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (collectable v)\n Clone at x: [-105] y: [-25]\n Clone at x: [220] y: [110]\n Clone at x: [-40] y: [315]\n Clone at x: [135] y: [420]\n Clone at x: [700] y: [720]\n else\n if <(LEVEL) = [3]> then\n switch costume to (collectable v)\n Clone at x: [208] y: [1283]\n Clone at x: [-200] y: [1012]\n Clone at x: [-33] y: [1015]\n Clone at x: [205] y: [815]\n Clone at x: [-208] y: [712]\n Clone at x: [260] y: [570]\n Clone at x: [138] y: [487]\n Clone at x: [-10] y: [413]\n Clone at x: [-40] y: [348]\n Clone at x: [25] y: [265]\n else\n set [x v] to [-999999999999999]\n end\n end\nend\nset [x v] to [-999999999999999]\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\nif <(LEVEL) = [4]> then\n switch costume to (collectable v)\n Clone at x: [-115] y: [60]\n Clone at x: [92] y: [137]\n Clone at x: [-105] y: [220]\n Clone at x: [90] y: [300]\n Clone at x: [-120] y: [402]\n Clone at x: [260] y: [570]\n Clone at x: [138] y: [487]\n Clone at x: [-10] y: [413]\n Clone at x: [-40] y: [348]\n Clone at x: [25] y: [265]\nend\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [950] y: [-10]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [777] y: [690]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [345] y: [1330]\n else\n set [x v] to [-9999999]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nshow variable [collected showing v]\nshow variable [level v]\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide variable [collected showing v]\nhide variable [level v]\n\n
Use arrow keys or w,a,s,d to move.\nCollect coins, don't fall off or touch lava.\nHope you enjoy!
Griffpatch's Scrolling Platformer Engine +
@Stage\n\nwhen [space v] key pressed\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\ndelete all of [layers v]\nadd [Thumbnail] to [layers v]\nadd [Player] to [layers v]\nadd [Platforms] to [layers v]\nadd [Danger Area] to [layers v]\nadd [Collectables] to [layers v]\nadd [Exit] to [layers v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Player\n\ndefine Animate\nif <<key (right arrow v) pressed?> or <<<key (d v) pressed?> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n if <(frame) < (item (5) of [animation options v])> then\n set [frame v] to (item (5) of [animation options v])\n end\n change [frame v] by (item (7) of [animation options v])\n if <(frame) > (item (6) of [animation options v])> then\n set [frame v] to (item (5) of [animation options v])\n end\nend\nif <<not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> or <<<<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (a v) pressed?> and <key (d v) pressed?>>> or <<<key (left arrow v) pressed?> and <key (d v) pressed?>> or <<key (a v) pressed?> and <key (right arrow v) pressed?>>>>> then\n if <(frame) < (item (2) of [animation options v])> then\n set [frame v] to (item (2) of [animation options v])\n end\n change [frame v] by (item (4) of [animation options v])\n if <(frame) > (item (3) of [animation options v])> then\n set [frame v] to (item (2) of [animation options v])\n end\nend\nif <<(sy) > [1]> and <(in air) > [1]>> then\n if <(frame) < (item (8) of [animation options v])> then\n set [frame v] to (item (8) of [animation options v])\n end\n change [frame v] by (item (10) of [animation options v])\n if <(frame) > (item (9) of [animation options v])> then\n set [frame v] to (item (8) of [animation options v])\n end\nend\nif <<(sy) < [3]> and <(in air) > [3]>> then\n if <(frame) < (item (11) of [animation options v])> then\n set [frame v] to (item (11) of [animation options v])\n end\n change [frame v] by (item (13) of [animation options v])\n if <(frame) > (item (12) of [animation options v])> then\n set [frame v] to (item (11) of [animation options v])\n end\nend\nswitch costume to (frame)\n\nwhen I receive [green flag v]\nSet Animation Options\nLayer (item # of [Player] in [layers v])\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n end\n if <(EXIT) = [Death]> then\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [zoom v] to [100]\nSet Gameplay Options\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (item (1) of [animation options v])\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n if <(acceleration) = [0]> then\n set [sx v] to ((max speed) * (-1))\n else\n change [sx v] by ((acceleration) * (-1))\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n if <(acceleration) = [0]> then\n set [sx v] to (max speed)\n else\n change [sx v] by (acceleration)\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to (jump height)\n end\nend\nchange [sy v] by (gravity)\nFriction\nif <(sx) > (max speed)> then\n set [sx v] to (max speed)\nend\nif <(sx) < ((max speed) * (-1))> then\n set [sx v] to ((max speed) * (-1))\nend\nif <(sy) < (max fall speed)> then\n set [sy v] to (max fall speed)\nend\nChange Player X By (sx)\nChange Player Y By (sy)\nPosition\nExit Check\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (scrolling smoothness)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (scrolling smoothness)))\nCamera Lock\nPosition\nExit Check\nAnimate\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)) * ((ZOOM) / (100))) y: (((y) - (SCROLL Y)) * ((ZOOM) / (100)))\nif <<(((x) - (SCROLL X)) * ((ZOOM) / (100))) = (x position)> and <(((y) - (SCROLL Y)) * ((ZOOM) / (100))) = (y position)>> then\n show\nelse\n hide\nend\nset size to (ZOOM) %\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nExit Check\nif <touching (platforms v)?> then\n repeat (9)\n change [y v] by (1)\n Position\n Exit Check\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\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 set [sx v] to [0]\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (1) seconds\n\ndefine Exit Check\nif <(y) < [-180]> then\n set [exit v] to [Death]\nend\nif <touching (danger area v)?> then\n set [exit v] to [Death]\nend\nif <touching (exit v)?> then\n set [exit v] to [Win]\nend\n\ndefine Game - Win\nswitch costume to (idle 1 v)\nset rotation style [all around v]\nrepeat (75)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2.5)) steps\n change size by (-0.8)\n change [ghost v] effect by (2.5)\nend\nchange [level v] by (1)\nhide\nwait (1) seconds\n\ndefine Set Animation Options\ndelete all of [animation options v]\nadd [1] to [animation options v]\nadd [2] to [animation options v]\nadd [2] to [animation options v]\nadd [0.25] to [animation options v]\nadd [3] to [animation options v]\nadd [3] to [animation options v]\nadd [0.25] to [animation options v]\nadd [4] to [animation options v]\nadd [4] to [animation options v]\nadd [0.25] to [animation options v]\nadd [5] to [animation options v]\nadd [5] to [animation options v]\nadd [0.25] to [animation options v]\n\ndefine Camera Lock X1 (left) : (x1) X2 (right) : (x2) Y1 (up) : (y1) Y2 (down) : (y2)\nif <(SCROLL X) < (x1)> then\n set [scroll x v] to (x1)\nend\nif <(SCROLL X) > (x2)> then\n set [scroll x v] to (x2)\nend\nif <(SCROLL Y) > (y1)> then\n set [scroll y v] to (y1)\nend\nif <(SCROLL Y) < (y2)> then\n set [scroll y v] to (y2)\nend\n\ndefine Camera Lock\nif <(LEVEL) = [1]> then\n Camera Lock X1 (left) : [-10] X2 (right) : [970] Y1 (up) : [10] Y2 (down) : [-10]\nend\nif <(LEVEL) = [2]> then\n Camera Lock X1 (left) : [-50] X2 (right) : [1150] Y1 (up) : [500] Y2 (down) : [-14]\nend\n\ndefine Set Gameplay Options\nset [friction v] to [4]\nset [acceleration v] to [11]\nset [max speed v] to [10]\nset [jump height v] to [17]\nset [max fall speed v] to [-20]\nset [scrolling smoothness v] to [5]\nset [gravity v] to [-2]\n\ndefine Friction\nif <(friction) = [0]> then\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n set [sx v] to [0]\n end\nelse\n if <(sx) > [0]> then\n change [sx v] by ((friction) * (-1))\n end\n if <(sx) < [0]> then\n change [sx v] by (friction)\n end\n if <<(sx) > ((friction) * (-1))> and <(sx) < (friction)>> then\n set [sx v] to [0]\n end\nend\n\ndefine Layer (#)\ngo to [front v] layer\ngo [backward v] ((#) - (1)) layers\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nLayer (item # of [Platforms] in [layers v])\n\nwhen I receive [tick v]\nPosition X: (((x) - (SCROLL X)) * ((ZOOM) / (100))) Y: (((y) - (SCROLL Y)) * ((ZOOM) / (100)))\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n Level 1\nend\nif <(LEVEL) = [2]> then\n Level 2\nend\nif <(LEVEL) = [3]> then\n Level 3\nend\nset [y v] to [999999999]\n\ndefine Clone at Round X: (x) Y: (y) Level: (level) Tile: (tile)\nshow\nset [x v] to ((x) * (420))\nset [y v] to ((y) * (360))\nswitch costume to (join [level] (join [ ] (join (level) (join [ ] (tile)))))\ncreate clone of (_myself_ v)\nhide\n\ndefine Level 1\nClone at Round X: [0] Y: [0] Level: [1] Tile: [1]\nClone at Round X: [1] Y: [0] Level: [1] Tile: [2]\nClone at Round X: [2] Y: [0] Level: [1] Tile: [3]\n\ndefine Position X: (x) Y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nset size to (ZOOM) %\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Level 2\nClone at Round X: [0] Y: [0.3] Level: [2] Tile: [1]\nClone at Round X: [1] Y: [1] Level: [2] Tile: [2]\nClone at Round X: [2] Y: [1] Level: [2] Tile: [3]\nClone at Round X: [2.5] Y: [1] Level: [2] Tile: [4]\n\ndefine Level 3\nClone at Round X: [0] Y: [0] Level: [3] Tile: [1]\n\ndefine Layer (#)\ngo to [front v] layer\ngo [backward v] ((#) - (1)) layers\n\n@Danger Area\n\nwhen I receive [green flag v]\nhide\nLayer (item # of [Danger Area] in [layers v])\n\nwhen I receive [tick v]\nPosition X: (((x) - (SCROLL X)) * ((ZOOM) / (100))) Y: (((y) - (SCROLL Y)) * ((ZOOM) / (100)))\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n Level 1\nend\nif <(LEVEL) = [2]> then\n Level 2\nend\nset [y v] to [999999999]\n\ndefine Clone at Round X: (x) Y: (y) Level: (level) Tile: (tile)\nshow\nset [x v] to ((x) * (420))\nset [y v] to ((y) * (360))\nswitch costume to (join [level] (join [ ] (join (level) (join [ ] (tile)))))\ncreate clone of (_myself_ v)\nhide\n\ndefine Level 1\nClone at Round X: [2] Y: [0] Level: [1] Tile: [3]\n\ndefine Position X: (x) Y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nset size to (ZOOM) %\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) Level: (level) Tile: (tile)\nshow\nset [x v] to ((x) * (420))\nset [y v] to ((y) * (360))\nswitch costume to (join [level] (join [ ] (join (level) (join [ ] (tile)))))\ncreate clone of (_myself_ v)\nhide\n\ndefine Level 2\nClone at Round X: [2] Y: [1] Level: [2] Tile: [3]\n\ndefine Layer (#)\ngo to [front v] layer\ngo [backward v] ((#) - (1)) layers\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\nLayer (item # of [Collectables] in [layers v])\n\nwhen I receive [tick v]\nPosition X: (((x) - (SCROLL X)) * ((ZOOM) / (100))) Y: (((y) - (SCROLL Y)) * ((ZOOM) / (100)))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nif <(LEVEL) = [1]> then\n Level 1\nend\nset [y v] to [999999999]\n\ndefine Clone at X: (x) Y: (y) Collectable # (collectable #)\nshow\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (collectable #)\ncreate clone of (_myself_ v)\nhide\n\ndefine Level 1\nClone at X: [431] Y: [91] Collectable # [1]\nClone at X: [619] Y: [64] Collectable # [1]\n\ndefine Position X: (x) Y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nset size to (ZOOM) %\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Layer (#)\ngo to [front v] layer\ngo [backward v] ((#) - (1)) layers\n\n@Exit\n\nwhen I receive [green flag v]\nhide\nLayer (item # of [Exit] in [layers v])\n\nwhen I receive [tick v]\nPosition X: (((x) - (SCROLL X)) * ((ZOOM) / (100))) Y: (((y) - (SCROLL Y)) * ((ZOOM) / (100)))\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n Go to X: [1040] Y: [45]\nend\nif <(LEVEL) = [2]> then\n Go to X: [1230] Y: [370]\nend\nif <(LEVEL) = [3]> then\n Go to X: [0] Y: [9999]\nend\n\ndefine Go to X: (x) Y: (y)\nshow\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (exit open v)\nhide\n\ndefine Position X: (x) Y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nset size to (ZOOM) %\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Layer (#)\ngo to [front v] layer\ngo [backward v] ((#) - (1)) layers\n\n
Play My New Game: s/place https://scratch.mit.edu/projects/670363874/\n\nGRIFFPATCH'S SCROLLING PLATFORMER ENGINE\n___________________+_______________________\nYou can go into the code and change stuff to your liking. Change animations with the animation options, Change the physics with the gameplay options and change the levels, and coins and exit portal with the clone scripts and costumes.
Platformer
@Stage\n\nwhen [p v] key pressed\nforever\n hide variable [pointer v]\n set [pointer v] to (join ((Scroll X) + (mouse x)) (join [, ] ((Scroll Y) + (mouse y))))\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Exit) = [Win]> then\n Level - Over\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nclear graphic effects\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player X by [-8]\nend\nif <key (right arrow v) pressed?> then\n Change Player X by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by (SY)\nTest - Die\nset [scroll x v] to (X)\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 (scroll y)\nchange [y v] by (scroll y)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(scroll y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player X by (scroll x)\nchange [x v] by (scroll x)\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 repeat until <not <touching (platforms v)?>>\n if <(scroll x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (lava v)?> then\n set [exit v] to [Die]\nend\n\ndefine Level - Over\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal 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\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 costume to (level 1.1 v)\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone at X : [195] Y : [189]\n Clone at X : [225] Y : [0]\n Clone at X : [525] Y : [27]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n Clone at X : [400] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4.1 v)\n else\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\n@Lava\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 costume to (level 1.1 v)\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2.1 v)\n Clone at X : [195] Y : [189]\n Clone at X : [225] Y : [0]\n Clone at X : [525] Y : [27]\n else\n if <(Level) = [3]> then\n switch costume to (level 3.1 v)\n Clone at X : [400] Y : [0]\n Clone at X : [360] Y : [0]\n Clone at X : [360] Y : [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4.1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X : (x) Y : (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectable\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(Collected) = (Collected Maximum)> then\n broadcast (Open Portal v)\n else\n broadcast (Close Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [collected maximum v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (collectable v)\n Clone at X : [50] Y : [25]\n Clone at X : [100] Y : [25]\n Clone at X : [295] Y : [91]\n Clone at X : [345] Y : [91]\n Clone at X : [395] Y : [91]\n Clone at X : [481] Y : [151]\n Clone at X : [657] Y : [88]\n Clone at X : [707] Y : [88]\n Clone at X : [968] Y : [89]\n Clone at X : [1112] Y : [21]\n Clone at X : [1196] Y : [24]\n Clone at X : [1339] Y : [22]\n Clone at X : [1437] Y : [22]\n Clone at X : [1537] Y : [22]\nelse\n if <(Level) = [2]> then\n switch costume to (collectable v)\n Clone at X : [111] Y : [24]\n Clone at X : [60] Y : [71]\n Clone at X : [165] Y : [116]\n Clone at X : [94] Y : [169]\n Clone at X : [265] Y : [219]\n Clone at X : [491] Y : [190]\n Clone at X : [634] Y : [239]\n Clone at X : [897] Y : [240]\n Clone at X : [953] Y : [240]\n Clone at X : [1049] Y : [240]\n else\n if <(Level) = [3]> then\n switch costume to (collectable v)\n Clone at X : [62] Y : [22]\n Clone at X : [140] Y : [22]\n Clone at X : [328] Y : [22]\n Clone at X : [390] Y : [75]\n Clone at X : [430] Y : [75]\n Clone at X : [455] Y : [22]\n Clone at X : [697] Y : [22]\n Clone at X : [778] Y : [22]\n Clone at X : [860] Y : [22]\n Clone at X : [995] Y : [22]\n Clone at X : [1044] Y : [22]\n Clone at X : [1116] Y : [22]\n Clone at X : [1190] Y : [22]\n end\n end\nend\nset [x v] to [-11111111111]\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 maximum v] by (1)\nhide variable [collected maximum v]\ncreate clone of (_myself_ v)\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <<touching (player v)?> and <(costume [name v]) = [Open]>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone at X : [1663] Y : [55]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at X : [1144] Y : [273]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at X : [1314] Y : [39]\n else\n if <(Level) = [4]> then\n set [x v] to [-1111111]\n switch costume to (closed v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X : (x) Y : (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n
-Save yourself- A platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [front v] layer\ngo to x: (-198) y: (-109)\nshow\ngo to [front v] layer\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-0.6)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (0.6)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n change y by (y)\n if <touching color (#009a33)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#009a33)?> and <key (up arrow v) pressed?>> then\n broadcast (jump v)\n set [y v] to [9]\n end\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (0.5)\n if <touching color (#009a33)?> then\n change y by (-3)\n if <key (up arrow v) pressed?> then\n broadcast (jump v)\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 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\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next v)\n set x to (-247)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-191) y: (-113)\n\nwhen flag clicked\nset [deaths: v] to [0]\nforever\n if <touching color (#ff0000)?> then\n change [deaths: v] by (1)\n set x to (-229)\n set y to (-107)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff800)?> then\n set [x v] to [20]\n end\nend\n\nwhen I receive [water v]\ngo to x: (-187) y: (60)\n\nwhen flag clicked\nforever\n if <<touching color (#003aff)?> and <key (down arrow v) pressed?>> then\n set [y v] to [7]\n else\n if <<touching color (#003aff)?> and <not <key (down arrow v) pressed?>>> then\n set [y v] to [11]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffe8)?> then\n broadcast (gotcha v)\n end\nend\n\nwhen I receive [ghost affect v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [end v]\nset [color v] effect to (110)\nset [ghost v] effect to (0)\ngo to x: (-191) y: (-113)\n\nwhen flag clicked\nforever\n if <<touching color (#ffa100)?> and <key (up arrow v) pressed?>> then\n set [y v] to [8]\n end\nend\n\nwhen I receive [movie end v]\nhide\n\nwhen I receive [movie end v]\nstop [other scripts in sprite v]\n\n@levels\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (level 1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [gotcha v]\nswitch costume to (level 16 v)\nwait (5) seconds\nbroadcast (ghost affect v)\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nswitch costume to (level 17 v)\nbroadcast (movie v)\n\nwhen I receive [end v]\nset [ghost v] effect to (0)\nswitch costume to (level 17 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Level 30]> then\n wait (1) seconds\n broadcast (movie end v)\n hide\n stop [this script v]\n end\nend\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\nset x to (240)\nset y to (pick random (40) to (180))\nset [speed v] to (pick random (-2) to (-5))\nrepeat until <(x position) < [-230]>\n change x by (speed)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (pick random (1) to (10))\n next costume\n end\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\n@sky\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [ghost affect v]\nswitch costume to (costume2 v)\n\n@thumbnal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [movie v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (9)\n next costume\nend\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (1) seconds\nrepeat (11)\n next costume\nend\nwait (1) seconds\nrepeat (3)\n next costume\nend\nwait (1) seconds\nrepeat (10)\n next costume\nend\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (end v)\n\nwhen I receive [movie end v]\nswitch costume to (costume39 v)\nwait (1) seconds\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (3)\n next costume\nend\nwait (1) seconds\nrepeat (14)\n next costume\nend\nwait (1) seconds\nrepeat (3)\n next costume\nend\nwait (1) seconds\nrepeat (7)\n next costume\nend\nwait (1) seconds\nrepeat (3)\n next costume\nend\nrepeat (50)\n change [ghost v] effect by (5)\nend\nswitch costume to (won v)\nrepeat (50)\n change [ghost v] effect by (-5)\nend\nshow variable [deaths: v]\nshow variable [☁ username v]\nshow variable [☁ world record deaths: v]\nshow variable [☁ most amount of deaths v]\nshow variable [☁ username v]\n\nwhen flag clicked\nset [☁ username v] to (☁ Username)\nset [☁ username v] to (☁ username)\nhide variable [☁ username v]\nhide variable [deaths: v]\nhide variable [☁ world record deaths: v]\nhide variable [☁ most amount of deaths v]\nhide variable [☁ username v]\n\nwhen I receive [movie end v]\nforever\n if <(Deaths:) < (☁ World record deaths:)> then\n set [☁ world record deaths: v] to (Deaths:)\n set [☁ username v] to (username)\n end\n if <(Deaths:) > (☁ Most amount of deaths)> then\n set [☁ most amount of deaths v] to (Deaths:)\n set [☁ username v] to (username)\n end\nend\n\n
A Blue cube is going for a walk when he gets trapped!\nHow will he escape?\n=================Instructions================\nArrow keys to move the player.\nBlue makes you jump high.\nPress down arrow on blue to jump lower.\nYellow arrows shoot you right.\npress/hold up arrow on orange dots.\nDon't touch spikes.
Teamwork platformer
@Stage\n\nset [bosshp v] to [0]\n\n@bluey\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (start point x) y: (start point y)\n set [blueonportal? v] to [0]\n set [orangeonportal? v] to [0]\n set [bluetouchswitch? v] to [0]\n set [orangetouchswitch? v] to [0]\n set [switchon? v] to [0]\n set [purple button pressed v] to [0]\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch backdrop to (backdrop1 v)\nset [combined deaths v] to [0]\nset [blue deaths v] to [0]\nset [orangeonportal? v] to [0]\nset [blueonportal? v] to [0]\nset [orange deaths v] to [0]\nset [switchon? v] to [0]\nset [orangetouchswitch? v] to [0]\nset [bluetouchswitch? v] to [0]\nhide variable [orange deaths v]\nhide variable [blue deaths v]\nhide variable [level v]\nset [orange deaths v] to [0]\nhide variable [combined deaths v]\nshow\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [start point y v] to [20]\nset [start point x v] to [-100]\nshow variable [level v]\nset [xv v] to ((xv) * (0.9))\ngo to x: (start point x) y: (start point y)\nforever\n change [yv v] by (-1)\n if <<<(level) = [23]> or <(level) = [24]>> or <(level) = [25]>> then\n hide variable [level v]\n else\n show variable [level v]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2.25)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2.25)\n end\n set [xv v] to ((xv) * (0.7))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((xv) * (-1))\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffde00)?> or <touching color (#ffe800)?>> then\n set [blueonportal? v] to [1]\n end\n if <<(blueonportal?) = [1]> and <(orangeonportal?) = [1]>> then\n go to x: (start point x) y: (start point y)\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n wait (0.001) seconds\n set [blueonportal? v] to [0]\n set [orangeonportal? v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n set [orangeyv v] to [0]\n set [orangexv v] to [0]\n set [orangetouchswitch? v] to [0]\n set [bluetouchswitch? v] to [0]\n set [switchon? v] to [0]\n end\n if <touching color (#00ffff)?> then\n set [yv v] to [21]\n start sound [boing v]\n end\n if <touching color (#ff0000)?> then\n change [combined deaths v] by (1)\n change [blue deaths v] by (1)\n go to x: (start point x) y: (start point y)\n start sound [pop v]\n set [blueonportal? v] to [0]\n set [orangeonportal? v] to [0]\n end\n if <key (1 v) pressed?> then\n show variable [orange deaths v]\n show variable [blue deaths v]\n show variable [combined deaths v]\n end\n if <key (2 v) pressed?> then\n hide variable [blue deaths v]\n hide variable [orange deaths v]\n hide variable [combined deaths v]\n end\n if <touching (switch v)?> then\n set [bluetouchswitch? v] to [1]\n set [orangetouchswitch? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n show variable [level v]\nend\n\nset [level v] to [29]\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n set [level v] to [1]\n switch backdrop to (next backdrop v)\n end\nend\n\n@orangey\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (orange start x) y: (orange start y)\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [orangeyv v] to [0]\nset [orangexv v] to [0]\nset [orange start x v] to [-130]\nset [orange start y v] to [-20]\nshow\npoint in direction (90)\nset [orangexv v] to ((orangexv) * (0.9))\ngo to x: (orange start x) y: (orange start y)\nforever\n change [orangeyv v] by (-1)\n if <key (a v) pressed?> then\n change [orangexv v] by (-2.25)\n end\n if <key (d v) pressed?> then\n change [orangexv v] by (2.25)\n end\n set [orangexv v] to ((orangexv) * (0.7))\n change x by (orangexv)\n if <touching color (#000000)?> then\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 ((orangexv) * (-1))\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n change y by (orangeyv)\n if <touching color (#000000)?> then\n change y by ((orangeyv) * (-1))\n set [orangeyv v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (w v) pressed?>> then\n set [orangeyv v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffde00)?> or <touching color (#ffe800)?>> then\n set [orangeonportal? v] to [1]\n end\n if <<(blueonportal?) = [1]> and <(orangeonportal?) = [1]>> then\n go to x: (orange start x) y: (orange start y)\n wait (0.001) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n set [bluetouchswitch? v] to [0]\n set [orangetouchswitch? v] to [0]\n set [blueonportal? v] to [0]\n set [orangeonportal? v] to [0]\n set [orangexv v] to [0]\n set [orangeyv v] to [0]\n end\n if <touching color (#00ffff)?> then\n set [orangeyv v] to [21]\n start sound [boing v]\n end\n if <touching color (#ff0000)?> then\n change [combined deaths v] by (1)\n change [orange deaths v] by (1)\n go to x: (orange start x) y: (orange start y)\n start sound [pop v]\n set [orangeonportal? v] to [0]\n set [blueonportal? v] to [0]\n end\n if <touching (switch v)?> then\n set [orangetouchswitch? v] to [1]\n set [bluetouchswitch? v] to [0]\n end\n if <<not <touching (switch v)?>> and <(orangetouchswitch?) = [1]>> then\n set [orangetouchswitch? v] to [1]\n set [bluetouchswitch? v] to [0]\n end\nend\n\ngo to x: (-50) y: (0)\n\n@switch\n\nwhen flag clicked\nforever\n hide\n switch costume to (costume1 v)\n if <(level) = [10]> then\n show\n go to x: (-40) y: (-10)\n end\n if <(level) = [11]> then\n show\n go to x: (-60) y: (-40)\n end\n if <<(level) = [14]> and <(purple button pressed) = [1]>> then\n show\n go to x: (-60) y: (-40)\n end\n if <(level) = [15]> then\n show\n go to x: (-125) y: (75)\n end\n if <(level) = [18]> then\n show\n go to x: (125) y: (203)\n end\n if <(level) = [19]> then\n show\n go to x: (-130) y: (250)\n if <(switchon?) = [1]> then\n hide\n end\n end\n if <(level) = [27]> then\n show\n go to x: (90) y: (250)\n end\nend\n\nwhen flag clicked\nforever\n if <(switchon?) = [1]> then\n switch costume to (costume2 v)\n end\n if <(switchon?) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nset [level v] to [11]\n\nif <(level) = [26]> then\n show\n go to x: (90) y: (250)\nend\n\nwhen flag clicked\nforever\n if <<(switchon?) = [1]> and <(bluetouchswitch?) = [1]>> then\n set [switchon? v] to [1]\n end\n if <<(switchon?) = [1]> and <(bluetouchswitch?) = [0]>> then\n set [switchon? v] to [0]\n end\n if <<(switchon?) = [0]> and <(bluetouchswitch?) = [1]>> then\n set [switchon? v] to [1]\n end\n if <<<(switchon?) = [0]> and <(bluetouchswitch?) = [0]>> and <(orangetouchswitch?) = [1]>> then\n set [switchon? v] to [1]\n else\n set [switchon? v] to [0]\n end\nend\n\n@button1\n\nwhen flag clicked\nforever\n set size to (100) %\n set [purple button pressed v] to [0]\n hide\n if <(level) = [3]> then\n show\n set size to (120) %\n go to x: (110) y: (-45)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [4]> then\n show\n go to x: (-90) y: (100)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [7]> then\n show\n go to x: (80) y: (70)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [8]> then\n show\n go to x: (220) y: (-20)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [9]> then\n show\n go to x: (70) y: (130)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [13]> then\n show\n go to x: (-40) y: (-145)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [14]> then\n show\n go to x: (-120) y: (-145)\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <<(level) = [15]> and <(switchon?) = [1]>> then\n show\n go to x: (150) y: (-100)\n set size to (140) %\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [16]> then\n show\n go to x: (-200) y: (22)\n set size to (100) %\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\n if <(level) = [26]> then\n show\n go to x: (150) y: (-120)\n set size to (100) %\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n end\nend\n\nif <(level) = [28]> then\n show\n go to x: (200) y: (-13)\n set size to (100) %\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\nend\n\n@button2\n\nwhen flag clicked\nforever\n hide\n if <(level) = [8]> then\n show\n go to x: (40) y: (115)\n if <touching (bluey v)?> then\n set [purple button pressed v] to [1]\n end\n if <touching (orangey v)?> then\n set [purple button pressed v] to [1]\n end\n end\nend\n\n@music\n\nwhen [m v] key pressed\nif <(music) = [on]> then\n stop all sounds\n set [music v] to [off]\nelse\n if <not <(level) = [30]>> then\n set [music v] to [on]\n start sound [Spektrem - Shine _NCS Release_ v]\n end\nend\n\nwhen flag clicked\nset [music v] to [on]\nstart sound [Spektrem - Shine _NCS Release_ v]\n\nwhen flag clicked\nif <<(music) = [off]> and <key (m v) pressed?>> then\n set [music v] to [on]\nend\n\nstop all sounds\n\n@obj1\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [3]> and <(purple button pressed) = [1]>> then\n show\n go to x: (0) y: (-120)\n end\n if <<(level) = [10]> and <(switchon?) = [1]>> then\n show\n go to x: (0) y: (-110)\n end\n if <<(level) = [14]> and <(switchon?) = [1]>> then\n show\n go to x: (50) y: (-140)\n end\n if <<(level) = [16]> and <(purple button pressed) = [1]>> then\n set size to (100) %\n show\n go to x: (-100) y: (-140)\n end\n if <(level) = [24]> then\n set size to (50) %\n show\n go to x: (-40) y: (-140)\n forever\n if <(level) = [24]> then\n forever\n change x by (5)\n if <touching (_edge_ v)?> then\n go to x: (-40) y: (-140)\n end\n end\n end\n end\n end\nend\n\nchange [yv v] by (-10)\n\nset [level v] to [24]\n\nif <<touching color (#fe0000)?> and <(blockonedge) = [1]>> then\n set [blockonedge v] to [0]\n forever\n change x by (10)\n end\nend\n\nforever\n change x by (-10)\nend\n\nif <(level) = [24]> then\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n forever\n hide\n end\n end\nend\n\nset [blockonedge v] to [0]\n\nwhen flag clicked\n\nforever\n\nset [blockonedge v] to [1]\n\n@obj2\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [4]> and <(purple button pressed) = [1]>> then\n show\n go to x: (-76) y: (33)\n end\nend\n\n@obj3\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [7]> and <(purple button pressed) = [1]>> then\n show\n go to x: (195) y: (80)\n end\nend\n\n@obj4\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [8]> and <(purple button pressed) = [1]>> then\n show\n go to x: (65) y: (-60)\n end\nend\n\n@obj5\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [9]> and <(purple button pressed) = [1]>> then\n show\n go to x: (35) y: (60)\n end\nend\n\n@obj6\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [13]> and <(purple button pressed) = [1]>> then\n show\n go to x: (0) y: (0)\n wait (2) seconds\n end\nend\n\n@obj7\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [11]> and <(switchon?) = [1]>> then\n show\n go to x: (55) y: (-60)\n end\nend\n\n@obj8\n\nwhen flag clicked\nforever\n hide\n if <(level) = [15]> then\n show\n go to x: (37) y: (25)\n end\n if <<<(level) = [15]> and <(purple button pressed) = [0]>> and <(switchon?) = [1]>> then\n show\n forever\n if <(switchon?) = [0]> then\n go to x: (37) y: (25)\n end\n end\n end\nend\n\nwhen flag clicked\nif <not <key (r v) pressed?>> then\n forever\n if <<<(level) = [15]> and <(purple button pressed) = [0]>> and <(switchon?) = [1]>> then\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [15]>> then\n hide\n end\nend\n\n@obj9\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [15]> and <(purple button pressed) = [1]>> then\n show\n go to x: (36) y: (28)\n end\nend\n\n@obj11\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [18]> and <(switchon?) = [1]>> then\n show\n go to x: (36) y: (30)\n go to [back v] layer\n end\nend\n\n@obj12\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [19]> and <(switchon?) = [1]>> then\n show\n go to x: (-120) y: (0)\n go to [back v] layer\n end\nend\n\n@obj13\n\nwhen flag clicked\nforever\n hide\n if <(level) = [20]> then\n show\n set [laserbruh v] to (pick random (1) to (2))\n if <(laserbruh) = [1]> then\n go to x: (36) y: (28)\n switch costume to (pick random (1) to (5))\n point in direction (90)\n wait (1.5) seconds\n end\n if <(laserbruh) = [2]> then\n go to x: (36) y: (68)\n switch costume to (pick random (1) to (5))\n point in direction (0)\n wait (1.5) seconds\n end\n end\nend\n\n@turnsyle1\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n show\n go to x: (-100) y: (-25)\n set size to (90) %\n turn right (5) degrees\n else\n hide\n end\nend\n\n@turnsyle2\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n show\n go to x: (100) y: (-25)\n set size to (90) %\n turn right (5) degrees\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [27]> and <(switchon?) = [1]>> then\n show\n go to x: (250) y: (20)\n go to [back v] layer\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [26]> and <(purple button pressed) = [1]>> then\n show\n go to x: (210) y: (40)\n go to [back v] layer\n end\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [29]> and <(Bossattack2:\)) = [1]>> then\n show\n go to x: (bossx) y: (bossy)\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume3 v)\n wait (2) seconds\n switch costume to (costume4 v)\n wait (2) seconds\n set [bossattack2:\) v] to [0]\n set [bossattack v] to (pick random (1) to (5))\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n hide\n if <<(level) = [29]> and <(bossattack4:\)) = [1]>> then\n show\n go to x: (bossx) y: (bossy)\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume7 v)\n wait (0.2) seconds\n switch costume to (costume8 v)\n wait (0.2) seconds\n switch costume to (costume9 v)\n wait (0.2) seconds\n switch costume to (costume10 v)\n wait (0.2) seconds\n switch costume to (costume11 v)\n wait (0.2) seconds\n switch costume to (costume12 v)\n wait (0.2) seconds\n switch costume to (costume13 v)\n wait (0.2) seconds\n switch costume to (costume14 v)\n wait (0.2) seconds\n switch costume to (costume15 v)\n wait (0.2) seconds\n switch costume to (costume16 v)\n wait (0.2) seconds\n switch costume to (costume17 v)\n wait (0.2) seconds\n switch costume to (costume18 v)\n wait (0.2) seconds\n set [bossattack4:\) v] to [0]\n set [bossattack v] to (pick random (1) to (5))\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nset [bossattack5:\) v] to [0]\nforever\n go to x: (bossx) y: (bossy)\n hide\n if <<(level) = [29]> and <(bossattack5:\)) = [1]>> then\n go to [front v] layer\n show\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume4 v)\n wait (1) seconds\n set [bossattack v] to (pick random (1) to (5))\n set [bossattack5:\) v] to [0]\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n go to x: (-60) y: (-150)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nset [bossyv v] to [0]\nset [bossattack2:\) v] to [0]\ngo to x: (0) y: (0)\nset [bossattack4:\) v] to [0]\nforever\n hide\n if <(level) = [29]> then\n switch costume to (costume1 v)\n show\n set [bossattack v] to (pick random (1) to (5))\n wait (5) seconds\n end\n if <(bossattack) = [1]> then\n change x by (50)\n change y by (35)\n wait (0.25) seconds\n change x by (-50)\n change y by (35)\n wait (0.25) seconds\n change x by (-50)\n change y by (35)\n wait (0.25) seconds\n change x by (50)\n change y by (35)\n wait (0.25) seconds\n set [bossattack v] to (pick random (1) to (5))\n end\n if <(bossattack) = [2]> then\n set [bossattack2:\) v] to [1]\n end\n if <(bossattack) = [3]> then\n repeat (10)\n change size by (8)\n wait (0.15) seconds\n end\n repeat (10)\n change size by (-8)\n wait (0.15) seconds\n end\n end\n if <(bossattack) = [4]> then\n set [bossattack4:\) v] to [1]\n end\n if <(bossattack) = [5]> then\n set [bossattack5:\) v] to [1]\n end\n if <(bosshp) = [0]> then\n switch costume to (dd28a9cc255253f2aa3a0fe9f825455a v)\n play sound [Teleport v] until done\n wait (2) seconds\n forever\n switch costume to (costume2 v)\n if <(level) = [30]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [bossx v] to (x position)\n set [bossy v] to (y position)\nend\n\nwhen flag clicked\nforever\n change y by (bossyv)\n if <touching color (#000000)?> then\n set [bossyv v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <not <(bossattack) = [1]>> then\n change [bossyv v] by (-1)\n if <touching color (#000000)?> then\n change y by (1.5)\n end\n end\nend\n\nset [level v] to [29]\n\nwait (111111111111111111111111111) seconds\n\nset [bosshp v] to [12]\n\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset [bosshp v] to [12]\nhide variable [bosshp v]\nforever\n hide\n if <(level) = [29]> then\n show\n show variable [bosshp v]\n go to x: ((bossx) + (-220)) y: ((bossy) + (180))\n go to [front v] layer\n end\n if <touching (bluey v)?> then\n set [yv v] to [5]\n set [yv v] to [75]\n change [bosshp v] by (-1)\n end\n if <touching (orangey v)?> then\n set [orangeyv v] to [5]\n set [orangeyv v] to [75]\n change [bosshp v] by (-1)\n end\n if <(bosshp) = [12]> then\n switch costume to (costume9 v)\n end\n if <(bosshp) = [11]> then\n switch costume to (costume12 v)\n end\n if <(bosshp) = [10]> then\n switch costume to (costume11 v)\n end\n if <(bosshp) = [9]> then\n switch costume to (costume10 v)\n end\n if <(bosshp) = [8]> then\n switch costume to (costume1 v)\n end\n if <(bosshp) = [7]> then\n switch costume to (costume2 v)\n end\n if <(bosshp) = [6]> then\n switch costume to (costume3 v)\n end\n if <(bosshp) = [5]> then\n switch costume to (costume4 v)\n end\n if <(bosshp) = [4]> then\n switch costume to (costume5 v)\n end\n if <(bosshp) = [3]> then\n switch costume to (costume6 v)\n end\n if <(bosshp) = [2]> then\n switch costume to (costume7 v)\n end\n if <(bosshp) = [1]> then\n switch costume to (costume8 v)\n end\n if <(bosshp) = [0]> then\n hide\n end\nend\n\nset [level v] to [29]\n\n@Sprite4\n\n
R to restart\nM to toggle music\n\n1 and 2 to toggle whether you can see how many times you've died\n\nWhen on the boss level jump on it's health bar(the pink thing) to attack it\n\nTo flip the switch at the start of the level, only orangey can do it \n\nPlayer 1:\njump=up arrow or space\nleft=left arrow\nright=right arrow\n\nplayer 2:\njump=w\nleft=a\nright=d
Scrolling Platformer tutorial
@Stage\n\n@player\n\ndefine Move\nset [player sx v] to ((Player Sx) * (0.8))\nchange x by (round (Player Sx))\nset [i v] to [0]\nrepeat until <<not <touching (level v)?>> or <(i) = [8]>>\n change y by (1)\n change [i v] by (1)\nend\nif <(i) = [8]> then\n change x by ((0) - (round (Player Sx)))\n change y by (-8)\n set [player sx v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [player sx v] to [0]\nset [player sy v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [0]\nbroadcast (tick v) and wait\nforever\n Physics\n broadcast (tick v)\nend\n\ndefine Physics\nchange [player sy v] by (-1)\nchange [falling v] by (1)\nchange y by (Player Sy)\nGo Up\nControls <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nMove\nchange [cam x v] by (x position)\nchange [cam y v] by (y position)\ngo to x: (0) y: (0)\nif <(Cam Y) < [-300]> then\n set [cam x v] to (spawn x)\n set [cam y v] to (spawn y)\nend\n\ndefine Controls <right> <left> <jump>\nif <right> then\n change [player sx v] by (3)\n point in direction (90)\nend\nif <left> then\n change [player sx v] by (-3)\n point in direction (-90)\nend\nif <<jump> and <(Falling) = [0]>> then\n change [player sy v] by (15)\nend\n\ndefine Go Up\nset [i v] to [0]\nrepeat until <<not <touching (level v)?>> or <(i) = [16]>>\n change [i v] by (1)\n if <<(Player Sy) > [-1]> and <(Falling) > [0]>> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [player sy v] to [0]\nend\n\nwhen flag clicked\nbroadcast (start v)\n\n@level\n\nwhen I receive [tick v]\ntick\n\ndefine tick\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\nif <<((x) - (Cam X)) = (x position)> and <((y) - (Cam Y)) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Create Level x (x) y (y) Costume (costume)\nswitch costume to (costume)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n play sound [Northern-Passage v] until done\nend\n\nwhen I receive [start v]\nCreate Level x [480] y [-100] Costume [P2]\nCreate Level x [480] y [80] Costume [P2.1]\nset [x v] to [0]\nset [y v] to [-100]\nswitch costume to (p1 v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n
Remix or see inside and backpack the scripts. \nCredit appreciated (@neanderthal11)\n\nLeave a ❤️ and a ⭐️ if you found this useful. Feel free to leave a link of your platformer if you used my tutorial.\n\nPost any questions in the comments.\n\nCheck out my platformers:\n\nSinking Into Darkness:\nhttps://scratch.mit.edu/projects/300568765\n\nCube Parkour (scrolling): https://scratch.mit.edu/projects/322825538\n
A Mobile Platformer 4?
@Stage\n\nwhen flag clicked\n\nbroadcast (turn page v)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) > [13]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n play sound [Fortress Boss \(Super Mario Bros v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (2)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\nif <touching (hurt v)?> then\n Reset Level\nend\nif <touching (sprite8 v)?> then\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (-100)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\nbroadcast (tick v) and wait\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n point in direction (90)\nend\n\nif <(Level) = [5]> then\n\npoint in direction (90)\n\nturn right (1.5) degrees\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nforever\n if <(Level) = [2]> then\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n else\n if <(Level) = [5]> then\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n else\n if <(Level) = [6]> then\n repeat (30)\n change y by (3)\n end\n repeat (30)\n change y by (-3)\n end\n else\n if <(Level) = [8]> then\n repeat (30)\n change x by (3)\n end\n repeat (30)\n change x by (-3)\n end\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nforever\n if <(Level) = [1]> then\n glide (3) secs to x: (0) y: (100)\n glide (3) secs to x: (0) y: (0)\n end\n if <(Level) = [3]> then\n glide (3) secs to x: (200) y: (0)\n glide (3) secs to x: (0) y: (0)\n end\n if <(Level) = [4]> then\n glide (3) secs to x: (0) y: (100)\n glide (3) secs to x: (0) y: (0)\n end\n if <(Level) = [7]> then\n glide (3) secs to x: (-300) y: (0)\n glide (3) secs to x: (0) y: (0)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat until <not <touching (_edge_ v)?>>\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nshow variable [level v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (30) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [4]> then\n Create enemy (0) (-150) (4)\n Create enemy (100) (-150) (4)\nend\nif <(Level) = [6]> then\n Create enemy (0) (0) (6)\n Create enemy (100) (80) (6)\nend\nif <(Level) = [7]> then\n Create enemy (0) (40) (7)\n Create enemy (50) (40) (7)\n Create enemy (100) (40) (7)\nend\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) < (y position)>> then\n broadcast (reset level v)\n end\n if <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1]> then\n set [speed x v] to [1]\n end\n if <(speed x) < [-1]> then\n set [speed x v] to [-1]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [8]> then\n Create enemy (0) (-100) (8)\n Create enemy (100) (-100) (8)\nend\nif <(Level) = [9]> then\n Create enemy (0) (-100) (9)\n Create enemy (100) (-100) (9)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and > then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\n\n\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nforever\n if <(falling?) = [0]> then\n set [speed y v] to [19]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <touching (improved2 v)?> then\n broadcast (reset level v)\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\n\nif <(Level) = [6]> then\n Create enemy (-100) (-120) (6)\n Create enemy (100) (-120) (6)\nend\nif <(Level) = [7]> then\n Create enemy (-70) (-120) (7)\nend\nif <(Level) = [10]> then\n Create enemy (200) (100) (10)\nend\nif <(Level) = [11]> then\n Create enemy (-100) (-100) (11)\n Create enemy (-50) (-100) (11)\n Create enemy (100) (-100) (11)\n Create enemy (50) (-100) (11)\nend\nif <(Level) = [14]> then\n Create enemy (-100) (-100) (14)\n Create enemy (-75) (-100) (14)\n Create enemy (-50) (-100) (14)\n Create enemy (-25) (-100) (14)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\nend\nSet Costume\n\nCreate enemy (200) (100) (10)\n\nCreate enemy (0) (-100) (19)\n\nCreate enemy (190) (100) (19)\n\nCreate enemy (-100) (-100) (11)\n\nCreate enemy (0) (-100) (11)\nCreate enemy (0) (-100) (11)\n\nCreate enemy (50) (-120) (6)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\ndefine Create enemy (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to (100) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [hp v] to [10]\nset [start x v] to (x position)\nset [start y v] to (y position)\nswitch costume to (costume15 v)\nforever\n Gravity\n Check Hit Ceiling / Floor <>\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nbroadcast (reset script v)\n\n\n\nset [speed x v] to [0]\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nif <(level) > (Level)> then\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\nif <(Level) = [4]> then\n Create enemy (0) (0) (4)\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [10]> then\n Create enemy (150) (-99) (10)\nend\n\nCreate enemy (50) (-120) (3)\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching (platforms v)?> or >> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate enemy (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\nSet Costume\n\nCreate enemy (0) (100) (19)\nCreate enemy (190) (100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\nCreate enemy (0) (-100) (19)\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate enemy (0) (-25) (5)\n\nrepeat (10)\n\nwait (1) seconds\n\n\n\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\nend\n\nrepeat (10)\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to x: (150) y: (-99)\nforever\n\ndefine check collisions\nswitch costume to (costume15 v)\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (0)) < (y position)>> then\n broadcast (reset level v)\nend\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (0)) > (y position)>> then\n broadcast (bounce v)\n set [speed y v] to [-10]\n change [hp v] by (-1)\n switch costume to (costume14 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n change [brightness v] effect by (10)\n start sound [pop2 v]\n start sound [Fireballhit v]\n if <(hp) < [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n set [level v] to [11]\n delete this clone\n end\n broadcast (reset script v)\nend\n\n\nhide\n\ngo to x: (-20) y: (-99)\n\nif <(speed x) > [5]> then\n set [speed x v] to [5]\nend\nif <(speed x) < [-5]> then\n set [speed x v] to [-5]\nend\n\nrepeat (15)\nif <(falling?) = [0]> then\n set [speed y v] to [30]\nend\n\npoint in direction (90)\n\nchange x by (5)\n\nchange x by (2)\n\nrepeat (10)\n check collisions\n change x by (-40)\nend\ngo to x: (-150) y: (-99)\n\nif <(hp) < [3]> then\n\ncreate clone of (sprite4 v)\n\nrepeat (10)\n\nrepeat (10)\n check collisions\n switch costume to (costume15 v)\n set [speed x v] to [0]\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-2)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (2)\n end\n if <(speed x) > [5]> then\n set [speed x v] to [5]\n end\n if <(speed x) < [-5]> then\n set [speed x v] to [-5]\n end\n change x by (speed x)\nend\n\nwait (1) seconds\n\nwhen I receive [reset script v]\nforever\n if <(hp) < [3]> then\n repeat (60)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n change x by (speed x)\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-1)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (1)\n end\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n end\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n end\n end\n else\n repeat (25)\n check collisions\n if <(falling?) = [999]> then\n stop [this script v]\n end\n change x by (speed x)\n if <([x position v] of [improved2 v]) < (x position)> then\n change [speed x v] by (-0.5)\n end\n if <([x position v] of [improved2 v]) > (x position)> then\n change [speed x v] by (0.5)\n end\n if <(speed x) > [8]> then\n set [speed x v] to [8]\n end\n if <(speed x) < [-8]> then\n set [speed x v] to [-8]\n end\n end\n set [speed y v] to [19]\n end\nend\n\nwait () seconds\n\nrepeat (10)\n set [speed y v] to [-10]\nend\n\nstart sound [Fireballhit v]\n\nglide (0.2) secs to x: (x position) y: (-99)\n\nrepeat (10)\n\nsay [Hello!]\n\n\n\nset [falling? v] to [999]\nwait (1) seconds\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n wait (0) seconds\n next costume\nend\n\nwhen I receive [spawn enemies v]\nshow\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [19]> then\n hide\nend\ngo to x: (item (Level) of [x pos v]) y: (item (Level) of [y pos v])\n\n
There is a fourth one. I know I said there would only be three.\nUse the arrow keys to move in "PC Mode" or tap the joystick to move in "Mobile Mode" Reach the right side of the screen to advance. There are "15" levels?
Platformer Builder
@Stage\n\nwhen I receive [message7 v]\nswitch backdrop to (letter (288) of (GeneratedCode))\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nshow list [generatedcode v]\nset [clonenumber v] to [1]\ngo to x: (-227) y: (155)\nhide\nrepeat (20)\n set [clonetype v] to [1]\n create clone of (_myself_ v)\n change x by (24)\n change [clonenumber v] by (1)\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonetype) = [1]> then\n repeat (14)\n set [clonetype v] to [0]\n create clone of (_myself_ v)\n change y by (-24)\n change [clonenumber v] by (20)\n end\n delete this clone\nend\nif <(clonetype) = [0]> then\n switch costume to (b v)\n start sound [ShortPlace v]\n show\n wait (0.01) seconds\n switch costume to (a v)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n if <mouse down?> then\n switch costume to ([costume name v] of [sprite3 v])\n start sound [Place v]\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\n if <(load) = [1]> then\n wait (0.1) seconds\n switch costume to (letter (clonenumber) of (GeneratedCode))\n if <(costume [name v]) = [a]> then\n delete this clone\n end\n \n end\n if <(edit) = [1]> then\n wait (0.1) seconds\n switch costume to (letter (clonenumber) of (GeneratedCode))\n end\n end\nend\n\nwhen I start as a clone\nif <(clonetype) = [0]> then\n forever\n wait until <(yes) = (clonenumber)>\n replace item (1) of [generatedcode v] with (join (item (1) of [generatedcode v]) (costume [name v]))\n wait until <not <(yes) = (clonenumber)>>\n end\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [startx v] to [0]\nset [starty v] to [0]\nwait (3) seconds\nforever\n hide\n wait until <key (space v) pressed?>\n go to (mouse-pointer v)\n delete all of [generatedcode v]\n add [] to [generatedcode v]\n show\n start sound [ShortPlace v]\n wait until <not <key (space v) pressed?>>\n repeat until <key (space v) pressed?>\n switch costume to (b v)\n go to (mouse-pointer v)\n end\n if <(letter (2) of ((x position) + (240))) = []> then\n set [finalx v] to (join [00] ((x position) + (240)))\n else\n if <(letter (3) of ((x position) + (240))) = []> then\n set [finalx v] to (join [0] ((x position) + (240)))\n else\n set [finalx v] to ((x position) + (240))\n end\n end\n if <(letter (2) of ((y position) + (180))) = []> then\n set [finaly v] to (join [00] ((y position) + (180)))\n else\n if <(letter (3) of ((y position) + (180))) = []> then\n set [finaly v] to (join [0] ((y position) + (180)))\n else\n set [finaly v] to ((y position) + (180))\n end\n end\n start sound [Place v]\n show\n switch costume to (b v)\n go to x: (0) y: (0)\n repeat (280)\n set [brightness v] effect to (50)\n set [ghost v] effect to (20)\n turn right (8) degrees\n change [yes v] by (1)\n wait (0.01) seconds\n end\n hide\n replace item (1) of [generatedcode v] with (join (item (1) of [generatedcode v]) (join (finalX) (finalY)))\n replace item (1) of [generatedcode v] with (join (item (1) of [generatedcode v]) (pick random (1) to (4)))\n replace item (1) of [generatedcode v] with (join (item (1) of [generatedcode v]) (pick random (1) to (2)))\n hide list [generatedcode v]\n start sound [Done v]\nend\n\nwhen flag clicked\nset [win v] to [0]\nwait (1.3) seconds\nset [load v] to [0]\nforever\n if <key (l v) pressed?> then\n ask [Insert Code] and wait\n delete all of [generatedcode v]\n add [] to [generatedcode v]\n replace item (1) of [generatedcode v] with (answer)\n set [starty v] to ((join (join (letter (284) of (GeneratedCode)) (letter (285) of (GeneratedCode))) (letter (286) of (GeneratedCode))) - (180))\n set [startx v] to ((join (join (letter (281) of (GeneratedCode)) (letter (282) of (GeneratedCode))) (letter (283) of (GeneratedCode))) - (240))\n set [load v] to [1]\n wait (1) seconds\n set [load v] to [0]\n set [clonetype v] to [999]\n broadcast (message1 v)\n broadcast (message7 v)\n end\nend\n\nwait until <not <key (space v) pressed?>>\n\nwhen flag clicked\nset [yes v] to [0]\n\nwait (1) seconds\n\nwhen I start as a clone\nforever\n if <(yes) = (clonenumber)> then\n wait (0.1) seconds\n start sound [ShortPlace v]\n switch costume to (b v)\n wait until <not <(yes) = (clonenumber)>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n broadcast (message1 v)\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n broadcast (message2 v)\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I receive [message7 v]\nset [win v] to [0]\nif <(clonetype) = [999]> then\n forever\n set volume to (100) %\n play sound (letter (287) of (GeneratedCode)) until done\n end\nend\n\ngo to x: (0) y: (-180)\nif <(letter (2) of ((x position) + (240))) = []> then\n set [finalx v] to (join ((x position) + (240)) [00])\nelse\n if <(letter (3) of ((x position) + (240))) = []> then\n set [finalx v] to (join ((x position) + (240)) [0])\n else\n set [finalx v] to ((x position) + (240))\n end\nend\nif <(letter (2) of ((y position) + (180))) = []> then\n set [finaly v] to (join ((y position) + (180)) [00])\nelse\n if <(letter (3) of ((y position) + (180))) = []> then\n set [finaly v] to (join ((y position) + (180)) [0])\n else\n set [finaly v] to ((y position) + (180))\n end\nend\n\nnext costume\n\nwhen I receive [message7 v]\nif <(clonetype) = [999]> then\n forever\n if <(win) = [1]> then\n set volume to (0) %\n wait (4) seconds\n set volume to (100) %\n end\n end\nend\n\nforever\n play sound (letter (287) of (GeneratedCode)) until done\nend\n\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\n\nwhen flag clicked\nwait (1.3) seconds\nset [edit v] to [0]\nforever\n if <key (k v) pressed?> then\n ask [Insert Code to edit] and wait\n delete all of [generatedcode v]\n add (answer) to [generatedcode v]\n set [edit v] to [1]\n wait (1) seconds\n set [edit v] to [0]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ndefine touch ground <boolean>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#2658a8)?>>\n if <boolean> then\n change y by (-1)\n set [ygravity v] to [0]\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [ygravity v] to [0]\nend\n\ndefine walk (number or text)\nchange x by (number or text)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#2658a8)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (number or text))\n change y by ((0) - (slope))\nend\n\nif <<[4] > (Ygravity)> or <key (up arrow v) pressed?>> then\n change [ygravity v] by (-1)\nelse\n change [ygravity v] by (-2)\nend\n\nwhen I receive [message1 v]\ngo to x: (StartX) y: (StartY)\nshow\nset [ygravity v] to [0]\nforever\n change y by (Ygravity)\n change [ygravity v] by (-1)\n touch ground <[1] < (Ygravity)>\n if <key (right arrow v) pressed?> then\n walk [6]\n end\n if <key (left arrow v) pressed?> then\n walk [-6]\n end\n if <<key (up arrow v) pressed?> and <[3] > (falling?)>> then\n set [ygravity v] to [7.7]\n end\n if <<touching color (#ff0000)?> or <(y position) < [-178]>> then\n set [falling? v] to [0]\n set [ygravity v] to [0]\n go to x: (StartX) y: (StartY)\n end\n if <touching color (#00ff08)?> then\n set [win v] to [1]\n play sound [Hooray! v] until done\n set [win v] to [0]\n go to x: (StartX) y: (StartY)\n repeat (10)\n hide\n wait (0.04) seconds\n show\n wait (0.04) seconds\n end\n end\n if <touching color (#ffca00)?> then\n set [ygravity v] to [15]\n end\nend\n\nwhen I receive [message2 v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n set size to (20) %\n go to (mouse-pointer v)\n change x by (10)\n change y by (10)\n if <key (l v) pressed?> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (b v)\nforever\n if <key (a v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (a v) pressed?>>\n end\n if <key (d v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n wait until <not <key (d v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n hide\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n show\nend\n\n@Sprite4\n\nset size to (200) %\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (letter (288) of (GeneratedCode))\nshow\nset size to (pick random (30) to (100)) %\nset [ghost v] effect to (100)\nrepeat (40)\n change x by ((size) * (-0.015))\n change [ghost v] effect by (-1)\n go to [back v] layer\nend\nrepeat until <touching (_edge_ v)?>\n change x by ((size) * (-0.015))\n go to [back v] layer\nend\nrepeat (5)\n go to [back v] layer\n change [ghost v] effect by (20)\n change x by ((size) * (-0.015))\nend\ndelete this clone\n\nwhen I receive [message7 v]\nhide\nforever\n go to (random position v)\n set y to ([abs v] of (y position) )\n change x by (999999)\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
[ PLEASE read ALL these instructions to know how to use this project! It will be very confusing if you don't. ]\n\nClick anywhere to place a block.\n\nUse A and D to switch block type.\n\nBlock types:\nBlue=Physical Block\nRed=Hazard - Respawns You\nGreen=End of Level\nYellow=Jump Boost\n\n[To save a level:]\n\nStep 1: Press Space.\n\nStep 2: Move your mouse to where you want the player to start, then press space again.\n\nStep 3: Wait for all the blocks to be filled. It will take a while.\n\nStep 4: Select the numbers that pop up (Double click) and press ctrl+c\n\nYou now have a level code! You can paste it in the comments with ctrl+v for other people to play if you'd like.\n\n[How to play a level]\n\nSo let's say you've just copied a level code that you want to play. It could be one from the comments, or your own.\n\nStep 1: Press L, then select the text bar down below.\n\nStep 2: Press ctrl+v and then enter.\n\nNow you can play it! Use the arrow keys to control the player.\n\nIf you'd like to play a level that has not been saved yet, press P and the player will spawn in the middle of the level.\n\nTo edit a previously saved level, you can press K to load a level to edit.\n\nThat's it! Have fun building, sharing, and playing levels!
Nuclear Radiation - Mobile Friendly Scrolling Platformer Sequel
@Stage\n\n@Sprite1\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (-175) y: (-70)\nswitch costume to (lolcube v)\nset size to (20) %\nwait (2) seconds\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(mouse y) < (y position)> and <mouse down?>>> then\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (lolcube v)\n change [xv v] by (-0.5)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n if <touching color (#2cff18)?> then\n change y by (1)\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-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 end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#2cff18)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#2cff18)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-100)\n end\n if <touching color (#1ad2ff)?> then\n broadcast (next level v)\n go to x: (-175) y: (-100)\n end\n if <touching color (#fff400)?> then\n change [yv v] by (12)\n end\nend\n\nchange y by (1)\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen [r v] key pressed\ngo to x: (-175) y: (-70)\n\n@level\n\nwhen I receive [start v]\nswitch backdrop to (blue sky v)\nshow\nswitch costume to (costume5 v)\nforever\n set [scrollx v] to (([x position v] of [sprite1 v]) / (-0.75))\n set [scrolly v] to (([y position v] of [sprite1 v]) / (-1))\n set x to (scrollx)\n set y to (scrolly)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume11 v)\n\nwhen [s v] key pressed\nnext costume\n\n@lataus (1)\n\nwhen flag clicked\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\n\nclear graphic effects\n\nchange [color v] effect by (25)\n\ngo to [front v] layer\n\n
Welcome to Nuclear Radiation - Mobile Friendly Scrolling Platformer Sequel. \nHighly recommend playing first part called "Green Land" Before playing this. Check out it here https://scratch.mit.edu/projects/318976678\n\nThanks everyone! We are top loved!\n\nStory: Something weird happens in a green land. Cube finds another exit from cave. There was humans. Find time machine to save humanity! \n\nInstructions: Arrow keys to move, Or just click or tap around. S to skip level, R to reset level. \n\nRemember to leave love and fave, I worked hard on this game. I will make sequel called "Ice Land"! \n\nFeel free to remix as much as possible!\n\nFollow me @sushi10000\n\nPut this on many studios as possible!\n\n#Platformer #Scrolling #Mobile #Friendly #Nuclear #Radiation # Green #Land #Ice #Sushi #sushi1000
Nature Platformer
@Stage\n\nwhen [up arrow v] key pressed\nbroadcast (Up v)\n\nwhen [right arrow v] key pressed\nbroadcast (Right v)\n\nwhen [left arrow v] key pressed\nbroadcast (Left v)\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop13 v)\nset drag mode [not draggable v]\ngo to x: (-50) y: (-200)\nbroadcast (go v)\n\nwhen I receive [go v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> 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) > [345]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nset [y v] to [10]\n\nchange y by (0.5)\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n play sound [bensound-adventure v] until done\nend\n\n
Nature.\n It's the true owners of Earth, but humans are ignoring that more and more. Please help Earth restore its natural beauties, not just as a game, but also in the real world. \n Thank you.\n\nNote: There are MANY bugs in this game, since this was my first platformer. Please understand and do not waste your time pointing them out in the comments!
Creation - Platformer
@Stage\n\nwhen flag clicked\nset [number of styles v] to [2]\nif <<(username) = [04tmoody]> and <key (any v) pressed?>> then\n hide variable [display: room v]\n switch backdrop to (thumbnail v)\nelse\n set [mode v] to [Edit]\n broadcast (Edit v)\n forever\n switch backdrop to ((Style) + (1))\n end\nend\n\nwhen flag clicked\nforever\n play sound [Staff Credits - Super Mario Galaxy 2 v] until done\nend\n\n@level\n\ndefine Generate Level\ndelete all of [level \(whole\) v]\nAdd Blocks [1.1] from [0] [0] to [11] [0] in room [1] [1]\nAdd Blocks [2.1] from [0] [1] to [11] [1] in room [1] [1]\n\ndefine Draw Level\nset [brightness v] effect to (0)\nerase all\nset [i v] to [1]\nrepeat until <(i) > (length of [level \(whole\) v])>\n if <<(item ((i) + (1)) of [level \(whole\) v]) = (Room X)> and <(item ((i) + (2)) of [level \(whole\) v]) = (Room Y)>> then\n Set direction (round (((item (i) of [level \(whole\) v]) mod (1)) * (10)))\n switch costume to ((((Style) - (1)) * (13)) + (round (item (i) of [level \(whole\) v])))\n go to x: ((item ((i) + (3)) of [level \(whole\) v]) * (40)) y: ((item ((i) + (4)) of [level \(whole\) v]) * (40))\n stamp\n end\n change [i v] by (5)\nend\n\ndefine Add Block (type) at (x) (y) in room (room x) (room y)\nadd (type) to [level \(whole\) v]\nadd (room x) to [level \(whole\) v]\nadd (room y) to [level \(whole\) v]\nadd ((x) - (5.5)) to [level \(whole\) v]\nadd ((y) - (4)) to [level \(whole\) v]\n\ndefine Add Blocks (type) from (x) (y) to (x2) (y2) in room (room x) (room y)\nset [i v] to (x)\nrepeat (((x2) - (x)) + (1))\n set [j v] to (y)\n repeat (((y2) - (y)) + (1))\n Add Block (type) at (i) (j) in room (room x) (room y)\n change [j v] by (1)\n end\n change [i v] by (1)\nend\n\nwhen I receive [draw room v]\nDraw Level\n\nwhen I receive [edit v]\n\nwhen I receive [edit v]\nDraw Level\nshow\nset [tile v] to [1]\nset [tile direction v] to [90]\nforever\n if <(Mode) = [Play]> then\n erase all\n set size to (200) %\n hide\n set [room x v] to [1]\n set [room y v] to [1]\n Draw Level\n broadcast (Get Room Data v)\n wait until <not <(Mode) = [Play]>>\n else\n show\n if <(Editing?) = [1]> then\n if <<(Tile) = [5]> or <(Tile) = [6]>> then\n point in direction (90)\n else\n point in direction (Tile Direction)\n end\n switch costume to ((Tile) + (((Style) - (1)) * (13)))\n set [brightness v] effect to (10)\n go to x: (((round (((mouse x) - (20)) / (40))) * (40)) + (20)) y: ((round ((mouse y) / (40))) * (40))\n if <(x position) > [220]> then\n set x to (220)\n end\n if <(y position) > [160]> then\n set y to (160)\n end\n if <<mouse down?> and <(mouse x) > [-215]>> then\n Delete Block At (((x position) / (40)) + (5.5)) (((y position) / (40)) + (4)) in room (Room X) (Room Y)\n if <not <(Tile) = [13]>> then\n Get Direction (direction)\n Add Block ((Tile) + (dir)) at (((x position) / (40)) + (5.5)) (((y position) / (40)) + (4)) in room (Room X) (Room Y)\n end\n Draw Level\n end\n else\n wait until <(Editing?) = [0.5]>\n Draw Level\n end\n end\nend\n\ndefine Delete Block At (x) (y) in room (roomx) (roomy)\nset [delete v] to [0]\nset [i v] to [1]\nrepeat until <(i) > (length of [level \(whole\) v])>\n if <<((x) - (5.5)) = (item ((i) + (3)) of [level \(whole\) v])> and <((y) - (4)) = (item ((i) + (4)) of [level \(whole\) v])>> then\n if <<(roomx) = (item ((i) + (1)) of [level \(whole\) v])> and <(roomy) = (item ((i) + (2)) of [level \(whole\) v])>> then\n set [delete v] to (i)\n end\n end\n change [i v] by (5)\nend\nrepeat (5)\n delete (delete) of [level \(whole\) v]\nend\n\ndefine Set direction (dir)\nif <(dir) = [1]> then\n point in direction (90)\nend\nif <(dir) = [2]> then\n point in direction (180)\nend\nif <(dir) = [3]> then\n point in direction (-90)\nend\nif <(dir) = [4]> then\n point in direction (0)\nend\n\ndefine Get Direction (dir)\nif <(dir) = [90]> then\n set [dir v] to [0.1]\nend\nif <(dir) = [180]> then\n set [dir v] to [0.2]\nend\nif <(dir) = [-90]> then\n set [dir v] to [0.3]\nend\nif <(dir) = [0]> then\n set [dir v] to [0.4]\nend\n\nwhen [w v] key pressed\nif <<(Mode) = [Edit]> and <(Editing?) = [1]>> then\n change [room y v] by (1)\n if <(Room Y) > [9]> then\n set [room y v] to [9]\n end\n Draw Level\nend\n\nwhen [a v] key pressed\nif <<(Mode) = [Edit]> and <(Editing?) = [1]>> then\n change [room x v] by (-1)\n if <[0] > (Room X)> then\n set [room x v] to [0]\n end\n Draw Level\nend\n\nwhen [s v] key pressed\nif <<(Mode) = [Edit]> and <(Editing?) = [1]>> then\n change [room y v] by (-1)\n if <[0] > (Room Y)> then\n set [room y v] to [0]\n end\n Draw Level\nend\n\nwhen [d v] key pressed\nif <<(Mode) = [Edit]> and <(Editing?) = [1]>> then\n change [room x v] by (1)\n if <(Room X) > [9]> then\n set [room x v] to [9]\n end\n Draw Level\nend\n\nwhen [1 v] key pressed\nset [style v] to [1]\nDraw Level\n\nwhen [2 v] key pressed\nset [style v] to [2]\nDraw Level\n\nwhen [left arrow v] key pressed\nturn left (90) degrees\nset [tile direction v] to (direction)\n\nwhen [right arrow v] key pressed\nturn left (-90) degrees\nset [tile direction v] to (direction)\n\nwhen [up arrow v] key pressed\nchange [tile v] by (1)\nif <(Tile) > [13]> then\n set [tile v] to [1]\nend\n\nwhen [down arrow v] key pressed\nchange [tile v] by (-1)\nif <[1] > (Tile)> then\n set [tile v] to [13]\nend\n\nwhen [q v] key pressed\nset [tile v] to [13]\n\nwhen flag clicked\nerase all\nhide\nset [style v] to [1]\nGenerate Level\n\n@player\n\nwhen flag clicked\nhide\n\ndefine Update Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level \(room\) v])>\n if <<(((item ((i) + (1)) of [level \(room\) v]) + (1)) * (40)) > (x position)> and <((x position) + (40)) > ((item ((i) + (1)) of [level \(room\) v]) * (40))>> then\n if <<(((item ((i) + (2)) of [level \(room\) v]) + (1)) * (40)) > (y position)> and <((y position) + (40)) > ((item ((i) + (2)) of [level \(room\) v]) * (40))>> then\n set [type v] to (round (item (i) of [level \(room\) v]))\n if <<(Type) = [1]> or <<(Type) = [2]> or <<(Type) = [3]> or <(Type) = [5]>>>> then\n add [1] to [collisions v]\n end\n if <<(Type) = [4]> or <<(Type) = [9]> or <(Type) = [10]>>> then\n add [2] to [collisions v]\n end\n if <(Type) = [5]> then\n add [3] to [collisions v]\n end\n if <<(Type) = [6]> and <(((y position) + (1)) - (yv)) > (((item ((i) + (2)) of [level \(room\) v]) + (1)) * (40))>> then\n add [4] to [collisions v]\n end\n if <<(Type) = [7]> or <(Type) = [8]>> then\n add [5] to [collisions v]\n end\n if <(Type) = [11]> then\n add [6] to [collisions v]\n end\n if <(Type) = [12]> then\n set [checkpoint x v] to ((item ((i) + (1)) of [level \(room\) v]) * (40))\n set [checkpoint y v] to ((item ((i) + (2)) of [level \(room\) v]) * (40))\n set [checkpoint room x v] to (Room X)\n set [checkpoint room y v] to (Room Y)\n end\n end\n end\n change [i v] by (3)\nend\n\nwhen I receive [get room data v]\nGet Room Data\n\ndefine Get Room Data\ndelete all of [level \(room\) v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level \(whole\) v])>\n if <<(item ((i) + (1)) of [level \(whole\) v]) = (Room X)> and <(item ((i) + (2)) of [level \(whole\) v]) = (Room Y)>> then\n add (item ((i) + (0)) of [level \(whole\) v]) to [level \(room\) v]\n add (item ((i) + (3)) of [level \(whole\) v]) to [level \(room\) v]\n add (item ((i) + (4)) of [level \(whole\) v]) to [level \(room\) v]\n end\n change [i v] by (5)\nend\n\ndefine Reset\ngo to x: (Checkpoint X) y: (Checkpoint Y)\nset [room x v] to (Checkpoint Room X)\nset [room y v] to (Checkpoint Room Y)\nset [xv v] to [0]\nset [yv v] to [0]\nGet Room Data\nbroadcast (Draw Room v)\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange y by (yv)\nUpdate Collisions\nif <<[collisions v] contains [1]?> or <[collisions v] contains [4]?>> then\n repeat until <not <<[collisions v] contains [1]?> or <[collisions v] contains [4]?>>>\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n change y by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\n end\n set [yv v] to [0]\nend\n\ndefine Change X by (xv)\nchange x by (xv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n set [xv v] to [0]\n change x by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\nend\n\ndefine Change Room X by (xv)\nchange [room x v] by (xv)\nGet Room Data\nset x to ((240) * (() - (xv)))\nUpdate Collisions\nif <<not <[collisions v] contains [1]?>> and <(length of [level \(room\) v]) > [0]>> then\n broadcast (Draw Room v)\nelse\n set [xv v] to [0]\n change [room x v] by (() - (xv))\n set x to ((240) * (xv))\n Get Room Data\nend\n\ndefine Change Room Y by (yv)\nchange [room y v] by (yv)\nGet Room Data\nset y to ((180) * (() - (yv)))\nUpdate Collisions\nif <<not <[collisions v] contains [1]?>> and <(length of [level \(room\) v]) > [0]>> then\n broadcast (Draw Room v)\nelse\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n change [room y v] by (() - (yv))\n set y to ((180) * (yv))\n Get Room Data\nend\n\ndefine Ground Physics\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-4)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (4)\nend\nset [xv v] to ((xv) * (0.7))\nChange X by (round (xv))\nchange [yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(can jump?) = [1]>> then\n set [yv v] to [14]\nend\nchange y by (-1)\nUpdate Collisions\nif <<[collisions v] contains [3]?> and <(yv) < [0]>> then\n set [yv v] to [16]\nend\nchange y by (1)\nChange Y by (round (yv))\nif <[-240] > (x position)> then\n Change Room X by [-1]\nend\nif <(x position) > [240]> then\n Change Room X by [1]\nend\nif <[-180] > (y position)> then\n Change Room Y by [-1]\nend\nif <(y position) > [180]> then\n Change Room Y by [1]\nend\nif <[collisions v] contains [2]?> then\n Reset\nend\n\ndefine Water Physics\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-4)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (4)\nend\nset [xv v] to ((xv) * (0.7))\nChange X by (round (xv))\nset [yv v] to ((((yv) + (1)) * (0.9)) - (1))\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yv v] by (-1)\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (1)\nend\nChange Y by (round (yv))\nif <[-240] > (x position)> then\n Change Room X by [-1]\nend\nif <(x position) > [240]> then\n Change Room X by [1]\nend\nif <[-180] > (y position)> then\n Change Room Y by [-1]\nend\nif <(y position) > [180]> then\n Change Room Y by [1]\nend\nif <[collisions v] contains [2]?> then\n Reset\nend\n\nwhen I receive [you win \(2\) v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint room x v] to [1]\nset [checkpoint room y v] to [1]\nReset\n\nwhen I receive [edit v]\nset size to (200) %\nswitch costume to (player a v)\nshow\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nset [checkpoint room x v] to [1]\nset [checkpoint room y v] to [1]\nReset\nforever\n if <(Mode) = [Play]> then\n show\n Update Collisions\n if <[collisions v] contains [5]?> then\n Water Physics\n else\n Ground Physics\n end\n else\n set [checkpoint x v] to [0]\n set [checkpoint y v] to [0]\n set [checkpoint room x v] to [1]\n set [checkpoint room y v] to [1]\n Reset\n wait until <(Mode) = [Play]>\n end\nend\n\nwhen I receive [edit v]\nforever\n if <(Mode) = [Edit]> then\n set size to (200) %\n switch costume to (player a v)\n go to x: (0) y: (0)\n if <<(Room X) = [1]> and <(Room Y) = [1]>> then\n show\n else\n hide\n end\n else\n Update Collisions\n if <[collisions v] contains [6]?> then\n broadcast (You Win v)\n repeat until <not <[collisions v] contains [6]?>>\n Update Collisions\n end\n end\n end\nend\n\n@Messages\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [you win v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (You Win \(2\) v)\n\nwhen I receive [you win \(2\) v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [checkpoint v]\ngo to x: (0) y: (40)\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (-4)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (4)\nend\nhide\n\n@Menu\n\nwhen flag clicked\nhide\n\ndefine Generate Menu\nswitch costume to (dirt v)\ngo to x: (-170) y: (50)\nrepeat until <(costume [number v]) = [18]>\n create clone of (_myself_ v)\n change x by (80)\n if <(x position) > [200]> then\n set x to (-170)\n change y by (-50)\n end\n next costume\nend\nif <(Mode) = [Edit]> then\n go to x: (0) y: (0)\n repeat (4)\n next costume\n create clone of (_myself_ v)\n end\nend\nchange y by (20)\nswitch costume to (save v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (change style v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (open v)\ngo to x: (460) y: (0)\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nif <<(costume [number v]) > [2]> and <(costume [number v]) < [16]>> then\n set [id v] to ((costume [number v]) - (2))\n set size to (200) %\n forever\n switch costume to ((id) + ((2) + ((<(Style) > [1]> * ((9) + (Number of Styles))) + (((Style) - (1)) * (13)))))\n point in direction (Tile Direction)\n if <<(id) = [5]> or <(id) = [6]>> then\n point in direction (90)\n end\n if <touching (mouse-pointer v)?> then\n say (item ((costume [number v]) - (2)) of [info v])\n if <mouse down?> then\n set [tile v] to (id)\n end\n else\n say []\n end\n if <(Tile) = (id)> then\n set size to (220) %\n else\n set size to (180) %\n end\n end\nend\nif <(costume [number v]) = [16]> then\n forever\n point in direction (Tile Direction)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n turn right (90) degrees\n set [tile direction v] to (direction)\n wait until <not <mouse down?>>\n end\n end\nend\nif <(costume [number v]) = [17]> then\n forever\n point in direction (90)\n if <(Mode) = [Edit]> then\n switch costume to (play v)\n else\n switch costume to (edit v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mode) = [Edit]> then\n switch costume to (edit v)\n set [mode v] to [Play]\n broadcast (Get Room Data v)\n else\n set [mode v] to [Edit]\n switch costume to (play v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\nif <<(costume [number v]) > [18]> and <(costume [number v]) < [23]>> then\n forever\n point in direction (90)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [19]> then\n change [room y v] by (1)\n else\n if <(costume [number v]) = [20]> then\n change [room y v] by (-1)\n else\n if <(costume [number v]) = [21]> then\n change [room x v] by (1)\n else\n if <(costume [number v]) = [22]> then\n change [room x v] by (-1)\n end\n end\n end\n end\n if <[0] > (Room X)> then\n set [room x v] to [0]\n end\n if <[0] > (Room Y)> then\n set [room y v] to [0]\n end\n if <(Room X) > [9]> then\n set [room x v] to [9]\n end\n if <(Room Y) > [9]> then\n set [room y v] to [9]\n end\n set [display: room v] to (join [Room: ] (join (Room X) (join [-] (Room Y))))\n wait until <not <mouse down?>>\n end\n end\nend\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [25]>> then\n forever\n point in direction (90)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [23]> then\n broadcast (Save v)\n Save\n delete all of [save code: v]\n add [Triple click the following code and press ctr+c to copy it.] to [save code: v]\n add (Save Code) to [save code: v]\n hide list [save code: v]\n else\n broadcast (Load v)\n ask [Enter a save code:] and wait\n Load (answer)\n end\n end\n end\nend\nif <(costume [number v]) = [25]> then\n forever\n switch costume to ((24) + (Style))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n change [style v] by (1)\n if <(Style) > (Number of Styles)> then\n set [style v] to [1]\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [close menu v]\ndelete this clone\n\nwhen I receive [edit v]\nshow list [save code: v]\nhide variable [display: room v]\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (closed v)\nset [editing? v] to [1]\nshow\nforever\n if <<touching (mouse-pointer v)?> or <key (space v) pressed?>> then\n set [ghost v] effect to (0)\n if <<mouse down?> or <key (space v) pressed?>> then\n set [editing? v] to [0]\n switch costume to (open v)\n repeat (23)\n change x by (20)\n end\n Generate Menu\n set [display: room v] to (join [Room: ] (join (Room X) (join [-] (Room Y))))\n show variable [display: room v]\n set [old mode v] to (Mode)\n wait until <<key (space v) pressed?> or <<<mouse down?> and <(mouse x) > [220]>> or <not <(Mode) = (old mode)>>>>\n broadcast (Close Menu v)\n switch costume to (closed v)\n hide variable [display: room v]\n set [editing? v] to [0.5]\n show list [save code: v]\n repeat (23)\n change x by (-20)\n end\n set [editing? v] to [1]\n end\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [save v]\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [25]>> then\n hide\nend\n\ndefine Save\nset [save code v] to []\nset [i v] to [0]\nrepeat until <(i) > (length of [level \(whole\) v])>\n change [i v] by (1)\n set [save code v] to (join (Save Code) (join [/] (item (i) of [level \(whole\) v])))\nend\n\nwhen I receive [load v]\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [25]>> then\n hide\nend\n\ndefine Load (code)\ndelete all of [level \(whole\) v]\nset [i v] to [0]\nset [j v] to [0]\nrepeat until <(i) > (length of (code))>\n change [i v] by (1)\n if <(letter (i) of (code)) = [/]> then\n change [j v] by (1)\n add [] to [level \(whole\) v]\n else\n replace item (j) of [level \(whole\) v] with (join (item (j) of [level \(whole\) v]) (letter (i) of (code)))\n end\nend\nrepeat until <not <(item (length of [level \(whole\) v]) of [level \(whole\) v]) = []>>\n delete (length of [level \(whole\) v]) of [level \(whole\) v]\nend\n\n
(Fullscreen Recommended)\n\nMake Your Own Platformer with Creation!\n\nClick on the left side of the screen to open the Menu, where you can select tiles to place, change your room,\nsave/load your levels, and Play your level.\n\nWhen playing, use arrow keys to move.\n\nShare level codes here:\nhttps://scratch.mit.edu/discuss/topic/367176/\n\nPlease give me feedback in the comments!\n---\nShortcuts ~This Section is Very Useful~\nWASD: Change Room\n0-9: Change Style\nArrow Keys: Change & Rotate Tile\nQ: Eraser\nSpace: Open Menu\n\n - Music from Mario Galaxy 2\n - All Coding and Art by Me.
Platformer script NO GLITCHES!
@Stage\n\n@DRAG THE CODE IN THIS\n\nwhen flag clicked\ngo to x: (-185) y: (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [8]\n if <(x) > [0]> 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 color (#000000)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <(y position) < [-199]>> then\n go to x: (-185) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [259]> then\n go to x: (-226) y: (-41)\n broadcast (next v)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[-166] > (y position)> then\n go to x: (-226) y: (-41)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\n@Sprite2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
Drag the code in the player into your backpack.\nIf you use it, you don't have to credit me but you could.\nIf you use it and don't credit, just love the project.\nYou don't have to favorite. Idc
Blue Jumper || Platformer
@Stage\n\n@You\n\nwhen flag clicked\ngo to x: (50) y: (0)\nforever\n Tick\nend\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n Change your x by [7]\n point in direction (90)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n Change your x by [-7]\n point in direction (-90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n if <(in air?) < [4]> then\n set [sy v] to [14.5]\n end\nend\nchange [sy v] by (-2)\nChange your y by (sy)\nif <<(x position) > [237]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (Level v)\nend\nif <key (r v) pressed?> then\n broadcast (Level v)\nend\nif <touching color (#00a0b1)?> then\n broadcast (Level v)\nend\nif <touching color (#4eedff)?> then\n set [sy v] to [30]\nend\n\ndefine Change your x by (sx)\nchange [x v] by (sx)\ngo\nif <touching color (#00dbf2)?> then\n repeat (12)\n change [y v] by (1)\n go\n if <not <touching color (#00dbf2)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching color (#00dbf2)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n go\n end\nend\n\ndefine Change your y by (sy)\nchange [y v] by (sy)\nchange [in air? v] by (1)\ngo\nrepeat until <not <touching color (#00dbf2)?>>\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 go\n set [sy v] to [0]\nend\n\nwhen flag clicked\nset [in air? v] to [0]\nset [sy v] to [0]\nset [y v] to [-50]\nset [x v] to [-225]\n\ndefine go\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [walk v] to [0]\nforever\n change [walk v] by (1)\n if <(walk) > [5]> then\n set [walk v] to [1]\n end\n wait (0.03) seconds\nend\n\nwhen I receive [level v]\nset [y v] to [-110]\nset [x v] to [-225]\n\nwhen flag clicked\nwait until <(Level) > [10]>\nbroadcast (END v)\n\nwhen flag clicked\nforever\n play sound [Windfall - The fat rat v] until done\nend\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <mouse down?>> then\n switch costume to (walk)\n end\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <mouse down?>>> then\n switch costume to (1 v)\n end\nend\n\n@Your level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [10]\n\n@LAZER\n\nwhen flag clicked\nhide\ngo [backward v] (111) layers\nforever\n if <(Level) = [6]> then\n show\n repeat until <(Level) = [7]>\n switch costume to (laz 2 v)\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\n end\n hide\n wait (1) seconds\n switch costume to (laz 3 v)\n if <(Level) = [7]> then\n show\n repeat until <(Level) = [8]>\n switch costume to (laz 3 v)\n show\n wait (1) seconds\n hide\n wait (2) seconds\n end\n end\n hide\n wait (1) seconds\n if <(Level) = [10]> then\n show\n repeat until <(Level) = [11]>\n switch costume to (laz 4 v)\n show\n wait (2) seconds\n hide\n wait (1) seconds\n end\n end\n hide\nend\n\nset [level v] to [9]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\nset [level v] to [10]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Intro\n\nwhen flag clicked\ninitialize\nshow\nrepeat (24)\n create clone of (_myself_ v)\n wait (0.05) seconds\n next costume\nend\n\ndefine initialize\nset size to (65) %\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (imgres v)\ngo to [front v] layer\npoint in direction (90)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nset [move v] to [0]\nrepeat (25)\n change [move v] by (-1)\n change x by ((move) * (-1))\n change [ghost v] effect by (4)\n turn left ((1.8) * (move)) degrees\nend\n\n
1. Click the green flag.\n2. WAD or Cursor keys to move.\n3. Avoid dark blue lava.\n4. Trie to win.\n5. Heart or follow or I steal your Candy bar!\n6. Have Fun!!! \n7. Enjoy!!!\n
Platformer
@Stage\n\n@Cube\n\ndefine platform (moving speed) (gravity) (friction) (jump height) (hm) (vm)\nchange y by (Y Velocity)\nif <touching color (#000000)?> then\n repeat ([abs v] of (Y Velocity) )\n if <touching color (#000000)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to ((jump height) * (1.19))\n start sound [Jump v]\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (moving speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((moving speed) * (-1))\nend\nchange x by (X Velocity)\nif <touching color (#000000)?> then\n set [slope v] to (y position)\n repeat (([abs v] of (X Velocity) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (Slope)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X Velocity) < [0]> then\n set [x velocity v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x velocity v] to (hm)\n set [y velocity v] to (vm)\n end\n else\n set [x velocity v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x velocity v] to ((-1) * (hm))\n set [y velocity v] to (vm)\n end\n end\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\n\nwhen flag clicked\ngo to x: (-210) y: (0)\ninit\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n platform [1] [-1] [0.9] [12] [8] [8]\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching color (#ff24a2)?> then\n set [y velocity v] to [16]\n end\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (nExT v)\n set x to (-222)\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n go to x: (-210) y: (-90)\n end\nend\n\ndefine init\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\n\nwhen flag clicked\nforever\n play sound [Monody v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nshow\n\n
The SAME OLD thing...\nBTW You need to be an expert to complete the last level.
Pixel Platformer 2.5
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (engine_start v)\n\nwhen I receive [engine2start v]\nnext backdrop\n\n@Player\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n switch costume to (costume1 v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (costume1 v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[10] > (costume [number v])>> then\n next costume\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine2start v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n set [playery v] to [25]\n end\nend\n\nwhen flag clicked\nplay sound [DJVI_-_Back_On_Track-N9vDTYZpqXM.mp3 v] until done\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (100)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (300) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1)\n broadcast (changex v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1)\n broadcast (changex2 v)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n set [playery v] to [0]\n change y by (1)\n end\n if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n set [playery v] to [0]\n change y by (1)\n end\n if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n set [playery v] to [0]\n change y by (1)\n end\n if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n set [playery v] to [0]\n change y by (1)\n end\n if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <<touching color (#00ff00)?> or <<touching color (#26030c)?> or <<touching color (#b45f06)?> or <touching color (#99ffff)?>>>> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<touching color (#00ff00)?> or <touching color (#b45f06)?>> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n set [playery v] to [15]\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n switch costume to (costume1 v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (180)\n end\n broadcast (Engine_Tick v) and wait\nend\n\nwhen flag clicked\nshow\nforever\n if <touching color (#fbff00)?> then\n broadcast (engine2start v)\n hide\n end\nend\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine2start v]\nhide\n\nwhen I receive [engine_start v]\nshow\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [6]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\nbroadcast (show portal v)\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [engine2start v]\nhide\n\n@Text\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (7928f392b96f0929896496e67a799fc6 v)\nset [numberofparts v] to [5]\nrepeat ((NumberOfParts) - (1))\n go [backward v] (999) layers\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (450)\nend\n\nwhen flag clicked\nshow\nforever\n if <(NumberOfParts) = [1]> then\n broadcast (show portal v)\n end\nend\n\nhide\n\nwhen I receive [engine2start v]\nhide\n\n@8b753d048daa627a5449c4e07a91024a\n\nwhen flag clicked\nhide\n\nset size to (75) %\ngo to [front v] layer\ngo to x: (80) y: (0)\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]\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [engine2start v]\nshow\nstop all sounds\nforever\n play sound [Masked Heroes v] until done\nend\n\nwhen I receive [engine2start 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@star\n\nwhen flag clicked\ngo to x: (-181) y: (-125)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [engine2start 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]\n\nwhen I receive [engine2start v]\nshow\n\n@Screenshot 2019-08-10 at 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nshow\n\nwhen I receive [engine2start v]\nswitch costume to (costume1 v)\nforever\n go to x: (-97) y: (259)\n show\n set size to (1500) %\nend\n\nhide\n\n
The Instructions:\n1. I'm sorry to mobile device users, this isn't compatible.\n2. I made most of this game about a year ago.\n3. WASD or arrow keys to move.\n4. Avoid Lava.\n5. Excuse the awful art, I couldn't make good art then.\n6. This is a filler game, it isn't great, but it's the only project I have ready to share currently. And Pixel Platformer 3 will be way better!
Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [All of Me \(Jon Schmidt original tune\) - The Piano Guys v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (-217) y: (-20)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#4c4c4c)?> then\n change y by (1)\n end\n if <touching color (#4c4c4c)?> then\n change y by (1)\n end\n if <touching color (#4c4c4c)?> then\n change y by (1)\n end\n if <touching color (#4c4c4c)?> then\n change y by (1)\n end\n if <touching color (#4c4c4c)?> 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 (#4c4c4c)?> 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 (#4c4c4c)?>> 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 <(backdrop [number v]) = [11]> then\n go to x: (-217) y: (-55)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Hey:)\nArrow keys to move.\nAvoid lava.\nGet to the right end of the screen.\nThat's it!\n15 levels.\nAll levels are possible.
Paper-A Platformer 2(With More Levels)
@Stage\n\nwhen flag clicked\nset volume to (100) %\n\nforever\nend\n\nplay sound [TheFatRat&Phaera-Sunlight v] until done\nplay sound [Electro-Light-Symbolism\[NCSRelease\] v] until done\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume v)\nshow\ngo to x: (-180) y: (-127)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#676767)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#676767)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (rip \(get it\) v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume v)\n end\n if <touching (1 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to (2 v)\n set [ghost v] effect to (0)\n start sound [Pop v]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-127)\n\ngo to x: (-180) y: (-127)\n\nwhen I receive [end v]\nwait (5) seconds\nhide\n\nwhen [e v] key pressed\n\nwhen flag clicked\nforever\n if <<key (c v) pressed?> and <(costume [name v]) = [costume]>> then\n switch costume to (모양 2 v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen flag clicked\n\nhide\nwait (1) seconds\nshow\n\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nwait (1) seconds\n\nwhen I receive [23 v]\n\n@Sprite3\n\nwhen I receive [next level v]\nnext costume\nwait (0.5) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (portal v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (19 v)\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [23]> then\n switch backdrop to (world2 v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (start v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (this thing v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [25]> then\n broadcast (25 v)\n end\nend\n\nif <touching (mouse-pointer v)?> then\n think [Statue of the maker of this world]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [18]> then\n broadcast (18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [23]> then\n broadcast (23 v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\n\n@rip (get it)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nwait (1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [end v]\n\nstop [all v]\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\n\n@1\n\nwhen flag clicked\nhide\ngo to x: (15) y: (12)\n\nwhen I receive [portal v]\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [14 v]\nshow\ngo to x: (265) y: (21)\n\nwhen I receive [12 v]\ngo to x: (290) y: (14)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [13 v]\nhide\n\nwhen I receive [15 v]\nhide\n\nwhen I receive [18 v]\nshow\ngo to x: (211) y: (113)\n\nwhen I receive [19 v]\nhide\n\nwhen I receive [end v]\nhide\n\n@2\n\nwhen flag clicked\nhide\ngo to x: (107) y: (-138)\n\nwhen I receive [portal v]\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [14 v]\nshow\ngo to x: (180) y: (155)\n\nwhen I receive [12 v]\ngo to x: (-219) y: (95)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [13 v]\nhide\n\nwhen I receive [15 v]\nhide\n\nwhen I receive [18 v]\nshow\ngo to x: (-177) y: (157)\n\nwhen I receive [19 v]\nhide\n\nwhen I receive [end v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Sprite6\n\n
DOUBLE CLICK THE FLAG\n\nPaper -A Platformer-\n\nArrow keys to move. Down to crouch. Don't touch rips in the paper. The pink portals teleport you. Remember to heart, star and follow!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyeet
Switch Swap: A Platformer.
@Stage\n\nwhen flag clicked\nhide variable [level v]\n\nbroadcast (turn page v)\n\nwhen I receive [turn page v]\nforever\n play sound [Flip-Swap Galaxy v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\nswitch backdrop to (on/off)\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n Controls - Left and Right\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\nchange [wall jump v] by (-1)\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (2)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n set [speed x v] to [0]\n end\nend\n\nif <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <<<touching (platforms v)?> and <(on/off) = [1]>> or <<touching (platforms2 v)?> and <(on/off) = [0]>>>> then\n set [touch v] to [9]\nelse\n if then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\nif <<<touching (platforms3 v)?> and <(on/off) = [1]>> or <<touching (platforms4 v)?> and <(on/off) = [0]>>> then\n start sound [Pew v]\n Reset Level\nend\nif <<touching (sprite8 v)?> and <(portal open?) = [1]>> then\n repeat (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n start sound [Teleport2 v]\n clear graphic effects\n broadcast (next level v)\n point in direction (90)\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [all around v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-160) y: (-108)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\nbroadcast (tick v) and wait\n\nwhen I receive [next level v]\n\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(on/off) = [0]> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\nhide\n\nhide\n\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (pick random (5) to (6))\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat until <not <touching (_edge_ v)?>>\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [portal open? v] to [1]\n\ndefine Create key (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset [portal open? v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (improved2 v)?> then\n set [portal open? v] to [1]\n start sound [Collect v]\n delete this clone\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [10]> then\n Create key (150) (100) (10)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<<touching (platforms v)?> and <(on/off) = [1]>> or <<touching (platforms2 v)?> and <(on/off) = [0]>>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate key (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate key (0) (-25) (5)\n\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\nend\nSet Costume\n\nCreate key (200) (100) (10)\n\nCreate key (0) (-100) (19)\n\nCreate key (190) (100) (19)\n\nCreate key (-100) (-100) (11)\n\nCreate key (0) (-100) (11)\nCreate key (0) (-100) (11)\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n repeat (20)\n change [fisheye v] effect by (25)\n switch costume to (Level)\n end\n repeat (20)\n change [fisheye v] effect by (-25)\n switch costume to (Level)\n end\nend\n\nwhen I receive [spawn enemies v]\nshow\ngo to x: (0) y: (0)\nif <(Level) = [10]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-50)\n wait until <(portal open?) = [1]>\n set [brightness v] effect to (0)\nend\nif <(Level) = [11]> then\n hide\nend\n\nwait (0) seconds\nnext costume\n\nif <(Level) = [19]> then\n hide\nend\n\nturn right (15) degrees\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\nswitch costume to (off v)\nshow\ngo to x: (item (Level) of [switch xpos v]) y: (item (Level) of [switch ypos v])\nforever\n wait until <touching (improved2 v)?>\n start sound [Coin v]\n if <(on/off) = [0]> then\n set [on/off v] to [1]\n else\n set [on/off v] to [0]\n end\n next costume\n wait until <not <touching (improved2 v)?>>\nend\n\nforever\n\n\n\ngo to [back v] layer\n\nwhen I receive [tick v]\nswitch costume to (on/off)\n\nset [on/off v] to [0]\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nbroadcast (fade out v)\n\nwhen I receive [fade out v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Platforms2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nwait (0) seconds\nforever\n if <(on/off) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n end\nend\n\nhide\n\nshow\n\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\nswitch costume to (off v)\nwait (0) seconds\nset [on/off v] to [0]\nshow\ngo to x: (item (Level) of [x pos v]) y: (item (Level) of [y pos v])\nif <(item (Level) of [x pos v]) = [-]> then\n hide\nend\nforever\n wait until <touching (improved2 v)?>\n start sound [Coin v]\n if <(on/off) = [0]> then\n set [on/off v] to [1]\n else\n set [on/off v] to [0]\n end\n next costume\n wait until <not <touching (improved2 v)?>>\nend\n\nforever\n\n\n\ngo to [back v] layer\n\nwhen I receive [tick v]\nswitch costume to (on/off)\n\n@Platforms3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(on/off) = [0]> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\nhide\n\nhide\n\nshow\n\n@Platforms4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(on/off) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (50)\n end\nend\n\nhide\n\nshow\n\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\nshow\ngo to x: (205) y: (157)\nforever\n switch costume to (Level)\n if <(Level) = [11]> then\n hide\n end\nend\n\n
Use the arrow keys or drag the cursor to move. Touch a switch to flip it, causing the red and blue platforms switch. Touch the portal to reach the next level. Find the key to win.
☁︎ Cloud Multiplayer Platformer
@Stage\n\nwhen I receive [check player slot v]\nset [@playerslot v] to [0]\nstart sound [Loading Music v]\nbroadcast (Kick Find v) and wait\nbroadcast (update1 v) and wait\ndelete all of [check v]\nadd (item (3) of [de package v]) to [check v]\nadd (item (3) of [dpkg v]) to [check v]\nadd (item (3) of [dpkg 1 v]) to [check v]\nadd (item (3) of [dpkg 2 v]) to [check v]\nadd (item (3) of [dpkg 3 v]) to [check v]\nadd (item (3) of [dpkg 4 v]) to [check v]\nadd (item (3) of [dpkg 5 v]) to [check v]\nadd (item (3) of [dpkg 6 v]) to [check v]\nadd (item (3) of [dpkg 7 v]) to [check v]\nadd (item (3) of [dpkg 8 v]) to [check v]\nwait (1) seconds\nbroadcast (update1 v) and wait\nif <(item (1) of [check v]) = (item (3) of [de package v])> then\n set [@playerslot v] to [1]\n broadcast (start v)\nelse\n if <(item (2) of [check v]) = (item (3) of [dpkg v])> then\n set [@playerslot v] to [2]\n broadcast (start v)\n else\n if <(item (3) of [check v]) = (item (3) of [dpkg 1 v])> then\n set [@playerslot v] to [3]\n broadcast (start v)\n else\n if <(item (4) of [check v]) = (item (3) of [dpkg 2 v])> then\n set [@playerslot v] to [4]\n broadcast (start v)\n else\n if <(item (5) of [check v]) = (item (3) of [dpkg 3 v])> then\n set [@playerslot v] to [5]\n broadcast (start v)\n else\n if <(item (6) of [check v]) = (item (3) of [dpkg 4 v])> then\n set [@playerslot v] to [6]\n broadcast (start v)\n else\n if <(item (7) of [check v]) = (item (3) of [dpkg 5 v])> then\n set [@playerslot v] to [7]\n broadcast (start v)\n else\n if <(item (8) of [check v]) = (item (3) of [dpkg 6 v])> then\n set [@playerslot v] to [8]\n broadcast (start v)\n else\n if <(item (9) of [check v]) = (item (3) of [dpkg 7 v])> then\n set [@playerslot v] to [9]\n broadcast (start v)\n else\n if <(item (10) of [check v]) = (item (3) of [dpkg 8 v])> then\n set [@playerslot v] to [10]\n broadcast (start v)\n else\n set [full? v] to [True]\n broadcast (full v)\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]\nif <(Kick) = [True]> then\n broadcast (You have been booted. v) and wait\n stop [all v]\nend\nif <<<key (any v) pressed?> or <<(Full?) = [True]> or <mouse down?>>> or <(Players) < [3]>> then\n set [moved v] to [600]\nend\nchange [moved v] by (-1)\nif <(Moved) < [1]> then\n set [kick v] to [True]\nend\n\nwhen I receive [initialise v]\nswitch backdrop to (cloud backdrop v)\nshow variable [players v]\nset voice to (tenor v)::tts\nset language to (en v)::tts\nset [moved v] to [600]\nset [full? v] to [False]\nset [kick v] to [Untrue]\nif <<(current [hour v]) > [17]> and <(current [hour v]) < [7]>> then\n set [dark mode v] to [True]\n hide variable [your data v]\n hide variable [players v]\n set [show bubble v] to [False]\nelse\n set [dark mode v] to [False]\nend\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nbroadcast (Check Player Slot v) and wait\nbroadcast (Start Forever Scripts v)\n\nwhen I receive [start forever scripts v]\nif <(@PlayerSlot) = [0]> then\n\nwhen I receive [tick v]\nif <<(PARTY!) = [True]> or <(Username) = [Party!!!!]>> then\n stop all sounds\nend\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [stop doing the shake v]\nstop all sounds\nswitch backdrop to (cloud backdrop v)\n\n@Cloud\n\nwhen I receive [start forever scripts v]\nforever\n Check player If not me\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [0]> then\n Decode Data With Player Slot [Full]\n end\n if <(@PlayerSlot) = [1]> then\n Decode Data With Player Slot [1]\n saveData (1) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [2]> then\n Decode Data With Player Slot [2]\n saveData (2) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [3]> then\n Decode Data With Player Slot [3]\n saveData (3) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [4]> then\n Decode Data With Player Slot [4]\n saveData (4) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [5]> then\n Decode Data With Player Slot [5]\n saveData (5) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [6]> then\n Decode Data With Player Slot [6]\n saveData (6) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [7]> then\n Decode Data With Player Slot [7]\n saveData (7) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [8]> then\n Decode Data With Player Slot [8]\n saveData (8) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [9]> then\n Decode Data With Player Slot [9]\n saveData (9) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n if <(@PlayerSlot) = [10]> then\n Decode Data With Player Slot [10]\n saveData (10) (My X) (My Y) (Username) (Direction) (color) (Costume #) (username)\n end\n Find Players\n broadcast (Tick v) and wait\n set [_fps v] to ([floor v] of ((1) / ((timer) - (fr))) )\n set [fr v] to (timer)\nend\n\ndefine Check player If not me\nUpdate Players List [1]\nwait (1) seconds\nUpdate Players List [2]\n\nwhen I receive [initialise v]\nset [fr v] to [0]\nset [_fps v] to [0]\nreset timer\ndelete all of [active? v]\nrepeat (10)\n add [Off] to [active? v]\nend\n\ndefine Decode Data (id)\nif <(id) = [1]> then\n update (☁ Player 1)\n if <(id) = [1]> then\n DPKG (Decode Result) ID? [1]\n end\nend\nif <(id) = [2]> then\n update (☁ Player 2)\n if <(id) = [2]> then\n DPKG (Decode Result) ID? [2]\n end\nend\nif <(id) = [3]> then\n update (☁ Player 3)\n if <(id) = [3]> then\n DPKG (Decode Result) ID? [3]\n end\nend\nif <(id) = [4]> then\n update (☁ Player 4)\n if <(id) = [4]> then\n DPKG (Decode Result) ID? [4]\n end\nend\nif <(id) = [5]> then\n update (☁ Player 5)\n if <(id) = [5]> then\n DPKG (Decode Result) ID? [5]\n end\nend\nif <(id) = [6]> then\n update (☁ Player 6)\n if <(id) = [6]> then\n DPKG (Decode Result) ID? [6]\n end\nend\nif <(id) = [7]> then\n update (☁ Player 7)\n if <(id) = [7]> then\n DPKG (Decode Result) ID? [7]\n end\nend\nif <(id) = [8]> then\n update (☁ Player 8)\n if <(id) = [8]> then\n DPKG (Decode Result) ID? [8]\n end\nend\nif <(id) = [9]> then\n update (☁ Player 9)\n if <(id) = [9]> then\n DPKG (Decode Result) ID? [9]\n end\nend\nif <(id) = [10]> then\n update (☁ Player 10)\n if <(id) = [10]> then\n DPKG (Decode Result) ID? [10]\n end\nend\n\ndefine Decode Data With Player Slot (slot?)\nif <(slot?) = [Full]> then\n Decode Data [1]\n Decode Data [2]\n Decode Data [3]\n Decode Data [4]\n Decode Data [5]\n Decode Data [6]\n Decode Data [7]\n Decode Data [8]\n Decode Data [9]\n Decode Data [10]\nend\nif <not <(slot?) = [1]>> then\n Decode Data [1]\nend\nif <not <(slot?) = [2]>> then\n Decode Data [2]\nend\nif <not <(slot?) = [3]>> then\n Decode Data [3]\nend\nif <not <(slot?) = [4]>> then\n Decode Data [4]\nend\nif <not <(slot?) = [5]>> then\n Decode Data [5]\nend\nif <not <(slot?) = [6]>> then\n Decode Data [6]\nend\nif <not <(slot?) = [7]>> then\n Decode Data [7]\nend\nif <not <(slot?) = [8]>> then\n Decode Data [8]\nend\nif <not <(slot?) = [9]>> then\n Decode Data [9]\nend\nif <not <(slot?) = [10]>> then\n Decode Data [10]\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n delete all of [check v]\n add (item (3) of [de package v]) to [check v]\n add (item (3) of [dpkg v]) to [check v]\n add (item (3) of [dpkg 1 v]) to [check v]\n add (item (3) of [dpkg 2 v]) to [check v]\n add (item (3) of [dpkg 3 v]) to [check v]\n add (item (3) of [dpkg 4 v]) to [check v]\n add (item (3) of [dpkg 5 v]) to [check v]\n add (item (3) of [dpkg 6 v]) to [check v]\n add (item (3) of [dpkg 7 v]) to [check v]\n add (item (3) of [dpkg 8 v]) to [check v]\nelse\n if <(id) = [2]> then\n if <not <(@PlayerSlot) = [1]>> then\n if <(item (1) of [check v]) = (item (3) of [de package v])> then\n replace item (1) of [active? v] with [off]\n else\n replace item (1) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [2]>> then\n if <(item (2) of [check v]) = (item (3) of [dpkg v])> then\n replace item (2) of [active? v] with [off]\n else\n replace item (2) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [3]>> then\n if <(item (3) of [check v]) = (item (3) of [dpkg 1 v])> then\n replace item (3) of [active? v] with [off]\n else\n replace item (3) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [4]>> then\n if <(item (4) of [check v]) = (item (3) of [dpkg 2 v])> then\n replace item (4) of [active? v] with [off]\n else\n replace item (4) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [5]>> then\n if <(item (5) of [check v]) = (item (3) of [dpkg 3 v])> then\n replace item (5) of [active? v] with [off]\n else\n replace item (5) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [6]>> then\n if <(item (6) of [check v]) = (item (3) of [dpkg 4 v])> then\n replace item (6) of [active? v] with [off]\n else\n replace item (6) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [7]>> then\n if <(item (7) of [check v]) = (item (3) of [dpkg 5 v])> then\n replace item (7) of [active? v] with [off]\n else\n replace item (7) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [8]>> then\n if <(item (8) of [check v]) = (item (3) of [dpkg 6 v])> then\n replace item (8) of [active? v] with [off]\n else\n replace item (8) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [9]>> then\n if <(item (9) of [check v]) = (item (3) of [dpkg 7 v])> then\n replace item (9) of [active? v] with [off]\n else\n replace item (9) of [active? v] with [on]\n end\n end\n if <not <(@PlayerSlot) = [10]>> then\n if <(item (10) of [check v]) = (item (3) of [dpkg 8 v])> then\n replace item (10) of [active? v] with [off]\n else\n replace item (10) of [active? v] with [on]\n end\n end\n end\nend\n\ndefine chatTranslate (trns)\nset [translatedchar v] to []\ninitChar\nset [j v] to [0]\nset [fin v] to []\nrepeat (length of (trns))\n change [j v] by (1)\n set [i v] to [0]\n repeat until <(letter (i) of (@charList)) = (letter (j) of (trns))>\n change [i v] by (1)\n end\n if <(length of (i)) < [2]> then\n set [add v] to (join [0] (i))\n else\n set [add v] to (i)\n end\n set [fin v] to (join (fin) (add))\nend\n\ndefine initChar\nset [@charlist v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_-ABCDEFGHIJKLMNOPQRSTUVWXYZ!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\n\ndefine saveData (_id) (x) (y) (username) (direction) (color) (costume#) (other name)\nset [_encode v] to (join (join (join (x) [~]) (join (y) [~])) (join (join (pick random (10000) to (99999)) [~]) (join (join (username) [~]) (join (direction) (join [~] (join (color) (join [~] (join (costume#) (join [~] (join (other name) [~]))))))))))\nchatTranslate (_encode)\nset [_encodetrns v] to (fin)\nif <(_id) = [1]> then\n set [☁ player 1 v] to (_encodeTRNS)\nelse\n if <(_id) = [2]> then\n set [☁ player 2 v] to (_encodeTRNS)\n else\n if <(_id) = [3]> then\n set [☁ player 3 v] to (_encodeTRNS)\n else\n if <(_id) = [4]> then\n set [☁ player 4 v] to (_encodeTRNS)\n else\n if <(_id) = [5]> then\n set [☁ player 5 v] to (_encodeTRNS)\n else\n if <(_id) = [6]> then\n set [☁ player 6 v] to (_encodeTRNS)\n else\n if <(_id) = [7]> then\n set [☁ player 7 v] to (_encodeTRNS)\n else\n if <(_id) = [8]> then\n set [☁ player 8 v] to (_encodeTRNS)\n else\n if <(_id) = [9]> then\n set [☁ player 9 v] to (_encodeTRNS)\n else\n if <(_id) = [10]> then\n set [☁ player 10 v] to (_encodeTRNS)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [your data v] to (join (round (((length of (_encodeTRNS)) / (256)) * (100))) (join [%] (join [ Is taken which is also: ] (join (length of (_encodeTRNS)) [ out of 256]))))\nif <(username) = [Cloud-Multiplayer]> then\n show variable [your data v]\nelse\n hide variable [your data v]\nend\n\ndefine update (data)\ninitChar\nset [p v] to [1]\nset [decode result v] to []\nrepeat ((length of (data)) / (2))\n set [decode result v] to (join (Decode Result) (letter (join (letter (p) of (data)) (letter ((p) + (1)) of (data))) of (@charList)))\n change [p v] by (2)\nend\n\ndefine DPKG (data) ID? (id)\nif <(id) = [1]> then\n delete (all) of [de package v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [de package v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\nelse\n if <(id) = [2]> then\n delete (all) of [dpkg v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [3]> then\n delete (all) of [dpkg 1 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 1 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [4]> then\n delete (all) of [dpkg 2 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 2 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [5]> then\n delete (all) of [dpkg 3 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 3 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [6]> then\n delete (all) of [dpkg 4 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 4 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [7]> then\n delete (all) of [dpkg 5 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 5 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [8]> then\n delete (all) of [dpkg 6 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 6 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [9]> then\n delete (all) of [dpkg 7 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 7 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\n end\n else\n if <(id) = [10]> then\n delete (all) of [dpkg 8 v]\n set [i v] to [0]\n set [addtoarray v] to []\n repeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 8 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\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 [update1 v]\nDecode Data [1]\nDecode Data [2]\nDecode Data [3]\nDecode Data [4]\nDecode Data [5]\nDecode Data [6]\nDecode Data [7]\nDecode Data [8]\nDecode Data [9]\nDecode Data [10]\n\ndefine Find Players\nset [t v] to [0]\nset [players v] to [1]\nrepeat (9)\n change [t v] by (1)\n if <(item (T) of [active? v]) = [On]> then\n change [players v] by (1)\n end\nend\n\n@BannerStatus\n\nwhen I receive [start v]\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [full v]\nshow\nset voice to (tenor v)::tts\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (full v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nspeak [Sorry, the server is full, You will shift to spectator mode]::tts\nwait (1) seconds\nhide\nswitch costume to (spectator mode v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\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\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\n\n@Players\n\nwhen I receive [initialise v]\nshow list [whitelist v]\nif <(username) = [Cloud-Multiplayer]> then\n add [Party!!!!] to [whitelist v]\nend\nset [brightness v] effect to (0)\nhide\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (0) y: (-100)\nset [party? v] to [False]\nset [username v] to (username)\nset [hide bubble? v] to [False]\nset [on? v] to [1]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\nhide list [whitelist v]\nwait until <not <key (any v) pressed?>>\nwait until <key (any v) pressed?>\nshow list [whitelist v]\nset [username v] to (item (Pressed) of [whitelist v])\nwait (3) seconds\nset [username v] to (username)\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <not <(Touching?) = [True]>>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\nset [costume # v] to (costume [number v])\n\ndefine (item 1) (item 2) (item 3) (item 5) (item 6) (item 7) (id) (item 8)\nset y to ((y position) + ((0.4) * ((item 2) - (y position))))\nset x to ((x position) + ((0.4) * ((item 1) - (x position))))\nswitch costume to (item 7)\nif <not <(item 3) = (item 8)>> then\n Check For Words (item 3)\nelse\n if <(username) = [Cloud-Multiplayer]> then\n set [word v] to (join (item 8) (join [ : ] (Clone ID)))\n else\n set [word v] to (item 8)\n end\nend\nif <(Hide Bubble?) = [True]> then\n if <not <(item 3) = (item 8)>> then\n think (Word)\n else\n think []\n end\nelse\n think (Word)\nend\nset [color v] effect to (item 6)\npoint in direction (item 5)\nif <(item (id) of [active? v]) = [off]> then\n hide\nelse\n show\nend\nif <<(item 8) = [cloud-multiplayer]> and <(item 3) = [party!!!!]>> then\n set [party! v] to [True]\nelse\n set [party! v] to [False]\nend\nif <(Party?) = [False]> then\n if <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\n\ndefine Movement (id)\nif <(Party?) = [False]> then\n if <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\nset [my x v] to (x position)\nset [my y v] to (y position)\nset [direction v] to (direction)\nset [color v] effect to (color)\nshow\nif <(Hide Bubble?) = [True]> then\n if <not <(username) = (Username)>> then\n think (Username)\n else\n think []\n end\nelse\n think (Username)\nend\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<<<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <not <(Touching?) = [True]>>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\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 <<<<<mouse down?> and <(mouse x) < (x position)>> and <not <(Touching?) = [True]>>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<<<<mouse down?> and <(mouse x) > (x position)>> and <not <(Touching?) = [True]>>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> 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 <<<<<((mouse y) - (y position)) > [50]> and <mouse down?>> and <not <(Touching?) = [True]>>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(Clone ID) = [2]> then\n if <(@PlayerSlot) = [2]> then\n Movement [2]\n else\n (item (1) of [dpkg v]) (item (2) of [dpkg v]) (item (4) of [dpkg v]) (item (5) of [dpkg v]) (item (6) of [dpkg v]) (item (7) of [dpkg v]) [2] (item (8) of [dpkg v])\n end\nelse\n if <(Clone ID) = [1]> then\n if <(@PlayerSlot) = [1]> then\n Movement [1]\n else\n (item (1) of [de package v]) (item (2) of [de package v]) (item (4) of [de package v]) (item (5) of [de package v]) (item (6) of [de package v]) (item (7) of [de package v]) [1] (item (8) of [de package v])\n end\n else\n if <(Clone ID) = [3]> then\n if <(@PlayerSlot) = [3]> then\n Movement [3]\n else\n (item (1) of [dpkg 1 v]) (item (2) of [dpkg 1 v]) (item (4) of [dpkg 1 v]) (item (5) of [dpkg 1 v]) (item (6) of [dpkg 1 v]) (item (7) of [dpkg 1 v]) [3] (item (8) of [dpkg 1 v])\n end\n else\n if <(Clone ID) = [4]> then\n if <(@PlayerSlot) = [4]> then\n Movement [4]\n else\n (item (1) of [dpkg 2 v]) (item (2) of [dpkg 2 v]) (item (4) of [dpkg 2 v]) (item (5) of [dpkg 2 v]) (item (6) of [dpkg 2 v]) (item (7) of [dpkg 2 v]) [4] (item (8) of [dpkg 2 v])\n end\n else\n if <(Clone ID) = [5]> then\n if <(@PlayerSlot) = [5]> then\n Movement [5]\n else\n (item (1) of [dpkg 3 v]) (item (2) of [dpkg 3 v]) (item (4) of [dpkg 3 v]) (item (5) of [dpkg 3 v]) (item (6) of [dpkg 3 v]) (item (7) of [dpkg 3 v]) [5] (item (8) of [dpkg 3 v])\n end\n else\n if <(Clone ID) = [6]> then\n if <(@PlayerSlot) = [6]> then\n Movement [6]\n else\n (item (1) of [dpkg 4 v]) (item (2) of [dpkg 4 v]) (item (4) of [dpkg 4 v]) (item (5) of [dpkg 4 v]) (item (6) of [dpkg 4 v]) (item (7) of [dpkg 4 v]) [6] (item (8) of [dpkg 4 v])\n end\n else\n if <(Clone ID) = [7]> then\n if <(@PlayerSlot) = [7]> then\n Movement [7]\n else\n (item (1) of [dpkg 5 v]) (item (2) of [dpkg 5 v]) (item (4) of [dpkg 5 v]) (item (5) of [dpkg 5 v]) (item (6) of [dpkg 5 v]) (item (7) of [dpkg 5 v]) [7] (item (8) of [dpkg 5 v])\n end\n else\n if <(Clone ID) = [8]> then\n if <(@PlayerSlot) = [8]> then\n Movement [8]\n else\n (item (1) of [dpkg 6 v]) (item (2) of [dpkg 6 v]) (item (4) of [dpkg 6 v]) (item (5) of [dpkg 6 v]) (item (6) of [dpkg 6 v]) (item (7) of [dpkg 6 v]) [8] (item (8) of [dpkg 6 v])\n end\n else\n if <(Clone ID) = [9]> then\n if <(@PlayerSlot) = [9]> then\n Movement [9]\n else\n (item (1) of [dpkg 7 v]) (item (2) of [dpkg 7 v]) (item (4) of [dpkg 7 v]) (item (5) of [dpkg 7 v]) (item (6) of [dpkg 7 v]) (item (7) of [dpkg 7 v]) [9] (item (8) of [dpkg 7 v])\n end\n else\n if <(Clone ID) = [10]> then\n if <(@PlayerSlot) = [10]> then\n Movement [10]\n else\n (item (1) of [dpkg 8 v]) (item (2) of [dpkg 8 v]) (item (4) of [dpkg 8 v]) (item (5) of [dpkg 8 v]) (item (6) of [dpkg 8 v]) (item (7) of [dpkg 8 v]) [10] (item (8) of [dpkg 8 v])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [h v] key pressed\nif <(Hide Bubble?) = [True]> then\n set [hide bubble? v] to [False]\nelse\n if <(Hide Bubble?) = [False]> then\n set [hide bubble? v] to [True]\n end\nend\n\nwhen I receive [do the shake v]\nset [brightness v] effect to (50)\nset [party? v] to [True]\n\nwhen I receive [stop doing the shake v]\nset [brightness v] effect to (0)\nset [party? v] to [False]\n\ndefine Check For Words (words)\nif <(words) = (item (1) of [whitelist v])> then\n set [word v] to (item (1) of [whitelist v])\nelse\n if <(words) = (item (2) of [whitelist v])> then\n set [word v] to (item (2) of [whitelist v])\n else\n if <(words) = (item (3) of [whitelist v])> then\n set [word v] to (item (3) of [whitelist v])\n else\n if <(words) = (item (4) of [whitelist v])> then\n set [word v] to (item (4) of [whitelist v])\n else\n if <(words) = (item (5) of [whitelist v])> then\n set [word v] to (item (5) of [whitelist v])\n else\n if <(words) = (item (6) of [whitelist v])> then\n set [word v] to (item (6) of [whitelist v])\n else\n if <(words) = (item (7) of [whitelist v])> then\n set [word v] to (item (7) of [whitelist v])\n else\n if <(words) = (item (8) of [whitelist v])> then\n set [word v] to (item (8) of [whitelist v])\n else\n if <(words) = (item (9) of [whitelist v])> then\n set [word v] to (item (9) of [whitelist v])\n else\n if <(words) = (item (10) of [whitelist v])> then\n set [word v] to (item (10) of [whitelist v])\n else\n if <(words) = (item (12) of [whitelist v])> then\n set [word v] to (item (12) of [whitelist v])\n else\n if <(words) = (item (13) of [whitelist v])> then\n set [word v] to (item (13) of [whitelist v])\n else\n if <(words) = (item (14) of [whitelist v])> then\n set [word v] to (item (14) of [whitelist v])\n else\n if < (words) contains (join [kick ] (@PlayerSlot))?> then\n broadcast (You have been booted. v)\n else\n if <(words) = [cloud-multiplayer]> then\n set [word v] to [Cloud-Multiplayer]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Ground\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: (4) y: (-29)\nswitch costume to (cloud ground2 v)\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [do the shake v]\nset [intensity v] to [5]\nwait (15) seconds\nforever\n go to x: ((x position) + (pick random ((Intensity) * (-1)) to (Intensity))) y: ((y position) + (pick random ((Intensity) * (-1)) to (Intensity)))\nend\n\nwhen I receive [do the shake v]\nset [intensity v] to [5]\nwait (28) seconds\nstop [other scripts in sprite v]\nwait (56) seconds\nbroadcast (Stop doing the shake v)\n\n@Thumbnail\n\nwhen I receive [you have been booted. v]\nswitch costume to (you have been booted! v)\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [initialise v]\nswitch costume to (thumbnail3 v)\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@colorwheel\n\nwhen I receive [initialise v]\nset [key pressed? 1 v] to [False]\nset [key pressed? 2 v] to [False]\nset [color v] to [0]\n\nwhen I receive [tick v]\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\nif <(Direction) = [90]> then\n go to x: ((-45) + (My X)) y: ((25) + (My Y))\nelse\n if <(Direction) = [-90]> then\n go to x: ((45) + (My X)) y: ((25) + (My Y))\n end\nend\nif <(@PlayerSlot) = [0]> then\n hide\nelse\n if <(Key Pressed? 1) = [True]> then\n show\n else\n if <(Key Pressed? 1) = [False]> then\n hide\n end\n end\nend\n\nwhen [c v] key pressed\nif <(Key Pressed? 1) = [True]> then\n set [key pressed? 1 v] to [False]\nelse\n set [key pressed? 1 v] to [True]\nend\n\nif <(Dark Mode) = [True]> then\n set [brightness v] effect to (-50)\nelse\n set [brightness v] effect to (0)\nend\n\n@selector\n\ndefine set color (with start at (degrees) °)\nif <(degrees) = [0]> then\n if <(round (((direction) * (200)) / (360))) < [0]> then\n set [color v] to ((200) + (round (((direction) * (200)) / (360))))\n else\n set [color v] to (round (((direction) * (200)) / (360)))\n end\nend\n\nwhen I receive [initialise v]\ngo to (colorwheel v)\npoint in direction (0)\nhide\n\nwhen I receive [start forever scripts v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touching? v] to [True]\n set size to (80) %\n if <(Dark Mode) = [True]> then\n switch costume to (selector6 v)\n else\n switch costume to (selector7 v)\n end\n broadcast (set color v)\n repeat until <not <mouse down?>>\n go to [front v] layer\n point towards (mouse-pointer v)\n point in direction (round (direction))\n set color (with start at [0] °)\n end\n else\n set [touching? v] to [False]\n end\nend\n\nwhen I receive [tick v]\ngo to (colorwheel v)\nif <(@PlayerSlot) = [0]> then\n hide\nelse\n if <(Key Pressed? 1) = [True]> then\n if <(y position) > [150]> then\n hide\n else\n show\n end\n else\n if <(Key Pressed? 1) = [False]> then\n hide\n end\n end\nend\n\n@Key Detector\n\nwhen flag clicked\nforever\n check all keys\nend\n\ndefine check all keys\ndelete (all) of [pressed v]\nset [i v] to [1]\nrepeat (length of [special keys: keycode v])\n if <key ((item (i) of [special keys: keycode v]) v) pressed?> then\n add (item (i) of [special keys: key v]) to [pressed v]\n end\n change [i v] by (1)\nend\nif <key (\n v) pressed?> then\n add (item (13) of [special keys: key v]) to [pressed v]\nend\n\nwhen [any v] key pressed\nif <key ((join [/] []) v) pressed?> then\n ask [Command?] and wait\n if << (answer) contains (item (1) of [/commands v])?> and < (answer) contains [/]?>> then\n set [username v] to (join (item (1) of [/commands v]) (letter (length of (answer)) of (answer)))\n wait (3) seconds\n set [username v] to (username)\n end\nend\n\n
日本語は↓\n\n> Controls: \nArrow Keys/Fingers to move | Space to talk | C to change color | H to hide player names | Suggest anything in the comments! |\n\n> Credits:\n@Pizzzapi for sprites\n@blobbyfish123 for the first ever cloud project\n@Kismat12 for all of the great first project scripts\n\n> History:\nOriginally I made this on my old account @kismat12, it was my very first working cloud multiplayer game, and stepped me up to my future of making cloud multiplayer games and engines. Later after creating it and getting so many likes and awesome comments from the scratch community, @Pizzzapi came along and created some sprites for the game, making it look sleek and better looking. After a few days of great comments, and enjoyment with my success, the project suddenly shut down... I rushed to see what happened! At first I didn't think it happened, and I just needed to reload the page, and the project would start again, but no! It still would not go! So I went inside the project and pressed the green flag, nothing happened.... No script lit up like they were supposed to, it was the most unusual thing... A few months later, and finally took action, and went into the project. First I used the method that would make everything come into place more, that didn't work.... Then I backpacked the project, and made a new one, and uploaded everything there... The project finally did work! I just had to make a few modifications. Then now, I made this, an ultra upgraded one! I am happy on how it turned out, and what it has become... Enjoy! :D\n\n> Change Log:\n8/15/19: Secret surprise....\n8/14/19: Released!\n\n>コントロール:\n移動する矢印キー/指|話すスペース|色を変更するにはC |プレーヤー名を非表示にするH |コメントで何か提案してください! |\n\n>クレジット:\nスプライト用の@Pizzzapi\n@ blobbyfish123で初めてのクラウドプロジェクト\nすばらしい最初のプロジェクトスクリプトすべてのための@ Kismat12\n\n>歴史:\nもともと私は古いアカウント@ kismat12でこれを作成しました。これは私の初めてのクラウドマルチプレイヤーゲームであり、クラウドマルチプレイヤーゲームとエンジンを作成する将来に向けてステップアップしました。後で作成し、スクラッチコミュニティから非常に多くのいいね!と素晴らしいコメントを得た後、@ Pizzzapiが登場し、ゲーム用のスプライトをいくつか作成しました。数日間の素晴らしいコメントと私の成功を楽しんだ後、プロジェクトは突然シャットダウンしました...何が起こったのか見に急ぎました!最初はそれが起こるとは思わなかったので、ページをリロードするだけで、プロジェクトが再び開始されましたが、そうではありません!それはまだ行きません!それで、私はプロジェクトの中に入って緑の旗を押しましたが、何も起こりませんでした...彼らが想定していたようにスクリプトは点灯しませんでした、それは最も珍しいことでした...数ヶ月後、最終的に行動を起こし、そして入りましたプロジェクト。最初に、すべてを適切に配置する方法を使用しましたが、機能しませんでした。その後、プロジェクトをバックパックし、新しいものを作成して、そこにすべてをアップロードしました...プロジェクトはついに機能しました!いくつかの変更を加える必要がありました。それから今、私はこれを、超アップグレードされたものにしました!私はそれがどのようになったのか、そしてそれが何になったかに満足しています...お楽しみください! :D\n\n>変更ログ:\n8/15/19:秘密のサプライズ....\n8/14/19:リリース!
Platformer Creator
@Stage\n\n@Blocks\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set [costume v] to [1]\n end\n if <key (2 v) pressed?> then\n set [costume v] to [2]\n end\n if <key (3 v) pressed?> then\n set [costume v] to [3]\n end\n if <key (4 v) pressed?> then\n set [costume v] to [4]\n end\n if <key (5 v) pressed?> then\n set [costume v] to [5]\n end\n if <key (6 v) pressed?> then\n set [costume v] to [6]\n end\n if <key (7 v) pressed?> then\n set [costume v] to [7]\n end\n if <key (8 v) pressed?> then\n set [costume v] to [8]\n end\n if <key (9 v) pressed?> then\n set [costume v] to [9]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nerase all\nforever\n if <(mouse y) > [-100]> then\n go to (mouse-pointer v)\n Snap To Grid\n end\nend\n\ndefine Snap To Grid\nset x to ((round ((x position) / (18))) * (18))\nset y to ((round ((y position) / (18))) * (18))\n\nwhen flag clicked\ndelete all of [recent v]\npoint in direction (90)\nset size to (600) %\nwait (0.5) seconds\nforever\n if <<<<<mouse down?> and <(y position) > [-100]>> and <(Mode) = [Build]>> and <not <touching (info v)?>>> and <not <<(x position) = [-180]> and <(y position) = [-72]>>>> then\n if <not <touching (info v)?>> then\n show\n create clone of (_myself_ v)\n insert (x position) at (1) of [recent v] \n insert (y position) at (1) of [recent v] \n wait (0.2) seconds\n end\n end\n if <(Costume) < [9]> then\n if <key (left arrow v) pressed?> then\n point in direction (90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nadd [thing] to [recent v]\nadd [thing] to [recent v]\n\nwhen flag clicked\nset [costume v] to [1]\nforever\n switch costume to (Costume)\nend\n\nwhen I start as a clone\nSnap To Grid\n\nwhen I start as a clone\nif <(Costume) = [6]> then\n forever\n wait (0.5) seconds\n turn right (90) degrees\n end\nend\n\nwhen I start as a clone\nif <(Costume) = [7]> then\n forever\n if <touching (player v)?> then\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (7 v)\n end\n end\nend\n\nchange y by (3)\nwait (0.1) seconds\n\nchange y by (-3)\n\nwhen I start as a clone\nif <(Costume) = [9]> then\n forever\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Costume) = [9]> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [Build]> then\n show\n end\n if <(Mode) = [Play]> then\n hide\n end\nend\n\nset y to (144)\n\ngo [forward v] (1) layers\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <touching (delete v)?> then\n delete this clone\n end\nend\n\ngo to [front v] layer\n\nstamp\n\n\n\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n broadcast (grass v)\n set [costume v] to [1]\n end\n if <key (2 v) pressed?> then\n broadcast (dirt v)\n set [costume v] to [2]\n end\n if <key (3 v) pressed?> then\n broadcast (stone v)\n set [costume v] to [3]\n end\n if <key (4 v) pressed?> then\n broadcast (brigde v)\n set [costume v] to [4]\n end\n if <key (5 v) pressed?> then\n broadcast (lava v)\n set [costume v] to [5]\n end\n if <key (6 v) pressed?> then\n broadcast (water v)\n set [costume v] to [6]\n end\n if <key (7 v) pressed?> then\n broadcast (finish v)\n set [costume v] to [7]\n end\nend\n\nwhen flag clicked\nset [mode v] to [Build]\ngo to x: (-180) y: (-72)\nset size to (600) %\nshow\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> 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 color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by (1)\n end\n if <<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by (1)\n end\n if <<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by (1)\n end\n if <<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by (1)\n end\n if <<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [13]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<touching color (#999999)?> or <<touching color (#878787)?> or <touching color (#949494)?>>> or <<<touching color (#a67033)?> or <<touching color (#ac793e)?> or <touching color (#b57f41)?>>> or <<touching color (#65b340)?> or <touching color (#60ab3e)?>>>> and <key (up arrow v) pressed?>> then\n set [y v] to [10.7]\n end\n change y by (1)\n if <touching color (#d900ff)?> then\n set [y v] to [12.5]\n show\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n if <<<(y position) < [-178]> or <touching color (#ffb000)?>> and <(Mode) = [play]>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (0.2) seconds\n hide\n if <(Mode) = [play]> then\n set [ghost v] effect to (0)\n show\n go to x: (-180) y: (-72)\n set [y v] to [0]\n show\n end\n end\n show\nend\n\nwhen I receive [build v]\ngo to [front v] layer\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Mode) = [Build]> then\n hide\n end\nend\n\nhide\n\nwhen I receive [play v]\ngo to x: (-180) y: (-72)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen [r v] key pressed\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (0.2) seconds\nhide\ngo to x: (-180) y: (-72)\nset [y v] to [0]\nset [x v] to [0]\nset [ghost v] effect to (0)\nshow\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n if <touching color (#ffdf4e)?> then\n broadcast (Win v)\n set [x v] to [0]\n set [y v] to [0]\n wait (2) seconds\n go to x: (-180) y: (-72)\n end\nend\n\ngo to x: (-180) y: (-72)\nset [y v] to [0]\nshow\n\n@Selection\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (-130)\npoint in direction (90)\nset size to (600) %\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nrepeat (9)\n create clone of (_myself_ v)\n change x by (50)\n next costume\nend\n\nwhen I start as a clone\nshow\n\nwhen [space v] key pressed\nif <(Mode) = [Play]> then\n hide\n go to x: (-200) y: (-130)\n point in direction (90)\n set size to (600) %\n switch costume to (1 v)\n create clone of (_myself_ v)\n repeat (9)\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\nend\n\nwhen [space v] key pressed\nif <(Mode) = [Build]> then\n delete this clone\nend\n\ngo to [front v] layer\n\nwhen flag clicked\n\n@Numbers\n\nwhen flag clicked\nwait (0.3) seconds\nhide\ngo to x: (-204) y: (-157)\npoint in direction (90)\nset size to (600) %\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nrepeat (9)\n create clone of (_myself_ v)\n change x by (50)\n next costume\nend\n\nwhen I start as a clone\nshow\n\nwhen [space v] key pressed\nif <(Mode) = [Build]> then\n delete this clone\nend\n\nwhen [space v] key pressed\nif <(Mode) = [Play]> then\n wait (0.3) seconds\n hide\n go to x: (-204) y: (-157)\n point in direction (90)\n set size to (600) %\n switch costume to (1 v)\n create clone of (_myself_ v)\n repeat (9)\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\nend\n\nif <(Mode) = [Play]> then\nend\n\nwhen flag clicked\n\nif <(Mode) = [Build]> then\n show\nend\n\n@Mode\n\nwhen flag clicked\nhide\nforever\n if <(load) = [no]> then\n wait (3.5) seconds\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (600) %\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Mode)\nend\n\nwhen [space v] key pressed\nif <(Mode) = [Play]> then\n wait (.1) seconds\n set [mode v] to [Build]\n broadcast (Build v)\nend\n\nwhen [space v] key pressed\nif <(Mode) = [Build]> then\n wait (.1) seconds\n set [mode v] to [Play]\n broadcast (Play v)\nend\n\n@Delete\n\nwhen [z v] key pressed\nif <(Mode) = [build]> then\n if <(length of [recent v]) > [0]> then\n set y to (item (1) of [recent v])\n delete (1) of [recent v]\n set x to (item (1) of [recent v])\n delete (1) of [recent v]\n go to [front v] layer\n show\n stamp\n wait (0.1) seconds\n go to x: (400) y: (-200)\n else\n hide\n go to x: (400) y: (-200)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nif <(Mode) = [Build]> then\n show\nend\nif <(Mode) = [Play]> then\n hide\nend\n\n@Info\n\nwhen flag clicked\nset size to (600) %\nset [ghost v] effect to (30)\ngo to x: (220) y: (160)\n\nwhen this sprite clicked\nif <(x position) = [220]> then\n repeat until <(x position) = [100]>\n change x by (-10)\n end\n broadcast (Messages v)\nend\n\nwhen this sprite clicked\nif <(x position) = [100]> then\n broadcast (Hide v)\n repeat until <(x position) = [220]>\n change x by (10)\n end\nend\n\nwhen flag clicked\nforever\n show\nend\n\nwhen I receive [start v]\nwait (3) seconds\ngo to [front v] layer\n\n@Messages\n\nwhen flag clicked\ngo to [front v] layer\nset size to (600) %\nset [ghost v] effect to (30)\ngo to x: (148) y: (162)\n\nwhen this sprite clicked\nif <(x position) = [120]> then\n repeat until <(x position) = [220]>\n change x by (10)\n end\n broadcast (Hide v)\nend\n\nwhen flag clicked\nhide\n\nforever\n if <(Mode) = [Build]> then\n if <(Mode) = [Play]> then\nend\n\nwhen I receive [messages v]\nwait (0.1) seconds\ngo to x: (148) y: (162)\nshow\ngo to [front v] layer\n\nwhen I receive [hide v]\ngo to x: (1000) y: (-1000)\nhide\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (6)\nhide\nforever\n go [forward v] (10) layers\nend\n\nwhen I receive [win v]\nwait (0.5) seconds\nswitch costume to (costume4 v)\nshow\ngo to [front v] layer\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (3) seconds\nhide\nclear sound effects\nset volume to (0) %\n\nforever\n\nwhen I receive [win v]\nset volume to (100) %\nplay sound [Hooray Children Cheer SOUND EFFECT v] until done\n\n@Lava effect\n\n@Start\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <(load) = [yes]> then\n set size to (600) %\n if <(load) = [yes]> then\n go to x: (0) y: (0)\n wait (0.1) seconds\n if <(load) = [yes]> then\n switch costume to (1 v)\n if <(load) = [yes]> then\n wait (0.1) seconds\n if <(load) = [yes]> then\n switch costume to (2 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (3 v)\nwait (1) seconds\nswitch costume to (4 v)\nwait (0.02) seconds\nswitch costume to (5 v)\nwait (0.02) seconds\nswitch costume to (6 v)\nrepeat (8)\n change y by (5)\nend\nswitch costume to (3 v)\nrepeat (5)\n change y by (4)\nend\nrepeat (5)\n change y by (1)\nend\nswitch costume to (3 v)\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-15)\nend\nrepeat (10)\n change y by (-20)\nend\nhide\n\nwhen I receive [start v]\n\n@Bunny\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n go to [front v] layer\n set size to (600) %\n go to x: (0) y: (0)\nend\n\nset [ghost v] effect to (0)\n\nswitch costume to (1 v)\nforever\n go to [front v] layer\n set size to (600) %\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [load v] to [yes]\nshow\nswitch costume to (1 v)\nwait (0.5) seconds\nrepeat until <<(costume [number v]) = [53]> or <(costume [number v]) = [54]>>\n wait (pick random (0) to (0.2)) seconds\n switch costume to ((costume [number v]) + (pick random (1) to (2)))\nend\nwait (pick random (0) to (0.2)) seconds\nswitch costume to (54 v)\nset [load v] to [no]\nbroadcast (Start v)\nwait (0.5) seconds\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (54 v)\nwait (0.2) seconds\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (54 v)\nhide\n\n\n\nset size to (600) %\ngo to x: (0) y: (0)\n\nwait (0.5) seconds\nbroadcast (Start v)\n\n
<---- Click for help ;-;\nBuild your own Platformer!\n\nIn this game, blocks that you place snap to a grid allowing you to create your own platformer.\n\n1. Click on the 'i' for help at the top right-hand corner.\n2. Use the numbers 1 - 9 to select different blocks to place.\n3. Use the arrow keys <- and -> to rotate the ramps.\n4. You can press z to undo your last block placement!\n5. In the game, pressing R will respawn your character.\n\nAlso, the player spawns near the bottom left-hand corner\n\nYour objective is to reach the coin then you WIN THE GAME!!! (Don't fall off or touch the red!)\n\n
Defying Gravity: A Platformer.
@Stage\n\nwhen flag clicked\nhide variable [level v]\n\nbroadcast (turn page v)\n\nwhen I receive [turn page v]\nforever\n play sound [Yoshi Star Galaxy v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\nswitch backdrop to (on/off)\n\n@Improved2\n\nwhen I receive [turn page v]\nset [on/off v] to [0]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-180]> then\n Reset Level\n end\n Controls - Left and Right\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v)\nend\n\nchange [wall jump v] by (-1)\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (2)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n set [speed x v] to [0]\n end\nend\n\nif <<<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\nend\n\ndefine Controls - Jump, Crouch\nif <(on/off) = [0]> then\n if <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\n end\nelse\n if <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) > [-3]>> then\n set [speed y v] to [-14]\n set [falling? v] to [-6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\n\ndefine Gravity\nif <(on/off) = [0]> then\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n change [falling? v] by (1)\nelse\n if <<(speed y) > [-4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (1)\n else\n change [speed y v] by (2)\n end\n change y by (speed y)\n change [falling? v] by (-1)\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <(on/off) = [0]> then\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]\n else\n if <up?> then\n change y by (-1)\n set [falling? v] to [0]\n else\n change y by (1)\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\n end\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <<<touching (platforms v)?> and <(on/off) = [1]>> or <<touching (platforms2 v)?> and <(on/off) = [0]>>>> then\n set [touch v] to [9]\nelse\n if then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\nif <touching (platforms4 v)?> then\n start sound [Pew v]\n Reset Level\nend\nif <<touching (sprite8 v)?> and <(portal open?) = [1]>> then\n repeat (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n start sound [Teleport2 v]\n clear graphic effects\n broadcast (next level v)\n point in direction (90)\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [all around v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-160) y: (-108)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [10]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\nbroadcast (tick v) and wait\n\nwhen I receive [next level v]\n\nstop [other scripts in sprite v]\n\nif <(on/off) = [0]> then\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n change [falling? v] by (1)\nelse\n if <<(speed y) > [-4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (1)\n else\n change [speed y v] by (2)\n end\n change y by (speed y)\n change [falling? v] by (-1)\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [mobile? v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (pick random (5) to (6))\n show\n set [ghost v] effect to (50)\n if <(costume [number v]) = [5]> then\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\n else\n set y to (480)\n repeat (40)\n turn right (3) degrees\n change y by (-10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (-10)\n end\n change y by (-10)\n delete this clone\n end\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nrepeat (40)\n change y by (10)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nchange y by (10)\ndelete this clone\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nset [mobile? v] to [0]\n\nwhen I receive [turn page v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [portal open? v] to [1]\n\ndefine Create key (x) (y) (level)\nif <(Level) = (level)> then\n go to x: (x) y: (y)\n set [dizzy v] to [0]\n set [level in v] to (Level)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset [portal open? v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [start x v] to (x position)\nset [start y v] to (y position)\nforever\n switch costume to (costume15 v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Gravity\nif <(on/off) = [0]> then\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n change [falling? v] by (1)\nelse\n if <<(speed y) > [-4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (1)\n else\n change [speed y v] by (2)\n end\n change y by (speed y)\n change [falling? v] by (-1)\nend\n\ndefine Controls - Jump, Crouch\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (4))\nset [slope2 v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope2) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope2 v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope2) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope2))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (improved2 v)?> then\n set [portal open? v] to [1]\n start sound [Collect v]\n delete this clone\n end\nend\n\n\n\nset [speed x v] to [0]\n\nrepeat (10)\n\nwhen I receive [tick v]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (13))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nswitch costume to (costume16 v)\n\n\n\nset [ghost v] effect to (100)\n\nhide\ndelete this clone\n\n\n\nstop [other scripts in sprite v]\n\nhide\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nswitch costume to (costume15 v)\n\nrepeat (10)\n\nif <<([abs v] of (speed x) ) > [4]> and <(falling?) = [0]>> then\n set [speed y v] to [25]\n set [falling? v] to [6]\n set [jump key v] to [1]\nend\n\n\n\nwhen I receive [spawn enemies v]\ngo to x: (0) y: (0)\nhide\nwait (0.1) seconds\nif <(Level) = [10]> then\n Create key (150) (-100) (10)\nend\n\ndefine Get Touching <check platform?>\nif then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<<touching (platforms v)?> and <(on/off) = [1]>> or <<touching (platforms2 v)?> and <(on/off) = [0]>>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nCreate key (196) (124) (19)\n\nwhen I receive [reset level v]\ndelete this clone\n\n\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\n\nforever\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n if <not <(Level) = (level in)>> then\n delete this clone\n end\nend\n\nCreate key (0) (-25) (5)\n\nif <<touching (improved2 v)?> and <(([y position v] of [improved2 v]) - (15)) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\nend\nSet Costume\n\nCreate key (200) (100) (10)\n\nCreate key (0) (-100) (19)\n\nCreate key (190) (100) (19)\n\nCreate key (-100) (-100) (11)\n\nCreate key (0) (-100) (11)\nCreate key (0) (-100) (11)\n\nif <(on/off) = [1]> then\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n repeat (20)\n change [fisheye v] effect by (25)\n switch costume to (Level)\n end\n repeat (20)\n change [fisheye v] effect by (-25)\n switch costume to (Level)\n end\nend\n\nwhen I receive [spawn enemies v]\nshow\ngo to x: (0) y: (0)\nif <(Level) = [10]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-50)\n wait until <(portal open?) = [1]>\n set [brightness v] effect to (0)\nend\nif <(Level) = [11]> then\n hide\nend\n\nwait (0) seconds\nnext costume\n\nif <(Level) = [19]> then\n hide\nend\n\nturn right (15) degrees\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\nswitch costume to (Level)\nset [on/off v] to [0]\nshow\ngo to x: (0) y: (0)\nforever\n wait until <touching (improved2 v)?>\n start sound (on/off)\n if <(on/off) = [0]> then\n set [on/off v] to [1]\n else\n set [on/off v] to [0]\n end\n wait until <not <touching (improved2 v)?>>\nend\n\nforever\n\n\n\ngo to [back v] layer\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nbroadcast (fade out v)\n\nwhen I receive [fade out v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Platforms4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [spawn enemies v]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nhide\n\nshow\n\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\nshow\ngo to x: (205) y: (157)\nforever\n switch costume to (Level)\n if <(Level) = [11]> then\n hide\n end\nend\n\n
Use the arrow keys or drag the cursor to move. Touch a ring to reverse gravity. Touch the portal to reach the next level. Find the key to win. In mobile mode, when you're upside down, you still have to tilt up to jump :|
Peng! - A Platformer
@Stage\n\nwhen I receive [message1 v]\nset volume to (50) %\nplay sound [Let Me Hit It \(s v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nplay sound [cinematic epic horn 2 SoundEffectsFactory2 v] until done\nwait (1) seconds\nswitch costume to (costume3 v)\nplay sound [cinematic epic horn 2 SoundEffectsFactory2 v] until done\nwait (1) seconds\nswitch costume to (costume4 v)\nplay sound [cinematic epic horn 2 SoundEffectsFactory2 v] until done\nswitch costume to (rickrolledd v)\nstart sound [HIS NAME IS JOHN CENA2 v]\nbroadcast (message1 v)\nset volume to (1500) %\nforever\n play sound [Rick Astley Never gonna give you up lyrics!!! v] until done\nend\n\nwhen I receive [message1 v]\nforever\n go to x: (pick random (0) to (10)) y: (pick random (0) to (10))\nend\n\nstart sound [Let Me Hit It \(s v]\n\n
Hellllllooooo Gammmmmeeeeeerrrrssss!!!\nThis is Peng, a game where you avoid the polor bears, and spikes! There are 16 levels, can you beat them? tell me in the comments!! \nAlright, 60k loves and an easy version! :D\nNotes\n8/20/2019 - Added polar bears - shared public\n\nf to skip a level! there hard :D\n\nCredits - code - me (took 2 months O-0)\nMusic - You know who made it ( ͡° ͜ʖ ͡°)\n\nTips - jump right before the bears come! ( ͡° ͜ʖ ͡°)
Paper Platformer
@Stage\n\nwhen flag clicked\nset volume to (75) %\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume v)\nshow\ngo to x: (-180) y: (-127)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <touching color (#676767)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#676767)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n if <touching color (#676767)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#676767)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (rip \(get it\) v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume v)\n end\n if <touching (1 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to (2 v)\n set [ghost v] effect to (0)\n start sound [Pop v]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-127)\n\ngo to x: (-180) y: (-127)\n\nwhen I receive [restart v]\ngo to x: (-180) y: (-127)\n\n@Sprite2\n\n@Sprite3\n\nwhen I receive [next level v]\nnext costume\nwait (0.5) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (portal v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@rip (get it)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n broadcast (next level v)\n end\nend\n\n@1\n\nwhen flag clicked\nhide\n\nwhen I receive [portal v]\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [restart v]\n\n@2\n\nwhen flag clicked\nhide\n\nwhen I receive [portal v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@restart\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (restart v)\n end\n else\n set [ghost v] effect to (50)\n end\nend\n\n
DOUBLE CLICK THE FLAG\n\nPaper -A Platformer-\n\nArrow keys to move. Down to crouch. Don't touch rips in the paper. The pink portals teleport you. Click the restart button to restart. Remember to heart, star and follow!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyeet
‐color‐ a platformer
@Stage\n\n@操作キャラ\n\nwhen I receive [スタート v]\nhide variable [☁ all coin collectors v]\nhide variable [☁ winners v]\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (-159) y: (-120)\nset [速度x v] to [0]\nset [速度y v] to [0]\nset [制限してやるぜ? v] to [0]\nset [死んだのか v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n 動き\nend\n\nwhen I receive [チェンジ v]\nset [制限してやるぜ? v] to [1]\nset [速度x v] to [0]\nset [速度y v] to [0]\npoint in direction (90)\nhide\nwait (0.5) seconds\nset [制限してやるぜ? v] to [0]\nshow\n\nwhen I receive [チェンジ v]\npoint in direction (90)\nwait (0.5) seconds\nif <(ステージ番号) = [2]> then\n go to x: (-198) y: (-120)\nend\nif <(ステージ番号) = [3]> then\n go to x: (-161) y: (-139)\nend\nif <(ステージ番号) = [4]> then\n go to x: (-160) y: (-154)\nend\nif <(ステージ番号) = [5]> then\n go to x: (196) y: (-133)\nend\nif <(ステージ番号) = [6]> then\n go to x: (-175) y: (-141)\nend\nif <(ステージ番号) = [7]> then\n go to x: (-174) y: (-126)\nend\nif <(ステージ番号) = [8]> then\n go to x: (182) y: (-123)\nend\nif <(ステージ番号) = [9]> then\n go to x: (-167) y: (142)\nend\nif <(ステージ番号) = [10]> then\n go to x: (200) y: (127)\nend\nif <(ステージ番号) = [11]> then\n go to x: (200) y: (-102)\nend\nif <(ステージ番号) = [12]> then\n go to x: (-132) y: (-113)\nend\nif <(ステージ番号) = [13]> then\n go to x: (-193) y: (151)\nend\nif <(ステージ番号) = [14]> then\n go to x: (191) y: (-118)\nend\nif <(ステージ番号) = [15]> then\n go to x: (-187) y: (-96)\nend\n\nwhen I receive [スタート v]\nforever\n if <not <<touching (ゴール旗 v)?> or <touching (コイン v)?>>> then\n if <<touching color (#000000)?> and <<touching (ステージ v)?> or <<touching (変わる者2 v)?> or <<touching (変わる者 v)?> or <touching (変わる者3 v)?>>>>> then\n if <<touching (ステージ v)?> or <<touching (変わる者2 v)?> or <<touching (変わる者 v)?> or <touching (変わる者3 v)?>>>> then\n 死\n end\n end\n end\nend\n\ndefine 死\nhide\nset [制限してやるぜ? v] to [1]\nif <(ステージ番号) = [1]> then\n go to x: (-159) y: (-120)\nend\nif <(ステージ番号) = [2]> then\n go to x: (-198) y: (-140)\nend\nif <(ステージ番号) = [3]> then\n go to x: (-171) y: (-129)\nend\nif <(ステージ番号) = [4]> then\n go to x: (-159) y: (-120)\nend\nif <(ステージ番号) = [5]> then\n go to x: (196) y: (-133)\nend\nif <(ステージ番号) = [6]> then\n go to x: (-175) y: (-141)\nend\nif <(ステージ番号) = [7]> then\n go to x: (176) y: (-126)\nend\nif <(ステージ番号) = [8]> then\n go to x: (182) y: (-123)\nend\nif <(ステージ番号) = [9]> then\n go to x: (-167) y: (142)\nend\nif <(ステージ番号) = [10]> then\n go to x: (200) y: (127)\nend\nif <(ステージ番号) = [11]> then\n go to x: (200) y: (-102)\nend\nif <(ステージ番号) = [12]> then\n go to x: (-132) y: (-113)\nend\nif <(ステージ番号) = [13]> then\n go to x: (-193) y: (151)\nend\nif <(ステージ番号) = [14]> then\n go to x: (191) y: (-118)\nend\nif <(ステージ番号) = [15]> then\n go to x: (-187) y: (-96)\nend\nset [死んだのか v] to [1]\nbroadcast (死にやがった v)\nwait (0.2) seconds\nset [制限してやるぜ? v] to [0]\nshow\n\nwhen [z v] key pressed\nnext costume\nstart sound [Tap Conga v]\nwait until <not <key (z v) pressed?>>\n\ndefine 動き\nif on edge, bounce\nchange [速度y v] by (-1)\nset [速度x v] to ((速度x) * (0.9))\nchange x by (速度x)\nif <touching color (#cccccc)?> then\n change y by (1)\nend\nif <touching color (#cccccc)?> then\n change y by (1)\nend\nif <touching color (#cccccc)?> then\n change y by (1)\nend\nif <touching color (#cccccc)?> then\n change y by (1)\nend\nif <touching color (#cccccc)?> then\n change y by (-4)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [速度y v] to [15]\n if <(速度x) > [0]> then\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\nend\nchange y by (速度y)\nif <touching color (#cccccc)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\nend\nchange y by (-2)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#cccccc)?>> then\n set [速度y v] to [13]\nend\nchange y by (3.0)\n\nwhen I receive [スタート v]\nforever\n if <(制限してやるぜ?) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [速度x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [速度x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <key (space v) pressed?>> then\n change [速度x v] by (-1.2)\n set [brightness v] effect to (-20)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <key (space v) pressed?>> then\n change [速度x v] by (1.2)\n set [brightness v] effect to (-20)\n end\n end\nend\n\ndefine 色動き1\nif <touching color (#ff8686)?> then\n change y by (1)\nend\nif <touching color (#ff8686)?> then\n change y by (1)\nend\nif <touching color (#ff8686)?> then\n change y by (1)\nend\nif <touching color (#ff8686)?> then\n change y by (1)\nend\nif <touching color (#ff8686)?> then\n change y by (-4)\nend\nif <touching color (#ff8686)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and > then\n set [速度y v] to [13]\nend\nchange y by (1)\nif <touching color (#ff8686)?> then\n change y by (速度y)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(速度x) > [0]> then\n set [速度y v] to [15]\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\nend\nchange y by (-1)\n\ndefine 色動き2\nforever\n if <(costume [number v]) = [2]> then\n 色動き1\n end\nend\n\nwhen I receive [スタート v]\nforever\n 色動き2\nend\n\ndefine 色動き3\nif <touching color (#87ffd9)?> then\n change y by (1)\nend\nif <touching color (#87ffd9)?> then\n change y by (1)\nend\nif <touching color (#87ffd9)?> then\n change y by (1)\nend\nif <touching color (#87ffd9)?> then\n change y by (1)\nend\nif <touching color (#87ffd9)?> then\n change y by (-4)\nend\nif <touching color (#87ffd9)?> then\n change y by ((0) - (速度y))\n set [速度y v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#87ffd9)?> or <<[] = [1]> or <[] = [2]>>>> then\n set [速度y v] to [13]\nend\nchange y by (1)\nif <touching color (#87ffd9)?> then\n change y by (速度y)\n change x by ((速度x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(速度x) > [0]> then\n set [速度y v] to [15]\n set [速度x v] to [-10]\n else\n set [速度x v] to [10]\n end\n else\n set [速度x v] to [0]\n end\nend\nchange y by (-1)\n\ndefine 色動き4\nforever\n if <(costume [number v]) = [1]> then\n 色動き3\n end\nend\n\nwhen I receive [スタート v]\nforever\n 色動き4\nend\n\nwhen I receive [スタート v]\nforever\n if <not <key (space v) pressed?>> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen [q v] key pressed\nif <(ステージ番号) = [2]> then\n go to x: (-198) y: (-142)\nend\nif <(ステージ番号) = [3]> then\n go to x: (-161) y: (-139)\nend\nif <(ステージ番号) = [4]> then\n go to x: (-160) y: (-154)\nend\nif <(ステージ番号) = [5]> then\n go to x: (196) y: (-133)\nend\nif <(ステージ番号) = [6]> then\n go to x: (-175) y: (-141)\nend\nif <(ステージ番号) = [7]> then\n go to x: (-174) y: (-126)\nend\nif <(ステージ番号) = [8]> then\n go to x: (182) y: (-123)\nend\nif <(ステージ番号) = [9]> then\n go to x: (-167) y: (142)\nend\nif <(ステージ番号) = [10]> then\n go to x: (200) y: (127)\nend\nif <(ステージ番号) = [11]> then\n go to x: (200) y: (-102)\nend\nif <(ステージ番号) = [12]> then\n go to x: (-132) y: (-113)\nend\nif <(ステージ番号) = [13]> then\n go to x: (-193) y: (151)\nend\nif <(ステージ番号) = [14]> then\n go to x: (191) y: (-118)\nend\nif <(ステージ番号) = [15]> then\n go to x: (-187) y: (-96)\nend\nshow\nbroadcast (死にやがった v)\nset [死んだのか v] to [1]\nwait until <not <key (q v) pressed?>>\n\nwhen I receive [スタート v]\nforever\n if <touching (トランポリン v)?> then\n set [速度y v] to [22]\n end\nend\n\nwhen I receive [スタート v]\nforever\n point in direction (90)\nend\n\nwhen I receive [ゴール完了! v]\nshow variable [☁ all coin collectors v]\nchange [☁ winners v] by (1)\nshow variable [☁ winners v]\nif <[13] < (point)> then\n change [☁ all coin collectors v] by (1)\nend\n\nwhen flag clicked\nhide\n\n@ステージ\n\nwhen I receive [チェンジ v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [スタート v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [チェンジ v]\nif <(ステージ番号) = [16]> then\n broadcast (ゴール完了! v)\nend\n\nwhen flag clicked\nhide\n\n@ゴール旗\n\nwhen I receive [スタート v]\nset [ステージ番号 v] to [1]\nforever\n if <touching (操作キャラ v)?> then\n broadcast (チェンジ v)\n change [ステージ番号 v] by (1)\n end\nend\n\nwhen I receive [スタート v]\nshow\ngo to x: (238) y: (-159)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [チェンジ v]\nhide\nif <(ステージ番号) = [2]> then\n go to x: (273) y: (-163)\nend\nif <(ステージ番号) = [3]> then\n go to x: (266) y: (23)\nend\nif <(ステージ番号) = [4]> then\n go to x: (-141) y: (105)\nend\nif <(ステージ番号) = [5]> then\n go to x: (226) y: (107)\nend\nif <(ステージ番号) = [6]> then\n go to x: (272) y: (92)\nend\nif <(ステージ番号) = [7]> then\n go to x: (252) y: (73)\nend\nif <(ステージ番号) = [8]> then\n go to x: (259) y: (-58)\nend\nif <(ステージ番号) = [9]> then\n go to x: (254) y: (104)\nend\nif <(ステージ番号) = [10]> then\n go to x: (-114) y: (81)\nend\nif <(ステージ番号) = [11]> then\n go to x: (147) y: (-18)\nend\nif <(ステージ番号) = [12]> then\n go to x: (250) y: (96)\nend\nif <(ステージ番号) = [13]> then\n go to x: (273) y: (-163)\nend\nif <(ステージ番号) = [14]> then\n go to x: (263) y: (47)\nend\nif <(ステージ番号) = [15]> then\n go to x: (-135) y: (16)\nend\nwait (0.2) seconds\nshow\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [カービィWii v] until done\nend\n\n@コイン\n\nwhen I receive [スタート v]\nset [point v] to [0]\nshow\ngo to x: (28) y: (-60)\nset size to (30) %\n\nwhen I receive [チェンジ v]\nhide\nwait (0.2) seconds\nif <(ステージ番号) = [2]> then\nif <(ステージ番号) = [3]> then\n go to x: (10) y: (142)\n show\nend\nif <(ステージ番号) = [4]> then\n go to x: (185) y: (-118)\n show\nend\nif <(ステージ番号) = [5]> then\n go to x: (-189) y: (120)\n show\nend\nif <(ステージ番号) = [6]> then\n go to x: (211) y: (-126)\n show\nend\nif <(ステージ番号) = [7]> then\n go to x: (203) y: (-20)\n show\nend\nif <(ステージ番号) = [8]> then\n go to x: (-2) y: (-1)\n show\nend\nif <(ステージ番号) = [9]> then\n go to x: (159) y: (-48)\n show\nend\nif <(ステージ番号) = [10]> then\n go to x: (-166) y: (-82)\n show\nend\nif <(ステージ番号) = [11]> then\n go to x: (-172) y: (110)\n show\nend\nif <(ステージ番号) = [12]> then\n go to x: (205) y: (25)\n show\nend\nif <(ステージ番号) = [13]> then\n go to x: (205) y: (-10)\n show\nend\nif <(ステージ番号) = [14]> then\n go to x: (-193) y: (-128)\n show\nend\nif <(ステージ番号) = [15]> then\n go to x: (-9) y: (160)\n show\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (操作キャラ v)?> then\n start sound [Collect v]\n change [point v] by (1)\n set [コインとったぜ v] to [1]\n hide\n end\nend\n\nwhen I receive [死にやがった v]\nshow\nif <(コインとったぜ) = [1]> then\n change [point v] by (-1)\n set [コインとったぜ v] to [0]\nend\n\nwhen I receive [チェンジ v]\nset [コインとったぜ v] to [0]\n\nwhen flag clicked\nhide\n\n@トランポリン\n\nwhen I receive [スタート v]\nhide\nforever\n if <<(ステージ番号) = [5]> or <<(ステージ番号) = [10]> or <<(ステージ番号) = [11]> or <<(ステージ番号) = [12]> or <(ステージ番号) = [16]>>>>> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen I receive [チェンジ v]\nhide\nwait (0.5) seconds\nif <(ステージ番号) = [5]> then\n go to x: (-180) y: (-120)\n show\nend\nif <(ステージ番号) = [10]> then\n go to x: (-29) y: (-68)\n show\nend\nif <(ステージ番号) = [11]> then\n go to x: (-101) y: (-122)\n show\nend\nif <(ステージ番号) = [12]> then\n go to x: (137) y: (-115)\n show\nend\nif <(ステージ番号) = [16]> then\n go to x: (156) y: (-110)\n show\nend\n\nwhen flag clicked\nhide\n\n@変わる者\n\nwhen I receive [スタート v]\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [チェンジ v]\nhide\nwait (0.5) seconds\nif <(ステージ番号) = [13]> then\n switch costume to (コスチューム1 v)\n show\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [13]> then\n switch costume to (コスチューム1 v)\n start sound [Small Cowbell v]\n wait (2) seconds\n switch costume to (コスチューム2 v)\n start sound [Small Cowbell v]\n wait (2) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [14]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\n\n@変わる者2\n\nwhen I receive [スタート v]\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [チェンジ v]\nhide\nwait (0.5) seconds\nif <(ステージ番号) = [14]> then\n switch costume to (コスチューム3 v)\n show\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [14]> then\n switch costume to (コスチューム3 v)\n start sound [Small Cowbell v]\n wait (3) seconds\n switch costume to (コスチューム4 v)\n start sound [Small Cowbell v]\n wait (3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [15]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\n\n@変わる者3\n\nwhen I receive [チェンジ v]\nhide\nif <(ステージ番号) = [15]> then\n show\n go to x: (189) y: (-107)\nend\n\nwhen I receive [スタート v]\nhide\nforever\n if <(ステージ番号) = [15]> then\n wait (3) seconds\n start sound [Small Cowbell v]\n next costume\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ番号) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-3) y: (-53)\nshow\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [? v]\nhide\n\nwhen I receive [分かった v]\nshow\n\n@スプライト3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n play sound [Smiled_2 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (スタート v)\nhide\n\nwhen I receive [? v]\nhide\n\nwhen I receive [分かった v]\nshow\n\n@スプライト4\n\nwhen I receive [? v]\nhide variable [☁ winners v]\nhide variable [☁ all coin collectors v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [分かった v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n play sound [Smiled_2 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nshow variable [☁ winners v]\nshow variable [☁ all coin collectors v]\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (? v)\nhide\n\nwhen I receive [分かった v]\nshow variable [☁ all coin collectors v]\nshow variable [☁ winners v]\nshow\n\nwhen I receive [スタート v]\nhide\n\n@スプライト6\n\nwhen I receive [? v]\ngo to x: (191) y: (120)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (分かった v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\n\n
English↓\n矢印キーで操作します。\nスペースキーを押しながら操作すると速く移動できます。\nZキーで色を変えることができます。\nQキーで初期位置に戻れます。地形にめり込んで動けなくなった時に使います。\n自分の色と違う色の地面の上には立つことができます。同じ色の地面はすり抜けます。\nゲーム内にも説明はあります。\n\nEnglish\nOperate with the arrow keys.\n\nYou can move faster by pressing the arrow key while\n \nholding down the space key.\n\nYou can change the color by pressing the Z key.\n\nPress the Q key to return to the starting point.\n\nYou can stand on the ground of a color different from \nyour own color.The same color ground will slip through.\n\nThere is also an explanation in the game.\n\n
Survive! (A Platformer)
@Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nwait (15) seconds\nshow\nswitch backdrop to (backdrop2 v)\ngo to x: (-184) y: (-51)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [13]\n end\n change y by (1)\n if <<touching color (#ff0000)?> and <not <<touching (love & fave v)?> or <(y position) < [-175]>>>> then\n Death\n go to x: (-184) y: (-51)\n play sound [Bonk v] until done\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-184) y: (-51)\n end\n if <touching color (#0008ff)?> then\n wait (.2) seconds\n switch backdrop to (next backdrop v)\n go to x: (-84) y: (-49)\n end\nend\n\ndefine Death\n\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nwait (15) seconds\nforever\n play sound [Dance Funky v] until done\n play sound [Dance Magic v] until done\n play sound [Bossa Nova v] until done\n play sound [Chill v] until done\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n@Clouds\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to [front v] layer\ngo to x: (-190) y: (142)\nforever\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\nwhen I start as a clone\nwait (.1) seconds\nforever\n set size to ((size) + (5)) %\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nswitch costume to (pick random (1) to (6))\nset size to (pick random (100) to (120)) %\ngo to x: (28) y: (pick random (160) to (70))\nshow\nforever\n change x by (-0.5)\n if <(x position) < [-260]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\n@F6DD3234-0567-465D-AAB0-720874EC3F71\n\nwhen flag clicked\nstart sound [Undertale - Megalovania \(Sim Gretina Remix\).mp3 v]\npoint in direction (90)\nset size to (3) %\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nbroadcast (Hide text v)\n\n@Sprite2\n\nwhen flag clicked\nset size to (3) %\nset [ghost v] effect to (100)\n\nwhen I receive [enjoy text v]\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nbroadcast (Fade text v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nstop all sounds\n\n@Sprite1\n\nwhen I receive [hide text v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\npoint in direction (90)\nset size to (3) %\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nbroadcast (Enjoy text v)\n\nwhen flag clicked\nshow\n\nwhen I receive [fade text v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (15) seconds\ngo to x: (-155) y: (-169)\nshow\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\n\n
Click the Green flag. MOBILE FRIENDLY!\nArrow keys to move.\n
- Hidden World - A Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(level) < [12]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@rendering\n\nwhen flag clicked\nset [previous level v] to [0]\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen I receive [switch level v]\nif <(level) > [0]> then\n set [previous level v] to (level)\nend\nchange [level v] by (1)\n\nwhen I receive [switch previous level v]\nif <(level) > [1]> then\n set [previous level v] to (level)\nend\nchange [level v] by (-1)\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n switch costume to (level)\nend\n\n@tiny bloops\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [bloops v] to [0]\nset [stable? v] to [0]\nset [cloneid bloop v] to [0]\nrepeat (7)\n change [cloneid bloop v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I start as a clone\nif <(CloneID bloop) = [1]> then\n forever\n go to x: (-58) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [2]> then\n forever\n go to x: (-13) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [3]> then\n forever\n go to x: (25) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [4]> then\n forever\n go to x: (67) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [5]> then\n forever\n go to x: (118) y: (-63)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [6]> then\n forever\n go to x: (160) y: (-65)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\nif <(CloneID bloop) = [7]> then\n forever\n go to x: (202) y: (-75)\n show?\n if <touching (player v)?> then\n set [stable? v] to [1]\n end\n movement check\n end\nend\n\ndefine movement\nset [y v] to [0]\nset [x v] to [0]\nshow\nif <(pick random (1) to (10)) > [5]> then\n set [bloops v] to [1]\nelse\n set [bloops v] to [2]\nend\nrepeat until <touching (rendering v)?>\n change [y v] by (-1)\n change y by (y)\nend\nif <touching (rendering v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nforever\n if <(bloops) = [1]> then\n change [x v] by (1)\n turn right (5) degrees\n end\n if <(bloops) = [2]> then\n change [x v] by (-1)\n turn right (-5) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (rendering v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (_edge_ v)?> then\n hide\n delete this clone\n end\n if <not <(level) = [10]>> then\n hide\n delete this clone\n end\nend\n\ndefine show?\nif <(stable?) = [0]> then\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nset [y v] to [10]\n\nset [level v] to [10]\n\ndefine movement check\nif <(stable?) = [0]> then\n\nrepeat until <<touching (_edge_ v)?> or <not <(level) = [10]>>>\n\n@hitbox\n\nwhen I receive [next level v]\nset [y v] to [0]\ngo to x: (-230) y: (-110)\n\nwhen I receive [previous level spawn v]\nset [y v] to [0]\ngo to x: (230) y: (-110)\n\nchange [ghost v] effect by (25)\nchange [color v] effect by (25)\n\nwhen I receive [death spawn v]\nset [y v] to [0]\nif <(level) > (previous level)> then\n go to x: (-230) y: (-110)\nend\nif <(previous level) > (level)> then\n go to x: (230) y: (-110)\nend\n\nset [y v] to [0]\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-200) y: (-50)\nshow\nset [ghost v] effect to (100)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (4)\n set [left/right. v] to [2]\n else\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [left/right. v] to [0]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-4)\n set [left/right. v] to [1]\n else\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [left/right. v] to [0]\n end\n end\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<mouse down?> and <(x position) > (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [left/right. v] to [0]\n end\n set [x v] to ((X) * (0.5))\n change x by (X)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((X) * (-1))\n change y by (-4)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (rendering v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (rendering v)?> then\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n if <not <(level) = [12]>> then\n broadcast (prepare next level v) and wait\n end\n end\n if <[-238] > (x position)> then\n if <(level) > [1]> then\n broadcast (previous level v) and wait\n end\n end\n if <[-180] > (y position)> then\n broadcast (death v) and wait\n end\n if <touching (death v)?> then\n broadcast (death v) and wait\n end\nend\n\n@player\n\nwhen flag clicked\nset [left/right. v] to [2]\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n if <(left/right.) = [1]> then\n point in direction (-90)\n switch costume to (costume2 v)\n repeat until <not <(left/right.) = [1]>>\n next costume\n next costume\n next costume\n wait (0) seconds\n end\n end\n if <(left/right.) = [2]> then\n point in direction (90)\n switch costume to (costume2 v)\n repeat until <not <(left/right.) = [2]>>\n next costume\n next costume\n next costume\n wait (0) seconds\n end\n end\n if <(left/right.) = [0]> then\n switch costume to (costume2 v)\n end\nend\n\nrepeat until <<<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>> or <<mouse down?> and <(mouse x) > (x position)>>>\n if <<<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>> and <<mouse down?> and <(x position) > (mouse x)>>> then\n else\n end\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nrepeat until <<not <key (right arrow v) pressed?>> and <not <key (d v) pressed?>>>\n if <<not <key (left arrow v) pressed?>> and <not <key (a v) pressed?>>> then\n next costume\n next costume\n next costume\n wait (0) seconds\n else\n switch costume to (costume2 v)\n end\nend\nswitch costume to (costume2 v)\n\nwhen I receive [death v]\nif <(death) = [0]> then\n set [death v] to [1]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0) seconds\n broadcast (death spawn v)\n wait (.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\nelse\nend\n\nwhen flag clicked\nset [death v] to [0]\n\nwhen I receive [death spawn v]\nset [death v] to [0]\n\n@next level\n\nwhen I receive [prepare next level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (11)\n change x by (75)\nend\nbroadcast (switch level v)\nbroadcast (next level v)\nrepeat (7)\n change x by (-75)\nend\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [previous level v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (11)\n change x by (75)\nend\nbroadcast (switch previous level v)\nbroadcast (previous level spawn v)\nrepeat (7)\n change x by (-75)\nend\nhide\n\n@ball droppy thingy\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [lvl 2 drop v] to [0]\nforever\n if <(level) = [2]> then\n show\n if <touching (hitbox v)?> then\n if <(lvl 2 drop) = [0]> then\n set [lvl 2 drop v] to [1]\n change y by (2)\n wait (0) seconds\n change y by (3)\n broadcast (spider burst v)\n wait (0) seconds\n change y by (-2)\n wait (0) seconds\n change y by (-3)\n wait (0) seconds\n change y by (-4)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n change y by (-6)\n wait (0) seconds\n change y by (-7)\n wait (0) seconds\n change y by (-8)\n wait (0) seconds\n change y by (-9)\n wait (0) seconds\n change y by (-10)\n repeat (5)\n change y by (-10)\n end\n end\n end\n else\n hide\n end\nend\n\nchange y by (5)\nchange y by (5)\nwait (0) seconds\nchange y by (5)\nwait (0) seconds\n\n@insect thingy \n\nwhen flag clicked\ngo to x: (12) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [3]> then\n show\n if <[100] > (distance to [player v])> then\n change y by (1)\n end\n else\n hide\n end\nend\n\nwait (0) seconds\n\n@insect thingy 2\n\nwhen flag clicked\ngo to x: (72) y: (-46)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [4]> then\n show\n if <[50] > (distance to [player v])> then\n hide\n broadcast (explode v) and wait\n forever\n hide\n end\n end\n else\n hide\n end\nend\n\nwait (0) seconds\n\nforever\nend\n\n@smoke exploding effect\n\nwhen flag clicked\nset [explode v] to [0]\nhide\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset size to (10) %\nshow\nclear graphic effects\nset [brightness v] effect to (-50)\ngo to x: (70) y: (-45)\npoint in direction (pick random (0) to (360))\nrepeat (5)\n go to [front v] layer\n turn right (pick random (-15) to (15)) degrees\n move (4) steps\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [explode v]\nif <(explode) = [0]> then\n set [explode v] to [1]\n set size to (10) %\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\n@insect thingy 3\n\nwhen flag clicked\ngo to x: (-49) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n if <(level) = [4]> then\n show\n set y to ((((distance to [player v]) / (5)) * (-1)) + (50))\n else\n hide\n end\nend\n\nwait (0) seconds\n\nchange y by (10)\n\n@ignore\n\nset [movement_mobile v] to [0]\n\ndefine resize_left\nrepeat until <touching (_edge_ v)?>\n change x by (-1)\nend\nchange x by (1)\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nchange x by (-1)\n\ndefine resize_right\nrepeat until <touching (_edge_ v)?>\n change x by (1)\nend\nchange x by (-1)\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nchange x by (1)\n\nwhen flag clicked\n\nset [clone_id v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\nhide\ngo to [front v] layer\nrepeat (2)\n change [clone_id v] by (1)\n create clone of (_myself_ v)\nend\n\nresize_left\n\nresize_right\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(clone_id) = [1]> then\n forever\n if <(mobile_user.) = [1]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (left -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_left\n end\nend\nif <(clone_id) = [2]> then\n forever\n if <(mobile_user.) = [1]> then\n switch costume to (right -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (right -jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (right -jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_right\n end\nend\n\nwhen flag clicked\n\nforever\n if <key (1 v) pressed?> then\n set [mobile_user. v] to [1]\n else\n if <key (2 v) pressed?> then\n set [mobile_user. v] to [2]\n else\n if <key (3 v) pressed?> then\n set [mobile_user. v] to [3]\n end\n end\n end\nend\n\nchange size by (-1)\n\nchange size by (-1)\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nforever\n show\n if <(mobile_user.) = [1]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [2]> then\n switch costume to (left -no_jump v)\n go to x: (0) y: (0)\n else\n if <(mobile_user.) = [3]> then\n switch costume to (left - jump v)\n go to x: (0) y: (0)\n end\n end\n end\n set size to (size) %\n resize_left\nend\n\nhide\n\nwhen flag clicked\nhide\n\nforever\n if <<(x position) > ((mouse x) + ((10) + (((x position) * (1)) / (20))))> and <(y position) > ((mouse y) + ((-23) + (((y position) * (-1)) / (20))))>> then\n if <<(x position) > ((mouse x) + ((10) + (((x position) * (1)) / (20))))> and <((mouse y) + ((50) + (((y position) * (1)) / (20)))) > (y position)>> then\n set [mobile_movments_#_ v] to [1]\n else\n set [mobile_movments_#_ v] to [0]\n end\n else\n set [mobile_movments_#_ v] to [0]\n end\nend\n\n@ignore2\n\nwhen flag clicked\nhide\n\n@platformer engine\n\nwhen flag clicked\nhide\n\nset [spider v] to [0]\n\ndefine spider burst\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n if <(pick random (1) to (10)) > [5]> then\n set [spider v] to [1]\n else\n set [spider v] to [2]\n end\n if <(pick random (1) to (10)) > [9]> then\n set [spider v] to [3]\n end\n if <(spider) = [1]> then\n change [x v] by (2)\n end\n if <(spider) = [2]> then\n change [x v] by (-2)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change y by (1)\n if <touching (rendering v)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <(spider) = [3]> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (rendering v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (rendering v)?> then\n if <(spider) = [3]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n hide\n delete this clone\n end\n if <not <(level) = [2]>> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [spider burst v]\nspider burst\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(level) = [11]> then\n show\n else\n hide\n end\nend\n\n@end scene\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-100)\nset size to (1000) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@song\n\nwhen flag clicked\nforever\n play sound [Lavender Town \(Original Japanese Version from Pokemon Red and Green\) v] until done\nend\n\n@death\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nforever\n switch costume to (level)\nend\n\n
Coraline platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [exploration-coraline-soundtrack v] until done\nend\n\n@coraline\n\nwhen flag clicked\nswitch backdrop to (배경 2 v)\ngo to x: (-77) y: (-165)\nshow\nCoraline\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [-10]\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 [13]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-77) y: (-165)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<touching color (#0021ff)?> or <touching color (#0015ff)?>> then\n change [yv v] by (40)\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff7b00)?> then\n next backdrop\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-77) y: (-165)\n end\nend\n\ndefine Coraline\nset voice to (squeak v)::tts\nset language to (en v)::tts\nspeak [Coraline]::tts\n\nwhen this sprite clicked\nCoraline\n\nwhen [a v] key pressed\nnext backdrop\ngo to x: (-77) y: (-165)\n\nwhen [r v] key pressed\ngo to x: (-77) y: (-165)\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
Pixel ‖ Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\n@Player\n\nwhen I receive [return v]\nswitch costume to (player v)\ngo to x: (-200) y: (-45)\n\nwhen flag clicked\nset [xvel v] to [0]\nswitch costume to (player v)\ngo to x: (-200) y: (-45)\nwait (1.5) seconds\nPhysics\n\ndefine Physics\nshow\nset size to (300) %\nforever\n if <touching color (#ff0000)?> then\n broadcast (return v)\n end\n if <(x position) > [235]> then\n broadcast (return v)\n next backdrop\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <not <touching color (#000000)?>> then\n change y by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [xvel v] by (1)\n set [state v] to [1]\n if <(Xvel) > [5]> then\n set [xvel v] to [5]\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player v)\n change [xvel v] by (-1)\n set [state v] to [1]\n if <(Xvel) < [-5]> then\n set [xvel v] to [-5]\n end\n end\n if <([abs v] of (Xvel) ) > [.1]> then\n change x by ((Xvel) * (1))\n end\n if <(Xvel) > [0]> then\n change [xvel v] by (-0.5)\n else\n if <(Xvel) < [0]> then\n change [xvel v] by (0.5)\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#000000)?> then\n change y by ((0) - (Yvel))\n set [yvel v] to [1]\n end\n if <touching color (#000000)?> then\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (15)\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n Wall detection\n end\n end\n end\n end\n end\n end\nend\n\ndefine out\nif <(Xvel) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-1)\n end\nelse\n if <(Xvel) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (1)\n end\n end\nend\n\ndefine Wall detection\nchange y by (-5)\nchange x by ((Xvel) * (-1.7))\nif <([abs v] of (Xvel) ) > [.2]> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n set [yvel v] to [14]\nelse\n if <(Xvel) < [-.2]> then\n set [yvel v] to [-3]\n set [xvel v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Take a Chance v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
1. Double click the green flag\n2. Use arrow keys to move the player\n3. Wall jump to get over walls\n4. Avoid lava\n5. Pass through the levels\n6. Love ❤\n7. Favorite ⭐\n8. Remix\n9. Follow ➕\n10. Enjoy!\n-------------------------------------------------------------------------\n Story:\nYou are a pixel\nOn a platform.\nYou are the only one\nTrying to get back.\nWill you return\nOr will you not?\n-------------------------------------------------------------------------
Crazy - A Platformer v0.1
@Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [finish v]\nif <(Deaths:) = [0]> then\n switch backdrop to (backdrop21 v)\n wait (20) seconds\n stop [all v]\nelse\n switch backdrop to (backdrop20 v)\n wait (20) seconds\n stop [all v]\nend\n\nwhen [c v] key pressed\nif <(backdrop [number v]) = [1]> then\n ask [Code?] and wait\n if <(answer) = [cvx193]> then\n play sound [Doorbell v] until done\n broadcast (o'riaBack v)\n else\n play sound [incorrect v] until done\n end\nend\n\n@startButton\n\nwhen flag clicked\ngo to x: (-5) y: (15)\nshow\n\nwhen this sprite clicked\nbroadcast (play v)\nshow variable [deaths: v]\nhide\n\nwhen I receive [story v]\nhide\n\n@?\n\nwhen flag clicked\nhide\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n if <(backdrop [number v]) = [20]> then\n broadcast (bossFight v)\n change [deaths: v] by (1)\n go to x: (0) y: (-102)\n else\n change [deaths: v] by (1)\n go to x: (X Spawn) y: (Y Spawn)\n end\nend\nif <touching color (#0021ff)?> then\n set [y v] to [16]\nend\nif <touching (lefthandhitbox v)?> then\n set [y v] to [5]\nend\nif <touching (righthandhitbox v)?> then\n set [y v] to [5]\nend\nif <touching (headhitbox v)?> then\n set [y v] to [10]\nend\n\nwhen I receive [play v]\nset [y spawn v] to [-129]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\n go to [front v] layer\n point in direction (90)\nend\n\nwhen I receive [2 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [3 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [4 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [5 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [6 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [7 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [8 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [9 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [10 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [11 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [12 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [13 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [14 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [15 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [16 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [17 v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [18 v]\ngo to x: (X Spawn) y: (Y Spawn)\nhide\n\nwhen I receive [bossfight v]\ngo to x: (10) y: (Y Spawn)\nhide\n\nwhen I receive [bossfight v]\nset size to (50) %\ngo to x: (0) y: (-144)\nshow\n\nwhen I receive [finish v]\nhide\n\n@gem1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop2 v)\n broadcast (2 v)\n end\nend\n\nwhen I receive [2 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop3 v)\n broadcast (3 v)\n end\nend\n\nwhen I receive [3 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop4 v)\n broadcast (4 v)\n end\nend\n\nwhen I receive [4 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop5 v)\n broadcast (5 v)\n end\nend\n\nwhen I receive [5 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop7 v)\n broadcast (6 v)\n end\nend\n\nwhen I receive [6 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop8 v)\n broadcast (7 v)\n end\nend\n\nwhen I receive [7 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop9 v)\n broadcast (8 v)\n end\nend\n\nwhen I receive [8 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop10 v)\n broadcast (9 v)\n end\nend\n\nwhen I receive [9 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop6 v)\n broadcast (10 v)\n end\nend\n\nwhen I receive [10 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop11 v)\n broadcast (11 v)\n end\nend\n\nwhen I receive [11 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop12 v)\n broadcast (12 v)\n end\nend\n\nwhen I receive [12 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop13 v)\n broadcast (13 v)\n end\nend\n\nwhen I receive [13 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop14 v)\n broadcast (14 v)\n end\nend\n\nwhen I receive [14 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop15 v)\n broadcast (15 v)\n end\nend\n\nwhen I receive [15 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop16 v)\n broadcast (16 v)\n end\nend\n\nwhen I receive [16 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop17 v)\n broadcast (17 v)\n end\nend\n\nwhen I receive [17 v]\ngo to x: (216) y: (-141)\nshow\nforever\n if <touching (? v)?> then\n switch backdrop to (backdrop18 v)\n broadcast (18 v)\n end\nend\n\nwhen I receive [18 v]\nhide\n\n@bossCutscene\n\nwhen I receive [18 v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\npoint in direction (90)\nhide\nwait (2) seconds\nshow\ngo to x: (0) y: (146)\nset size to (10) %\nrepeat until <(size) = [100]>\n turn right (20) degrees\n change size by (1)\n change y by (-1)\nend\nswitch costume to (costume2 v)\nwait (2) seconds\nswitch costume to (costume1 v)\nrepeat (30)\n change size by (10)\n change y by (-4)\n change [ghost v] effect by (3.33)\nend\nbroadcast (bossFight v)\n\nwhen I receive [bossfight v]\nhide\n\n@o'rine\n\nwhen I receive [bossfight v]\nset [hands? v] to [2]\nstop [other scripts in sprite v]\npoint in direction (90)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop19 v)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (228)\nglide (3) secs to x: (0) y: (80)\n\nbroadcast (bossFight v)\n\nwhen flag clicked\nhide\n\nwhen I receive [bossstart v]\ngo to x: (0) y: (80)\nrepeat until <(hands?) = [0]>\n repeat (5)\n wait (0.05) seconds\n change y by (1)\n end\n repeat (5)\n wait (0.05) seconds\n change y by (-1)\n end\nend\ngo to x: (0) y: (80)\nbroadcast (phase2 v)\n\nwhen I receive [phase2 v]\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (36)\n turn right (30) degrees\n switch costume to (pick random (1) to (2))\nend\nswitch costume to (costume2 v)\nbroadcast (finalFight v)\n\nwhen I receive [finalfight v]\nset [headattack v] to [0]\nforever\n go to [front v] layer\n switch costume to (costume2 v)\n repeat until <<(headAttack) = [169]> or <<(headAttack) = [121]> or <(headAttack) = [42]>>>\n switch costume to (pick random (1) to (2))\n set [headattack v] to (pick random (0) to (350))\n end\n if <(headAttack) = [169]> then\n switch costume to (costume3 v)\n wait (1) seconds\n go to x: (0) y: (80)\n point in direction (90)\n repeat (18)\n turn right (10) degrees\n change y by (-11)\n end\n wait (3) seconds\n repeat (18)\n turn right (10) degrees\n change y by (11)\n end\n broadcast (finalFight v)\n end\n if <(headAttack) = [121]> then\n switch costume to (costume2 v)\n go to x: (0) y: (80)\n repeat (10)\n change y by (2)\n end\n wait (1) seconds\n repeat (6)\n change y by (-5)\n end\n broadcast (headBalls v)\n repeat (10)\n change y by (1)\n end\n wait (5) seconds\n broadcast (finalFight v)\n end\n if <(headAttack) = [42]> then\n switch costume to (costume4 v)\n wait (2) seconds\n broadcast (wallClose v)\n wait (4) seconds\n switch costume to (pick random (5) to (6))\n if <(costume [number v]) = [5]> then\n wait (1) seconds\n broadcast (leftFinish v)\n else\n wait (1) seconds\n broadcast (rightFinish v)\n end\n wait (2) seconds\n broadcast (finalFight v)\n end\nend\n\nwhen I receive [o'rionbeaten v]\nstop [other scripts in sprite v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume2 v)\nglide (2) secs to x: (0) y: (0)\nwait (2) seconds\nrepeat (12)\n turn right (15) degrees\n change y by (10)\n change size by (-5)\nend\nrepeat (20)\n turn right (15) degrees\n change y by (-7)\n change size by (-5)\nend\nswitch costume to (costume7 v)\nrepeat (10)\n turn left (15) degrees\n change size by (10)\nend\nrepeat (10)\n turn left (15) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nwait (3) seconds\nbroadcast (finish v)\n\nwhen flag clicked\nset [deaths: v] to [0]\nhide variable [deaths: v]\n\n@leftHand\n\nwhen I receive [bossfight v]\nstop [other scripts in sprite v]\nhide\nwait (4) seconds\npoint in direction (90)\ngo to (o'rine v)\nswitch costume to (costume1 v)\ngo [backward v] (2) layers\nshow\nrepeat (20)\n change x by (7)\nend\nwait (1) seconds\nbroadcast (bossStart v)\n\nwhen flag clicked\nhide\n\nwhen I receive [bossstart v]\nif <(leftHand?) = [1]> then\n set [lefthanddown v] to [0]\n forever\n go to [front v] layer\n switch costume to (costume1 v)\n repeat until <<(leftHandDown) = [25]> or <<(leftHandDown) = [13]> or <(leftHandDown) = [190]>>>\n turn left (15) degrees\n set [lefthanddown v] to (pick random (0) to (350))\n end\n if <(leftHandDown) = [25]> then\n point in direction (90)\n repeat (10)\n change y by (1)\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n repeat until <touching color (#000000)?>\n change y by (-10)\n end\n change y by (5)\n wait (2) seconds\n glide (3) secs to x: (140) y: (80)\n broadcast (bossStart v)\n end\n if <(leftHandDown) = [13]> then\n point in direction (90)\n switch costume to (costume4 v)\n go to x: (140) y: (80)\n glide (0.5) secs to x: (167) y: (104)\n glide (0.2) secs to x: (162) y: (38)\n glide (0.2) secs to x: (159) y: (-22)\n glide (0.2) secs to x: (121) y: (-72)\n glide (0.2) secs to x: (58) y: (-112)\n glide (0.2) secs to x: (-2) y: (-124)\n glide (0.2) secs to x: (-85) y: (-114)\n glide (0.2) secs to x: (-154) y: (-73)\n switch costume to (costume1 v)\n go to [front v] layer\n glide (3) secs to x: (140) y: (80)\n broadcast (bossStart v)\n end\n if <(leftHandDown) = [190]> then\n point in direction (90)\n switch costume to (costume5 v)\n go to x: (140) y: (80)\n glide (1) secs to x: (196) y: (80)\n glide (1) secs to x: (126) y: (80)\n broadcast (fireDrop v)\n glide (1) secs to x: (-4) y: (80)\n broadcast (fireDrop v)\n glide (1) secs to x: (-148) y: (80)\n broadcast (fireDrop v)\n glide (3) secs to x: (140) y: (80)\n broadcast (bossStart v)\n end\n end\nelse\n set [lefthand? v] to [0]\n hide\nend\n\nbroadcast (bossFight v)\nset [lefthand? v] to [1]\n\nset [lefthand? v] to [0]\n\nwhen I receive [lefthandgone v]\nstop [other scripts in sprite v]\npoint in direction (90)\nrepeat (20)\n wait (0.01) seconds\n switch costume to (pick random (6) to (15))\nend\nhide\nchange [hands? v] by (-1)\n\nwhen I receive [bossfight v]\nset [hands? v] to [2]\n\n@fireLeft\n\nwhen I receive [firedrop v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to (lefthand v)\nrepeat until <touching color (#000000)?>\n change y by (-10)\n next costume\nend\nrepeat (30)\n wait (0.1) seconds\n next costume\nend\ndelete this clone\n\nwhen I receive [bossstart v]\ndelete this clone\n\nwhen I receive [bossfight v]\ndelete this clone\n\n@rightHand\n\nwhen I receive [bossfight v]\nstop [other scripts in sprite v]\nhide\nwait (4) seconds\npoint in direction (90)\ngo to (o'rine v)\nswitch costume to (costume1 v)\ngo [backward v] (2) layers\nshow\nrepeat (20)\n change x by (-7)\nend\nwait (1) seconds\nbroadcast (bossStart2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [bossstart2 v]\nif <(leftHand?) = [1]> then\n set [righthanddown v] to [0]\n forever\n go to [front v] layer\n switch costume to (costume1 v)\n repeat until <<(rightHandDown) = [25]> or <<(rightHandDown) = [13]> or <(rightHandDown) = [190]>>>\n turn left (-15) degrees\n set [righthanddown v] to (pick random (0) to (350))\n end\n if <(rightHandDown) = [25]> then\n point in direction (90)\n repeat (10)\n change y by (1)\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n repeat until <touching color (#000000)?>\n change y by (-10)\n end\n change y by (5)\n wait (2) seconds\n glide (3) secs to x: (-140) y: (80)\n broadcast (bossStart2 v)\n end\n if <(rightHandDown) = [13]> then\n point in direction (90)\n switch costume to (costume4 v)\n go to x: (-140) y: (80)\n glide (0.5) secs to x: (-167) y: (104)\n glide (0.2) secs to x: (-162) y: (38)\n glide (0.2) secs to x: (-159) y: (-22)\n glide (0.2) secs to x: (-121) y: (-72)\n glide (0.2) secs to x: (-58) y: (-112)\n glide (0.2) secs to x: (2) y: (-124)\n glide (0.2) secs to x: (85) y: (-114)\n glide (0.2) secs to x: (154) y: (-73)\n switch costume to (costume1 v)\n go to [front v] layer\n glide (3) secs to x: (-140) y: (80)\n broadcast (bossStart2 v)\n end\n if <(rightHandDown) = [190]> then\n point in direction (90)\n switch costume to (costume5 v)\n go to x: (-140) y: (80)\n glide (1) secs to x: (-196) y: (80)\n glide (1) secs to x: (-126) y: (80)\n broadcast (fireDrop2 v)\n glide (1) secs to x: (4) y: (80)\n broadcast (fireDrop2 v)\n glide (1) secs to x: (148) y: (80)\n broadcast (fireDrop2 v)\n glide (3) secs to x: (-140) y: (80)\n broadcast (bossStart2 v)\n end\n end\nelse\n set [righthand? v] to [0]\n hide\nend\n\nbroadcast (bossFight v)\nset [lefthand? v] to [1]\n\nset [lefthand? v] to [0]\n\nwhen I receive [righthandgone v]\nstop [other scripts in sprite v]\npoint in direction (90)\nrepeat (20)\n wait (0.01) seconds\n switch costume to (pick random (6) to (15))\nend\nhide\nchange [hands? v] by (-1)\n\n@fireRight\n\nwhen I receive [firedrop2 v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to (righthand v)\nrepeat until <touching color (#000000)?>\n change y by (-10)\n next costume\nend\nrepeat (30)\n wait (0.1) seconds\n next costume\nend\ndelete this clone\n\nwhen I receive [bossstart2 v]\ndelete this clone\n\nwhen I receive [bossfight v]\ndelete this clone\n\n@leftHandHitBox\n\nwhen flag clicked\nhide\n\nwhen I receive [bossstart v]\nshow\nset [ghost v] effect to (100)\nforever\n go to (lefthand v)\nend\n\nwhen I receive [bossstart v]\nforever\n if <touching (? v)?> then\n wait (0.01) seconds\n hide\n wait (2) seconds\n show\n change [lefthandhealth v] by (-1)\n end\n if <(leftHandHealth) = [0]> then\n broadcast (leftHandGone v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [bossfight v]\nset [lefthandhealth v] to [3]\n\n@rightHandHitBox\n\nwhen flag clicked\nhide\n\nwhen I receive [bossstart v]\nshow\nset [ghost v] effect to (100)\nforever\n go to (righthand v)\nend\n\nwhen I receive [bossstart v]\nforever\n if <touching (? v)?> then\n wait (0.01) seconds\n hide\n wait (2) seconds\n show\n change [righthandhealth v] by (-1)\n end\n if <(rightHandHealth) = [0]> then\n broadcast (rightHandGone v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [bossfight v]\nset [righthandhealth v] to [3]\n\n@headBall\n\nwhen flag clicked\nhide\n\nwhen I receive [headballs v]\nset size to (100) %\nshow\ngo to (o'rine v)\nrepeat (175)\n point towards (? v)\n move (5) steps\nend\nrepeat (10)\n change size by (-10)\nend\nhide\nbroadcast (finalFight v)\n\nwhen I receive [bossfight v]\nhide\n\n@walls\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [wallclose v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nrepeat (3)\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [leftfinish v]\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nwait (2) seconds\nhide\n\nwhen I receive [rightfinish v]\ngo to x: (0) y: (0)\nswitch costume to (costume6 v)\nwait (2) seconds\nhide\n\nwhen I receive [bossfight v]\nhide\n\n@headHitBox\n\nwhen flag clicked\nhide\n\nwhen I receive [finalfight v]\nshow\nset [ghost v] effect to (100)\nforever\n go to (o'rine v)\nend\n\nwhen I receive [bossstart v]\nforever\n if <touching (? v)?> then\n wait (0.01) seconds\n hide\n wait (2) seconds\n show\n change [headhelth v] by (-1)\n end\n if <(headHelth) = [0]> then\n broadcast (o'rionBeaten v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [bossfight v]\nset [headhelth v] to [3]\n\n@storyButton\n\nwhen flag clicked\ngo to x: (-5) y: (-100)\nhide\n\nwhen this sprite clicked\nbroadcast (story v)\nswitch backdrop to (backdrop22 v)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [o'riaback v]\nshow\n\nwhen I receive [story v]\nwait (30) seconds\nstop [all v]\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n
Crazy - A Platformer\n===========================================\nWARNING!!! PRESS THE GREEN FLAG TWICE!!!\n===========================================\nArrow Keys - Move\nOther Basics - In Game\n===========================================\nThe Fire Gem has been shattered and spread across\nthe land. It needs to be put back together!\n===========================================
A Little Witch - A Platformer v3.0
@Stage\n\nwhen [r v] key pressed\nif <([player can move? v] of [player v]) = [true]> then\n broadcast (levelStartSwitch v)\nend\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start game v]\nstop all sounds\nswitch backdrop to (game backdrop v)\nset volume to (100) %\nwait (1) seconds\nforever\n play sound [Game Music v] until done\nend\n\nwhen I receive [stop all v]\nrepeat (160)\n wait (0.2) seconds\n change volume by (-0.625)\nend\n\nwhen [o v] key pressed\nif <<([player can move? v] of [player v]) = [true]> and <not <(Game_Level) = [1]>>> then\n change [game_level v] by (-1)\n broadcast (levelStartSwitch v)\nend\n\nwhen [p v] key pressed\nif <<<([player can move? v] of [player v]) = [true]> and <not <(Game_Level) = [21]>>> and <<not <(Game_Level) = [15]>> or <not <(Game_Level) = [9]>>>> then\n change [game_level v] by (1)\n broadcast (levelStartSwitch v)\nend\n\nwhen I receive [start game v]\nif <(username) = [chipm0nk]> then\nend\n\nadd [Slowing Spell] to [spells v]\nadd [Stoning Spell] to [spells v]\n\n@Player\n\nwhen I receive [levelstartswitch v]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\nif <(Game_Level) = [1]> then\n go to x: (-216) y: (-61)\nend\nif <(Game_Level) = [2]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [3]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [4]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [5]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [6]> then\n go to x: (-216) y: (-65)\nend\nif <(Game_Level) = [7]> then\n go to x: (-216) y: (-78)\nend\nif <(Game_Level) = [8]> then\n go to x: (-216) y: (-20)\nend\nif <(Game_Level) = [9]> then\n go to x: (-216) y: (-40)\nend\nif <(Game_Level) = [10]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [11]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [12]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [13]> then\n go to x: (-216) y: (-102)\nend\nif <(Game_Level) = [14]> then\n go to x: (-216) y: (82)\nend\nif <(Game_Level) = [15]> then\n go to x: (-216) y: (97)\nend\nif <(Game_Level) = [16]> then\n go to x: (-216) y: (-152)\nend\nif <(Game_Level) = [17]> then\n go to x: (-216) y: (-33)\nend\nif <(Game_Level) = [18]> then\n go to x: (-216) y: (-33)\nend\nif <(Game_Level) = [19]> then\n go to x: (-216) y: (-154)\nend\nif <(Game_Level) = [20]> then\n go to x: (-216) y: (138)\nend\nif <(Game_Level) = [21]> then\n go to x: (-216) y: (-141)\nend\nif <(Game_Level) = [22]> then\n point in direction (-90)\n go to x: (30) y: (67)\nend\nif <(Game_Level) = [23]> then\n go to x: (-216) y: (-118)\nend\nif <(Game_Level) = [24]> then\n go to x: (-216) y: (-118)\nend\nif <(Game_Level) = [25]> then\n go to x: (-216) y: (-118)\nend\nif <(Game_Level) = [26]> then\n go to x: (-216) y: (90)\nend\nif <(Game_Level) = [27]> then\n go to x: (-216) y: (62)\nend\nif <(Game_Level) = [28]> then\n go to x: (-216) y: (62)\nend\n\nwhen I receive [player, stop! v]\nset [player can move? v] to [false]\n\nwhen I receive [player, go! v]\nset [player can move? v] to [true]\n\nwhen I receive [start game v]\nshow\nset [player can move? v] to [true]\nset [deaths? v] to [0]\nforever\n if <(Player can move?) = [true]> then\n go to [front v] layer\n if <(In Water?) = [false]> then\n go [backward v] (0) layers\n else\n go [backward v] (20) layers\n end\n set size to (205) %\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n set [ghost v] effect to (0)\n if <(y position) < [-195]> then\n start sound [Player Death v]\n broadcast (levelStartSwitch v)\n change [deaths? v] by (1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > ((x position) + (10))>> and <not <(mouse y) < ((y position) - (10))>>>> then\n point in direction (90)\n if <<(In Water?) = [false]> and <not <touching (broomstick v)?>>> then\n change [xv v] by (2.8)\n else\n if <touching (broomstick v)?> then\n change [xv v] by (0.4)\n else\n change [xv v] by (1.5)\n end\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < ((x position) - (10))>> and <not <(mouse y) < ((y position) - (10))>>>> then\n point in direction (-90)\n if <<(In Water?) = [false]> and <not <touching (broomstick v)?>>> then\n change [xv v] by (-2.8)\n else\n if <touching (broomstick v)?> then\n change [xv v] by (-0.4)\n else\n change [xv v] by (-1.5)\n end\n end\n end\n if <touching (broomstick v)?> then\n set [xv v] to ((XV) * (0.94))\n else\n set [xv v] to ((XV) * (0.5))\n end\n change x by (XV)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms 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 if <touching (broomstick v)?> then\n set [yv v] to ((YV) * (0.8))\n end\n if <touching (lava v)?> then\n broadcast (levelStartSwitch v)\n change [deaths? v] by (1)\n end\n if <<(In Water?) = [false]> and <not <touching (broomstick v)?>>> then\n change [yv v] by (-1)\n else\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>>> then\n change [yv v] by (-0.4)\n end\n end\n if <<<<(In Water?) = [true]> or <touching (broomstick v)?>> and <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < ((x position) - (10))>>>> and <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>>>>> then\n if <touching (broomstick v)?> then\n change [yv v] by (-0.7)\n else\n set [yv v] to [-4]\n end\n end\n change y by (YV)\n change [in air? v] by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n set [in air? v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> then\n if <<(In Water?) = [true]> or <touching (broomstick v)?>> then\n if <touching (broomstick v)?> then\n change [yv v] by (0.6)\n else\n set [yv v] to [4]\n end\n end\n if <(In Air?) < [3]> then\n if <(In Water?) = [false]> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\n set rotation style [left-right v]\n Set Correct Costume\n if <(Casting a Spell?) = [false]> then\n if <key (space v) pressed?> then\n set [casting a spell? v] to [true]\n end\n end\n end\n if <touching (water v)?> then\n set [in water? v] to [true]\n else\n set [in water? v] to [false]\n end\nend\n\nwhen I receive [start game v]\nset [casting a spell? v] to [false]\nforever\n if <<(x position) > [225]> or <touching (portal v)?>> then\n change [game_level v] by (1)\n wait (0.01) seconds\n broadcast (levelStartSwitch v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Player can move?) = [true]> then\n if <(Casting a Spell?) = [true]> then\n set [casting a spell? v] to [Wand = Up]\n broadcast (Spell Cast v)\n wait (0.1) seconds\n set [casting a spell? v] to [Wand = Down]\n wait (0.3) seconds\n set [casting a spell? v] to [false]\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Player can move?) = [true]> then\n set [walk animation v] to [1]\n wait (0.1) seconds\n set [walk animation v] to [2]\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player death v]\nswitch costume to (hitbox v)\nif <touching (enemy v)?> then\n broadcast (levelStartSwitch v)\n Set Correct Costume\n start sound [Player Death v]\n change [deaths? v] by (1)\nelse\n Set Correct Costume\nend\n\ndefine Set Correct Costume\nif <(Player can move?) = [true]> then\n if <not <(Casting a Spell?) = [true]>> then\n if <(In Air?) = [0]> then\n if <([abs v] of (XV) ) < [1]> then\n switch costume to (stand v)\n else\n switch costume to (Walk Animation)\n end\n else\n switch costume to (walk/jump v)\n end\n if <touching (broomstick v)?> then\n switch costume to (broom riding v)\n end\n if <[Wand = Up] = (Casting a Spell?)> then\n if <([abs v] of (XV) ) > [1]> then\n switch costume to ((Walk Animation) + (2))\n else\n switch costume to (casting spell1 v)\n end\n if <touching (broomstick v)?> then\n switch costume to (broom riding casting spell v)\n end\n end\n if <[Wand = Down] = (Casting a Spell?)> then\n if <([abs v] of (XV) ) > [0.7]> then\n switch costume to ((Walk Animation) + (4))\n else\n switch costume to (casting spell2 v)\n end\n if <touching (broomstick v)?> then\n switch costume to (broom riding casting spell2 v)\n end\n end\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [player, cast a spell! v]\nif <(Casting a Spell?) = [false]> then\n set [casting a spell? v] to [true]\nend\n\n@Level\n\nwhen I receive [levelstartswitch v]\nswitch costume to (Game_Level)\n\nwhen I receive [start game v]\nshow\nforever\n show\n go to [front v] layer\n go [backward v] (3) layers\n if <<(Game_Level) = [22]> and <not <(username) = [chipm0nk]>>> then\n hide\n end\n switch costume to (Game_Level)\nend\n\nwhen I receive [start game v]\nset [game_level v] to [1]\nbroadcast (levelStartSwitch v)\n\nif <(username) = [chipm0nk]> then\n set [game_level v] to [28]\n broadcast (levelStartSwitch v)\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\npoint towards (player v)\nset [blob speed v] to [1]\nset [petrified? v] to [false]\nif <(Enemy Type) = [1]> then\n set size to (235) %\nend\nforever\n if <([player can move? v] of [player v]) = [true]> then\n if <(Enemy Type) = [1]> then\n set rotation style [don't rotate v]\n switch costume to (green blob - hitbox v)\n set [ghost v] effect to (0)\n if <(y position) < [-180]> then\n set [yv v] to [0]\n delete this clone\n end\n if <<(distance to [player v]) < [110]> and <(Petrified?) = [false]>> then\n if <([x position v] of [player v]) > ((x position) + (2))> then\n point in direction (90)\n change [xv v] by (Blob Speed)\n end\n if <([x position v] of [player v]) < ((x position) - (2))> then\n point in direction (-90)\n change [xv v] by ((-1) * (Blob Speed))\n end\n end\n set [xv v] to ((XV) * (0.5))\n change x by (XV)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n change [in air? v] by (1)\n if <touching (level v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n set [in air? v] to [0]\n end\n if <<touching (player v)?> and <(Petrified?) = [false]>> then\n broadcast (Player Death v)\n end\n if <(Petrified?) = [false]> then\n if <(In Air?) = [0]> then\n if <([abs v] of (XV) ) < [0.25]> then\n switch costume to (green blob - stand v)\n else\n switch costume to (Blob Walk animation)\n end\n else\n switch costume to (green blob - crawl v)\n end\n else\n switch costume to (stone blob v)\n end\n change y by (1)\n set rotation style [left-right v]\n end\n end\nend\n\nwhen I receive [levelstartswitch v]\nrepeat (1)\n delete this clone\nend\nif <(Game_Level) = [1]> then\n hide\nend\nif <(Game_Level) = [2]> then\n hide\nend\nif <(Game_Level) = [3]> then\n hide\nend\nif <(Game_Level) = [4]> then\n Green Blob at X [-66] Y [-101]\nend\nif <(Game_Level) = [5]> then\n hide\nend\nif <(Game_Level) = [6]> then\n Green Blob at X [-93] Y [-69]\n Green Blob at X [0] Y [-33]\n Green Blob at X [73] Y [-13]\nend\nif <(Game_Level) = [7]> then\n Green Blob at X [-35] Y [117]\nend\nif <(Game_Level) = [8]> then\n hide\nend\nif <(Game_Level) = [9]> then\n hide\nend\nif <(Game_Level) = [10]> then\n Green Blob at X [30] Y [-100]\n Green Blob at X [120] Y [-100]\n Green Blob at X [-60] Y [-100]\nend\nif <(Game_Level) = [11]> then\n Green Blob at X [30] Y [84]\n Green Blob at X [145] Y [84]\nend\nif <(Game_Level) = [12]> then\n Ghost at X [-25] Y [0]\n Ghost at X [170] Y [-20]\nend\nif <(Game_Level) = [13]> then\n Green Blob at X [-46] Y [77]\n Ghost at X [160] Y [15]\nend\nif <(Game_Level) = [14]> then\n Ghost at X [100] Y [-120]\n Ghost at X [-105] Y [-110]\n Green Blob at X [20] Y [-143]\n Green Blob at X [-43] Y [-10]\nend\nif <(Game_Level) = [14]> then\n hide\nend\nif <(Game_Level) = [16]> then\n Flaming Pumpkin at X [77] Y [-33]\n Flaming Pumpkin at X [-79] Y [-33]\n Flaming Pumpkin at X [107] Y [-152]\n Flaming Pumpkin at X [-109] Y [-152]\nend\nif <(Game_Level) = [17]> then\n Flaming Pumpkin at X [-102] Y [-32]\n Flaming Pumpkin at X [2] Y [-32]\n Flaming Pumpkin at X [109] Y [-32]\nend\nif <(Game_Level) = [18]> then\n Ghost at X [200] Y [-125]\n Flaming Pumpkin at X [-60] Y [-130]\n Flaming Pumpkin at X [120] Y [-130]\nend\nif <(Game_Level) = [19]> then\n Flaming Pumpkin at X [190] Y [-100]\n Flaming Pumpkin at X [190] Y [32]\n Flaming Pumpkin at X [-220] Y [-31]\n Green Blob at X [60] Y [-100]\n Green Blob at X [-60] Y [-100]\n Green Blob at X [0] Y [-31]\n Green Blob at X [60] Y [32]\n Green Blob at X [-60] Y [32]\nend\nif <(Game_Level) = [20]> then\n Green Blob at X [71] Y [-9]\n Green Blob at X [25] Y [60]\n Flaming Pumpkin at X [194] Y [-141]\n Ghost at X [155] Y [120]\nend\nif <(Game_Level) = [21]> then\n hide\nend\nif <(Game_Level) = [22]> then\n Green Blob at X [100] Y [-117]\n Green Blob at X [50] Y [-117]\n Green Blob at X [150] Y [-117]\n Flaming Pumpkin at X [-150] Y [-36]\nend\nif <(Game_Level) = [23]> then\n Flaming Pumpkin at X [-23] Y [-60]\nend\nif <(Game_Level) = [24]> then\n Fish at X [100] Y [-100]\n Fish at X [-30] Y [100]\nend\nif <(Game_Level) = [25]> then\n Fish at X [100] Y [-100]\n Fish at X [-30] Y [0]\nend\nif <(Game_Level) = [26]> then\n Ghost at X [85] Y [110]\n Flaming Pumpkin at X [70] Y [88]\n Fish at X [105] Y [-15]\n Fish at X [35] Y [-120]\nend\n\ndefine Green Blob at X (x) Y (y)\nset [enemy type v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [reset speed in 5 seconds v]\nif <<(Blob Speed) > [1]> or <(Ghost Speed) > [2]>> then\n wait (5) seconds\n set [blob speed v] to [1]\n set [ghost speed v] to [2]\nend\n\nwhen I start as a clone\nforever\n if <(Enemy Type) = [2]> then\n set [ghost animation v] to [4]\n wait (0.2) seconds\n set [ghost animation v] to [5]\n wait (0.2) seconds\n set [ghost animation v] to [6]\n wait (0.2) seconds\n set [ghost animation v] to [5]\n wait (0.2) seconds\n end\nend\n\ndefine Ghost at X (x) Y (y)\nset [enemy type v] to [2]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <touching color (#cdff48)?> then\n repeat (6)\n change size by (12.5)\n end\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [blob walk animation v] to [1]\n wait (0.06) seconds\n set [blob walk animation v] to [2]\n wait (0.06) seconds\nend\n\nwhen I start as a clone\nshow\npoint towards (player v)\nset [ghost speed v] to [2]\nif <(Enemy Type) = [2]> then\n set size to (150) %\nend\nforever\n go to [front v] layer\n if <([player can move? v] of [player v]) = [true]> then\n if <(Enemy Type) = [2]> then\n if <(Petrified?) = [false]> then\n set rotation style [don't rotate v]\n switch costume to (ghost - hitbox v)\n set [ghost v] effect to (45)\n if <([x position v] of [player v]) > ((x position) + (2))> then\n point in direction (90)\n change [xv v] by (Ghost Speed)\n end\n if <([x position v] of [player v]) < ((x position) - (2))> then\n point in direction (-90)\n change [xv v] by ((-1) * (Ghost Speed))\n end\n if <([y position v] of [player v]) > ((y position) + (2))> then\n set [yv v] to ((0.4) * (Ghost Speed))\n end\n if <([y position v] of [player v]) < ((y position) - (2))> then\n set [yv v] to ((-1) * (Ghost Speed))\n end\n set [xv v] to ((XV) * (0.5))\n change x by (XV)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n change x by ((XV) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (YV)\n change [in air? v] by (1)\n if <touching (level v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (enemy v)?>> then\n set [in air? v] to [0]\n end\n if <<touching (player v)?> and <(Petrified?) = [false]>> then\n broadcast (Player Death v)\n end\n change y by (1)\n switch costume to (Ghost Animation)\n set rotation style [left-right v]\n end\n if <(Petrified?) = [true]> then\n switch costume to (stone ghost v)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Enemy Type) = [3]> then\n set size to (205) %\nend\nforever\n if <([player can move? v] of [player v]) = [true]> then\n if <(Enemy Type) = [3]> then\n if <(Petrified?) = [false]> then\n if <(Petrified?) = [false]> then\n switch costume to (pumpkin1 v)\n end\n wait (1) seconds\n if <(Petrified?) = [false]> then\n switch costume to (pumpkin2 v)\n end\n wait (0.1) seconds\n if <(Petrified?) = [false]> then\n repeat (5)\n if <(Petrified?) = [false]> then\n Belching Fire at X (x position) Y (y position)\n set [enemy type v] to [3]\n end\n show\n wait (0.2) seconds\n end\n wait (0.3) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Enemy Type) = [4]> then\n set size to (205) %\n switch costume to (pumpkin fire v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change y by (3)\n change size by (2)\n if <touching (player v)?> then\n broadcast (Player Death v)\n end\n end\n repeat (3)\n change y by (3)\n change size by (2)\n end\n delete this clone\nend\n\ndefine Flaming Pumpkin at X (x) Y (y)\nset [enemy type v] to [3]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\ndefine Belching Fire at X (x) Y (y)\nset [enemy type v] to [4]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n if <(Enemy Type) = [3]> then\n if <(Petrified?) = [true]> then\n switch costume to (stone pumpkin v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching color (#d3acde)?> then\n broadcast (turned to Stone v)\n set [petrified? v] to [true]\n set [time petrified? v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching color (#60f4ff)?> then\n set [blob speed v] to [0.3]\n set [ghost speed v] to [0.7]\n set [fish speed? v] to [0.5]\n wait (5) seconds\n set [fish speed? v] to [1.2]\n set [blob speed v] to [1]\n set [ghost speed v] to [2]\n end\n if <touching (lava v)?> then\n delete this clone\n end\nend\n\nwhen I receive [turned to stone v]\nwait ((6) - (Time petrified?)) seconds\nif <(Time petrified?) > [5.9]> then\n set [petrified? v] to [false]\nend\n\nwhen I start as a clone\nforever\n set [time petrified? v] to [0]\n if <(Petrified?) = [true]> then\n repeat until <(Petrified?) = [false]>\n change [time petrified? v] by (0.1)\n end\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nforever\n if <(Enemy Type) = [5]> then\n go to [front v] layer\n go [backward v] (21) layers\n if <(Petrified?) = [false]> then\n go to [front v] layer\n go [backward v] (21) layers\n set size to (205) %\n set rotation style [don't rotate v]\n switch costume to (fish hitbox v)\n set [ghost v] effect to (0)\n set [xv v] to ((XV) * (0.5))\n change x by (XV)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (extra platforms 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 if <(In Water?) = [false]> then\n change [yv v] by ((-1) * (((Fish Speed?) / (3)) * (2)))\n else\n change [yv v] by ((-0.1) * (((Fish Speed?) / (3)) * (2)))\n end\n change y by (YV)\n change [in air? v] by (1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (extra platforms v)?>> then\n set [in air? v] to [0]\n end\n change y by (1)\n set rotation style [left-right v]\n if <touching (player v)?> then\n broadcast (Player Death v)\n end\n if <touching (water v)?> then\n set [in water? v] to [true]\n else\n set [in water? v] to [false]\n end\n if <(distance to [player v]) < [120]> then\n switch costume to (fish2 v)\n else\n switch costume to (fish v)\n end\n end\n if <(Petrified?) = [true]> then\n switch costume to (stone fish v)\n end\n end\nend\n\ndefine Fish at X (x) Y (y)\nset [enemy type v] to [5]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [fish speed? v] to [1.2]\nforever\n if <(Enemy Type) = [5]> then\n if <(Petrified?) = [false]> then\n if <(distance to [player v]) < [120]> then\n if <([y position v] of [player v]) > (y position)> then\n if <([x position v] of [player v]) > (x position)> then\n set [fish movement type? v] to [7]\n else\n set [fish movement type? v] to [5]\n end\n else\n if <([x position v] of [player v]) > (x position)> then\n set [fish movement type? v] to [8]\n else\n set [fish movement type? v] to [6]\n end\n end\n else\n set [fish movement type? v] to (pick random (1) to (8))\n end\n if <(Fish Movement Type?) = [1]> then\n point in direction (90)\n repeat (8)\n change [xv v] by (Fish Speed?)\n end\n end\n if <(Fish Movement Type?) = [2]> then\n point in direction (-90)\n repeat (8)\n change [xv v] by ((-1) * (Fish Speed?))\n end\n end\n if <(Fish Movement Type?) = [3]> then\n point in direction (-90)\n repeat (8)\n set [yv v] to (((Fish Speed?) / (3)) * (2))\n end\n end\n if <(Fish Movement Type?) = [4]> then\n if <(Fish Movement Type?) = [5]> then\n point in direction (-90)\n repeat (8)\n change [xv v] by ((-1) * (Fish Speed?))\n set [yv v] to (((Fish Speed?) / (3)) * (2))\n end\n end\n if <(Fish Movement Type?) = [6]> then\n point in direction (-90)\n repeat (8)\n change [xv v] by ((-1) * (Fish Speed?))\n end\n end\n if <(Fish Movement Type?) = [7]> then\n point in direction (90)\n repeat (8)\n change [xv v] by (Fish Speed?)\n set [yv v] to (((Fish Speed?) / (3)) * (2))\n end\n end\n if <(Fish Movement Type?) = [8]> then\n point in direction (90)\n repeat (8)\n change [xv v] by (Fish Speed?)\n end\n end\n end\n end\nend\n\n@Water\n\nwhen I receive [start game v]\nshow\nforever\n go to (level v)\n set [ghost v] effect to (55)\n if <([player can move? v] of [player v]) = [true]> then\n repeat (40)\n if <([player can move? v] of [player v]) = [true]> then\n change y by (0.1)\n end\n end\n repeat (40)\n if <([player can move? v] of [player v]) = [true]> then\n change y by (-0.1)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [start game v]\nforever\n show\n switch costume to ([costume # v] of [level v])\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [start game v]\nforever\n go to (level v)\n if <([player can move? v] of [player v]) = [true]> then\n repeat (40)\n if <([player can move? v] of [player v]) = [true]> then\n change y by (0.2)\n end\n end\n repeat (40)\n if <([player can move? v] of [player v]) = [true]> then\n change y by (-0.2)\n end\n end\n end\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@Extra Platforms\n\nwhen I receive [levelstartswitch v]\nwait (0.1) seconds\nshow\nclear graphic effects\nif <(Game_Level) = [9]> then\n wait (0.1) seconds\n wait until <[spells v] contains [Slowing Spell]?>\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\nif <(Game_Level) = [15]> then\n wait (0.1) seconds\n wait until <[spells v] contains [Stoning Spell]?>\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [start game v]\nforever\n go to (level v)\n switch costume to ([costume name v] of [level v])\n go to [back v] layer\n if <(Game_Level) = [15]> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@Magic\n\nwhen flag clicked\nhide\n\nwhen I receive [spell cast v]\nif <not <(Spell Type?) = [0]>> then\n if <(distance to [player v]) < [16]> then\n if <<[spells v] contains [Slowing Spell]?> and <(Spell Type?) = [1]>> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <<[spells v] contains [Stoning Spell]?> and <(Spell Type?) = [2]>> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nstart sound [Magic Spell v]\nshow\nif <(Spell Type?) = [1]> then\n switch costume to (slowing spell v)\nend\nif <(Spell Type?) = [2]> then\n switch costume to (petrifying spell v)\nend\nset size to (90) %\nrepeat (2)\n move (4) steps\nend\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change y by (-5)\n if <touching (enemy v)?> then\n set size to (10) %\n next costume\n move (20) steps\n change y by (20)\n change size by (10)\n wait (0.03) seconds\n repeat (4)\n change size by (10)\n change [ghost v] effect by (25)\n end\n wait (0.1) seconds\n delete this clone\n end\n change y by (5)\n move (7) steps\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\nset size to (10) %\nnext costume\nmove (20) steps\nchange y by (20)\nchange size by (10)\nwait (0.03) seconds\nrepeat (4)\n change size by (10)\n change [ghost v] effect by (25)\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [levelstartswitch v]\nrepeat (1)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nforever\n set rotation style [left-right v]\n go to (player v)\n point in direction ([direction v] of [player v])\n set [spell type? v] to ([spell selected? v] of [spells v])\n hide\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@Spells\n\nwhen I receive [levelstartswitch v]\nwait (0.1) seconds\nif <<(Game_Level) = [9]> and <(Display?) = [false]>> then\n delete (item # of [Slowing Spell] in [spells v]) of [spells v]\n show\n go to x: (0) y: (-88)\n switch costume to (slowing spell v)\n wait (0.1) seconds\n wait until <touching (player v)?>\n set [spell selected? v] to [1]\n broadcast (Player, Stop! v)\n set size to (205) %\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <<(Game_Level) = [15]> and <(Display?) = [false]>> then\n delete (item # of [Stoning Spell] in [spells v]) of [spells v]\n show\n go to x: (0) y: (-45)\n switch costume to (petrifying spell v)\n wait (0.1) seconds\n wait until <touching (player v)?>\n set [spell selected? v] to [2]\n broadcast (Player, Stop! v)\n set size to (205) %\n point in direction (90)\n create clone of (_myself_ v)\nend\n\nwhen I receive [levelstartswitch v]\nwait (0.1) seconds\nif <(Display?) = [false]> then\n if <<(Game_Level) = [9]> or <(Game_Level) = [15]>> then\n repeat until <touching (player v)?>\n point in direction ((([sin v] of ((Bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (Bounce) ) * (-10)) + (205)) %\n change [bounce v] by (12)\n end\n set size to (205) %\n point in direction (90)\n play sound [Wand v] until done\n end\nend\n\nwhen I start as a clone\nset [display? v] to [true]\ngo to x: (0) y: (-39)\nset size to (205) %\npoint in direction (90)\nif <(Game_Level) = [9]> then\n set [spell selected? v] to [1]\n switch costume to (slowing spell 2 v)\n show\n if <not <[spells v] contains [Slowing Spell]?>> then\n add [Slowing Spell] to [spells v]\n end\nend\nif <(Game_Level) = [15]> then\n set [spell selected? v] to [2]\n switch costume to (petrifying spell 2 v)\n show\n if <not <[spells v] contains [Stoning Spell]?>> then\n add [Stoning Spell] to [spells v]\n end\nend\nset size to (0) %\nrepeat (20)\n change size by (10)\nend\nforever\n go to [front v] layer\nend\n\nwhen [x v] key pressed\nif <(Display?) = [true]> then\n hide\n broadcast (Player, Go! v)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <<(x position) = [-220]> and <(y position) = [145]>> then\n broadcast (Player, Stop! v)\n go to x: (0) y: (-39)\n set size to (205) %\n point in direction (90)\n if <(costume [number v]) = [1]> then\n switch costume to (slowing spell 2 v)\n set [spell selected? v] to [1]\n end\n if <(costume [number v]) = [2]> then\n switch costume to (petrifying spell 2 v)\n set [spell selected? v] to [2]\n end\n show\n set size to (0) %\n repeat (20)\n change size by (10)\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen [z v] key pressed\nchange [spell selected? v] by (1)\nif <(Spell Selected?) > (length of [spells v])> then\n set [spell selected? v] to [1]\nend\nwait (0.2) seconds\n\nwhen I receive [levelstartswitch v]\nif <(Game_Level) = [15]> then\n set [spell selected? v] to [1]\nend\n\nwhen I receive [player, go! v]\nhide\n\nwhen I receive [start game v]\nhide\ndelete all of [spells v]\nforever\n set [display? v] to [false]\nend\n\nwhen I receive [levelstartswitch v]\nset [display? v] to [false]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen this sprite clicked\nif <(Display?) = [true]> then\n hide\n broadcast (Player, Go! v)\nend\ndelete this clone\n\nwhen this sprite clicked\nchange [spell selected? v] by (1)\nif <(Spell Selected?) > (length of [spells v])> then\n set [spell selected? v] to [1]\nend\nwait (0.2) seconds\n\n@Spell Display\n\nwhen I receive [levelstartswitch v]\nif <(Game_Level) = [15]> then\n switch costume to (slowing spell v)\nend\n\nwhen I receive [start game v]\nforever\n show\n set size to (400) %\n switch costume to ([spell selected? v] of [spells v])\n clear graphic effects\n set [ghost v] effect to (50)\n if <(length of [spells v]) = [0]> then\n hide\n end\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (-215) y: (139)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Intro v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [intro v]\nshow\nset [intro clone type v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (blocks v)\ngo to x: (0) y: (0)\nwait (1.1) seconds\nstart sound [Blocks crashing v]\nrepeat (4)\n next costume\n wait (0.06) seconds\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(Intro Clone Type) = [1]> then\n hide\n switch costume to (chipmunk jumping v)\n go to x: (267) y: (210)\n wait (0.8) seconds\n show\n glide (0.4) secs to x: (-10) y: (-20)\n switch costume to (chipmunk landing v)\n start sound [Landing v]\n move (-10) steps\n wait (0.02) seconds\n move (-5) steps\n wait (0.02) seconds\n move (-2.5) steps\n wait (0.2) seconds\n set [intro clone type v] to [2]\n create clone of (_myself_ v)\n switch costume to (chipmunk landing 2 v)\n wait (0.1) seconds\n switch costume to (chipmunk landing 3 v)\nend\n\nwhen I start as a clone\nif <(Intro Clone Type) = [2]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (@chipm0nk v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.8) seconds\n broadcast (Intro Finished! v)\nend\n\nwhen I receive [intro finished! v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (flash v)\nwait (0.14) seconds\nhide\nbroadcast (Story v)\nstart sound [Finish v]\ndelete this clone\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I receive [story v]\nhide\n\nif <(username) = [chipm0nk]> then\nelse\n broadcast (Start Game v)\nend\n\nif <(username) = [chipm0nk]> then\n broadcast (Start Game v)\nelse\nend\n\n@Extra Graphics\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n set size to (250) %\n go to x: (0) y: (-112)\n point in direction ((([sin v] of ((bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce) ) * (-5)) + (205)) %\n change [bounce v] by (8)\n if <(Game_Level) = [21]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen I receive [levelstartswitch v]\nif <<(Game_Level) = [22]> and <not <(username) = [chipm0nk]>>> then\n broadcast (Stop All v)\n show\n wait (1) seconds\n repeat (80)\n change [ghost v] effect by (-2.5)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v2 v)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch costume to (thumbnail v2 v)\ngo to [front v] layer\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nshow\ngo to x: (-180) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (180) y: (-170)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (part 1 v)\nset [brightness v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nforever\n if <<mouse down?> or <key (right arrow v) pressed?>> then\n if <(costume [number v]) < [9]> then\n start sound [pop v]\n next costume\n wait (0.1) seconds\n else\n broadcast (Start Game v)\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n if <key (left arrow v) pressed?> then\n start sound [pop v]\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nset size to (1200) %\nshow\nforever\n set [ghost v] effect to (20)\n go to [front v] layer\n switch costume to (flame 1 v)\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [story v]\nset volume to (100) %\nforever\n play sound [Wind sound v] until done\nend\n\nwhen I receive [start game v]\nrepeat (40)\n change volume by (-2.5)\nend\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n hide\n if <(length of [spells v]) > [0]> then\n go to [front v] layer\n show\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n end\n end\nend\n\nwhen this sprite clicked\nif <([casting a spell? v] of [player v]) = [false]> then\n broadcast (Player, cast a spell! v)\nend\n\n@Broomstick\n\nwhen I receive [levelstartswitch v]\nset rotation style [left-right v]\nhide\nif <(Game_Level) = [27]> then\n show\n go to x: (-170) y: (65)\n Broomstick on Game Level [27]\nend\nif <(Game_Level) = [28]> then\n show\n go to x: (-143) y: (45)\n Broomstick on Game Level [28]\nend\n\nwhen flag clicked\nhide\n\ndefine Broomstick on Game Level (#)\nrepeat until <touching (player v)?>\n point in direction ((([sin v] of ((bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce) ) * (-5)) + (205)) %\n change [bounce v] by (1)\nend\nrepeat until <not <(Game_Level) = (#)>>\n point in direction ([direction v] of [player v])\n set size to (205) %\n go to (player v)\nend\n\n
Cloud Platformer base v2.1.7b
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nif <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>> then\n set [brightness v] to [-50]\nelse\n set [brightness v] to [0]\nend\nforever\n if <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>> then\n repeat until <(Brightness) = [-50]>\n change [brightness v] by (((-50) - (Brightness)) / (2.5))\n set [brightness v] effect to ((Brightness) * (2))\n end\n set [brightness v] to [-50]\n set [brightness v] effect to ((Brightness) * (2))\n wait until <not <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>>>\n stop all sounds\n else\n repeat until <(Brightness) = [0]>\n change [brightness v] by (((0) - (Brightness)) / (2.5))\n set [brightness v] effect to ((Brightness) * (2))\n end\n set [brightness v] to [0]\n set [brightness v] effect to ((Brightness) * (2))\n wait until <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>>\n set [brightness v] effect to ((Brightness) * (2))\n stop all sounds\n end\n set [brightness v] effect to ((Brightness) * (2))\nend\n\nwhen flag clicked\nif <(On?) = [True]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\nforever\n play sound [Loading v] until done\nend\n\nwhen [v v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\n set [on? v] to [False]\nelse\n set volume to (100) %\n set [on? v] to [True]\nend\n\nwhen I receive [change v]\nif <(volume) = [100]> then\n set volume to (0) %\n set [on? v] to [False]\nelse\n set volume to (100) %\n set [on? v] to [True]\nend\n\nwhen I receive [change location v]\nbroadcast (Hide v) and wait\nbroadcast (Show v) and wait\n\nwhen I receive [play v]\nif <(On?) = [True]> then\n repeat (10)\n change volume by (((0) - (volume)) / (2))\n end\nelse\n set volume to (0) %\nend\nstop [other scripts in sprite v]\nbroadcast (Loop v)\nif <(On?) = [True]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\nforever\n if <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>> then\n play sound [Beach \(Underwater\) v] until done\n else\n play sound [Beach \(Overworld\) v] until done\n end\nend\n\nwhen I receive [loop v]\nforever\n if <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>> then\n repeat until <(Brightness) = [-50]>\n change [brightness v] by (((-50) - (Brightness)) / (2.5))\n set [brightness v] effect to ((Brightness) * (2))\n end\n set [brightness v] to [-50]\n set [brightness v] effect to ((Brightness) * (2))\n wait until <not <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>>>\n stop all sounds\n else\n repeat until <(Brightness) = [0]>\n change [brightness v] by (((0) - (Brightness)) / (2.5))\n set [brightness v] effect to ((Brightness) * (2))\n end\n set [brightness v] to [0]\n set [brightness v] effect to ((Brightness) * (2))\n wait until <<(current [hour v]) > [17]> or <(current [hour v]) < [6]>>\n set [brightness v] effect to ((Brightness) * (2))\n stop all sounds\n end\n set [brightness v] effect to ((Brightness) * (2))\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (resizer v)\nset size to (100) %\nswitch costume to (thumbnail v)\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n change y by (((1) - (y position)) / (-1.5))\nend\nhide\n\ngo to x: (0) y: (0)\nswitch costume to (resizer v)\nset size to (100) %\nswitch costume to (thumbnail v)\nclear graphic effects\ngo to [front v] layer\nshow\nhide variable [players v]\n\n@Multiplayer\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\n--- [Player 1]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(ID) = [0]> then\n set [id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\n--- [Player 2]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(ID) = [0]> then\n set [id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\n--- [Player 3]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(ID) = [0]> then\n set [id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\n--- [Player 4]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(ID) = [0]> then\n set [id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\n--- [Player 5]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(ID) = [0]> then\n set [id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\n--- [Player 6]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(ID) = [0]> then\n set [id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\n--- [Player 7]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(ID) = [0]> then\n set [id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\n--- [Player 8]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(ID) = [0]> then\n set [id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\n--- [Player 9]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(ID) = [0]> then\n set [id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\n--- [Player 10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(ID) = [0]> then\n set [id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine --- (label)\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Location)\nelse\n if <(ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Location)\n else\n if <(ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Location)\n else\n if <(ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Location)\n else\n if <(ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Location)\n else\n if <(ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Location)\n else\n if <(ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Location)\n else\n if <(ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Location)\n else\n if <(ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Location)\n else\n if <(ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Location)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(ID) = [1]>> then\n load player [1]\nend\nif <not <(ID) = [2]>> then\n load player [2]\nend\nif <not <(ID) = [3]>> then\n load player [3]\nend\nif <not <(ID) = [4]>> then\n load player [4]\nend\nif <not <(ID) = [5]>> then\n load player [5]\nend\nif <not <(ID) = [6]>> then\n load player [6]\nend\nif <not <(ID) = [7]>> then\n load player [7]\nend\nif <not <(ID) = [8]>> then\n load player [8]\nend\nif <not <(ID) = [9]>> then\n load player [9]\nend\nif <not <(ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n wait (0.1) seconds\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connect & start v]\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [3000]\nset [id v] to [0]\nconnect\nsay []\nbroadcast (Load done v)\nif <(ID) = [0]> then\n broadcast (Game full! v) and wait\nelse\n if <(length of [players v]) = [1]> then\n broadcast (Playing alone v)\n else\n broadcast (Found active game v)\n end\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID) = [10]>> then\n check player [10]\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset size to (100) %\nbroadcast (Intro v)\nclear graphic effects\nset [intro set 2 v] to [0]\nset [set v] to [2]\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nwait (0.25) seconds\nset [set v] to [0]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nbroadcast (Show logo v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(set) = [3]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n show\nelse\n if <(set) = [2]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n show\n else\n if <(set) = [1]> then\n clear graphic effects\n show\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (presents v)\n else\n if <(set) = [0]> then\n switch costume to (logo v)\n go to [front v] layer\n show\n go to x: (0) y: (40)\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [load done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(set) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (presents v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n start sound [Logo v]\n repeat (5)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [brightness v] effect by (-2)\n end\n wait ((1.51) - ((1) / (3))) seconds\n broadcast (Start v)\nend\nif <(set) = [0]> then\n go to x: (0) y: (1000)\n set [ghost v] effect to (100)\n set [y v] to [0]\n repeat until <<(y position) < [2]> and <(round (Y)) = [0]>>\n change [ghost v] effect by (-10)\n change [y v] by (-1.2)\n if <(y position) < [0]> then\n set volume to (100) %\n start sound [Boing v]\n set [y v] to ((Y) * (-0.3))\n change y by (Y)\n end\n change y by (Y)\n end\n set [intro set 2 v] to [1]\nend\n\nwhen I start as a clone\nif <(set) = [2]> then\n wait until <(Intro set 2) = [1]>\n set [set v] to [1]\n create clone of (_myself_ v)\n set [set v] to [2]\nend\n\n@Player\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Brightness)\nend\n\ndefine Platformer script (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <<(R) = [1]> or <(SwipeState) = [right]>>> then\n change [xvel v] by (running speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<(L) = [1]> or <(SwipeState) = [left]>>> then\n change [xvel v] by ((running speed) * (-1))\n point in direction (-90)\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (level floor v)?> or <touching (level scene 1 v)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<touching (level floor v)?> or <touching (level scene 1 v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level floor v)?> or <touching (level scene 1 v)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xvel) ) )\n if <<touching (level floor v)?> or <touching (level scene 1 v)?>> then\n change x by ((([abs v] of (Xvel) ) / (Xvel)) * (-1))\n end\n end\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <<touching (level floor v)?> or <touching (level scene 1 v)?>> then\n repeat ([ceiling v] of ([abs v] of (Yvel) ) )\n if <<touching (level floor v)?> or <touching (level scene 1 v)?>> then\n change y by ((([abs v] of (Yvel) ) / (Yvel)) * (-1))\n end\n end\n if <<(([abs v] of (Yvel) ) / (Yvel)) = [-1]> and <<key (up arrow v) pressed?> or <<(J) = [1]> or <(SwipeState) = [up]>>>> then\n set [yvel v] to (jump height)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (-1)\nend\nswitch costume to (ID)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nif <not <(ID) = [0]>> then\n set [location v] to [1]\n forever\n if <(x position) > [230]> then\n go to x: (0) y: (-129)\n if <(Location) = (Max locations)> then\n set [location v] to [1]\n else\n change [location v] by (1)\n end\n broadcast (Change location v)\n end\n if <(x position) < [-230]> then\n go to x: (0) y: (-129)\n if <(Location) = [1]> then\n set [location v] to (Max locations)\n else\n change [location v] by (-1)\n end\n broadcast (Change location v)\n end\n wait (1) seconds\n end\nelse\n forever\n if <key (right arrow v) pressed?> then\n if <(Location) = (Max locations)> then\n set [location v] to [1]\n else\n change [location v] by (1)\n end\n broadcast (Change location v) and wait\n end\n if <key (left arrow v) pressed?> then\n if <(Location) = [1]> then\n set [location v] to (Max locations)\n else\n change [location v] by (-1)\n end\n broadcast (Change location v) and wait\n end\n end\nend\n\nwhen I receive [play v]\nif <not <(ID) = [0]>> then\n set language to (en v)::tts\n set voice to (tenor v)::tts\n speak (join (join (username) [, welcome to Cloud Platformer base! Your player ID is: ]) (ID))::tts\nend\n\nwhen I receive [play v]\nif <not <(ID) = [0]>> then\n set size to (40) %\n show\n set [player_shown? v] to [1]\n point in direction (90)\n go to x: (0) y: (-129)\n forever\n switch costume to (ID)\n Platformer script [12] [-1] [0.7] [2]\n set [player_x v] to (x position)\n set [player_y v] to (y position)\n end\nend\n\n@Players\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (40) %\ngo to x: (0) y: (-130)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nif <not <(pID) = (ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (item (1) of [data v]) y: (item (2) of [data v])\n forever\n set [brightness v] effect to (Brightness)\n switch costume to (pID)\n get data of player (pID)\n change [current_x v] by (((item (1) of [data v]) - (x position)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (y position)) / (3))\n go to x: (current_x) y: (current_y)\n if <<(item (5) of [data v]) = [1]> and <<(item (6) of [data v]) = [1]> and <(item (7) of [data v]) = (Location)>>> then\n show\n think (item (4) of [data v])\n if <(((480) + (item (1) of [data v])) - ((480) + (x position))) > [0]> then\n point in direction (90)\n else\n if <(((480) + (item (1) of [data v])) - ((480) + (x position))) < [0]> then\n point in direction (-90)\n end\n end\n else\n point in direction (90)\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [players v]\nforever\n delete all of [all players v]\n if <not <(item (4) of [player1 v]) = []>> then\n add (item (4) of [player1 v]) to [all players v]\n end\n if <not <(item (4) of [player2 v]) = []>> then\n add (item (4) of [player2 v]) to [all players v]\n end\n if <not <(item (4) of [player3 v]) = []>> then\n add (item (4) of [player3 v]) to [all players v]\n end\n if <not <(item (4) of [player4 v]) = []>> then\n add (item (4) of [player4 v]) to [all players v]\n end\n if <not <(item (4) of [player5 v]) = []>> then\n add (item (4) of [player5 v]) to [all players v]\n end\n if <not <(item (4) of [player6 v]) = []>> then\n add (item (4) of [player6 v]) to [all players v]\n end\n if <not <(item (4) of [player7 v]) = []>> then\n add (item (4) of [player7 v]) to [all players v]\n end\n if <not <(item (4) of [player8 v]) = []>> then\n add (item (4) of [player8 v]) to [all players v]\n end\n if <not <(item (4) of [player9 v]) = []>> then\n add (item (4) of [player9 v]) to [all players v]\n end\n if <not <(item (4) of [player10 v]) = []>> then\n add (item (4) of [player10 v]) to [all players v]\n end\n set [players v] to (length of [all players v])\nend\n\nwhen I receive [play v]\nshow variable [players v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Progress Bar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Progress Bar: ID) = [Light]> then\n switch costume to (progress bar v)\n set x to ((-480) + (((480) / (100)) * (connect-percent)))\n forever\n set size to (400) %\n change x by ((((-480) + (((480) / (100)) * (connect-percent))) - (x position)) / (1.5))\n set y to (-178)\n set size to (100) %\n end\nelse\n if <(Progress Bar: ID) = [Dark]> then\n switch costume to (progress bar dark v)\n go to x: (0) y: (-178)\n else\n delete this clone\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nset [connect-percent v] to [0]\nset [progress bar: id v] to [Dark]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Light]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Main]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game full! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [load done v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Level floor\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Brightness)\nend\n\n@Level scene 1\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Brightness)\nend\n\nwhen I receive [show v]\nswitch costume to (Location)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [hide v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nshow\nCheck\n\ndefine Check\nset [max locations v] to [1]\nswitch costume to (level 1 v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [max locations v] by (1)\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n end\n end\n end\n end\nend\n\n@Next LVL\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [5 v]\nswitch costume to (costume5 v)\n\nwhen I receive [show v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [hide v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (Brightness)\nend\n\n@Clouds\n\nwhen I start as a clone\nif <not <(Brightness) = [-50]>> then\n clear graphic effects\n show\n go to x: (-2000) y: (pick random (120) to (170))\n set [speed v] to (pick random (0.25) to (1))\n switch costume to (pick random (1) to (4))\n forever\n change x by (Speed)\n set [brightness v] effect to ((Brightness) * (1.75))\n if <(x position) > [300]> then\n hide\n delete this clone\n end\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Brightness) = [0]> then\n create clone of (_myself_ v)\n wait (pick random (15) to (30)) seconds\n end\nend\n\n@Joystick Engine\n\ndefine Get Direction From x: (x2) y: (y2) To x: (x) y: (y)\nset [dir v] to (((90) - ([atan v] of (((y) - (y2)) / ((x) - (x2))) )) + (<((x) - (x2)) < [0]> * (180)))\n\ndefine Joystick at x: (x) y: (y) Size: (size)\nbroadcast (Delete Joystick Clones v) and wait\nswitch costume to (joy v)\nset size to (size) %\nshow\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [delete joystick clones v]\nrepeat (5)\n delete this clone\nend\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\nset size to (([size v] of [joystick engine v]) / (2)) %\nforever\n go to x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v])\n set [touching? v] to [0]\n wait until <mouse down?>\n if <(In there?) = [True]> then\n set [touching? v] to [1]\n repeat until <not <mouse down?>>\n go to x: (mouse x) y: (mouse y)\n Get Direction From x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v]) To x: (x position) y: (y position)\n change x by (([sin v] of (Dir) ) * (2))\n change y by (([cos v] of (Dir) ) * (2))\n if <not <touching (joystick engine v)?>> then\n go to x: (([x position v] of [joystick engine v]) + (([sin v] of (Dir) ) * ((size) * (0.3)))) y: (([y position v] of [joystick engine v]) + (([cos v] of (Dir) ) * ((size) * (0.3))))\n end\n change x by ((([sin v] of (Dir) ) * (2)) * (-1))\n change y by ((([cos v] of (Dir) ) * (2)) * (-1))\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to ((GhostEffect) - (5))\n go to [front v] layer\nend\n\nwhen I receive [play v]\nif <not <(ID) = [0]>> then\n set [ghosteffect v] to [90]\n set [in there? v] to [False]\n Joystick at x: [-180] y: [-130] Size: [300]\n forever\n switch costume to (joy v)\n if <<(distance to [mouse-pointer v]) < ((size) / (5))> or <(Touching?) = [1]>> then\n change [ghosteffect v] by (((20) - (GhostEffect)) / (2))\n set [in there? v] to [True]\n else\n change [ghosteffect v] by (((90) - (GhostEffect)) / (2))\n set [in there? v] to [False]\n end\n set [ghost v] effect to (GhostEffect)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Touching?) = [1]> then\n set [in? v] to [True]\n if <(([sin v] of (Dir) ) * ((distance to [joystick engine v]) / ((size) / (20)))) > [0]> then\n set [r v] to [1]\n else\n set [r v] to [0]\n end\n if <(([sin v] of (Dir) ) * ((distance to [joystick engine v]) / ((size) / (20)))) < [0]> then\n set [l v] to [1]\n else\n set [l v] to [0]\n end\n if <(([cos v] of (Dir) ) * ((distance to [joystick engine v]) / ((size) / (20)))) > [3]> then\n set [j v] to [1]\n else\n set [j v] to [0]\n end\n else\n set [r v] to [0]\n set [l v] to [0]\n set [j v] to [0]\n set [in? v] to [False]\n end\nend\n\nwhen flag clicked\nhide\n\n@Mute button\n\nwhen flag clicked\ngo to x: (203) y: (-160)\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Change v) and wait\n if <(On?) = [True]> then\n switch costume to (mute off v)\n else\n switch costume to (mute on v)\n end\nend\n\nwhen I receive [play v]\nset [ghost v] to [200]\nset [ghost v] effect to (Ghost)\nshow\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (v v) pressed?>> then\n change [ghost v] by (((0) - (Ghost)) / (2))\n else\n change [ghost v] by (((50) - (Ghost)) / (2))\n end\n set [ghost v] effect to (Ghost)\n if <(On?) = [True]> then\n switch costume to (mute off v)\n else\n switch costume to (mute on v)\n end\nend\n\n@SWIPE ENGINE by noyco\n\nwhen flag clicked\nset [touching? v] to [False]\nforever\n go to (mouse-pointer v)\n if <<mouse down?> and <not <<touching (joystick engine v)?> or <(In?) = [True]>>>> then\n set [oldx v] to (mouse x)\n set [oldy v] to (mouse y)\n wait (0.01) seconds\n if <((OldY) + (20)) < (mouse y)> then\n set [swipestate v] to [up]\n end\n if <((OldY) - (20)) > (mouse y)> then\n set [swipestate v] to [down]\n end\n if <((OldX) + (20)) < (mouse x)> then\n set [swipestate v] to [right]\n end\n if <((OldX) - (20)) > (mouse x)> then\n set [swipestate v] to [left]\n end\n else\n set [swipestate v] to [none]\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [swipe speed v] to (([abs v] of ((OldY\(2\)) - (mouse y)) ) + ([abs v] of ((OldX\(2\)) - (mouse x)) ))\n else\n set [swipe speed v] to [0]\n end\n set [oldx\(2\) v] to (mouse x)\n set [oldy\(2\) v] to (mouse y)\nend\n\n@Join/Left messages\n\nwhen I receive [join v]\nstop [other scripts in sprite v]\nbroadcast (Join message v)\nswitch costume to (joined v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [left v]\nstop [other scripts in sprite v]\nbroadcast (Left message v)\nswitch costume to (left v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [join message v]\nplay sound [Join v] until done\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [A player has joined the game.]::tts\n\nwhen I receive [left message v]\nplay sound [Left v] until done\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [A player has left the game.]::tts\n\nwhen I receive [playing alone v]\nstop [other scripts in sprite v]\nswitch costume to (alone v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [found active game v]\nstop [other scripts in sprite v]\nswitch costume to (someone is in! v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [spectator mode v]\nstop [other scripts in sprite v]\nswitch costume to (spectating v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full! v]\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (game full! v)\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (Spectator Mode v)\n\n
Desert || A platformer 3
@Stage\n\nwhen flag clicked\nset [song v] to [1]\nforever\n if <(song) = [1]> then\n play sound [Sunlight v] until done\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\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 color (#fff830)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> 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 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change [yv v] by (0.5)\n end\n end\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) > (mouse y)>> or <key (down arrow v) pressed?>> then\n change [yv v] by (-1)\n end\n end\n if <touching color (#fffd30)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching color (#fffd30)?> 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 <touching color (#ff00a5)?> then\n start sound [Teleport two v]\n broadcast (next level v)\n stop all sounds\n start sound [Dun Dun Dunnn v]\n set [song v] to [0]\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <touching color (#b8b8b8)?> then\n go to x: (-200) y: (0)\n end\n if <touching color (#0002ff)?> then\n set [yv v] to [20]\n end\n if <touching color (#87f6ff)?> then\n change [yv v] by (1)\n if <touching color (#87f6ff)?> then\n change [yv v] by (0.5)\n end\n end\nend\n\nwhen I receive [lp v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<touching color (#ffffff)?> and <<touching color (#ffe645)?> and <<touching color (#cac9c3)?> and <touching color (#878477)?>>>> then\n broadcast (next level v)\n play sound [Collect v] until done\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [9]>> then\n go to [front v] layer\n else\n broadcast (lp v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nwhen I receive [game start v]\n\nwhen flag clicked\nforever\n go to [back v] layer\n forever\n repeat (10)\n go to [back v] layer\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Welcome to Desert || A platformer third part!\nIn part 2, you found your home but forgot your keys.\nNow you must find your keys...\nPART 1: https://scratch.mit.edu/projects/321724674\nPART 2: https://scratch.mit.edu/projects/322246456\nPART 4: https://scratch.mit.edu/projects/326282236\n\n\n\nMove with arrow keys or use your finger in mobile.\nUp arrow to jump.\nBlue is bouncy.\nLight blue is water. (You can swim!)\nYou can't see where you are in tunnels.\n\n\n#95 on trending guys!\n\n\n\n\n\n\n|Nothing to see here...|\n\n\n\n\n\n\n\n\n\nDude why are you still here?
Mello Platformer (v1.2)
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nwait (3) seconds\nswitch backdrop to (arrière-plan1 v)\nforever\n if <(backdrop [number v]) = [11]> then\n stop all sounds\n broadcast (outro v)\n wait (3) seconds\n switch backdrop to (arrière plan2 v)\n forever\n switch backdrop to (arrière plan3 v)\n wait (0.1) seconds\n switch backdrop to (arrière plan2 v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [outro v]\nforever\n play sound [HOPEX - Found v] until done\nend\n\n@Marshmello\n\nwhen flag clicked\nhide\nwait (3) seconds\nhide variable [timerun v]\nhide variable [attemps v]\nshow\nswitch backdrop to (arrière-plan1 v)\nswitch costume to (stand_1 v)\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-195) y: (-127)\npoint in direction (90)\nset [attemps v] to [0]\nset [repetitions v] to [0]\nforever\n set [timerun v] to (round ((timer) + ((129) * (repetitions))))\n if <(timer) > [129]> then\n change [repetitions v] by (1)\n reset timer\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <(x position) > [240]> then\n broadcast (next level v)\n end\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 (#ff0000)?> then\n go to x: (-195) y: (-127)\n end\n if <touching color (#1600ff)?> then\n set [yv v] to [20]\n end\n if <touching color (#fff600)?> then\n set [xv v] to [10]\n end\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\n change [color 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: (-195) y: (-127)\nset [ghost v] effect to (0)\n\nwhen I receive [outro v]\nhide\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\n@Sprite1\n\nwhen flag clicked\nwait (3) seconds\nswitch backdrop to (arrière-plan1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nplay sound [Marshmello_-_Alone_Official_Music_Video\[Mp3Converter v] until done\n\n
==============INSTRUCTIONS===============\n★ Click the green flag twice\n★ Use the arrow keys to move \n★ Press s to skip levels\n★ If you have any problem, please tell me.\n\n★ All levels are possible.\n★ If you have a problem please tell me.\n\nThank you so much for 100 views !!!!! ;D\n================GOALS===================\n-----------------------------VIEWS----------------------------------\n★ 10 views ✅\n★ 50 views ✅\n★ 100 views ✅ :D\n★ 200 views ✅ Yay !!\n★ 500 views ✅\n-----------------------------LOVES----------------------------------\n★ 5❤ ✅\n★ 10❤ ✅\n★ 30❤ ✅\n★ 50❤ ✅✅✅\n-------------------------FAVOURITES-----------------------------\n★ 5⭐ ✅\n★ 10⭐ ✅\n★ 20⭐ ✅\n★ 30⭐ ✅ LET'S GOOOO !!!!\n================MUSIC====================\nMusic by Marshmello - Alone (I think you already knew).\n\n================CREDITS==================\n#Platformer #MelloGang #Game #MelloPlatformer #MelloGangScratch #Marshmello #NewLevels
2 Player Platformer
@Stage\n\n@P1\n\nwhen flag clicked\ngo to x: (-325) y: (-30)\nset [x1 v] to [0]\nset [y1 v] to [0]\nshow\nforever\n if <key (d v) pressed?> then\n change [x1 v] by (.8)\n end\n if <key (a v) pressed?> then\n change [x1 v] by (-.8)\n end\n change x by (X1)\n set [x1 v] to ((X1) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (w v) pressed?> then\n if <[0] < (X1)> then\n set [x1 v] to [-7]\n else\n set [x1 v] to [7]\n end\n set [y1 v] to [10]\n else\n set [x1 v] to ((X1) * (-1.3))\n change x by (X1)\n set [x1 v] to [0]\n change x by ((X1) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y1 v] by (-0.5)\n change y by (Y1)\n if <touching (sprite2 v)?> then\n set [y1 v] to ((Y1) * (-0.25))\n change y by (Y1)\n if <touching (sprite2 v)?> then\n change y by (Y1)\n if <touching (sprite2 v)?> then\n change y by (Y1)\n if <touching (sprite2 v)?> then\n change y by (Y1)\n end\n end\n end\n end\n change y by (-1)\n if <<key (w v) pressed?> and <touching (sprite2 v)?>> then\n set [y1 v] to [11]\n end\n change y by (1)\n if <(x position) > [120]> then\n go to x: (-325) y: (-30)\n change [p1l v] by (1)\n broadcast (1 v)\n end\nend\n\n@P2\n\nwhen flag clicked\ngo to x: (-325) y: (-200)\nset [x2 v] to [0]\nset [y2 v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x2 v] by (.8)\n end\n if <key (left arrow v) pressed?> then\n change [x2 v] by (-.8)\n end\n change x by (X2)\n set [x2 v] to ((X2) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (w v) pressed?> then\n if <[0] < (X2)> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to ((X2) * (-1.3))\n change x by (X2)\n set [x2 v] to [0]\n change x by ((X2) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-0.5)\n change y by (Y2)\n if <touching (sprite2 v)?> then\n set [y2 v] to ((Y2) * (-0.25))\n change y by (Y2)\n if <touching (sprite2 v)?> then\n change y by (Y2)\n if <touching (sprite2 v)?> then\n change y by (Y2)\n if <touching (sprite2 v)?> then\n change y by (Y2)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n set [y2 v] to [11]\n end\n change y by (1)\n if <(x position) > [130]> then\n go to x: (-325) y: (-200)\n change [p2l v] by (1)\n broadcast (2 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [p1l v] to [1]\nswitch costume to (1 v)\ngo to x: (30) y: (37)\ncreate clone of (_myself_ v)\nswitch backdrop to (backdrop1 v)\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n switch costume to (p1L)\nend\n\nwhen I start as a clone\nset [p2l v] to [1]\nswitch costume to (1 v)\ngo to x: (30) y: (-140)\nforever\n switch costume to (p2L)\nend\n\n@N1\n\nwhen I receive [1 v]\nnext costume\ngo to x: (-270) y: (-106)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-270) y: (-106)\n\n@N2\n\nwhen I receive [2 v]\nnext costume\ngo to x: (-270) y: (-283)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-270) y: (-283)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [Instance v] until done\nend\n\n
Click the green flag a million times\nThis is a 2 player platformer\nThere are 8 levels EVERY LEVEL IS POSSIBLE\nPlayer 1 controls WASD\nPlayer 2 controls Arrow keys\nThe first to level 8 wins
The Quest || A Mobile Scrolling Platformer (v.1.4)
@Stage\n\nwhen flag clicked\nswitch backdrop to (blackness v)\nforever\n reset timer\nend\n\nwhen I receive [play game v]\nset volume to (100) %\nswitch backdrop to (city v)\nforever\n play sound (pick random (1) to (11)) until done\nend\n\nwhen I receive [lab v]\nswitch backdrop to (lab v)\n\nwhen [m v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen [x v] key pressed\nset [mouse v] to (join (mouse x) (join [, ] (mouse y)))\n\nwhen I receive [yeet v]\nswitch backdrop to (backdrop1 v)\n\n@Exit\n\nwhen I receive [play game v]\nshow\nswitch costume to (open v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [lab animation v] to [1]\n hide\nend\n\nset [exit v] to [win]\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [7880] y: [0]\n show\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [8858] y: [0]\n show\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\n\ndelete this clone\n\n@Platforms\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 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: [850] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume1 2 v)\n clear graphic effects\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [420] 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\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [lab v]\nshow\n\nwhen I receive [lab animation v]\nif <(LAB ANIMATION) = [1]> then\n set [ghost v] effect to (100)\nelse\n broadcast (Setup v) and wait\nend\n\nswitch costume to (emptiness v)\n\nwhen I receive [yeet v]\nswitch backdrop to (backdrop1 v)\nhide\nstop [all v]\n\n@Button1\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [level v] to [1]\nbroadcast (Play Game v) and wait\n\nwhen I receive [watch story v]\nhide\n\nwhen I receive [test-story v]\nshow\nclear graphic effects\ngo to x: (-122) y: (-10)\nforever\n go to x: ((x position) + ((5) * ([sin v] of ((tick) * (10)) ))) y: (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\n@ouch\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ow v]\nif <(LAB ANIMATION) = [0]> then\n show\n repeat (2)\n repeat (3)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\n repeat (3)\n change [ghost v] effect by (20)\n end\n end\nelse\n hide\nend\n\nwhen I receive [ow v]\nif <(LAB ANIMATION) = [0]> then\n play sound [Alert v] until done\nend\n\nwhen I receive [yeet v]\nhide\n\n@Signs\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 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: [900] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume1 v)\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\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [lab v]\nshow\n\n@Intro\n\ndefine Intro\nstop all sounds\nstart sound [Jackpot! The fat rat2 v]\nerase all\nset pen color to (#ff9400)\nset pen size to (30)\npen up\ngo to x: (-90) y: (100)\npen down\nrepeat (20)\n change y by (-10)\nend\npen up\ngo to x: (-90) y: (6)\npen down\nrepeat (15)\n change x by (10)\nend\npen up\ngo to x: (60) y: (100)\npen down\nrepeat (20)\n change y by (-10)\nend\nwait (2.5) seconds\nset pen color to (#000000)\nset pen size to (32)\npen up\ngo to x: (-90) y: (100)\npen down\nrepeat (20)\n change y by (-10)\nend\npen up\ngo to x: (-90) y: (6)\npen down\nrepeat (15)\n change x by (10)\nend\npen up\ngo to x: (60) y: (100)\npen down\nrepeat (20)\n change y by (-10)\nend\nerase all\nstop all sounds\n\nwhen I receive [into v]\nIntro\nbroadcast (test-story v)\n\n@boss\n\ndefine Attack 1\nset [attack v] to [1]\nswitch costume to (boss v)\nrepeat (3)\n switch costume to (toxin v)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nrepeat (3)\n glide (1) secs to (player v)\nend\n\ndefine Reset clones\ndelete this clone\n\n@yeet\n\nwhen flag clicked\ngo to x: (0) y: (20)\nhide\n\nwhen I receive [yeet v]\nset [yeet v] to [1]\nbroadcast (stop v)\nshow\nswitch backdrop to (tn v)\ngo to [front v] layer\npoint in direction (100)\nforever\n repeat (4)\n turn right (-5) degrees\n end\n repeat (4)\n turn right (-2) degrees\n end\n repeat (4)\n turn right (2) degrees\n end\n repeat (4)\n turn right (5) degrees\n end\n repeat (4)\n turn right (2) degrees\n end\n repeat (4)\n turn right (-2) degrees\n end\nend\n\n@Player\n\ndefine Say (text) (wait)\nset instrument to (20 v)\nset [letter v] to [1]\nset [print text v] to []\nrepeat (length of (text))\n set [print text v] to (join (Print Text) (letter (letter) of (text)))\n change [letter v] by (1)\n wait (wait) seconds\n play note (67) for ((2) * (0.03)) beats\n say (Print Text)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [lab v] to [off]\nset [lab animation v] to [0]\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\nshow\n\ndefine Tick\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> 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 <touching (bouncepad v)?> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [25]\n else\n set [sy v] to [19]\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 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\nwhen I receive [play game v]\nset rotation style [left-right 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) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\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\nwait (1) seconds\n\ndefine Game - Die\nswitch costume to (costume1 v)\nset [exit v] to [die]\nbroadcast (ow v)\nSay [Ow!] [0]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\npoint in direction (90)\nsay []\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 (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 (-12)\n if <(LEVEL) = [2]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> 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 end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (laserbeam v)?>> then\n set [exit v] to [die]\nend\n\nwhen I receive [play game v]\nforever\n set [position v] to (join ((x) + (SCROLL X)) (join [ , ] ((y) + (SCROLL Y))))\nend\n\nwhen I receive [lab animation v]\nset [ghost v] effect to (100)\nwait until <(LAB) = [on]>\n\nwhen I receive [play game v]\nforever\n wait (pick random (3) to (5)) seconds\n repeat (8)\n next costume\n wait (0.07) seconds\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [play game v]\nforever\n if <(LEVEL) = [1]> then\n if <<(POSITION) = [7886 , -154]> or <(POSITION) = [7888 , -154]>> then\n broadcast (Lab Animation v)\n set [lab animation v] to [1]\n end\n else\n if <(LEVEL) = [2]> then\n if <(POSITION) = [8858 , -149]> then\n set [yeet v] to [1]\n broadcast (yeet v)\n end\n end\n end\nend\n\nwhen I receive [yeet v]\nhide variable [time-show v]\nhide\n\nbroadcast (Lab v)\n\n@BouncePad\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (LEVEL)\nend\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume1 2 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: [700] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [600] 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\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [lab v]\nshow\n\nwhen I receive [yeet v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [level v] to [1]\nset [yeet v] to [0]\nhide variable [time-show v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nclear graphic effects\nbroadcast (into v)\nforever\n change [tick v] by (1)\nend\n\nwhen [timer v] > (0.001)\nif <(YEET) = [0]> then\n broadcast (stop v)\n hide variable [time-show v]\n switch costume to (costume1 v)\n go to x: (0) y: (345)\n show\n glide (0.3) secs to x: (0) y: (0)\n stop [all v]\nend\n\n@story\n\nwhen I receive [test-story v]\nset [slide v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-14) y: (-5)\nshow\nforever\n go to x: (x position) y: ((y position) + ((4) * ([sin v] of ((tick) * (10)) )))\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [watch story v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\nend\nnext costume\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (costume2 v)\nbroadcast (WATCH STORY FOR REAL v)\n\nwhen I receive [watch story for real v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\n end\n next costume\n change [slide v] by (1)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [watch story for real v]\nforever\n if <<(slide) = [12]> or <(slide) > [12]>> then\n stop [other scripts in sprite v]\n broadcast (Play Game v)\n stop [this script v]\n end\nend\n\nstop [this script v]\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\nset [color v] effect to (0)\n\nwhen flag clicked\nhide\n\n@danger\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\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 [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (l1 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]\nelse\n switch costume to (l1 2 v)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [yeet v]\nhide\n\n@Talk\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\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: [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: [900] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume10 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [lab animation v]\nhide\n\nwhen I receive [lab v]\nshow\n\n@timer\n\nwhen flag clicked\nhide variable [time-show v]\nhide\n\nwhen I receive [play game v]\nset [time v] to [200]\nshow variable [time-show v]\nrepeat until <<(Time) = [0]> or <(Time) < [1]>>\n set [time-show v] to (join [Time:] (join [ ] (Time)))\n change [time v] by (-1)\n wait (1) seconds\nend\nif <<(Time) = [0]> or <(Time) < [1]>> then\n broadcast (fail v)\n stop [all v]\nend\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\n@Animation\n\nwhen I receive [lab animation v]\nshow\ngo to [front v] layer\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.03) seconds\nend\nhide\nset [level v] to [2]\nset [lab animation v] to [0]\nset [lab v] to [on]\nbroadcast (Lab v) and wait\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Button2\n\nwhen I receive [test-story v]\nclear graphic effects\ngo to x: (81) y: (-10)\nshow\nforever\n go to x: ((x position) + ((5) * ([sin v] of ((tick) * (10)) ))) y: (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (watch story v)\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [stop v]\nset [ghost v] effect to (100)\nhide\n\n@Blank\n\n
[WARNING]: ADVERTISEMENTS/SPAMS WILL BE REMOVED!\n\nArrow keys/WAD keys/ Mobile controls to move\nAvoid danger / falling off the ledge\nThe rest of the instructions are in-game\nPlay in fullscreen otherwise it won't work\n\nCheck out my pen platformer too!\nAnd help me get this remixed!\n\nSTOP SPAMMING ME WITH LAB NOT WORKING! READ THE FAQ AT THE END OF THE NOTES AND CREDITS AND PLAY IN FULLSCREEN!\n\n\n\nTOP LOVED ON 02/11/19 !! A BIG THANK YOU TO EVERYONE WHO LOVED/FAVED MY PROJECT!\n\nPlease give feedback (except for the lab being broken)
Explore - a platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume v)\nshow\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <touching color (#04c939)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [6]\n else\n set [x v] to ((X) * (-1.3))\n change x by ((X) * (1.001))\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#04c939)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#04c939)?> then\n change y by (Y)\n if <touching color (#04c939)?> then\n change y by (Y)\n if <touching color (#04c939)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#04c939)?>> then\n set [y v] to [10]\n end\n if <<key (up arrow v) pressed?> and <touching color (#a5f9ff)?>> then\n change [y v] by (0.5)\n end\n if <<key (down arrow v) pressed?> and <touching color (#a5f9ff)?>> then\n change [y v] by (-0.6)\n end\n change y by (1)\n if <touching color (#a5f9ff)?> then\n change [y v] by (0.7)\n end\n if <touching color (#ff05c0)?> then\n set [y v] to [13]\n end\n if <touching color (#fd0000)?> then\n go to x: (-180) y: (0)\n end\n if <(x position) = [246]> then\n go to x: (-180) y: (0)\n broadcast (next level v)\n end\n if <(x position) = [-247]> then\n go to x: (220) y: (0)\n broadcast (last level v)\n end\n if <(y position) = [-181]> then\n go to x: (-180) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nswitch costume to ((costume [number v]) - (-1))\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nwhen I receive [game start v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (-19) y: (-15)\nhide\n\n
100th love! @happyhotdog722\nUp arrow to jump.\nLeft and right arrows to move.\nAll 25 levels are possible.\nI hope you like it!\nPART 2 IS OUT! Check it out!\n\n\nLoved by @Noodlebot743 and @Good-Website and @-Imagineer-!\n
Pretzel Park platformer
@Stage\n\nwhen [any v] key pressed\nif <key (m v) pressed?> then\n if <(volume) = [0]> then\n set volume to (volume) %\n else\n set volume to (0) %\n end\nend\nif <key (0 v) pressed?> then\n set volume to (0) %\nend\nif <key (1 v) pressed?> then\n change volume by (-10)\nend\nif <key (2 v) pressed?> then\n change volume by (10)\nend\nif <key (z v) pressed?> then\n set volume to (10) %\nend\nif <key (x v) pressed?> then\n set volume to (100) %\nend\nif <not <(volume) = [0]>> then\n set [volume v] to (volume)\nend\n\nwhen flag clicked\nset [music? v] to [on]\nset [volume v] to (volume)\nforever\n play sound [OK_POP_KO v] until done\nend\n\n@lavender bg\n\ndefine set size to (zoom amount)\nset [costume name v] to (costume [name v])\nswitch costume to (dot v)\nset size to (zoom amount) %\nswitch costume to (costume name)\n\nset size to [300]\n\nwhen flag clicked\nset size to (zoom)\ngo to [back v] layer\nforever\n go to x: (((scroll - x) * (-0.5)) + (328)) y: ((scroll - y) * (-1))\nend\n\n@ground\n\ndefine set size to (zoom amount)\nset [costume name v] to (costume [name v])\nswitch costume to (dot v)\nset size to (zoom amount) %\nswitch costume to (costume name)\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\nswitch costume to (tile 1 v)\nset [clone id v] to (costume [name v])\ncreate clone of (_myself_ v)\nswitch costume to (tile 2 v)\nset size to (zoom)\nforever\n go to x: (((scroll - x) * (-1)) + ((445) * ((zoom) / (100)))) y: ((scroll - y) * (-1))\nend\n\nwhen I start as a clone\nset size to (zoom)\nforever\n go to x: ((scroll - x) * (-1)) y: ((scroll - y) * (-1))\nend\n\nset [zoom v] to [400]\n\n@character\n\ndefine set costume\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (standing 1 v)\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (8))) )\n end\nelse\n if <(speed - y) > [0]> then\n switch costume to (jumping placeholder 2 v)\n else\n switch costume to (falling placeholder 1 v)\n end\nend\n\ndefine scroll (direction) (speed)\npoint in direction (direction)\nchange [scroll - x v] 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 ((speed) * (-1))\n change y by ((slope) * (-1))\nend\nchange [frame v] by (0.5)\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 ((speed) * (-1))\n change y by ((slope) * (-1))\nend\nchange [frame v] by (0.5)\n\ndefine touching ground\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling? v] to [0]\n set [speed - y v] to [0]\nend\n\nwhen flag clicked\nset [change costume every v] to [10]\nset [speed - y v] to [-6]\nset [frame v] to [0]\nset rotation style [left-right v]\ngo to x: (-100) y: (10)\npoint in direction (90)\ngo to [front v] layer\nforever\n switch costume to (box3 v)\n change [speed - y v] by (-1.5)\n change y by (speed - y)\n touching ground\n if <key (left arrow v) pressed?> then\n change [scroll x amount v] by (.04)\n if <<(x position) < [-75]> and <(scroll - x) > ((start - x) + (8))>> then\n scroll [-90] ((scroll x amount) * (-1))\n else\n walk [-90] ((scroll x amount) * (-1))\n end\n else\n if <key (right arrow v) pressed?> then\n change [scroll x amount v] by (.04)\n if <<(x position) > [75]> and <(scroll - x) < ((2082) + (-8))>> then\n scroll [90] (scroll x amount)\n else\n walk [90] (scroll x amount)\n end\n else\n set [frame v] to [0]\n set [scroll x amount v] to [6]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <(falling?) < [3]>> then\n set [speed - y v] to [18]\n end\n if <(y position) < [-180]> then\n repeat until <touching (ground v)?>\n if <(y position) < [-100]> then\n change y by (10)\n end\n change [scroll - y v] by (-8)\n touching ground\n switch costume to (falling placeholder 1 v)\n end\n scroll to nearest level\n end\n set [color v] effect to (color)\n set costume\n change [frame v] by ((1) / (change costume every))\n if <(level) = [pretzel]> then\n if <(scroll - y) < (item (2) of [level heights v])> then\n point in direction (-90)\n glide (.5) secs to x: ([x position v] of [giant pretzel v]) y: (([y position v] of [giant pretzel v]) + (45))\n repeat until <not <(scroll - y) < (item (2) of [level heights v])>>\n change [scroll - y v] by (8)\n end\n set [level v] to [2]\n else\n point in direction (90)\n glide (.5) secs to x: ([x position v] of [giant pretzel2 v]) y: (([y position v] of [giant pretzel2 v]) + (45))\n repeat until <not <(scroll - y) < (item (3) of [level heights v])>>\n change [scroll - y v] by (8)\n end\n set [level v] to [3]\n end\n end\nend\n\ndefine scroll to nearest level\nif <(scroll - y) > (item (3) of [level heights v])> then\n repeat until <not <(scroll - y) > (item (3) of [level heights v])>>\n change [scroll - y v] by (-8)\n end\n set [scroll - y v] to (item (3) of [level heights v])\n set [level v] to [3]\nelse\n if <(scroll - y) > (item (2) of [level heights v])> then\n repeat until <not <(scroll - y) > (item (2) of [level heights v])>>\n change [scroll - y v] by (-8)\n end\n set [scroll - y v] to (item (2) of [level heights v])\n set [level v] to [2]\n else\n if <(scroll - y) > (item (1) of [level heights v])> then\n repeat until <not <(scroll - y) > (item (1) of [level heights v])>>\n change [scroll - y v] by (-8)\n end\n set [scroll - y v] to (item (1) of [level heights v])\n set [level v] to [1]\n else\n repeat until <not <(scroll - y) < (item (1) of [level heights v])>>\n change [scroll - y v] by (8)\n end\n set [scroll - y v] to (item (1) of [level heights v])\n set [level v] to [1]\n end\n end\nend\n\nwhen I receive [cover v]\ngo to x: (178) y: (-85)\npoint in direction (-90)\nswitch costume to (jumping placeholder 2 v)\nset [color v] effect to (175)\n\ngo to x: (186) y: (-80)\n\n@visible ground\n\ndefine set size to (zoom amount)\nset [costume name v] to (costume [name v])\nswitch costume to (dot v)\nset size to (zoom amount) %\nswitch costume to (costume name)\n\nwhen flag clicked\nswitch costume to (park with trees3 v)\nset size to (zoom)\nset [scroll - x v] to (start - x)\nset [scroll - y v] to [-190]\nforever\n go to x: ((scroll - x) * (-1)) y: ((scroll - y) * (-1))\nend\n\n@visible ground 2\n\ndefine set size to (zoom amount)\nset [costume name v] to (costume [name v])\nswitch costume to (dot v)\nset size to (zoom amount) %\nswitch costume to (costume name)\n\nwhen flag clicked\nset size to (zoom)\nset [scroll - x v] to (start - x)\nset [scroll - y v] to [-190]\nforever\n go to x: (((scroll - x) * (-1)) + ((445) * ((zoom) / (100)))) y: ((scroll - y) * (-1))\nend\n\nset [zoom v] to [400]\n\n@pretzel sketch\n\nwhen I start as a clone\nwait (.2) seconds\nforever\n wait until <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [178]>>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [178]>>>\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (((scroll - y) - (pretzel - y)) * (-1))\n if <touching (character v)?> then\n change [pretzels v] by (1)\n if <(sound fx) = [on]> then\n change [pitch v] by (10)\n if <(pitch) = [20]> then\n set [pitch v] to [-100]\n end\n set [pitch v] effect to (pitch)\n play sound [Coin2 v] until done\n end\n repeat (10)\n change [ghost v] effect by (10)\n set x to (((scroll - x) - (pretzel - x)) * (-1))\n change y by (1)\n end\n delete this clone\n end\nend\n\nstart sound [Coin2 v]\n\nset [pitch v] effect to (pitch)\nplay sound [Magic Spell2 v] until done\n\nwhen flag clicked\nset [pretzels v] to [0]\nset [sound fx v] to [off]\nset [pitch v] to [-100]\nswitch costume to (pretzel v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (-600) to (622))\n set [pretzel - y v] to (pick random (-220) to (-90))\n create clone of (_myself_ v)\nend\nrepeat (30)\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (622) to (1992))\n set [pretzel - y v] to (pick random (-240) to (-90))\n create clone of (_myself_ v)\nend\nrepeat (20)\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (-600) to (622))\n set [pretzel - y v] to (pick random (100) to (340))\n create clone of (_myself_ v)\nend\nrepeat (20)\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (622) to (1992))\n set [pretzel - y v] to (pick random (100) to (250))\n create clone of (_myself_ v)\nend\nrepeat (10)\n switch costume to (pretzel v)\n repeat (pick random (0) to (2))\n next costume\n end\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (-650) to (-200))\n set [pretzel - y v] to (pick random (420) to (690))\n create clone of (_myself_ v)\nend\nrepeat (30)\n switch costume to (pretzel v)\n repeat (pick random (0) to (2))\n next costume\n end\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (-600) to (200))\n set [pretzel - y v] to (pick random (400) to (690))\n create clone of (_myself_ v)\nend\nrepeat (20)\n switch costume to (pretzel v)\n repeat (pick random (0) to (5))\n next costume\n end\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (200) to (622))\n set [pretzel - y v] to (pick random (450) to (690))\n create clone of (_myself_ v)\nend\nrepeat (30)\n switch costume to (white chocolate pretzel 4 v)\n repeat (pick random (0) to (1))\n next costume\n end\n set size to (pick random (20) to (50)) %\n set [pretzel - x v] to (pick random (622) to (1992))\n set [pretzel - y v] to (pick random (470) to (690))\n create clone of (_myself_ v)\nend\ngo to x: (240) y: (-180)\nhide\n\nshow\n\nshow\n\nset [pitch v] effect to (((size) * (-2)) - (50))\nplay sound [Magic Spell2 v] until done\n\nwhen [any v] key pressed\nif <key (s v) pressed?> then\n if <(sound fx) = [off]> then\n set [sound fx v] to [on]\n else\n set [sound fx v] to [off]\n end\n wait (.1) seconds\n show variable [sound fx v]\n wait (.8) seconds\n hide variable [sound fx v]\nend\nif <key (0 v) pressed?> then\n set volume to (0) %\nend\nif <key (1 v) pressed?> then\n change volume by (-10)\nend\nif <key (2 v) pressed?> then\n change volume by (10)\nend\nif <key (z v) pressed?> then\n set volume to (10) %\nend\nif <key (x v) pressed?> then\n set volume to (100) %\nend\nif <not <(volume) = [0]>> then\n set [volume v] to (volume)\nend\n\nwhen I receive [cover v]\nhide\n\n@giant pretzel\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (pretzel v)\nshow\nset size to (100) %\nset [pretzel - x v] to [2131]\nset y to (-46)\nforever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (y position)\n if <<touching (character v)?> and <(level) = [1]>> then\n set [level v] to [pretzel]\n wait until <<not <(level) = [pretzel]>> and <not <touching (character v)?>>>\n end\nend\n\nset [pretzel - y v] to [-236]\n\nset [ghost v] effect to (100)\n\nwhen I start as a clone\n\nforever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (y position)\n if <<touching (character v)?> and <(level) = [1]>> then\n set [level v] to [pretzel]\n wait until <<not <(level) = [pretzel]>> and <not <touching (character v)?>>>\n end\nend\n\nhide\n\n@giant pretzel2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (pretzel v)\nshow\nset size to (100) %\nset [pretzel - x v] to [-800]\nset [pretzel - y v] to [170]\nforever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (((scroll - y) - (pretzel - y)) * (-1))\n if <<touching (character v)?> and <(level) = [2]>> then\n set [level v] to [pretzel]\n wait until <<not <(level) = [pretzel]>> and <not <touching (character v)?>>>\n end\nend\n\nhide\n\n@cover\n\nwhen flag clicked\nswitch costume to (blocker3 v)\nclear graphic effects\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nif <<(mouse x) > [20]> and <(mouse y) < [-120]>> then\n broadcast (start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [cover v]\nswitch costume to (blocker5 v)\nshow\n\n@selector\n\nwhen flag clicked\ngo to x: (98) y: (9)\npoint in direction (0)\nshow\ngo to [front v] layer\nset [color v] to [0]\nset [length of time v] to [0.5]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (set color v)\n repeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n point in direction (round (direction))\n go to x: (98) y: (9)\n set [color v] effect to (color)\n set color (with start at [0] °)\n end\n end\nend\n\ndefine set color (with start at (degrees) °)\nif <(degrees) = [0]> then\n if <(round (((direction) * (200)) / (360))) < [0]> then\n set [color v] to ((200) + (round (((direction) * (200)) / (360))))\n else\n set [color v] to (round (((direction) * (200)) / (360)))\n end\nend\n\nwhen flag clicked\nthink [Drag to select color.] for (2) seconds\n\nwhen I receive [start v]\nhide\n\n@end\n\nwhen flag clicked\nhide\nset [pretzel - x v] to [1852]\nset [pretzel - y v] to [621]\nwait (1) seconds\nshow\nforever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (((scroll - y) - (pretzel - y)) * (-1))\n if <<touching (character v)?> and <(level) = [3]>> then\n broadcast (you win! v)\n forever\n go to x: (((scroll - x) - (pretzel - x)) * (-1)) y: (((scroll - y) - (pretzel - y)) * (-1))\n set [pretzel - y v] to ((621) + (([sin v] of (pretzel) ) * (20)))\n change [pretzel v] by (3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (you win! v)\n\n@you win\n\nwhen flag clicked\nset [pretzel v] to [0]\nhide\n\nwhen I receive [you win! v]\ngo to x: (0) y: (320)\nswitch costume to (you win3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (-5)\nend\nset [y amount v] to [-5]\nrepeat (44)\n change [y amount v] by (0.1)\n change y by (y amount)\nend\nwait (1) seconds\nrepeat (40)\n change [y amount v] by (-0.1)\n change y by (y amount)\nend\nrepeat (20)\n change [y amount v] by (-0.1)\n change y by (y amount)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [cover v]\nhide\n\n@pretzel bits\n\nwhen I receive [you win! v]\nwait (1) seconds\nrepeat (40)\n wait (.1) seconds\n switch costume to (pick random (3) to (16))\n point in direction (pick random (-160) to (160))\n go to (end v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nset [pretzel bit v] to (pick random (10) to (20))\nrepeat (10)\n change [ghost v] effect by (-10)\n move (5) steps\n change y by (pretzel bit)\n change [pretzel bit v] by (-1)\nend\nset [frame v] to [0]\nrepeat until <<(frame) = [30]> or <(y position) < [-80]>>\n move (5) steps\n change y by (pretzel bit)\n change [pretzel bit v] by (-1)\n change [frame v] by (1)\nend\nrepeat (10)\n move (5) steps\n change y by (pretzel bit)\n change [pretzel bit v] by (-1)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@cover text\n\nwhen flag clicked\nhide\n\nbroadcast (cover v)\nswitch costume to (costume4 v)\nshow\n\n
help pretzel kid collect the pretzels !\n\narrow keys to move :)\n\n"m" to mute/unmute music\n"s" to turn on/off sound effects (default is off)\n"0" (zero) to mute both
Origami || A Folding Platformer (FR/EN) - v.1.1
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nbroadcast (Arrière-plan v)\nswitch backdrop to (1 v)\nset volume to (30) %\nforever\n play sound [Beautiful Japanese Music - Origami Master v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Musiques v)\nbroadcast (Arrière-plan v)\nset volume to (20) %\nplay sound [Gong sound effect v] until done\nforever\n play sound [Beautiful Japanese Music - Origami Master v] until done\nend\n\nwhen I receive [arrière-plan v]\nset [déblocage v] to [0]\nforever\n if <not <(Déblocage) = [1]>> then\n if <(level) < [17]> then\n switch backdrop to (1 v)\n else\n if <<(level) > [16]> and <(level) < [36]>> then\n switch backdrop to (2 v)\n else\n if <(level) < [49]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (4 v)\n end\n end\n end\n else\n switch backdrop to (arrière plan1 v)\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [dernier monde v]\nforever\n play sound [Creepy Japanese Music - Darren Curtis - Asian Graveyard \(3 min v] until done\nend\n\nwhen I receive [forêt v]\nset [forêt v] to [0]\nrepeat (15)\n change volume by (1)\nend\nset volume to (15) %\n\nwhen I receive [musiques v]\nforever\n wait until <(level) = [7]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Forêt v)\n wait until <(level) = [11]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Rivière v)\n wait until <(level) = [17]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Envol v)\n wait until <(level) = [24]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Montagne v)\n wait until <(level) = [31]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Vent v)\n wait until <(level) = [36]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Arrière-plan v)\n broadcast (Dernier monde v)\n wait until <(level) = [43]>\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (Boss v)\n wait until <(Boss Battu) = [1]>\n broadcast (Arrière-plan v)\n switch backdrop to (4 v)\nend\n\nwhen I receive [musiques v]\nwait until <(level) = [7]>\n\nwhen I receive [forêt v]\nforever\n play sound [Beautiful Japanese Music - Forest of Sleep v] until done\nend\n\nwhen I receive [rivière v]\nrepeat (20)\n change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [rivière v]\nforever\n play sound [Asian Fantasy Music - River Kitsune v] until done\nend\n\nwhen I receive [forêt v]\nrepeat (10)\n change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-20)\n\nwhen I receive [rivière v]\nrepeat (10)\n change [brightness v] effect by (1)\nend\nset [brightness v] effect to (-10)\n\nwhen I receive [envol v]\nset [brightness v] effect to (-10)\nforever\n play sound [Relaxing Japanese Music - Moonlit Sky v] until done\nend\n\nwhen I receive [envol v]\nrepeat (20)\n change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [dernier monde v]\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-30)\nrepeat (15)\n change volume by (1)\nend\nset volume to (15) %\n\nwhen I receive [montagne v]\nrepeat (25)\n change volume by (1)\nend\nset volume to (25) %\n\nwhen I receive [montagne v]\nset [brightness v] effect to (-10)\nforever\n play sound [Japanese Battle Music - Shogun v] until done\nend\n\nwhen I receive [vent v]\nrepeat (25)\n change volume by (1)\nend\nset volume to (25) %\n\nwhen I receive [vent v]\nset [brightness v] effect to (-10)\nforever\n play sound [Epic Japanese Music - Blades of Might v] until done\nend\n\nset [brightness v] effect to (-10)\n\nwhen I receive [boss v]\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nset [brightness v] effect to (-50)\nrepeat (20)\n change volume by (1)\nend\nset volume to (20) %\n\nwhen I receive [boss v]\nforever\n play sound [Japanese Battle Music - Kitsune Ninja v] until done\nend\n\nwait until <(Boss Battu) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [boss battu v]\nwait (1) seconds\nstop [other scripts in sprite v]\nrepeat (40)\n change [brightness v] effect by (1)\nend\nset [brightness v] effect to (-10)\nrepeat (20)\n change volume by (1)\nend\nset volume to (20) %\nforever\n play sound [Asian Fantasy Music - River Kitsune v] until done\nend\n\nwhen I receive [fin v]\nrepeat (20)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nrepeat (30)\n change volume by (1)\nend\nset volume to (30) %\nforever\n play sound [Beautiful Japanese Music - Kitsune Village v] until done\nend\n\nwait (1) seconds\n\n@Origami\n\ndefine Destruction\nset [pause v] to [1]\nset [dead v] to [1]\nset [mort contre le boss v] to [0]\nbroadcast (Death sound v)\nrepeat (10)\n create clone of (_myself_ v)\n change [ghost v] effect by (20)\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\npoint in direction (pick random (-90) to (180))\nrepeat (10)\n move (3) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [wind v] to [0]\nshow\ngo to x: (-195) y: (-86)\nclear graphic effects\nshow\nrespawn\nforever\n if <<not <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (water v)?> and <not <(Forme) = [Bateau]>>>>>> and <(pause) = [0]>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <(Forme) = [Grenouille]>> then\n if <not <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>>> then\n if <<(Forme) = [Bateau]> and <not <touching (water v)?>>> then\n change [xv v] by (0.5)\n set rotation style [left-right v]\n point in direction (90)\n else\n if <(Poison) = [0]> then\n change [xv v] by (1.4)\n else\n change [xv v] by (0.7)\n end\n set rotation style [left-right v]\n point in direction (90)\n end\n else\n if <(Poison) = [0]> then\n change [xv v] by (4)\n else\n change [xv v] by (2)\n end\n set rotation style [left-right v]\n point in direction (90)\n end\n else\n if <(Poison) = [0]> then\n change [xv v] by (0.8)\n else\n change [xv v] by (0.4)\n end\n set rotation style [left-right v]\n point in direction (90)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <(Forme) = [Grenouille]>> then\n if <not <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>>> then\n if <<(Forme) = [Bateau]> and <not <touching (water v)?>>> then\n change [xv v] by (-0.5)\n set rotation style [left-right v]\n point in direction (-90)\n else\n if <(Poison) = [0]> then\n change [xv v] by (-1.4)\n else\n change [xv v] by (-0.7)\n end\n set rotation style [left-right v]\n point in direction (-90)\n end\n else\n if <(Poison) = [0]> then\n change [xv v] by (-4)\n else\n change [xv v] by (-2)\n end\n set rotation style [left-right v]\n point in direction (-90)\n end\n else\n if <(Poison) = [0]> then\n change [xv v] by (-0.8)\n else\n change [xv v] by (-0.4)\n end\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (arbre v)?> or <<touching (mur de pierre v)?> or <<touching (water v)?> and <(Forme) = [Bateau]>>>>> 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 <not <<(Forme) = [Bateau]> or <<(Forme) = [Avion]> or <(Forme) = [Dragon]>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n if <not <(Forme) = [Grenouille]>> then\n if <not <(Forme) = [Oiseau]>> then\n set [yv v] to [10]\n else\n set [yv v] to [10]\n end\n end\n end\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 if <(Forme) = [Avion]> then\n change y by (0)\n else\n if <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>> then\n change y by (1)\n set [yv v] to [0]\n else\n if <<(Forme) = [Bateau]> and <touching (water v)?>> then\n change y by (0)\n set [yv v] to [0]\n else\n change y by (Yv)\n end\n end\n end\n if <<<touching (level v)?> or <<touching (arbre v)?> or <touching (mur de pierre v)?>>> or <<<(Forme) = [Bateau]> and <touching (water v)?>> or <<(Vent ??) = [1]> and <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Haut touché ?) = [0]>>>>>> then\n if <<(Forme) = [Bateau]> and <touching (water v)?>> then\n change y by (1)\n set [yv v] to [0]\n else\n if <(Forme) = [Grenouille]> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n else\n if <(Forme) = [Avion]> then\n change y by (1)\n set [yv v] to [0]\n else\n if <<(Forme) = [Oiseau]> and <<touching (vent v)?> and <(Vent ??) = [1]>>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-2)\n else\n change y by (4)\n set [yv v] to [0]\n end\n else\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (arbre v)?>> then\n if <not <<(Forme) = [Bateau]> or <<(Forme) = [Avion]> or <(Forme) = [Dragon]>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <(Forme) = [Grenouille]>> then\n if <(Poison) = [0]> then\n set [yv v] to [11]\n else\n set [yv v] to [8]\n end\n else\n set [saut grenouille v] to [0]\n reset timer\n repeat until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n if <(timer) < [2]> then\n set [saut grenouille v] to (timer)\n end\n end\n if <(Saut grenouille) > [2]> then\n if <(Poison) = [0]> then\n set [yv v] to [20]\n else\n set [yv v] to [15]\n end\n else\n if <(Poison) = [0]> then\n set [yv v] to ((10) * (Saut grenouille))\n else\n set [yv v] to ((7) * (Saut grenouille))\n end\n end\n set [saut grenouille v] to [0]\n end\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [forme v] to [Papier]\nswitch costume to (papier v)\nforever\n if <(pause) = [0]> then\n if <<touching (_edge_ v)?> and <[235] < (x position)>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [forme v] to [Papier]\n set [élément touché ? v] to [0]\n switch costume to (papier v)\n wait (1) seconds\n end\n end\n if <<<touching (spikes v)?> and <not <(level) = [43]>>> or <<<touching (samurai v)?> and <not <(level) = [43]>>> or <<touching (lava v)?> or <<<touching (ninja v)?> or <touching (shuriken v)?>> or <<<touching (water v)?> and <not <(Forme) = [Bateau]>>> or <<touching (mercenaire v)?> or <touching (garde v)?>>>>>>> then\n set [pause v] to [1]\n Destruction\n wait (1) seconds\n if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\n else\n go to x: (-195) y: (-86)\n end\n set [xv v] to [0]\n clear graphic effects\n show\n respawn\n if <(Aide?) = [0]> then\n set [pause v] to [0]\n else\n set [pause v] to [0]\n wait (0.7) seconds\n set [pause v] to [1]\n end\n end\n if <<touching (samurai v)?> and <(level) = [43]>> then\n hide\n broadcast (Mort contre le boss v)\n end\n if <<touching (spikes v)?> and <(level) = [43]>> then\n hide\n broadcast (Mort contre le boss v)\n end\nend\n\ndefine respawn\nset [dead v] to [0]\nrepeat (10)\n set [yv v] to [0]\n go to x: (-195) y: (y position)\n create clone of (_myself_ v)\nend\nset [forme v] to [Papier]\nswitch costume to (papier v)\nclear graphic effects\nif <(Aide?) = [0]> then\n set [pause v] to [0]\nend\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [start v]\ngo to [front v] layer\nset [forme v] to [Papier]\nswitch costume to (papier v)\nforever\n if <(pause) = [0]> then\n if <<touching (_edge_ v)?> and <[235] < (x position)>> then\n if <<not <(level) = [9]>> and <not <(level) = [49]>>> then\n change [level v] by (1)\n broadcast (Reset v)\n if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\n else\n go to x: (-195) y: (-86)\n end\n set [xv v] to [0]\n wait (1) seconds\n else\n change [forêt v] by (1)\n broadcast (Reset v)\n if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\n else\n go to x: (-195) y: (-86)\n end\n set [xv v] to [0]\n wait (1) seconds\n end\n end\n if <<touching (invisible v)?> and <(level) = [9]>> then\n set [forêt v] to [0]\n change [level v] by (1)\n broadcast (Reset v)\n if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\n else\n go to x: (-195) y: (-86)\n end\n set [xv v] to [0]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [changement de forme v]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (Forme sélectionnée)\nset [forme v] to (Forme sélectionnée)\nset [yv v] to [0]\nchange y by (10)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nset [saut grenouille v] to [0]\nset [cooldown v] to [1]\nforever\n if <<key (space v) pressed?> and <<(Saut grenouille) = [0]> and <<(pause) = [0]> and <<(Not touching wall?) = [0]> and <<(Haut touché ?) = [0]> and <(Jumping) = [0]>>>>>> then\n if <not <(Forme) = (Forme sélectionnée)>> then\n broadcast (Changement de forme v)\n wait until <not <key (space v) pressed?>>\n set [cooldown v] to [0]\n wait (1) seconds\n change [cooldown v] by (1)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set [direction origami v] to (direction)\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [start v]\nset [dead v] to [0]\n\nwhen I receive [start v]\nforever\n set [yv v] to (Yv)\n set [xv v] to (Xv)\nend\n\nwhen [r v] key pressed\nwait until <not <key (r v) pressed?>>\nif <<(Reset?) = [0]> and <<(start) = [1]> and <(pause) = [0]>>> then\n set [reset? v] to [1]\n broadcast (Reset v)\n Destruction\n wait (1) seconds\n if <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\n else\n go to x: (-195) y: (-86)\n end\n set [xv v] to [0]\n clear graphic effects\n show\n respawn\n set [xv v] to [0]\n wait (0.5) seconds\n set [reset? v] to [0]\nend\n\nwhen flag clicked\nset [reset? v] to [0]\n\nwhen I receive [die v]\nbroadcast (Reset v)\nDestruction\nwait (1) seconds\nif <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\nelse\n go to x: (-195) y: (-86)\nend\nset [xv v] to [0]\nclear graphic effects\nshow\nrespawn\nset [xv v] to [0]\nwait (0.5) seconds\nset [reset? v] to [0]\n\ngo to x: (-195) y: (150)\n\nwhen I receive [death sound v]\nset volume to (20) %\nplay sound [Death v] until done\n\nwhen I receive [changement de forme v]\nset volume to (10) %\nplay sound [Fold v] until done\n\nwhen I receive [start v]\nset [poison v] to [0]\nwait until <(level) = [24]>\nforever\n wait until <touching (flèche empoisonnée v)?>\n set [poison v] to [1]\n wait (8) seconds\n wait until <not <touching (flèche empoisonnée v)?>>\n set [poison v] to [0]\nend\n\nwhen I receive [start v]\nforever\n if <(Poison) = [1]> then\n set [color v] effect to (500)\n set [brightness v] effect to (-30)\n wait (0.1) seconds\n else\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nset [yv v] to [0]\n\nwhen I receive [start v]\nforever\n wait until <(Phase) = [4]>\n go to x: (-50) y: (-120)\n wait until <not <(Phase) = [4]>>\nend\n\nwhen I receive [start v]\nforever\n if <<(Forme) = [Oiseau]> and <touching (vent v)?>> then\n set [vol v] to [1]\n else\n set [vol v] to [0]\n end\nend\n\nwhen I receive [fin v]\nwait until <(Jumping) = [0]>\nset [pause v] to [1]\nstop [other scripts in sprite v]\n\nset [level v] to [49]\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nif <(Aide?) = [0]> then\n set [pause v] to [0]\nend\n\nset [level v] to [49]\n\nwhen flag clicked\nforever\n if <(level) > [49]> then\n set [level v] to [49]\n end\nend\n\nset [abscisse vent v] to [0]\n\nset [level v] to [9]\n\nwhen I receive [passer au niveau suivant v]\nchange [level v] by (1)\nbroadcast (Reset v)\nset [forme v] to [Papier]\nif <<(level) = [8]> or <<(level) = [9]> or <<(level) = [27]> or <<(level) = [28]> or <<(level) = [29]> or <(level) = [43]>>>>>> then\n go to x: (-195) y: (150)\nelse\n go to x: (-195) y: (-86)\nend\nset [xv v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nset [mort contre le boss v] to [0]\nforever\n if <<(level) = [43]> and <(Mort contre le boss) < [3]>> then\nend\n\nwhen I receive [mort contre le boss v]\nchange [mort contre le boss v] by (1)\nif <(Mort contre le boss) < (Difficulté Boss)> then\n play sound [Death v] until done\n set [pause v] to [1]\n wait (0.2) seconds\n if <not <(Phase) = [4]>> then\n go to x: (-195) y: (0)\n else\n go to x: (-50) y: (-120)\n end\n respawn\n show\n if <(Aide?) = [0]> then\n set [pause v] to [0]\n else\n set [pause v] to [0]\n wait (0.7) seconds\n set [pause v] to [1]\n end\nelse\n set [pause v] to [1]\n Destruction\n wait (1) seconds\n go to x: (-195) y: (150)\n set [xv v] to [0]\n clear graphic effects\n show\n respawn\n if <(Aide?) = [0]> then\n set [pause v] to [0]\n else\n set [pause v] to [0]\n wait (0.7) seconds\n set [pause v] to [1]\n end\nend\n\nrespawn\n\ngo to [front v] layer\n\nset [level v] to [43]\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nforever\n show\n switch costume to (level)\n set [ghost v] effect to (50)\nend\n\nwhen I receive [eau v]\nset [level 2 v] to (level)\nrepeat (100)\n change y by (-4)\nend\nwait until <not <(level 2) = (level)>>\nset [élément touché ? v] to [0]\ngo to x: (0) y: (0)\n\nset [level v] to [20]\n\ngo to x: (0) y: (0)\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (10)\nshow\nforever\n switch costume to (level)\nend\n\nset [level v] to [37]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(level) = [43]>\n repeat (10)\n change y by (-2)\n wait (pick random (0.1) to (0.3)) seconds\n end\n repeat (10)\n change y by (2)\n wait (pick random (0.1) to (0.3)) seconds\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [lave v]\nset [level 2 v] to (level)\nglide (4) secs to x: (0) y: (-100)\nhide\nwait until <not <(level 2) = (level)>>\nwait (1) seconds\nset [élément touché ? v] to [0]\ngo to x: (0) y: (0)\nshow\n\nbroadcast (Lave v)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nforever\n broadcast (Changement lave v)\n wait until <(Phase) = [3]>\n stop [other scripts in sprite v]\n glide (0.5) secs to x: (0) y: (-132)\n wait until <(Phase) = [1]>\n glide (0.5) secs to x: (0) y: (0)\n broadcast (Changement lave v)\nend\n\nglide (1) secs to x: (0) y: (-132)\n\nwhen I receive [changement lave v]\nrepeat until <(Phase) = [3]>\n go to x: (0) y: (0)\n repeat (10)\n if <(Phase) = [3]> then\n stop [this script v]\n end\n change y by (-2)\n wait (0) seconds\n end\n wait (0.1) seconds\n if <(Phase) = [3]> then\n stop [this script v]\n end\n repeat (10)\n if <(Phase) = [3]> then\n stop [this script v]\n end\n change y by (2)\n wait (0) seconds\n end\n wait (0.1) seconds\n if <(Phase) = [3]> then\n stop [this script v]\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [boss battu v]\nglide (0.5) secs to x: (0) y: (-132)\nforever\n switch costume to (level)\nend\n\nwhen I receive [boss battu v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [phase v] to [1]\nshow\n\nwhen I receive [start v]\nset [phase v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n show\n if <(Phase) = [4]> then\n switch costume to (phase 4 v)\n else\n if <(level) > [43]> then\n switch costume to ((level) + (1))\n go to x: (0) y: (0)\n else\n switch costume to (level)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [49]> then\n broadcast (you won v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n wait until <(Phase) = [3]>\n glide (1) secs to x: (0) y: (-120)\n wait until <(Phase) = [1]>\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nwait until <(Boss Battu) = [1]>\nglide (1) secs to x: (0) y: (-120)\nset [phase v] to [5]\n\nwait (0) seconds\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nclear graphic effects\nshow\ngo to [front v] layer\nforever\n set rotation style [all around v]\n if <<(Phase) = [4]> and <not <(Boss Battu) = [1]>>> then\n go to x: (-35) y: (60)\n switch costume to (costume41 v)\n turn right (1) degrees\n else\n if <(level) > [40]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to ((level) + (1))\n else\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (level)\n end\n end\nend\n\nwhen I receive [eau v]\nif <(level) = [33]> then\n set [niveau actuel v] to (level)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <(level) = (Niveau actuel)>>\n show\n clear graphic effects\nend\n\nhide\n\nclear graphic effects\n\ngo to [front v] layer\ngo [backward v] (100) layers\n\nstop [other scripts in sprite v]\n\n@Pause Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [pause v] by (1)\nif <(pause) = [2]> then\n set [pause v] to [0]\nend\n\nwhen I receive [start v]\nset [pause v] to [0]\n\nshow\nforever\n set [brightness v] effect to (10)\n go to [back v] layer\n go to x: (160) y: (130)\n if <(pause) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [you won v]\nhide\n\nset [level v] to [2]\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [music on/off v] by (1)\nif <(music on/off) = [2]> then\n set [music on/off v] to [0]\nend\n\nwhen I receive [start v]\n\nshow\nforever\n go to [back v] layer\n set [brightness v] effect to (10)\n go to x: (210) y: (131)\n if <(music on/off) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [you won v]\nhide\n\n@Balloons\n\nwhen I start as a clone\nset size to (100) %\nhide\nif <(Clone?) = [1]> then\n set [brightness v] effect to (10)\n switch costume to (balloon1 v)\n go to x: (80) y: (-85)\n wait until <(level) = [11]>\n wait (pick random (2) to (10)) seconds\n go to [back v] layer\n go [backward v] (5) layers\n show\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (1)\n end\n repeat (30)\n change y by (0.7)\n end\n repeat (40)\n change y by (0.5)\n end\n repeat (20)\n change y by (0.25)\n end\n repeat (40)\n change y by (0.125)\n end\nend\nif <(Clone?) = [2]> then\n set [brightness v] effect to (10)\n go to x: (110) y: (-120)\n wait until <(level) = [18]>\n wait (pick random (7) to (20)) seconds\n go to [back v] layer\n go [backward v] (5) layers\n show\n switch costume to (balloon2 v)\n repeat (20)\n change y by (2)\n end\n repeat (30)\n change y by (1.3)\n end\n repeat (30)\n change y by (0.8)\n end\n repeat (40)\n change y by (0.5)\n end\n repeat (30)\n change y by (0.25)\n end\n repeat (40)\n change y by (0.125)\n end\n repeat (20)\n change y by (0.063)\n end\nend\nwait until <<(level) = [36]> or <(level) > [36]>>\ndelete this clone\n\nwhen I receive [start v]\nhide\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (balloon1 v)\nset [clone? v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (balloon2 v)\n\nforever\n wait (pick random (2) to (10)) seconds\n repeat (10)\n change y by (1)\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Sélection de la forme\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(pause) = [0]>> and <not <<(Forme) = [Oiseau]> and <(Vol) = [1]>>>> then\n if <(Forme sélectionnée) = [Papier]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Boulette]?> then\n set [forme sélectionnée v] to [Boulette]\n end\n else\n if <(Forme sélectionnée) = [Boulette]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Bateau]?> then\n set [forme sélectionnée v] to [Bateau]\n else\n set [forme sélectionnée v] to [Papier]\n end\n else\n if <(Forme sélectionnée) = [Bateau]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Avion]?> then\n set [forme sélectionnée v] to [Avion]\n else\n set [forme sélectionnée v] to [Papier]\n end\n else\n if <(Forme sélectionnée) = [Avion]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Grenouille]?> then\n set [forme sélectionnée v] to [Grenouille]\n else\n set [forme sélectionnée v] to [Papier]\n end\n else\n if <(Forme sélectionnée) = [Grenouille]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Oiseau]?> then\n set [forme sélectionnée v] to [Oiseau]\n else\n set [forme sélectionnée v] to [Papier]\n end\n else\n if <(Forme sélectionnée) = [Oiseau]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n if <[formes débloquées v] contains [Dragon]?> then\n set [forme sélectionnée v] to [Dragon]\n else\n set [forme sélectionnée v] to [Papier]\n end\n else\n if <(Forme sélectionnée) = [Dragon]> then\n wait until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n set [forme sélectionnée v] to [Papier]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ninsert [Avion] at (2) of [formes débloquées v] \n\nwhen I receive [openparchment v]\nset [parchemin? v] to [1]\n\nwhen I receive [closeparchment v]\nset [parchemin? v] to [0]\n\nwhen I receive [start v]\nset [parchemin? v] to [0]\n\nwhen I receive [start v]\nset [recharge v] to [10]\nset [forme sélectionnée v] to [Papier]\ndelete all of [formes débloquées v]\ninsert [Papier] at (1) of [formes débloquées v] \nforever\n if <<[formes débloquées v] contains (Forme sélectionnée)?> and <<(Parchemin?) = [0]> and <(Aide?) = [0]>>> then\n go to x: (-218) y: (-160)\n switch costume to (Forme sélectionnée)\n set size to (150) %\n show\n go to [front v] layer\n else\n hide\n go to [front v] layer\n end\nend\n\nwhen [space v] key pressed\nif <<(Jumping) = [1]> or <<(Haut touché ?) = [1]> or <(Not touching wall?) = [1]>>> then\n set [brightness v] effect to (-50)\n set [color v] effect to (190)\n wait (0.2) seconds\n clear graphic effects\nelse\n clear graphic effects\nend\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\nset [level v] to [49]\n\n@Parchemin débloqué\n\nwhen I start as a clone\ngo to x: (0) y: (20)\nif <(ID) = [0]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (join (join (Langue) [ - ]) (Forme débloquée))\n wait until <(Déblocage) = [0]>\n delete this clone\nelse\n if <(ID) = [1]> then\n go to [front v] layer\n show\n switch costume to (rscroll v)\n go to x: (-117) y: (20)\n glide (1) secs to x: (0) y: (20)\n wait until <(Déblocage) = [0]>\n delete this clone\n else\n if <(ID) = [2]> then\n go to [front v] layer\n show\n switch costume to (lscroll v)\n go to x: (117) y: (20)\n glide (1) secs to x: (0) y: (20)\n wait until <(Déblocage) = [0]>\n delete this clone\n end\n end\nend\n\ndefine open\nset [openlevel2 v] to [0]\nrepeat until <(openLevel2) = [125]>\n change [openlevel2 v] by (5)\nend\nif <(openLevel2) > [125]> then\n set [openlevel2 v] to [125]\nend\n\ndefine close\nset [déblocage v] to [0]\nset [pause v] to [0]\nbroadcast (closeparchment v)\n\nwhen I receive [openparchment v]\nif <(ID) = [0]> then\n open\n wait until <(ID) = [0]>\nend\n\nwhen I receive [forme débloquée v]\nset [pause v] to [1]\nset [déblocage v] to [1]\nset [openlevel2 v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [forme débloquée v]\nbroadcast (openparchment v)\n\nwhen I receive [openparchment v]\nwait (4) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nclose\n\n@Vent\n\nwhen flag clicked\nset [vent ?? v] to [0]\nforever\n if <not <(level) = [43]>> then\n if <(level) > [43]> then\n switch costume to ((level) + (2))\n else\n switch costume to (level)\n end\n show\n go to x: (0) y: (0)\n set [vent ?? v] to [1]\n point in direction (90)\n else\n if <not <(Phase) = [4]>> then\n hide\n wait until <(Phase) = [3]>\n hide\n wait (6) seconds\n create clone of (_myself_ v)\n wait (10) seconds\n else\n set [vent ?? v] to [1]\n clear graphic effects\n show\n switch costume to (45 v)\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [vent ?? v] to [0]\nrepeat (30)\n wait (0) seconds\n go to x: ([x position v] of [origami v]) y: (-58)\n show\nend\nset [abscisse vent v] to (round ([x position v] of [origami v]))\nrepeat (10)\n hide\n wait (0.1) seconds\n show\nend\nshow\nswitch costume to (costume3 v)\nrepeat (15)\n set [whirl v] effect to (5)\n wait (0.03) seconds\n set [whirl v] effect to (0)\n wait (0.03) seconds\n set [whirl v] effect to (-5)\n wait (0.03) seconds\nend\nset [whirl v] effect to (0)\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nset [vent ?? v] to [1]\nswitch costume to (43 v)\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nwait (5) seconds\nset [vent ?? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(Phase) = [3]>>\nset [vent ?? v] to [1]\nhide\ndelete this clone\n\nwhen I start as a clone\nwait until <<touching (origami v)?> and <(costume [number v]) = [46]>>\nwait (0) seconds\nbroadcast (Mort contre le boss v)\nset [vent ?? v] to [1]\ndelete this clone\n\n@Débloquer origami\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nforever\n set [brightness v] effect to (-100)\n go to x: (-3) y: (20)\n set size to (170) %\n if <<(level) = [9]> and <not <[formes débloquées v] contains [Boulette]?>>> then\n switch costume to (boulette v)\n show\n else\n if <<(level) = [11]> and <not <[formes débloquées v] contains [Bateau]?>>> then\n switch costume to (bateau v)\n show\n else\n if <<(level) = [17]> and <not <[formes débloquées v] contains [Avion]?>>> then\n switch costume to (avion v)\n show\n else\n if <<(level) = [24]> and <not <[formes débloquées v] contains [Grenouille]?>>> then\n switch costume to (grenouille v)\n show\n else\n if <<(level) = [28]> and <not <[formes débloquées v] contains [Oiseau]?>>> then\n switch costume to (oiseau v)\n show\n else\n if <<(level) = [32]> and <not <[formes débloquées v] contains [Dragon]?>>> then\n switch costume to (dragon v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n set [brightness v] effect to (-100)\nend\n\nwhen flag clicked\nforever\n if <touching (origami v)?> then\n hide\n set [forme débloquée v] to (costume [name v])\n broadcast (Forme débloquée v)\n insert (costume [name v]) at (1) of [formes débloquées v] \n end\nend\n\nadd [Bateau] to [formes débloquées v]\nadd [Boulette] to [formes débloquées v]\nadd [Avion] to [formes débloquées v]\nadd [Grenouille] to [formes débloquées v]\nadd [Oiseau] to [formes débloquées v]\nadd [Dragon] to [formes débloquées v]\n\nset [level v] to [26]\n\n@Symbole\n\nwhen flag clicked\nforever\n if <<(level) = [15]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (23) y: (115)\n show\n switch costume to (eau v)\n else\n if <<(level) = [16]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (-215) y: (75)\n show\n switch costume to (eau v)\n else\n if <<(level) = [20]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (196) y: (-105)\n show\n switch costume to (eau v)\n else\n if <<(level) = [33]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (-218) y: (0)\n show\n switch costume to (eau v)\n else\n if <<(level) = [38]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (200) y: (150)\n show\n switch costume to (feu v)\n else\n if <(level) = [43]> then\n if <(Phase) = [3]> then\n switch costume to (feu v)\n else\n if <(Phase) = [4]> then\n switch costume to (acier v)\n else\n hide\n end\n end\n else\n if <<(level) = [49]> and <not <(Élément touché ?) = [1]>>> then\n go to x: (0) y: (120)\n show\n switch costume to (ciel v)\n clear graphic effects\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen flag clicked\nset [élément touché ? v] to [0]\nforever\n wait until <<touching (origami v)?> and <(costume [number v]) = [1]>>\n set [élément touché ? v] to [1]\n broadcast (Eau v)\n play sound [Gong sound effect v] until done\n hide\nend\n\nwhen flag clicked\nforever\n wait until <<touching (origami v)?> and <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>>\n if <not <(level) = [43]>> then\n set [élément touché ? v] to [1]\n broadcast (Lave v)\n play sound [Gong sound effect v] until done\n hide\n else\n if <(Phase) = [3]> then\n set [bouclier touché ? v] to [1]\n hide\n go to x: (pick random (-150) to (20)) y: (100)\n broadcast (Dégâts - phase 3 v)\n play sound [Gong sound effect v] until done\n set [bouclier touché ? v] to [0]\n wait (5) seconds\n if <<(Phase) = [3]> and <(costume [name v]) = [Feu]>> then\n show\n else\n if <<(Phase) = [4]> and <(costume [name v]) = [Acier]>> then\n end\n else\n go to x: (140) y: (0)\n hide\n set [ghost v] effect to (100)\n set [bouclier brisé v] to [1]\n play sound [Gong sound effect v] until done\n show\n wait (8) seconds\n repeat (20)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\n end\n set [bouclier brisé v] to [0]\n if <(Phase) = [4]> then\n show\n else\n hide\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set volume to (20) %\n wait until <(Phase) = [3]>\n show\n go to x: (pick random (-150) to (20)) y: (100)\n wait until <(Phase) = [1]>\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n wait until <<(Phase) = [4]> and <(Boss Battu) = [0]>>\n show\n clear graphic effects\n go to x: (140) y: (0)\n wait until <<not <(Phase) = [4]>> or <(Boss Battu) = [1]>>\n hide\nend\n\nset [bouclier brisé v] to [0]\n\nwhen I receive [forme débloquée v]\nplay sound [Gong sound effect v] until done\n\nstop [this script v]\n\nstop [this script v]\n\nwhen flag clicked\nforever\n wait until <<touching (origami v)?> and <(costume [number v]) = [4]>>\n set [élément touché ? v] to [1]\n broadcast (Fin v)\n play sound [Gong sound effect v] until done\n hide\nend\n\nstop [all v]\n\n@Shuriken\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n set size to (10) %\nend\n\nturn right (-15) degrees\ngo to (ninja v)\n\nwhen I start as a clone\nwait until <not <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>>>\ndelete this clone\n\nwhen I start as a clone\n\nwhen I receive [start v]\nhide\nforever\n if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\nend\n\nwait until <not <<(level) = [26]> or <<(level) = [27]> or <(level) = [30]>>>>\ndelete this clone\n\nwhen I receive [tir ennemi v]\n\nwhen I receive [tir ennemi v]\ngo to [front v] layer\nhide\nclear graphic effects\ngo to (ninja v)\npoint towards (origami v)\nwait (0.4) seconds\nif <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\n show\nelse\n delete this clone\nend\nrepeat (100)\n if <touching (origami v)?> then\n hide\n delete this clone\n else\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n move (20) steps\n end\n end\nend\nwait (1.5) seconds\ndelete this clone\n\nif <(pause) = [0]> then\nelse\n go to [back v] layer\nend\n\n@Ninja\n\nwhen I start as a clone\nclear graphic effects\nset size to (10) %\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (180))\nrepeat (10)\n move (3) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\n set [whirl v] effect to (0)\n switch costume to (1 v)\n wait (pick random (3) to (4)) seconds\n set [whirl v] effect to (5)\n switch costume to (2 v)\n wait (pick random (0.8) to (1)) seconds\n set [whirl v] effect to (0)\n switch costume to (1 v)\n broadcast (Tir ennemi v)\n end\nend\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nforever\n set size to (120) %\n set rotation style [left-right v]\n point in direction (-90)\n if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n Destruction\n end\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\nend\n\ndefine Destruction\nrepeat (10)\n set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\n create clone of (_myself_ v)\n change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nclear graphic effects\n\nset [brûlé ? v] to [0]\n\nwhen flag clicked\nforever\n wait until <(level) = [26]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (1) y: (-48)\n wait until <(level) = [27]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (50) y: (81)\n wait until <(level) = [30]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (209) y: (31)\n wait until <(level) = [34]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (209) y: (31)\nend\n\nset [level v] to [27]\n\nset [level v] to [26]\n\nwhen flag clicked\nforever\n if <<(level) = [26]> or <<(level) = [27]> or <<(level) = [30]> or <(level) = [34]>>>> then\nend\n\nwhen I receive [tir ennemi v]\nset [ghost v] effect to (0)\nwait (1) seconds\nif <(level) = [30]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\nend\n\nset [color v] effect to (0)\n\nglide (1) secs to x: (-209) y: (31)\n\nwhen I receive [tir ennemi v]\nset [ghost v] effect to (0)\nwait (2) seconds\nif <(level) = [30]> then\n if <(x position) = [209]> then\n glide (0.5) secs to x: (-209) y: (31)\n else\n glide (0.5) secs to x: (209) y: (31)\n end\nend\n\n@Mercenaire\n\nwhen flag clicked\nforever\n if <<(level) = [25]> or <(level) = [34]>> then\n set [whirl v] effect to (0)\n switch costume to (1 v)\n wait (pick random (3) to (5)) seconds\n set [whirl v] effect to (5)\n switch costume to (2 v)\n wait (pick random (0.8) to (1)) seconds\n set [whirl v] effect to (0)\n switch costume to (1 v)\n broadcast (Tir ennemi - Poison v)\n end\nend\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nforever\n set size to (120) %\n set rotation style [left-right v]\n point in direction (-90)\n if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n Destruction\n end\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (5)\nend\n\ndefine Destruction\nrepeat (10)\n set [brightness v] effect to ((0) - ((Brûlé ?) * (20)))\n create clone of (_myself_ v)\n change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nclear graphic effects\n\nwhen flag clicked\nforever\n wait until <(level) = [25]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (-80) y: (-132)\n wait until <(level) = [34]>\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (0) y: (-132)\n wait until <(level) = [40]>\nend\n\nwhen flag clicked\nforever\n if <<(level) = [25]> or <<(level) = [34]> or >> then\nend\n\n@Garde\n\nwhen I start as a clone\nforever\n wait (0) seconds\n switch costume to (1 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [brûlé ? v] to [0]\n\nwhen flag clicked\nforever\n hide\n wait until <(level) = [39]>\n set [clone n° v] to [1]\n create clone of (_myself_ v)\n set [clone n° v] to [2]\n create clone of (_myself_ v)\n wait until <(level) = [40]>\nend\n\nset [level v] to [38]\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone n°) = [1]> then\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (-210) y: (-24)\n forever\n glide (5) secs to x: (60) y: (-24)\n wait (2) seconds\n glide (5) secs to x: (-210) y: (-24)\n wait (2) seconds\n end\nelse\n if <(Clone n°) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n go to x: (182) y: (96)\n forever\n glide (5) secs to x: (-88) y: (96)\n wait (2) seconds\n glide (5) secs to x: (182) y: (96)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nwait until <not <(level) = [39]>>\ndelete this clone\n\nwhen I start as a clone\nforever\n set size to (120) %\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to (2 v)\n if <<touching (flamme v)?> and <(Brûlé ?) < [5]>> then\n switch costume to (2 v)\n wait (0.1) seconds\n change [brûlé ? v] by (0.3)\n switch costume to (1 v)\n end\n if <<(Brûlé ?) = [5]> or <(Brûlé ?) > [5]>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nset [level v] to [39]\n\nhide\n\nclear graphic effects\n\nwhen I start as a clone\nforever\n if <<(Dead) = [1]> and <(level) = [39]>> then\n set [brûlé ? v] to [0]\n end\nend\n\n@Samurai\n\nwhen flag clicked\nset [brûlé ? v] to [0]\nset [boss battu v] to [0]\nforever\n set size to (250) %\n set rotation style [left-right v]\n if <not <(level) = [43]>> then\n if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n Destruction\n end\n end\n else\n if <<touching (flamme v)?> and <(Brûlé ?) < [10]>> then\n if <<not <(Brûlé ?) > [3]>> and <(Phase) = [1]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<not <(Shield) < [0.1]>> and <(Phase) = [2]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [shield v] by (-0.1)\n else\n if <(Phase) = [3]> then\n set [ennemi touché ? v] to [0]\n else\n if <<(Phase) = [4]> and <(Bouclier brisé) = [1]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [brûlé ? v] by (0.1)\n else\n set [ennemi touché ? v] to [0]\n end\n end\n end\n end\n else\n if <<(Brûlé ?) = [10]> or <(Brûlé ?) > [10]>> then\n set [ennemi touché ? v] to [0]\n Destruction\n broadcast (Boss battu v)\n play sound [Gong sound effect v] until done\n else\n set [ennemi touché ? v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [30]> or <<(level) = [35]> or <(level) = [43]>>> then\n set [brightness v] effect to (0)\n else\n hide\n end\nend\n\ndefine Destruction\nrepeat (10)\n change [ghost v] effect by (20)\nend\nhide\nset [brûlé ? v] to [0]\nset [boss battu v] to [1]\nclear graphic effects\n\ndefine Start\nwait until <(level) = [30]>\nrepeat until <not <(level) = [30]>>\n if <([x position v] of [origami v]) > [-100]> then\n set [whirl v] effect to (0)\n point towards (origami v)\n switch costume to (1 v)\n wait (0.1) seconds\n set [whirl v] effect to (20)\n switch costume to (2 v)\n wait (0.5) seconds\n set [whirl v] effect to (0)\n switch costume to (1 v)\n wait (0.5) seconds\n switch costume to (3 v)\n point towards (origami v)\n if <<([x position v] of [origami v]) > [-100]> and <(Dead) = [0]>> then\n if <([x position v] of [origami v]) > [0]> then\n glide (0.8) secs to x: (([x position v] of [origami v]) + (10)) y: (-130)\n else\n glide (1.2) secs to x: (([x position v] of [origami v]) - (10)) y: (-130)\n end\n end\n switch costume to (1 v)\n glide (1.6) secs to x: (185) y: (-130)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [43]> then\n wait until <(Dead) = [1]>\n stop [other scripts in sprite v]\n wait until <<not <touching (origami v)?>> and <(pause) = [0]>>\n glide (0.8) secs to x: (130) y: (12)\n set [brûlé ? v] to [0]\n set [phase v] to [1]\n set [shield v] to [5]\n switch costume to (boss 1 \(idle\) v)\n broadcast (Brûle v)\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <(level) = [30]>\n go to x: (130) y: (-130)\n show\n switch costume to (1 v)\n Start\n wait until <(level) = [35]>\n go to x: (180) y: (-55)\n show\n switch costume to (1 v)\n Start 2\n wait until <(level) = [43]>\n set [brûlé ? v] to [0]\n set [phase v] to [1]\n clear graphic effects\n go to x: (130) y: (12)\n show\n switch costume to (boss 1 \(idle\) v)\n Start Boss\n wait until <(level) = [41]>\nend\n\ndefine Start Boss\nwait (1) seconds\nwait until <<(level) = [43]> and <(pause) = [0]>>\nrepeat until <not <(level) = [43]>>\n if <(Dead) = [0]> then\n if <(PV ennemi) > [7]> then\n set [phase v] to [1]\n set [shield v] to [5]\n if <([x position v] of [origami v]) > [-150]> then\n set [whirl v] effect to (0)\n point towards (origami v)\n switch costume to (boss 1 \(idle\) v)\n wait (0.1) seconds\n Boss - Phase 1\n end\n else\n if <(PV ennemi) > [4]> then\n if <<(round (Shield)) = [0]> or <(round (Shield)) < [0]>> then\n set [phase v] to [3]\n else\n set [phase v] to [2]\n end\n if <([x position v] of [origami v]) > [-150]> then\n if <(round (Shield)) > [0]> then\n set [whirl v] effect to (0)\n point towards (origami v)\n switch costume to (boss 4 \(bouclier\) v)\n wait (0.1) seconds\n if <<(round (Shield)) = [0]> or <(round (Shield)) < [0]>> then\n Boss - Phase 3\n else\n Boss - Phase 2\n end\n else\n Boss - Phase 3\n wait (5) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [brûle v]\nforever\n set [pv ennemi v] to ((10) - (Brûlé ?))\nend\n\ndefine Start 2\nwait until <(level) = [35]>\nrepeat until <not <(level) = [35]>>\n if <([x position v] of [origami v]) > [-130]> then\n set [whirl v] effect to (0)\n point towards (origami v)\n switch costume to (1 v)\n wait (0.1) seconds\n set [whirl v] effect to (20)\n switch costume to (2 v)\n wait (0.5) seconds\n set [whirl v] effect to (0)\n switch costume to (1 v)\n wait (0.5) seconds\n switch costume to (3 v)\n point towards (origami v)\n if <<([x position v] of [origami v]) > [-130]> and <(Dead) = [0]>> then\n if <([x position v] of [origami v]) > [0]> then\n glide (0.8) secs to x: (([x position v] of [origami v]) + (10)) y: (-55)\n else\n glide (1.2) secs to x: (([x position v] of [origami v]) - (10)) y: (-55)\n end\n end\n switch costume to (1 v)\n glide (1.6) secs to x: (180) y: (-55)\n end\nend\n\ndefine Boss - Phase 1\nset [whirl v] effect to (20)\nswitch costume to (boss 2 \(!\) v)\nwait (0.5) seconds\nset [whirl v] effect to (0)\nswitch costume to (boss 1 \(idle\) v)\nwait (0.2) seconds\nswitch costume to (boss 3 \(dash\) v)\npoint towards (origami v)\nset volume to (20) %\nplay sound [SWSH_Epee qui fend l air \(ID 0128\)_LS v] until done\nif <<(Dead) = [0]> and <([x position v] of [origami v]) > [-200]>> then\n if <([x position v] of [origami v]) > [0]> then\n glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) + (10)) y: (12)\n else\n glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) - (10)) y: (12)\n end\nend\nswitch costume to (boss 1 \(idle\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\ndefine Boss - Phase 2\nset [whirl v] effect to (20)\nswitch costume to (boss 4 \(bouclier\) v)\nwait (0.5) seconds\nset [whirl v] effect to (0)\nswitch costume to (boss 4 \(bouclier\) v)\nwait (0.2) seconds\nswitch costume to (boss 4 \(bouclier\) v)\npoint towards (origami v)\nset volume to (20) %\nplay sound [SWSH_Epee qui fend l air \(ID 0128\)_LS v] until done\nif <<(Dead) = [0]> and <([x position v] of [origami v]) > [-200]>> then\n if <([x position v] of [origami v]) > [0]> then\n glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) + (10)) y: (12)\n else\n glide (pick random (1.4) to (1.7)) secs to x: (([x position v] of [origami v]) - (10)) y: (12)\n end\nend\nswitch costume to (boss 4 \(bouclier\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\nwhen I receive [brûle v]\nset [boss battu v] to [0]\nforever\n set size to (250) %\n set rotation style [left-right v]\n if <not <(level) = [43]>> then\n if <<touching (flamme v)?> and <(Brûlé ?) < [3]>> then\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<(Brûlé ?) = [3]> or <(Brûlé ?) > [3]>> then\n Destruction\n end\n end\n else\n if <<touching (flamme v)?> and <(Brûlé ?) < [10]>> then\n if <<not <(Brûlé ?) > [3]>> and <(Phase) = [1]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [brûlé ? v] by (0.2)\n else\n if <<not <(Shield) < [0.1]>> and <(Phase) = [2]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [shield v] by (-0.1)\n else\n if <(Phase) = [3]> then\n set [ennemi touché ? v] to [0]\n else\n if <<(Phase) = [4]> and <(Bouclier brisé) = [1]>> then\n set [ennemi touché ? v] to [1]\n wait (0.1) seconds\n change [brûlé ? v] by (0.1)\n else\n set [ennemi touché ? v] to [0]\n end\n end\n end\n end\n else\n if <<(Brûlé ?) = [10]> or <(Brûlé ?) > [10]>> then\n set [ennemi touché ? v] to [0]\n Destruction\n broadcast (Boss battu v)\n play sound [Gong sound effect v] until done\n else\n set [ennemi touché ? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set [pv ennemi v] to ((10) - (Brûlé ?))\nend\n\nwhen I receive [brûle v]\nStart Boss\n\nset [level v] to [43]\n\ndefine Boss - Phase 3\nswitch costume to (boss 5 \(ignifugé\) v)\nwait (0) seconds\nglide (1) secs to x: (130) y: (-106)\nrepeat until <not <(Phase) = [3]>>\n if <(Vent ??) = [1]> then\n switch costume to (boss 5 \(ignifugé\) v)\n clear graphic effects\n else\n switch costume to (boss 5 \(ignifugé\)2 v)\n end\n if <<(Brûlé ?) = [7]> or <(Brûlé ?) > [7]>> then\n Boss - Phase 4\n end\nend\n\nwhen I receive [dégâts - phase 3 v]\nif <(Brûlé ?) < [7]> then\n change [brûlé ? v] by (1)\nend\n\ndefine Boss - Phase 4\nset [phase v] to [4]\nset [bouclier brisé v] to [0]\nforever\n switch costume to (join [Boss Bouclier ] (Bouclier brisé))\nend\n\nwhen flag clicked\nforever\n if <(Shield) < [0.1]> then\n set [shield v] to [0]\n end\nend\n\nwhen I receive [brûle v]\nforever\n if <(Shield) < [0.1]> then\n set [shield v] to [0]\n end\nend\n\nswitch costume to (boss 4 \(bouclier\) v)\nplay sound [souffle_air v] until done\nglide (1.5) secs to x: (130) y: (12)\n\nif <(Bouclier brisé) = [0]> then\n wait (1) seconds\n if <([y position v] of [origami v]) < [50]> then\n glide (pick random (1.4) to (1.7)) secs to x: (-60) y: (-106)\n glide (pick random (1.4) to (1.7)) secs to x: (130) y: (-106)\n end\nend\n\nwait until <(Dead) = [1]>\n\nwait until <(Dead) = [0]>\n\nchange [mort contre le boss v] by (1)\n\nwhen I receive [start v]\nwait (2) seconds\nwait until <(Boss Battu) = [1]>\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<(Déblocage) = [0]> and <(Aide?) = [0]>> then\n show\n else\n hide\n end\n go to [front v] layer\n set [ghost v] effect to (50)\n go to x: (-100) y: (-160)\n switch costume to (join (Langue) (level))\nend\n\nset [déblocage v] to [38]\n\nset [déblocage v] to [38]\n\nset [déblocage v] to [38]\n\nwhen I receive [start v]\nforever\n if <(level) = [49]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Flèche empoisonnée\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n go to [front v] layer\n set size to (10) %\nend\n\nwhen I receive [start v]\nhide\nforever\n if <<(level) = [25]> or <(level) = [34]>> then\n switch costume to (costume2 v)\n else\n if <<(level) = [40]> or <(Phase) = [3]>> then\n switch costume to (costume2 v)\n else\n hide\n end\n end\nend\n\nwhen I receive [tir ennemi v]\n\nwhen I receive [tir ennemi - poison v]\nhide\nclear graphic effects\ngo to (mercenaire v)\nset rotation style [left-right v]\npoint in direction (90)\nwait (0.4) seconds\nshow\nif <(level) = [25]> then\n if <([x position v] of [origami v]) > [-64]> then\n repeat (10)\n move (15) steps\n end\n hide\n else\n repeat (10)\n move (-15) steps\n end\n hide\n end\nelse\n if <(level) = [34]> then\n if <([x position v] of [origami v]) > [0]> then\n repeat (20)\n move (15) steps\n end\n hide\n else\n repeat (20)\n move (-15) steps\n end\n hide\n end\n else\n repeat (10)\n move (15) steps\n end\n hide\n end\nend\n\nturn right (15) degrees\n\nturn left (5) degrees\n\ngo to (ninja v)\n\nturn right (-15) degrees\n\nwait (1.5) seconds\n\nwhen I receive [tir ennemi - poison v]\nforever\n if <<(level) = [25]> or <(level) = [34]>> then\n set y to (([y position v] of [mercenaire v]) - (5))\n if <touching (origami v)?> then\n wait (0) seconds\n hide\n else\n if <touching (_edge_ v)?> then\n hide\n else\n if <touching (level v)?> then\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [projectile boss v]\n\nset [level v] to [24]\n\n@Cooldown\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [cooldown v] to [1]\nforever\n go to [front v] layer\n go [backward v] (12) layers\n set y to (180)\n if <(Forme) = [Grenouille]> then\n change x by (((((Saut grenouille) * (250)) - (500)) - (x position)) * (0.25))\n end\nend\n\nwhen flag clicked\nforever\n if <(Forme) = [Grenouille]> then\n switch costume to (bar v)\n if <<(Saut grenouille) > [1.9]> or <(Saut grenouille) = [1.9]>> then\n set [color v] effect to (60)\n else\n if <<(Saut grenouille) = [1]> or <<(Saut grenouille) < [1.9]> and <(Saut grenouille) > [1]>>> then\n set [color v] effect to (30)\n else\n set [color v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Forme) = [Grenouille]> then\n show\n else\n hide\n end\nend\n\nif <(Forme) = [Oiseau]> then\n if <<(Wind) > [1.9]> or <(Saut grenouille) = [1.9]>> then\n set [color v] effect to (60)\n else\n if <<(Saut grenouille) = [1]> or <<(Saut grenouille) < [1.9]> and <(Saut grenouille) > [1]>>> then\n set [color v] effect to (30)\n else\n set [color v] effect to (0)\n end\n end\nend\n\nset [souffle max v] to [0]\n\n@Flamme\n\nwhen flag clicked\nforever\n if <(Forme) = [Dragon]> then\n hide\n go to (origami v)\n set rotation style [left-right v]\n set [feu dragon v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(Dead) = [0]> and <not <(Recharge) < [0.6]>>>> then\n set [attacking? v] to [1]\n set [feu dragon v] to [1]\n change [recharge v] by (-0.2)\n create clone of (_myself_ v)\n else\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n wait (0.3) seconds\n repeat until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Dead) = [1]>>\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(Dead) = [0]> and <(Recharge) < [9.9]>>> then\n wait (0) seconds\n change [recharge v] by (0.1)\n end\n end\n end\n else\n hide\n wait (0.3) seconds\n repeat until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Dead) = [1]>>\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(Dead) = [0]> and <(Recharge) < [9.9]>>> then\n wait (0) seconds\n change [recharge v] by (0.1)\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to (origami v)\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\nset size to (40) %\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nif <(Direction origami) = [90]> then\n switch costume to (90 v)\n move (2) steps\n repeat (10)\n change [ghost v] effect by (2)\n turn left (pick random (-2) to (2)) degrees\n move (7) steps\n if <<touching (_edge_ v)?> or <<touching (level v)?> or <<touching (water v)?> or >>> then\n delete this clone\n end\n end\n delete this clone\nelse\n switch costume to (-90 v)\n move (-19) steps\n repeat (10)\n change [ghost v] effect by (2)\n turn left (pick random (-2) to (2)) degrees\n move (-7) steps\n if <<touching (_edge_ v)?> or <<touching (level v)?> or <<touching (water v)?> or >>> then\n delete this clone\n end\n end\n delete this clone\nend\n\nrepeat (5)\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [brightness v] effect to (5)\nset [color v] effect to (2)\ngo to [front v] layer\n\nstop [all v]\n\n@Air\n\nwhen flag clicked\nforever\n if <<(level) = [32]> or <<(level) = [33]> or <<(level) = [38]> or <<(level) = [43]> and <(Phase) = [4]>>>>> then\n wait (0.005) seconds\n create clone of (_myself_ v)\n else\n if <(level) = [43]> then\n if <(Phase) = [3]> then\n wait until <(Vent ??) = [1]>\n create clone of (_myself_ v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nclear graphic effects\nif <(level) = [32]> then\n go to x: (pick random (-250) to (250)) y: (pick random (-150) to (-122))\nelse\n if <(level) = [33]> then\n go to x: (pick random (-90) to (-28)) y: (-125)\n else\n if <(level) = [38]> then\n go to x: (pick random (-70) to (-120)) y: (-60)\n else\n if <<(level) = [43]> and <(Phase) = [4]>> then\n go to x: (pick random (-225) to (-165)) y: (-125)\n else\n if <<(level) = [43]> and <(Phase) = [3]>> then\n go to x: ((Abscisse vent) + (pick random (-22) to (25))) y: (-125)\n else\n hide\n end\n end\n end\n end\nend\nif <not <<(level) = [43]> and <(Phase) = [3]>>> then\n repeat until <<not <touching (vent v)?>> or <touching (level v)?>>\n change y by (4)\n end\n hide\n delete this clone\nelse\n repeat until <not <touching (vent v)?>>\n change y by (6)\n end\n hide\n delete this clone\nend\n\nset [level v] to [32]\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nclear graphic effects\n\n@Aura\n\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (26) layers\nforever\n go to x: (0) y: (0)\n set size to (100) %\n if <<(level) = [6]> and <not <[formes débloquées v] contains [Boulette]?>>> then\n show\n set [forme débloquée v] to [Boulette]\n else\n if <<(level) = [11]> and <not <[formes débloquées v] contains [Bateau]?>>> then\n show\n set [forme débloquée v] to [Bateau]\n else\n if <<(level) = [17]> and <not <[formes débloquées v] contains [Avion]?>>> then\n show\n set [forme débloquée v] to [Avion]\n else\n if <<(level) = [24]> and <not <[formes débloquées v] contains [Grenouille]?>>> then\n show\n set [forme débloquée v] to [Grenouille]\n else\n if <<(level) = [31]> and <not <[formes débloquées v] contains [Oiseau]?>>> then\n show\n set [forme débloquée v] to [Oiseau]\n else\n if <<(level) = [36]> and <not <[formes débloquées v] contains [Dragon]?>>> then\n show\n set [forme débloquée v] to [Dragon]\n set [recharge v] to [6]\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (origami v)?> and <<(x) > [-5]> and <(x) < [5]>>> then\n hide\n broadcast (Forme débloquée v)\n insert (Forme débloquée) at (1) of [formes débloquées v] \n end\nend\n\n@Sprite8\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-150) y: (-100)\nshow\nforever\n if <(Explications?) = [0]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n set [langue v] to (costume [name v])\nend\n\nwhen I receive [start v]\nhide\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n hide\n go to [back v] layer\nend\nstop [this script v]\n\nwhen flag clicked\nswitch costume to (fr v)\n\nset [level v] to [9]\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-100)\nshow\nforever\n if <(Explications?) = [0]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n set [stop v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n hide\n go to [back v] layer\nend\nstop [this script v]\n\n@Down Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [forme débloquée v]\nhide\n\nwhen I receive [closeparchment v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [fin v]\nhide\n\nwhen I receive [start v]\nforever\n if <<(Déblocage) = [0]> and <<(Aide?) = [0]> and <not <(length of [formes débloquées v]) = [1]>>>> then\n show\n go to [front v] layer\n go to x: (-180) y: (-160)\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen this sprite clicked\nbroadcast (Explications v)\n\nwhen flag clicked\nset [explications? v] to [0]\ngo to [front v] layer\nset size to (70) %\ngo to x: (150) y: (-100)\nshow\nforever\n if <(Explications?) = [0]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen [timer v] > (stop)\nif <(timer) > (stop)> then\n hide\n go to [back v] layer\nend\nstop [this script v]\n\n@Boss Health\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(level) = [43]>\nforever\n if <(Boss Battu) = [0]> then\n go to x: (130) y: (-234)\n show\n go to [front v] layer\n set size to (200) %\n if <(Phase) = [2]> then\n set [color v] effect to (10)\n set [brightness v] effect to (-10)\n switch costume to ((round ((([shield v] of [samurai v]) / (5)) * (100))) + (3))\n else\n set [color v] effect to (90)\n set [brightness v] effect to (-10)\n switch costume to ((round (((PV ennemi) / (10)) * (100))) + (3))\n end\n else\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nwait until <(level) = [43]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <not <(Phase) = [3]>> then\n set [brightness v] effect to (([ennemi touché ? v] of [samurai v]) * (20))\n else\n set [brightness v] effect to (([bouclier touché ? v] of [symbole v]) * (20))\n end\n if <(Phase) = [2]> then\n set [color v] effect to (120)\n else\n set [color v] effect to (0)\n end\n set size to (50) %\n go to x: (16) y: (-161)\n switch costume to (boss v)\n show\n if <(Boss Battu) = [1]> then\n hide\n delete this clone\n end\nend\n\nset [brightness v] effect to (0)\n\nwhen I receive [start v]\nwait until <(Boss Battu) = [1]>\nchange [☁ boss battu : v] by (1)\n\n@Nom\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [lieu v] to [0]\nwait (0.2) seconds\nforever\n if <<(level) = [1]> or <<<(level) = [6]> or <(level) = [7]>> or <<<(level) = [11]> or <(level) = [12]>> or <<<(level) = [17]> or <(level) = [18]>> or <<<(level) = [24]> or <(level) = [25]>> or <<(level) = [30]> or <<<(level) = [31]> or <(level) = [32]>> or <<(level) = [36]> or <<<(level) = [37]> or <(level) = [39]>> or <<(level) = [41]> or <(level) = [43]>>>>>>>>>>> then\n if <(lieu) = [0]> then\n wait until <(Jumping) = [0]>\n wait (0) seconds\n set [lieu v] to [1]\n set [level 2 v] to (level)\n set [pause v] to [1]\n hide\n set [ghost v] effect to (30)\n switch costume to (join (Langue) (join [ - ] (level)))\n go to x: (-500) y: (30)\n go to [front v] layer\n go [backward v] (1) layers\n show\n glide (0.3) secs to x: (0) y: (30)\n wait (2) seconds\n glide (0.3) secs to x: (-500) y: (30)\n hide\n set [lieu v] to [0]\n set [pause v] to [0]\n wait until <not <(level 2) = (level)>>\n else\n hide\n end\n else\n hide\n end\nend\n\nswitch costume to (join (Langue) (join [ - ] (level)))\nclear graphic effects\ngo to x: (-500) y: (30)\ngo to [back v] layer\ngo [forward v] (5) layers\nshow\nglide (0.3) secs to x: (0) y: (30)\nwait (3) seconds\nglide (0.3) secs to x: (-500) y: (30)\nhide\n\ngo to [front v] layer\ngo [backward v] (10) layers\n\nset [level v] to [46]\n\n@Mur de pierre\n\nwhen I receive [boss battu v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nglide (0.5) secs to x: (0) y: (200)\ngo to x: (0) y: (200)\n\nwhen I receive [start v]\nwait until <(level) = [43]>\ngo to x: (0) y: (200)\nwait (0.2) seconds\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait until <not <(level) = [43]>>\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [43]> then\n if <not <<(Phase) = [3]> or <(Phase) = [4]>>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\nswitch costume to (costume2 v)\n\n@Menu\n\nwhen flag clicked\nset [forme v] to [Papier]\nclear graphic effects\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset size to (100) %\nset [brightness v] effect to (5)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Invisible\n\nwhen flag clicked\nset [mort ? v] to [0]\nforever\n if <(level) = [5]> then\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (22)\n go to x: (-11) y: (-70)\n else\n if <(level) = [9]> then\n switch costume to (costume2 v)\n show\n go to x: (20) y: (-129)\n else\n if <(level) = [10]> then\n switch costume to (costume2 v)\n show\n go to x: (-195) y: (-129)\n else\n if <(level) = [19]> then\n clear graphic effects\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n show\n else\n if <(level) = [20]> then\n clear graphic effects\n switch costume to (costume4 v)\n set [ghost v] effect to (30)\n show\n if <(Élément touché ?) = [0]> then\n go to x: (0) y: (0)\n end\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nwait until <(level) = [5]>\nset [mort ? v] to [0]\nwait until <(level) = [9]>\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <<(Mort ?) = [3]> or <(Mort ?) > [3]>> then\n go to [back v] layer\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\n wait until <<(Dead) = [1]> or <not <(level) = [5]>>>\n change [mort ? v] by (1)\n if <<(Mort ?) = [4]> or <(Mort ?) > [4]>> then\n go to [back v] layer\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\n wait until <<(Dead) = [0]> or <not <(level) = [5]>>>\n else\n if <(level) = [9]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n else\n if <(level) = [19]> then\n show\n go to [back v] layer\n else\n if <(level) = [20]> then\n show\n go to [back v] layer\n end\n end\n end\n end\nend\n\nwhen I receive [eau v]\nrepeat (100)\n change y by (-4)\nend\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nset [mort ? v] to [0]\n\n@Recharge feu\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (15) layers\nset [cooldown v] to [1]\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (12) layers\n set y to (180)\n change x by ((((((Recharge) * (50)) - (500)) - (x position)) * (0.25)) + (4))\nend\n\nif <(Forme) = [Dragon]> then\nend\n\nwhen flag clicked\nforever\n if <(Forme) = [Dragon]> then\n switch costume to (bar v)\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Forme) = [Dragon]> then\n show\n else\n hide\n end\nend\n\nset size to (100) %\n\ngo to [front v] layer\n\n@Hitbox - side\n\nwhen flag clicked\nforever\n go to (origami v)\n show\n set [ghost v] effect to (100)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [not touching wall? v] to [1]\n else\n set [not touching wall? v] to [0]\n end\nend\n\nset [level v] to [4]\n\nwhen flag clicked\nforever\n if <<(Forme) = [Boulette]> or <(Forme) = [Avion]>> then\n set size to (100) %\n switch costume to (costume2 v)\n else\n set size to (100) %\n switch costume to (costume1 v)\n end\nend\n\nif <touching (mur v)?> then\n set [bug mur v] to [1]\nelse\n set [bug mur v] to [0]\nend\n\n@Explications\n\nwhen flag clicked\nhide\nforever\n switch costume to (Langue)\nend\n\nwhen I receive [explications v]\nset [explications? v] to [1]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\nset [explications? v] to [0]\n\nset size to (80) %\n\n@Hitbox - up\n\nwhen flag clicked\nforever\n go to (origami v)\n show\n set [ghost v] effect to (100)\n set size to (100) %\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [haut touché ? v] to [1]\n else\n set [haut touché ? v] to [0]\n end\nend\n\nset [level v] to [4]\n\n@Parchemin\n\nwhen flag clicked\nhide\nset [aide? v] to [0]\nforever\n go to [front v] layer\n if <(Aide - n°) = [1]> then\n if <(level) > [38]> then\n switch costume to (join (Langue) [Ennemi - 4])\n else\n if <(level) > [29]> then\n switch costume to (join (Langue) [Ennemi - 3])\n else\n if <(level) > [25]> then\n switch costume to (join (Langue) [Ennemi - 2])\n else\n if <(level) > [24]> then\n switch costume to (join (Langue) [Ennemi - 1])\n else\n switch costume to (join (Langue) [Ennemi - 0])\n end\n end\n end\n end\n else\n switch costume to (join (Langue) (length of [formes débloquées v]))\n end\nend\n\nwhen I receive [aide v]\nset [aide - n° v] to [1]\nset [pause v] to [1]\nset [aide? v] to [1]\nwait (0) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\n\nwhen I receive [aide - 2 v]\nset [aide - n° v] to [2]\nset [pause v] to [1]\nset [aide? v] to [1]\nwait (0) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nset size to (70) %\n\nwait (1) seconds\nwait until <key (e v) pressed?>\nhide\nset [aide? v] to [0]\nset [pause v] to [0]\n\nwhen I receive [stop aide v]\nhide\nset [aide? v] to [0]\nset [pause v] to [0]\n\nwait (1) seconds\nwait until <key (o v) pressed?>\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mur\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n switch costume to (level)\n set [ghost v] effect to (100)\nend\n\n@Hitbox - down\n\nwhen flag clicked\nforever\n go to (origami v)\n show\n set [ghost v] effect to (100)\n set size to (100) %\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (90)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching (level v)?>> and <not <<(Forme) = [Bateau]> and <touching (water v)?>>>> then\n set [jumping v] to [1]\n else\n set [jumping v] to [0]\n end\nend\n\n@Clones\n\nwhen I start as a clone\nif <<(level) > [35]> and <not <(level) = [49]>>> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Start) = [0]> then\n show\n go to x: (-240) y: (pick random (50) to (170))\n switch costume to (sakura v)\n set [ghost v] effect to (20)\n go [backward v] (pick random (0) to (2)) layers\n point in direction (pick random (-180) to (180))\n set size to (30) %\n repeat until <<(x position) > [235]> or <<(y position) < [-180]> or <(Start) = [1]>>>\n change x by (2)\n change y by (-1)\n turn right (3) degrees\n end\n delete this clone\nelse\n if <not <(level) = [49]>> then\n if <(Poison) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (20)\n go to [back v] layer\n set size to (30) %\n show\n go to x: (([x position v] of [origami v]) + (pick random (-5) to (5))) y: ([y position v] of [origami v])\n if <(Poison) = [1]> then\n repeat (15)\n change y by (2)\n end\n delete this clone\n else\n delete this clone\n end\n else\n if <<(level) > [35]> and <(level) < [48]>> then\n go to [back v] layer\n switch costume to (costume3 v)\n set size to (80) %\n show\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (0))\n glide (1) secs to x: ((x position) + (pick random (-20) to (20))) y: ((y position) + (pick random (20) to (90)))\n end\n end\n else\n show\n go to x: (-240) y: (pick random (50) to (200))\n switch costume to (sakura v)\n set [ghost v] effect to (20)\n go to [front v] layer\n go [backward v] (pick random (0) to (50)) layers\n point in direction (pick random (-180) to (180))\n set size to (30) %\n repeat until <<(x position) > [235]> or <(y position) < [-180]>>\n change x by (2)\n change y by (-1)\n turn right (3) degrees\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [start v] to [0]\nwait (0.1) seconds\nStart\n\nwhen I receive [start v]\nset [start v] to [1]\n\ndefine Start\nset size to (30) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (-240) y: (pick random (50) to (170))\nrepeat until <(Start) = [1]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I receive [start v]\nforever\n if <(Poison) = [1]> then\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\n else\n if <<(level) > [35]> and <not <(level) = [49]>>> then\n wait (pick random (0.05) to (0.1)) seconds\n create clone of (_myself_ v)\n else\n if <(level) = [50]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start v]\nwait until <(level) = [49]>\nEnd\nif <(level) > [35]> then\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\ndefine End\nset size to (30) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (-240) y: (pick random (50) to (170))\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (6)) seconds\n create clone of (_myself_ v)\n wait (pick random (5) to (6)) seconds\nend\n\nset [level v] to [49]\n\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@Arbre\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [back v] layer\n go to x: (141) y: (-48)\n set [color v] effect to (-30)\n set [brightness v] effect to (() - ((Arbre brûlé) * (20)))\nend\n\nwhen flag clicked\nset [arbre brûlé v] to [0]\nforever\n if <<touching (flamme v)?> and <(Arbre brûlé) < [3]>> then\n wait (0.1) seconds\n change [arbre brûlé v] by (0.1)\n else\n if <<(Arbre brûlé) = [3]> or <(Arbre brûlé) > [3]>> then\n switch costume to (backdrop2 v)\n end\n end\nend\n\ndefine Destruction\nDestruction\n\nwhen flag clicked\nforever\n hide\n wait until <(level) = [37]>\n set [arbre brûlé v] to [0]\n switch costume to (backdrop1 v)\n show\n wait until <(level) = [38]>\nend\n\n@Texture\n\nwhen flag clicked\nbroadcast (flag v)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n if <(Aide?) = [0]> then\n show\n go to x: (0) y: (0)\n set size to (150) %\n set [ghost v] effect to (90)\n else\n hide\n end\nend\n\nwhen I receive [flag v]\ngo to [front v] layer\nforever\n show\n go to x: (0) y: (0)\n set size to (150) %\n set [ghost v] effect to (85)\nend\n\nbroadcast (Boss battu v)\n\ngo to [back v] layer\n\n@Boutons\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to x: (0) y: (100)\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (join (Langue) [1])\nglide (0.5) secs to x: (0) y: (0)\nwait (1.5) seconds\nswitch costume to (join (Langue) [2])\nwait (1.5) seconds\nswitch costume to (join (Langue) [3])\nforever\n if <(mouse y) > [98]> then\n glide (0.1) secs to x: (0) y: (100)\n hide\n wait (0.5) seconds\n wait until <not <(mouse y) > [98]>>\n show\n glide (0.1) secs to x: (0) y: (0)\n else\n show\n glide (0.1) secs to x: (0) y: (0)\n end\nend\n\nset [ghost v] to [60]\nset [size vel v] to [0]\n\nchange [ghost v] by (1)\n\nwhen I receive [layer v]\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (-220) y: (160)\ngo to [front v] layer\nset [ghost v] effect to (Ghost)\nswitch costume to (skip level v)\n\nif <touching (mouse-pointer v)?> then\n set size to (120) %\nelse\n set size to (100) %\nend\nif <(Aide?) = [1]> then\n hide\nelse\n show\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <<(Dead) = [0]> and <(Jumping) = [0]>> then\n if <key (o v) pressed?> then\n broadcast (Aide - 2 v)\n set [menu showing? v] to [0]\n wait (0.2) seconds\n wait until <key (o v) pressed?>\n broadcast (Stop aide v)\n wait until <not <key (o v) pressed?>>\n else\n if <key (e v) pressed?> then\n broadcast (Aide v)\n set [menu showing? v] to [0]\n wait (0.2) seconds\n wait until <key (e v) pressed?>\n broadcast (Stop aide v)\n wait until <not <key (e v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (5)\nend\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-215)\nset size to (80) %\nrepeat (100)\n change [ghost v] effect by (-1)\nend\ncreate clone of (_myself_ v)\n\nset [old x v] to (x position)\nset [old y v] to (y position)\nset [target x v] to (x position)\nset [target y v] to (y position)\nshow\nif <(costume [number v]) = [1]> then\n go to [front v] layer\nend\nset [ghost v] effect to (Ghost)\nforever\n go to [front v] layer\n go [backward v] (13) layers\n set y to (160)\nend\n\nset [level v] to [49]\n\nswitch costume to (fr2 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (-220) y: (160)\nswitch costume to (skip level v)\ngo to [front v] layer\nset [ghost v] effect to (Ghost)\n\ngo [backward v] (1) layers\n\nwhen I receive [closeparchment v]\nshow\ngo to [front v] layer\n\nwhen I receive [openparchment v]\nhide\n\nwhen I receive [start v]\nforever\n if <(Forme) = [Grenouille]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [ghost v] effect to (100)\n else\n wait (0.5) seconds\n set [ghost v] effect to (Ghost)\n end\n else\n if <(Forme) = [Dragon]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (Ghost)\n end\n end\nend\n\nset [level v] to [43]\n\nwhen I receive [start v]\nwait until <(level) = [49]>\nswitch backdrop to (4 v)\n\nwhen I receive [start v]\nforever\n wait until <<key (p v) pressed?> and <<<<not <(level) = [43]>> and <<not <(level) = [6]>> and <<not <(level) = [11]>> and <<not <(level) = [17]>> and <<not <(level) = [24]>> and <<not <(level) = [31]>> and <not <(level) = [36]>>>>>>>> and <(pause) = [0]>> and <(costume [number v]) < [4]>>>\n next costume\n wait until <not <key (p v) pressed?>>\n broadcast (Passer au niveau suivant v)\n wait (1) seconds\nend\n\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\nset [difficulté boss v] to [2]\nforever\n go to x: (0) y: (150)\n if <<(level) = [43]> and <(Boss Battu) = [0]>> then\n show\n set [ghost v] effect to (40)\n if <(Mort contre le boss) = [0]> then\n switch costume to (join (Langue) (join (Difficulté Boss) [*]))\n else\n switch costume to (join (Langue) (Difficulté Boss))\n end\n if <(Difficulté Boss) > [3]> then\n set [difficulté boss v] to [1]\n else\n if <(Difficulté Boss) < [1]> then\n set [difficulté boss v] to [3]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [43]> and <(Boss Battu) = [0]>> then\n if <(Mort contre le boss) = [0]> then\n wait until <key (c v) pressed?>\n change [difficulté boss v] by (-1)\n wait until <not <key (c v) pressed?>>\n end\n else\n hide\n end\nend\n\nset [level v] to [43]\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch costume to (Langue)\n go to x: (60) y: (160)\n set [ghost v] effect to (40)\n show\n else\n hide\n end\nend\n\n
Shared on 31st August 2021. Only playable on computer for now, but I'll work on a mobile version when I have time!\n\n⚠ Want to play in English? Don't forget to change the language at the beginning by clicking the flag!\n\n✦ KEYS (only playable on computer)\n← → or [A] [D] : move\n↑ or [W] : jump\n↓ or [S] : select a new origami\n[SPACE] : transform yourself in the selected origami\n\n✦ You cannot transform when the side of your origami touches a wall or a tree (that's the meaning of the darkening origami in the lower left corner)\n\n✦ You play as a sheet of paper. Progress through the levels, thwart the traps of the Shogun and reach the top of the mountain!\n\n✦ Unlock 6 secret scrolls that will allow you to transform into new origamis to progress through the levels.\n\n✦ You can consult the particularities of each origami by pressing [O], and those of enemies by pressing [E].\n\nMore than two years after starting this project, I finally found the time to finish it! I spent an enormous amount of time tweaking it... and would be happy if you could give me a feedback in the comments. If you liked this game, feel free to click ❤️⭐ and follow me, it's the best way to support me. Thanks by advance !\n\nI specify that this is my first platform game ... so please be indulgent :)\nAll levels are 100% feasible!\n\n✸ All links, ads, or spams will be reported to the Scratch team and removed. Please don't make comments like that.\n\n\nCREDITS :\n\n✦ Background \nHarry Nesbitt (for the original design)\n@Vezto (for putting it to Scratch)\n@Samrya (used blocks from https://scratch.mit.edu/projects/143283512/ )\n\n✦ Various graphics\nParchment animation : @dragon-master\nPolyart tree : @belle63\nSakura flowers : @t9decode\n\nThanks a lot to you all!\n\n✦ Musics\nThe links to the musics are in the background script.\n\n\n✸ Changelog: \n\nv.1.1 : 6th October 2021 + 24th November 2021 (unshared, then reshared to correct huge bugs!)\n- Added the P button to move to the next level, usable 3 times per game to avoid abuse\n- Added button C to change the difficulty of the boss fight (your character has 1, 2 or 3 lives depending on the game mode you choose)\n- Boss HP nerf (100 → 85)\n- Guards HP nerf (30 -> 25)\n\nv.1.0 : 31st August 2021\n- Game release, more than two years after starting it!\n\nTags : #Origami #Platformer #Dims #Dims68 #All #Game #Japan #Paper
Google platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Electroman Adventures v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nphysics\n\nwhen flag clicked\ngo to x: (-25) y: (28)\n\nwhen flag clicked\nset [scrollx v] to [36]\nset [scrolly v] to [-23]\nforever\n change [scrollx v] by ((xv) * (-0.8))\nend\n\nwhen I receive [reset v]\ngo to x: (-25) y: (28)\n\nwhen flag clicked\n\nwhen I receive [next level v]\ngo to x: (-25) y: (28)\n\ndefine physics\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n if <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n if <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (-6)\n change x by ((xv) * (-1))\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 [7]\n else\n set [yv 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 (#cccccc)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#cccccc)?> and <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [13]\n end\n change y by (1)\n if <(y position) < [-140]> then\n broadcast (reset v)\n end\n if <touching color (#000000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (next level v)\n stop [this script v]\n end\n if <<touching (sprite3 v)?> or <key (r v) pressed?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (reset v)\n stop [this script v]\n end\n if <touching (sprite2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (reset v)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nphysics\n\nwhen I receive [reset v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nphysics\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n go to x: (scrollx) y: (28)\nend\n\nwhen I receive [reset v]\nset [scrollx v] to [36]\n\nwhen I receive [next level v]\nset [scrollx v] to [36]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (scrollx) y: (28)\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (10) %\nswitch costume to (costume1 v)\nforever\n go to x: (scrollx) y: (200)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n repeat (40)\n change x by (40)\n end\n repeat (40)\n change x by (-40)\n end\nend\n\nchange size by (10)\n\nchange size by (10)\n\n
Please leave a love and a like!\ninstructions are in - game\nIf this gets 100 loves I'll make a sequel
Impossible Scrolling Platformer
@Stage\n\n@Joueur\n\nwhen I receive [drapeau vert v]\nhide\ngo to [front v] layer\n\nwhen I receive [jouer v]\nforever\n broadcast (Réinitialisation v) and wait\n broadcast (Installer v) and wait\n Début du jeu ? (Game on )\n repeat until <(SORTIE) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(SORTIE) = [Fini]> then\n Jeu-Fini\n else\n Jeu-Mort\n end\nend\n\ndefine Début du jeu ? (Game on )\nset [y v] to [0]\nset [x v] to [0]\nset [sy v] to [0]\nset [en l'air v] to [0]\nset [sortie v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Changer Joueur X par [-8]\nend\nif <key (right arrow v) pressed?> then\n Changer Joueur X par [8]\nend\nif <key (up arrow v) pressed?> then\n if <(En l'air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChanger Joueur Y par (sy)\nset [défilement x v] to (X)\nif <(Défilement X) < [0]> then\n set [défilement x v] to [0]\nend\nchange [défilement y v] by (round (((Y) - (Défilement Y)) / (10)))\nif <(Défilement Y) < [0]> then\n set [défilement y v] to [0]\nend\nPosition\nif <(Y) < [-300]> then\n set [sortie v] to [mort]\nend\n\ndefine Changer Joueur Y par (sy)\nchange [y v] by (sy)\nchange [en l'air v] by (1)\nPosition\nTest-Mort\nrepeat until <not <touching (platformes v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [en l'air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Défilement X)) y: ((Y) - (Défilement Y))\n\ndefine Changer Joueur X par (sx)\nchange [x v] by (sx)\nPosition\nTest-Mort\nif <touching (platformes v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (platformes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <touching (platformes 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 Jeu-Mort\nbroadcast (Mort v)\nset [sortie v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test-Mort\nif <touching color (#ff0000)?> then\n set [sortie v] to [mort]\nend\n\ndefine Jeu-Fini\nrepeat (50)\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [niveau v] by (1)\n\nwhen backdrop switches to [arrière plan1 v]\nset [niveau v] to [1]\nbroadcast (Drapeau Vert v) and wait\nbroadcast (Jouer v) and wait\n\nwhen flag clicked\nhide variable [niveau v]\nhide variable [pièces v]\nhide variable [pièces max v]\nswitch backdrop to (présentation v)\nhide\nforever\n if <key (space v) pressed?> then\n switch backdrop to (arrière plan1 v)\n show variable [niveau v]\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [arrière plan1 v]\nwait (2) seconds\nforever\n if <key (space v) pressed?> then\n show variable [pièces max v]\n show variable [pièces v]\n wait (2) seconds\n hide variable [pièces v]\n hide variable [pièces max v]\n end\nend\n\nwhen I receive [niveau suivant v]\nset [sortie v] to [Fini]\n\nwhen backdrop switches to [arrière plan1 v]\nforever\n if <(SORTIE) = [mort]> then\n start sound [Oops v]\n end\nend\n\n@Platformes\n\nwhen I receive [drapeau vert v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Défilement X)) ((Y) - (Défilement Y))\n\nwhen I receive [installer v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(NIVEAU) = [1]> then\n switch costume to (niveau 1.1 v)\n Clone à X : [340] Y : [0]\n Clone à X : [340] Y : [0]\n Clone à X : [380] Y : [0]\nelse\n if <(NIVEAU) = [2]> then\n switch costume to (niveau 2.1 v)\n Clone à X : [0] Y : [400]\n Clone à X : [340] Y : [-300]\n else\n if <(NIVEAU) = [3]> then\n switch costume to (niveau 3.1 v)\n Clone à X : [480] Y : [0]\n else\n if <(NIVEAU) = [4]> then\n switch costume to (niveau 4.1 v)\n Clone à X : [480] Y : [50]\n else\n if <(NIVEAU) = [5]> then\n move (200) steps\n switch costume to (niveau 5 barrière v)\n Clone à X : [0] Y : [0]\n Clone à X : [350] Y : [0]\n else\n if <(NIVEAU) = [6]> then\n switch costume to (niveau 6.1 v)\n Clone à X : [350] Y : [0]\n else\n if <(NIVEAU) = [7]> then\n switch costume to (niveau 7.1 v)\n Clone à X : [200] Y : [-10]\n Clone à X : [150] Y : [10]\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n else\n switch costume to (niveau fin 1 v)\n Clone à X : [350] Y : [0]\n Clone à X : [350] Y : [0]\n Clone à X : [0] Y : [380]\n Clone à X : [350] Y : [80]\n Clone à X : [0] Y : [-350]\n Clone à X : [350] Y : [0]\n end\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\ndefine Clone à X : (x) Y : (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [réinitialisation v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [niveau 5 barrière]> then\n wait until <(NIVEAU) = [5]>\n wait until <(Clé trouvée) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [niveau 7 barrières]> then\n wait until <(NIVEAU) = [7]>\n wait until <(Clé trouvée) = [2]>\n delete this clone\nend\n\n@Pièces\n\nwhen I receive [drapeau vert v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Défilement X)) ((Y) - (Défilement Y))\nif <touching (joueur v)?> then\n change [pièces v] by (1)\n broadcast (Piece collectée v)\n if <(Pièces) = (Pièces MAX)> then\n broadcast (Ouvrir le Portail v)\n end\n delete this clone\nend\n\nwhen I receive [installer v]\nhide\nset [pièces v] to [0]\nset [pièces max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(NIVEAU) = [1]> then\n switch costume to (pièce v)\n Clone à X : [190] Y : [-65]\n Clone à X : [510] Y : [0]\n Clone à X : [440] Y : [-90]\n Clone à X : [790] Y : [-90]\n Clone à X : [890] Y : [-90]\nelse\n if <(NIVEAU) = [2]> then\n Clone à X : [-130] Y : [-40]\n Clone à X : [200] Y : [70]\n Clone à X : [200] Y : [380]\n Clone à X : [470] Y : [10]\n else\n if <(NIVEAU) = [3]> then\n Clone à X : [0] Y : [0]\n Clone à X : [300] Y : [100]\n Clone à X : [100] Y : [-100]\n Clone à X : [370] Y : [-100]\n Clone à X : [800] Y : [10]\n else\n if <(NIVEAU) = [4]> then\n Clone à X : [0] Y : [-15]\n Clone à X : [400] Y : [100]\n Clone à X : [600] Y : [150]\n else\n if <(NIVEAU) = [5]> then\n Clone à X : [-100] Y : [-100]\n Clone à X : [200] Y : [-100]\n Clone à X : [50] Y : [-100]\n Clone à X : [100] Y : [-100]\n Clone à X : [0] Y : [-100]\n Clone à X : [0] Y : [-50]\n Clone à X : [100] Y : [-50]\n Clone à X : [350] Y : [0]\n else\n if <(NIVEAU) = [6]> then\n Clone à X : [400] Y : [-150]\n else\n if <(NIVEAU) = [7]> then\n Clone à X : [1100] Y : [0]\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\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 [réinitialisation v]\ndelete this clone\n\ndefine Clone à X : (x) Y : (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [pièces max v] by (1)\ncreate clone of (_myself_ v)\n\n@Portail\n\nwhen I receive [drapeau vert v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Défilement X)) ((Y) - (Défilement Y))\nif <<(costume [name v]) = [Ouvert]> and <touching (joueur v)?>> then\n set [sortie v] to [Fini]\nend\n\nwhen I receive [installer v]\nhide\nset [pièces v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(NIVEAU) = [1]> then\n switch costume to (fermé v)\n Clone à X : [1300] Y : [-20]\nelse\n if <(NIVEAU) = [2]> then\n switch costume to (fermé v)\n Clone à X : [650] Y : [-20]\n else\n if <(NIVEAU) = [3]> then\n switch costume to (fermé v)\n Clone à X : [850] Y : [0]\n else\n if <(NIVEAU) = [4]> then\n switch costume to (fermé v)\n Clone à X : [-100] Y : [-100]\n else\n if <(NIVEAU) = [5]> then\n switch costume to (fermé v)\n Clone à X : [0] Y : [-200]\n else\n if <(NIVEAU) = [6]> then\n switch costume to (fermé v)\n Clone à X : [600] Y : [100]\n else\n if <(NIVEAU) = [7]> then\n switch costume to (fermé v)\n Clone à X : [200] Y : [-200]\n else\n switch costume to (fermé v)\n Clone à X : [-44444444] Y : [0]\n end\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 [réinitialisation v]\ndelete this clone\n\ndefine Clone à X : (x) Y : (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [ouvrir le portail v]\nswitch costume to (ouvert v)\n\nwhen flag clicked\nhide\nstop [this script v]\n\n@Clé\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<<(NIVEAU) = [5]> and <not <(Clé trouvée) = [1]>>> or <<(NIVEAU) = [7]> and <not <(Clé trouvée) = [2]>>>> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (Défilement X)) ((y) - (Défilement Y))\n\nwhen flag clicked\nset [clé trouvée v] to [0]\nhide\ngo to x: (-99999999999999) y: (1000)\n\ndefine Mettre clé à x: (x) y: (y)\nset [clé trouvée v] to [0]\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [arrière plan1 v]\nwait until <(NIVEAU) = [5]>\nset [clé trouvée v] to [0]\nMettre clé à x: [300] y: [200]\nshow\nwait until <(NIVEAU) = [7]>\nset [clé trouvée v] to [0]\nMettre clé à x: [2400] y: [150]\nshow\n\nwhen I receive [tick v]\nif <(NIVEAU) = [5]> then\n if <touching (joueur v)?> then\n hide\n set [clé trouvée v] to [1]\n delete this clone\n end\nelse\n if <(NIVEAU) = [7]> then\n if <touching (joueur v)?> then\n hide\n set [clé trouvée v] to [2]\n delete this clone\n end\n end\nend\n\n@GUI\n\nwhen this sprite clicked\nif <(Menu Gui) = [0]> then\n switch costume to (1 v)\n broadcast (Ouvrir GUI v)\n set [menu gui v] to [1]\nelse\n switch costume to (0 v)\n broadcast (Fermer GUI v)\n set [menu gui v] to [0]\nend\n\nwhen flag clicked\nset [menu gui v] to [0]\nswitch costume to (0 v)\n\nwhen flag clicked\nhide\ngo to x: (217) y: (254)\nwait until <(backdrop [number v]) = [2]>\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(Menu Gui) = [1]>> then\n switch costume to (1 v)\n wait until <<not <touching (mouse-pointer v)?>> or <(Menu Gui) = [1]>>\n if <not <(Menu Gui) = [1]>> then\n switch costume to (0 v)\n end\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\nswitch costume to (0 v)\n\nwhen flag clicked\ngo to x: (181) y: (254)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (0 v)\n end\nend\n\nwhen I receive [ouvrir gui v]\nshow\nswitch costume to (0 v)\n\nwhen I receive [fermer gui v]\nhide\n\nwhen this sprite clicked\nif <not <(NIVEAU) = [8]>> then\n broadcast (Niveau suivant v)\nend\n\n@Restart\n\nwhen this sprite clicked\nbroadcast (Jouer v)\n\nwhen flag clicked\ngo to x: (147) y: (254)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (1 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (0 v)\n end\nend\n\nwhen I receive [ouvrir gui v]\nshow\nswitch costume to (0 v)\n\nwhen I receive [fermer gui v]\nhide\n\nwhen flag clicked\nswitch costume to (0 v)\n\n@Musique\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [2]>\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\nwhen flag clicked\ngo to x: (110) y: (254)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [number v]) = [2]> then\n switch costume to (0 v)\n else\n switch costume to (2 v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (0 v)\ngo to [back v] layer\nset volume to (100) %\nstop all sounds\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set volume to (0) %\n switch costume to (2 v)\nelse\n set volume to (100) %\n switch costume to (1 v)\nend\n\nwhen I receive [ouvrir gui v]\nshow\n\nwhen I receive [fermer gui v]\nhide\n\n@FX\n\nwhen I receive [mort v]\nplay sound [Oops v] until done\n\nwhen I receive [piece collectée v]\nplay sound [Collect v] until done\n\nwhen flag clicked\nswitch costume to (0 v)\n\nwhen flag clicked\ngo to x: (73) y: (254)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\n wait until <not <touching (mouse-pointer v)?>>\n if <(costume [number v]) = [2]> then\n switch costume to (0 v)\n else\n switch costume to (2 v)\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nset volume to (100) %\nstop all sounds\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set volume to (0) %\n switch costume to (2 v)\nelse\n set volume to (100) %\n switch costume to (1 v)\nend\n\nwhen I receive [ouvrir gui v]\nshow\nswitch costume to (0 v)\n\nwhen I receive [fermer gui v]\nhide\n\n
EN - I’m French, sorry for spelling mistakes. \n\nPièces = Coins\n- Click the FX button or music button to stop the sounds or music \n- Move with arrow keys\n- Don’t touch the red and don’t fall\n- Collect all coins to open the portal\n- Press SPACE bar to see the coins collected and to be collected\n- Complete the 7 levels\n- Don't get discouraged\n- Enjoy !\n\nLet me know if there are any bugs or anything\n\nFR -\n- Cliques sur le bouton FX ou sur le bouton musique pour arrêter les sons ou la musique\n- Utilises les flèches pour te diriger\n- Ne touches pas le rouge et ne tombe pas\n- Collectes toutes les pièces pour ouvrir le portail\n- Appuies sur ESPACE pour voir les pièces collectées et à collecter\n- Viens au bout des 7 niveaux\n- Les niveaux sont durs mais ne te décourage pas !\n- Profite !\n\nPréviens moi si il y a des bugs ou autres
Rat (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (ozadje1 v)\nset volume to (20) %\nforever\n play sound [Movie v] until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [55]> then\n wait (3) seconds\n play sound (pick random (2) to (3)) until done\n end\nend\n\n@rat\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nwait until <([costume # v] of [intro v]) = [6]>\nswitch costume to (preobleka1 v)\nswitch backdrop to (ozadje1 v)\nshow\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<<touching color (#626262)?> or <<touching color (#b79e60)?> or <touching color (#ccc5b5)?>>> or <touching color (#00ab4a)?>> or <<touching color (#de00ff)?> or <<touching color (#ffd041)?> or <<touching color (#948022)?> or <touching color (#424242)?>>>>> then\n change y by (4)\n end\n if <<<<touching color (#626262)?> or <<touching color (#b79e60)?> or <touching color (#ccc5b5)?>>> or <touching color (#00ab4a)?>> or <<touching color (#de00ff)?> or <<touching color (#ffd041)?> or <<touching color (#948022)?> or <touching color (#424242)?>>>>> 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 (#626262)?> or <<touching color (#b79e60)?> or <touching color (#ccc5b5)?>>> or <touching color (#00ab4a)?>> or <<touching color (#de00ff)?> or <<touching color (#ffd041)?> or <<touching color (#948022)?> or <touching color (#424242)?>>>>> 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 (#626262)?> or <<touching color (#b79e60)?> or <touching color (#ccc5b5)?>>> or <touching color (#00ab4a)?>> or <<touching color (#de00ff)?> or <<touching color (#ffd041)?> or <<touching color (#948022)?> or <touching color (#424242)?>>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching color (#528c85)?> or <touching color (#7c7c7c)?>> or <<touching color (#aa7200)?> or <<touching (poison gas v)?> or <<touching (ball v)?> or <<touching (foot v)?> or <<touching (killer wasp v)?> or <<touching color (#00ffff)?> or >>>>>>> then\n wait (0.001) seconds\n start sound [squeak v]\n go to x: (-217) y: (-20)\n end\n if <<<(x position) > [222]> or <touching color (#9e6400)?>> and <not <(backdrop [number v]) = [60]>>> then\n go to x: (-217) y: (-20)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff8b8b)?> then\n set [y v] to [20]\n end\nend\n\nwhen [p v] key pressed\ngo to x: (-217) y: (-20)\nif <not <(backdrop [number v]) = [60]>> then\n next backdrop\nend\n\nwhen flag clicked\nforever\n if <touching (chef v)?> then\n switch costume to (preobleka2 v)\n end\nend\n\n@poison gas\n\nwhen I start as a clone\nset size to (pick random (100) to (140)) %\nshow\nset [ghost v] effect to (100)\npoint in direction (pick random (360) to (0))\nrepeat (10)\n move (0.3) steps\n change [ghost v] effect by (-7)\nend\nrepeat (10)\n move (0.3) steps\nend\nrepeat (10)\n move (0.3) steps\n change [ghost v] effect by (7)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <<<(backdrop [number v]) = [15]> or <(backdrop [number v]) = [16]>> or <(backdrop [number v]) = [29]>> then\n go to x: (135) y: (-5)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [18]> then\n go to x: (-60) y: (-40)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (30) y: (-40)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [27]> then\n go to x: (100) y: (40)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [45]> then\n go to x: (130) y: (30)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [51]> then\n go to x: (50) y: (100)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n if <(backdrop [number v]) = [58]> then\n go to x: (230) y: (-60)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(backdrop [number v]) = [17]> or <(backdrop [number v]) = [20]>> or <<(backdrop [number v]) = [28]> or <<(backdrop [number v]) = [30]> or <<(backdrop [number v]) = [46]> or <<(backdrop [number v]) = [52]> or >>>>> then\n delete this clone\n end\nend\n\n@ball\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [23]> then\n show\n go to x: (190) y: (-50)\n point in direction (90)\n forever\n turn left (5) degrees\n change x by (-5)\n if <<touching (_edge_ v)?> or <(backdrop [number v]) = [24]>> then\n hide\n stop [this script v]\n end\n if <touching (rat v)?> then\n wait (0.1) seconds\n go to x: (190) y: (-50)\n point in direction (90)\n end\n end\n else\n hide\n end\nend\n\n@foot\n\nwhen flag clicked\nif <(backdrop [number v]) = [1]> then\n wait (0.1) seconds\n hide\nend\nforever\n if <(backdrop [number v]) = [26]> then\n switch costume to (preobleka1 v)\n go to x: (120) y: (285)\n show\n forever\n repeat (30)\n change y by (5)\n if <(backdrop [number v]) = [27]> then\n hide\n stop [this script v]\n end\n end\n repeat (30)\n change y by (-5)\n if <(backdrop [number v]) = [27]> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [30]> then\n show\n switch costume to (preobleka2 v)\n go to x: (-60) y: (285)\n forever\n repeat (30)\n change y by (5)\n if <(backdrop [number v]) = [31]> then\n hide\n stop [this script v]\n end\n end\n repeat (30)\n change y by (-5)\n if <(backdrop [number v]) = [31]> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [54]> then\n show\n switch costume to (preobleka3 v)\n go to x: (-60) y: (285)\n forever\n repeat (30)\n change y by (5)\n if <(backdrop [number v]) = [55]> then\n hide\n stop [this script v]\n end\n end\n repeat (30)\n change y by (-5)\n if <(backdrop [number v]) = [55]> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\n\n@killer wasp\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [33]> then\n create clone of (_myself_ v)\n wait until <(backdrop [number v]) = [34]>\n end\n if <(backdrop [number v]) = [35]> then\n create clone of (_myself_ v)\n wait until <(backdrop [number v]) = [36]>\n end\n if <(backdrop [number v]) = [38]> then\n create clone of (_myself_ v)\n wait until <(backdrop [number v]) = [39]>\n end\nend\n\nwhen I start as a clone\nchange y by (pick random (-10) to (10))\nshow\nforever\n point towards (rat v)\n move (1.6) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (rat v)?> then\n wait (0.01) seconds\n go to x: (196) y: (111)\n end\n if <<(backdrop [number v]) = [34]> or <<(backdrop [number v]) = [36]> or >> then\n delete this clone\n end\nend\n\n@chef\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [60]> then\n show\n if <touching (rat v)?> then\n set [ghost v] effect to (100)\n end\n else\n hide\n end\nend\n\n@intro\n\nwhen flag clicked\nswitch costume to (preobleka1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (5)\n switch backdrop to (ozadje1 v)\n wait (4) seconds\n next costume\nend\nwait (4) seconds\nhide\n\nwhen flag clicked\nset language to (en v)::tts\nset voice to (tenor v)::tts\nwait (1) seconds\nspeak [once upon a time]::tts\nwait until <(costume [number v]) = [2]>\nspeak [in the sewers of paris]::tts\nwait until <(costume [number v]) = [3]>\nspeak [there was a rat]::tts\nwait until <(costume [number v]) = [4]>\nspeak [a rat like no other]::tts\nwait until <(costume [number v]) = [5]>\nspeak [a rat that wanted to become]::tts\nwait until <(costume [number v]) = [6]>\nspeak [a chef]::tts\n\nswitch costume to (preobleka6 v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n
Nothing - A Platformer -1.5- (Mobile-Friendly)
@Stage\n\nwhen flag clicked\nset [le level v] to [1]\n\n@lil dude\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-99)\nswitch costume to (costume1 v)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (y position)>>> then\n change [xv v] by (-1)\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 [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#000000)?> then\n change y by ((YV) * (-.5))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <touching color (#ffbe87)?> then\n set [yv v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching color (#000000)?>> then\n set [yv v] to [10]\n end\nend\n\nwhen I receive [el reset v]\ngo to x: (item (le level) of [position v]) y: (item (le level) of [position 2 v])\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <touching (el slammy v)?> then\n broadcast (el reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (le thingy v)?> then\n broadcast (le next level v)\n broadcast (el reset v)\n end\nend\n\nnext backdrop\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <<touching (el box v)?> or <<touching (el slammy v)?> or <<touching (le death v)?> or <<touching color (#ffffff)?> or <touching color (#f2f2f2)?>>>>> then\n broadcast (el reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (le thingy v)?> then\n broadcast (le next level v)\n end\nend\n\nwhen flag clicked\ndelete all of [position 2 v]\ndelete all of [position v]\nadd [-200] to [position v]\nadd [-175] to [position v]\nadd [-99] to [position 2 v]\nadd [-50] to [position 2 v]\nadd [-175] to [position v]\nadd [-30] to [position 2 v]\nadd [-120] to [position v]\nadd [-10] to [position 2 v]\nadd [-158] to [position v]\nadd [-77] to [position 2 v]\nadd [-187] to [position v]\nadd [-105] to [position 2 v]\nadd [-208] to [position v]\nadd [-114] to [position 2 v]\nadd [-209] to [position v]\nadd [-100] to [position 2 v]\nadd [-216] to [position v]\nadd [1] to [position 2 v]\nadd [-221] to [position v]\nadd [-85] to [position 2 v]\nadd [-240] to [position v]\nadd [-95] to [position 2 v]\nadd [-207] to [position v]\nadd [-101] to [position 2 v]\nadd [-200] to [position v]\nadd [-99] to [position 2 v]\nadd [-218] to [position v]\nadd [-100] to [position 2 v]\nadd [-201] to [position v]\nadd [1] to [position 2 v]\nadd [-210] to [position v]\nadd [-105] to [position 2 v]\nadd [-219] to [position v]\nadd [-62] to [position 2 v]\nadd [-219] to [position v]\nadd [-75] to [position 2 v]\nadd [-229] to [position v]\nadd [-87] to [position 2 v]\nadd [-202] to [position v]\nadd [-82] to [position 2 v]\n\nset [☁ highscore: v] to [100.000]\n\nset [☁ highscore: v] to [0]\n\n@el Level\n\nwhen flag clicked\nforever\n play sound [toby fox - UNDERTALE Soundtrack - 33 Quiet Water.mp3 v] until done\n if <(le level) = [20]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(le level) = [20]> then\n stop [other scripts in sprite v]\n end\nend\n\n@le death\n\nwhen flag clicked\nforever\n if <touching (lil dude v)?> then\n broadcast (el reset v)\n end\nend\n\nwhen flag clicked\nforever\n show\nend\n\n@el slammy\n\nwhen flag clicked\npoint in direction (90)\nshow\nif <(le level) = [1]> then\n repeat until <(le level) = [2]>\n go to x: (34) y: (172)\n glide (0.3) secs to x: (34) y: (18)\n wait (0.34) seconds\n glide (1.2) secs to x: (34) y: (172)\n wait (0.12) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(le level) = [2]> or <(le level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(le level) = [3]> then\n repeat until <(le level) = [4]>\n show\n go to x: (2) y: (172)\n glide (0.3) secs to x: (2) y: (25)\n wait (0.34) seconds\n glide (1.2) secs to x: (2) y: (172)\n wait (0.12) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(le level) = [10]> then\n show\n repeat until <(le level) = [11]>\n go to x: (-127) y: (172)\n glide (0.3) secs to x: (-127) y: (-50)\n wait (0.34) seconds\n glide (1.2) secs to x: (-127) y: (172)\n wait (0.12) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(le level) = [10]> then\n show\n repeat until <(le level) = [11]>\n forever\n if <(le level) = [11]> then\n delete this clone\n end\n go to x: (127) y: (172)\n glide (0.3) secs to x: (127) y: (-50)\n wait (0.34) seconds\n glide (1.2) secs to x: (127) y: (172)\n wait (0.12) seconds\n if <(le level) = [11]> then\n delete this clone\n end\n end\n end\n forever\n if <(le level) = [11]> then\n delete this clone\n end\n end\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(le level) = [10]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(le level) = [11]> or <<(le level) = [13]> or <(le level) = [19]>>> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(le level) = [12]> then\n point in direction (180)\n show\n repeat until <(le level) = [13]>\n go to x: (200) y: (0)\n glide (0.3) secs to x: (125) y: (0)\n wait (0.34) seconds\n glide (.8) secs to x: (200) y: (0)\n wait (0.12) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(le level) = [18]> then\n point in direction (90)\n repeat until <(le level) = [19]>\n show\n go to x: (2) y: (172)\n glide (0.3) secs to x: (2) y: (-62)\n wait (0.34) seconds\n glide (.8) secs to x: (2) y: (172)\n wait (0.12) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(le level) = [11]> then\n delete this clone\n end\nend\n\n@le thingy\n\nwhen flag clicked\ngo to x: (146) y: (26)\n\nwhen flag clicked\nshow\nset size to (100) %\nset [ghost v] effect to (35)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nset size to (20) %\nforever\n repeat (8)\n wait (0.05) seconds\n change size by (10)\n end\n repeat (8)\n wait (0.05) seconds\n change size by (-10)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (item (le level) of [1 v]) y: (item (le level) of [2 v])\nend\n\nwhen I start as a clone\nforever\n go to x: (item (le level) of [1 v]) y: (item (le level) of [2 v])\nend\n\nwhen flag clicked\ndelete all of [1 v]\ndelete all of [2 v]\nadd [146] to [1 v]\nadd [26] to [2 v]\nadd [197] to [1 v]\nadd [154] to [2 v]\nadd [173] to [1 v]\nadd [-99] to [2 v]\nadd [-122] to [1 v]\nadd [173] to [2 v]\nadd [85] to [1 v]\nadd [115] to [2 v]\nadd [183] to [1 v]\nadd [-107] to [2 v]\nadd [233] to [1 v]\nadd [-84] to [2 v]\nadd [205] to [1 v]\nadd [-105] to [2 v]\nadd [219] to [1 v]\nadd [-6] to [2 v]\nadd [203] to [1 v]\nadd [-78] to [2 v]\nadd [220] to [1 v]\nadd [-76] to [2 v]\nadd [214] to [1 v]\nadd [-101] to [2 v]\nadd [225] to [1 v]\nadd [-114] to [2 v]\nadd [231] to [1 v]\nadd [-101] to [2 v]\nadd [223] to [1 v]\nadd [-23] to [2 v]\nadd [220] to [1 v]\nadd [-107] to [2 v]\nadd [148] to [1 v]\nadd [66] to [2 v]\nadd [177] to [1 v]\nadd [-85] to [2 v]\nadd [222] to [1 v]\nadd [-99] to [2 v]\n\nwhen flag clicked\nforever\n if <(le level) = [20]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(le level) = [20]> then\n hide\n delete this clone\n end\nend\n\n@el thumbnail \n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@le glare\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow variable [le level v]\nset [brightness v] effect to (0)\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [el shine v]\ngo to [front v] layer\nset [brightness v] effect to (0)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nswitch costume to (costume3 v)\nset [brightness v] effect to (0)\n\nwhen I receive [el shine v]\nwait (0.2) seconds\ngo to [front v] layer\nhide variable [le level v]\n\nwhen flag clicked\nshow\n\n@el platforms\n\nwhen flag clicked\nset [le level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [le next level v]\nchange [le level v] by (1)\nnext costume\nwait (1.2) seconds\n\nwhen flag clicked\nshow\n\n@la rift \n\nwhen I start as a clone\nset [xv v] to (pick random (-20) to (70))\nset [yv v] to (pick random (-30) to (90))\nset x to (pick random (-100) to (150))\nset y to (pick random (-100) to (150))\nshow\nbroadcast (el shine v)\nforever\n change x by ((xv) / (2))\n change y by ([abs v] of ((yv) / (2)) )\n change [yv v] by (-0.5)\n turn right ((xv) / (0.3)) degrees\nend\n\nwhen flag clicked\nset [costume v] to [0]\nset size to (100) %\nswitch costume to (1 v)\nhide\ngo to x: (196) y: (-98)\nforever\n if <(le level) = [20]> then\n show\n end\n if <touching (lil dude v)?> then\n broadcast (le bruh v)\n stop [this script v]\n end\nend\n\nwhen I receive [le bruh v]\nstart sound [Glass Breaking v]\nrepeat (9)\n next costume\nend\nwait (1) seconds\nstart sound [Earth Rumble Sound Effect.mp3 v]\nrepeat (75)\n change x by (pick random (-3) to (3))\n change y by (pick random (-3) to (3))\nend\nwait (1) seconds\nstart sound [Rip v]\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nforever\n if <(le level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (196) y: (-98)\n\nwhen flag clicked\ngo to x: (196) y: (-98)\n\n@el light\n\n@le level\n\nwhen flag clicked\nforever\n switch costume to (le level)\nend\n\nwhen flag clicked\nforever\n hide variable [le level v]\nend\n\nwhen flag clicked\nforever\n glide (0.5) secs to x: (-210) y: (pick random (150) to (165))\nend\n\nglide (1) secs to x: (-210) y: (pick random (1) to (10))\n\nturn right (-4) degrees\n\nwhen flag clicked\npoint in direction (90)\nrepeat (10)\n turn right (3) degrees\n wait (0.1) seconds\nend\nforever\n repeat (10)\n turn left (6) degrees\n wait (0.1) seconds\n end\n repeat (10)\n turn right (6) degrees\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [el shine v]\nhide\n\n@el timer\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n\nglide (0.5) secs to x: (-210) y: (pick random (150) to (165))\n\nglide (1) secs to x: (-210) y: (pick random (1) to (10))\n\nturn right (-4) degrees\n\nwhen flag clicked\n\nwhen flag clicked\nshow variable [le timer v]\nhide variable [☁ highscore: v]\nreset timer\nforever\n set [le timer v] to (timer)\nend\n\nwhen I receive [el shine v]\nhide\n\npoint in direction (90)\nrepeat (10)\n turn right (3) degrees\n wait (0.1) seconds\nend\nforever\n repeat (10)\n turn left (6) degrees\n wait (0.1) seconds\n end\n repeat (10)\n turn right (6) degrees\n wait (0.1) seconds\n end\nend\n\nforever\n switch costume to (costume10 v)\nend\n\nwhen I receive [el shine v]\nif <(le timer) < (☁ Highscore:)> then\n set [☁ highscore: v] to (le timer)\nend\nhide variable [le timer v]\nshow variable [☁ highscore: v]\n\nset [☁ highscore: v] to [0]\n\nhide variable [le timer v]\n\n
Riddle - a Platformer with mind-twisting riddles
@Stage\n\nwhen I receive [riddle time v]\nif <(currLevel) = [4]> then\n switch backdrop to (riddle1 v)\nelse\n if <(currLevel) = [6]> then\n switch backdrop to (riddle2 v)\n else\n if <(currLevel) = [8]> then\n switch backdrop to (riddle3 v)\n else\n if <(currLevel) = [9]> then\n switch backdrop to (riddle4 v)\n else\n if <(currLevel) = [11]> then\n switch backdrop to (riddle5 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [2017-04-14_-_Happy_Dreams_-_David_Fesliyan v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\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\nwhen I receive [startgame v]\nset [currlevel v] to [1]\ngo to x: (-183) y: (0)\nbroadcast (startPhysics v)\n\nbroadcast (StartGame v)\n\nwhen I receive [startphysics v]\nhide\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen I receive [nextscreen v]\nchange [currlevel v] by (1)\ngo to x: (-183) y: (0)\nbroadcast (startPhysics v)\n\nwhen I receive [startgame v]\nbroadcast (riddlechecking v)\n\nwhen I receive [riddle time v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [startagain v]\nshow\nclear graphic effects\nif <(currLevel) = [4]> then\n broadcast (startPhysics v)\n broadcast (riddlechecking v)\n go to x: (148) y: (78)\nelse\n if <(currLevel) = [6]> then\n broadcast (startPhysics v)\n broadcast (riddlechecking v)\n go to x: (13) y: (-102)\n else\n if <(currLevel) = [8]> then\n broadcast (startPhysics v)\n broadcast (riddlechecking v)\n go to x: (78) y: (115)\n else\n if <(currLevel) = [9]> then\n broadcast (startPhysics v)\n broadcast (riddlechecking v)\n go to x: (78) y: (115)\n else\n if <(currLevel) = [11]> then\n broadcast (startPhysics v)\n broadcast (riddlechecking v)\n go to x: (171) y: (139)\n end\n end\n end\n end\nend\n\nwhen I receive [riddlechecking v]\nforever\n if <touching color (#ffbb55)?> then\n broadcast (riddle time v)\n wait until <not <touching color (#ffbb55)?>>\n end\n if <touching color (#ff3a3a)?> then\n go to x: (-183) y: (0)\n broadcast (startPhysics v)\n wait until <not <touching color (#ff3a3a)?>>\n end\n if <key (s v) pressed?> then\n broadcast (nextScreen v) and wait\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [startphysics v]\n\ngo to x: (-183) y: (0)\nbroadcast (startPhysics v)\n\n@nextscreen\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (2)\nend\ndelete this clone\n\nwhen I receive [startgame v]\nbroadcast (cloneSPAM v)\n\nwhen I receive [backscreen v]\nnewpos\n\ndefine newpos\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nif <(currLevel) < [4]> then\n go to x: (172) y: (-117)\nelse\n if <(currLevel) = [6]> then\n go to x: (12) y: (4)\n else\n if <(currLevel) = [7]> then\n go to x: (181) y: (-100)\n else\n go to x: (172) y: (34)\n end\n end\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nbroadcast (cloneSPAM v)\n\nwhen I receive [nextscreen v]\nnewpos\n\nwhen I receive [startgame v]\nset [currlevel v] to [1]\nnewpos\n\nwhen I receive [clonespam v]\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [startgame v]\nforever\n if <touching (player v)?> then\n broadcast (nextScreen v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [riddle time v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [startagain v]\nshow\nbroadcast (cloneSPAM v)\n\nwhen I receive [startagain v]\nforever\n if <touching (player v)?> then\n broadcast (nextScreen v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [startagain v]\nclear graphic effects\nshow\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nbroadcast (StartGame v)\n\nwhen I receive [nextscreen v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [backscreen v]\nchange [characterlist v] by (-1)\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [startgame v]\nswitch costume to (costume1 v)\n\nwhen I receive [riddle time v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [startagain v]\nshow\n\n@riddleplatformerthumbnail\n\nwhen flag clicked\nset [currlevel v] to [1]\nforever\n if <(currLevel) = [13]> then\n stop [all v]\n end\nend\n\nwhen [timer v] > (0.2)\ngo to [front v] layer\nshow\nswitch costume to (riddleplatformerthumbnail2 v)\ngo to x: (0) y: (-360)\nrepeat until <(y position) > [-1]>\n change y by ((y position) / (-4))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (riddleplatformerthumbnail v)\nshow\ngo to x: (0) y: (0)\nset size to (107) %\nhide\nreset timer\nforever\n reset timer\nend\n\n@text background\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [startgame v]\nswitch costume to (costume1 v)\n\nwhen I receive [backscreen v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [nextscreen v]\nnext costume\n\nwhen I receive [riddle time v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [startgame v]\nclear graphic effects\nshow\n\nwhen I receive [startagain v]\nshow\n\n@hint\n\nwhen I receive [riddle time v]\nset [onriddle v] to [true]\ngo to x: (0) y: (-80)\nshow\nif <(currLevel) = [4]> then\n ask [Be sure to only put a lowercase answer with no spaces] and wait\n repeat until <<(answer) = [in a dictionary]> or <<(answer) = [dictionary]> or <<(answer) = [a dictionary]> or <(answer) = [on a dictionary]>>>>\n ask [Incorrect! Try again.] and wait\n end\n correct\nelse\n if <(currLevel) = [6]> then\n ask [Be sure to only put a lowercase answer with no spaces] and wait\n repeat until <<(answer) = [sun]> or <<(answer) = [the sun]> or <<(answer) = [our sun]> or <(answer) = [my sun]>>>>\n ask [Incorrect! Try again.] and wait\n end\n correct\n else\n if <(currLevel) = [8]> then\n ask [Be sure to only put a lowercase answer with no spaces] and wait\n repeat until <<(answer) = [baseball]> or <<(answer) = [the baseball]> or <<(answer) = [rounders]> or <(answer) = [cricket]>>>>\n ask [Try Again. Incorrect :\(] and wait\n end\n correct\n else\n if <(currLevel) = [9]> then\n ask [Be sure to only put a lowercase answer with no spaces] and wait\n repeat until <<(answer) = [shirt]> or <<(answer) = [the shirt]> or <<(answer) = [a shirt]> or <(answer) = [my shirt]>>>>\n ask [Try Again. Incorrect] and wait\n end\n correct\n else\n if <(currLevel) = [11]> then\n ask [Be sure to only put a lowercase answer with no spaces] and wait\n repeat until <<(answer) = [temperature]> or <<(answer) = [the temperature]> or <<(answer) = [temp]> or <(answer) = [temparature]>>>>\n ask [try again. incorrect] and wait\n end\n correct\n end\n end\n end\n end\nend\n\nwhen I receive [startgame v]\nset [onriddle v] to [false]\nhide\n\ndefine correct\nhide\nswitch backdrop to (correct! v)\nwait (1) seconds\nbroadcast (startagain v)\n\nwhen I receive [startagain v]\nset [onriddle v] to [false]\nswitch backdrop to (backdrop1 v)\n\nwhen [h v] key pressed\nif <(onriddle) = [true]> then\n if <(currLevel) = [4]> then\n say [HINT: D_CT___A_Y] for (2) seconds\n else\n if <(currLevel) = [6]> then\n say [HINT: S__] for (2) seconds\n else\n if <(currLevel) = [8]> then\n say [HINT: B_S__A_L] for (2) seconds\n else\n if <(currLevel) = [9]> then\n say [HINT: S__R_T] for (2) seconds\n else\n if <(currLevel) = [11]> then\n say [HINT: T__PE____RE] for (2) seconds\n end\n end\n end\n end\n end\nend\n\nwhen [a v] key pressed\nif <(onriddle) = [true]> then\n if <(currLevel) = [4]> then\n say [ANSWER: DICTIONARY] for (2) seconds\n else\n if <(currLevel) = [6]> then\n say [ANSWER: SUN] for (2) seconds\n else\n if <(currLevel) = [8]> then\n say [ANSWER: BASEBALL] for (2) seconds\n else\n if <(currLevel) = [9]> then\n say [ANSWER: SHIRT] for (2) seconds\n else\n if <(currLevel) = [11]> then\n say [ANSWER: TEMPERATURE] for (2) seconds\n end\n end\n end\n end\n end\nend\n\n@Scratch Analytics\n\nwhen flag clicked\ndelete all of [resultlist v]\nset [#scratchlytics | encode alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789-_ абвгдеёжзийклмнопрстуфхцчшщьыъэюя.,/]\nwait (1) seconds\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\nif <not <[resultlist v] contains (username)?>> then\n insert (username) at (1) of [resultlist v] \n decode list "resultList" to string\n encode string (#scratchlytics | encode result) to cloud var\n set [☁ @scratchlytics | username list v] to (#scratchlytics | encode result)\nend\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\ndelete all of [users history v]\nset [i1 v] to [1]\nif <(length of [resultlist v]) > [20]> then\n repeat (20)\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nelse\n repeat (length of [resultlist v])\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nend\nforever\n if <(☁ @Scratchlytics | Total time) < [60]> then\n set [total watch time v] to (join (☁ @Scratchlytics | Total time) [ seconds])\n else\n if <(☁ @Scratchlytics | Total time) < [3600]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (60))) [ minutes])\n else\n if <(☁ @Scratchlytics | Total time) < [86400]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (3600))) [ hours])\n else\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (86400))) [ days])\n end\n end\n end\n if <(☁ @Scratchlytics | Clicks) < [1000]> then\n set [total clicks v] to (☁ @Scratchlytics | Clicks)\n else\n if <(☁ @Scratchlytics | Clicks) < [1000000]> then\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [K])\n else\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [M])\n end\n end\n if <(☁ @Scratchlytics | Stops) < [1000]> then\n set [users who stopped immediately v] to (☁ @Scratchlytics | Stops)\n else\n set [users who stopped immediately v] to (join (letter (1) of (☁ @Scratchlytics | Stops)) [K])\n end\n wait (1) seconds\nend\n\ndefine encode string (s) to cloud var\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of (s))\n if < (#scratchlytics | encode alphabet) contains (letter (i1) of (s))?> then\n set [i2 v] to [1]\n repeat (length of (#scratchlytics | encode alphabet))\n if <(letter (i2) of (#scratchlytics | encode alphabet)) = (letter (i1) of (s))> then\n if <(i2) < [10]> then\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [0] (i2)))\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (i2))\n end\n end\n change [i2 v] by (1)\n end\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) [73])\n end\n change [i1 v] by (1)\nend\n\ndefine decode cloud var (c) to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat until <(i1) > ((length of (c)) - (1))>\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (letter (join (letter (i1) of (c)) (letter ((i1) + (1)) of (c))) of (#scratchlytics | encode alphabet)))\n change [i1 v] by (2)\nend\n\ndefine encode string (s) to list\ndelete all of [resultlist v]\nadd [] to [resultlist v]\nset [i1 v] to [1]\nrepeat (length of (s))\n if <(letter (i1) of (s)) = [/]> then\n add [] to [resultlist v]\n else\n replace item (length of [resultlist v]) of [resultlist v] with (join (item (length of [resultlist v]) of [resultlist v]) (letter (i1) of (s)))\n end\n change [i1 v] by (1)\nend\n\ndefine decode list "resultList" to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of [resultlist v])\n if <(#scratchlytics | encode result) = []> then\n set [#scratchlytics | encode result v] to (item (i1) of [resultlist v])\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [/] (item (i1) of [resultlist v])))\n end\n change [i1 v] by (1)\nend\n\ndefine Clear All Analytics Data\nset [☁ @scratchlytics | username list v] to [0]\nset [☁ @scratchlytics | total time v] to [0]\nset [☁ @scratchlytics | clicks v] to [0]\nset [☁ @scratchlytics | stops v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [☁ @scratchlytics | total time v] by (1)\nend\n\nwhen flag clicked\nforever\n wait until <mouse down?>\n wait until <not <mouse down?>>\n change [☁ @scratchlytics | clicks v] by (1)\nend\n\nwhen flag clicked\nif <not <[resultlist v] contains (username)?>> then\n change [☁ @scratchlytics | stops v] by (1)\n wait (5) seconds\n change [☁ @scratchlytics | stops v] by (-1)\nend\n\nwhen flag clicked\ndelete all of [admins list v]\nadd [PackersRuleGoPack] to [admins list v]\n\nadd (username) to [admins list v]\n\nwhen flag clicked\nshow list [users history v]\nhide variable [users who stopped immediately v]\nhide variable [total watch time v]\nhide variable [total clicks v]\nforever\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n if <<[admins list v] contains (username)?> or <(username) = [Camera_Plus]>> then\n hide list [users history v]\n show variable [users who stopped immediately v]\n show variable [total watch time v]\n show variable [total clicks v]\n end\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n show list [users history v]\n hide variable [users who stopped immediately v]\n hide variable [total watch time v]\n hide variable [total clicks v]\nend\n\nwhen flag clicked\ngo to x: (73) y: (-120)\nswitch costume to (intro v)\nshow\ngo to [front v] layer\nrepeat (50)\n go to [front v] layer\n wait (0) seconds\nend\nset [xvel v] to [1]\nrepeat (20)\n go to [front v] layer\n change x by (xvel)\n change [xvel v] by ((xvel) * (0.5))\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (logo v)\n\nwhen I receive [\[delete this message\] $scratchlytics-off 0746 v]\nwait (1) seconds\nif <([size v] of [slides-ru v]) = [100]> then\n add (username) to [admins list v]\nend\n\n
------------------------- RIDDLE -------------------------\n------- a Platformer with mind-twisting riddles -------\n\nRiddle is different from all the other generic platformers. There is an extra door called the riddle door, and you will only be able to get past the level by answering the riddle.\n\nNote: In a riddle, you must click out of the box to see hint/answer (by pressing H or A\n\nHow to play:\n- Arrow keys to move\n- S to skip level\n- H to see hint on riddle\n- A to see the answer on riddle\n\nAll levels are possible. \n\nHave any suggestions? Leave a comment.\n\nWhy did I do this when I have basically no time? I made this a while ago. I just polished it up. I'm still working on Scratch Hub and it is still my main focus. \n\nRemember to love/fave/follow! \n\nLevel design, art, and pretty much everything is by me. Other credits are listed below:\n- Uses ScratchAnalytics by @Camera_Plus :) It's a really cool plugin thing that was made.\n- Riddles from a website. That website has some inappropriate riddles on it as well, so I won't link it here.\n\nLog:\n- 30 on trending\n- 13 on trending\n- top loved\n- 4 on trending\n- 1 on trending!!\n- 2 on trending\n- top remixed\n- 3 on trending\n- 6 on trending\n- 1k loves\n- And it's gone! 12 days of front pages :D more than 5k messages :O\n\n#games #art
Desert - A platformer 4
@Stage\n\n@Player\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\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 color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> then\n change y by (1)\n if <touching color (#fffd30)?> 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 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change [yv v] by (0.5)\n end\n end\n if <touching color (#87f6ff)?> then\n if <<<mouse down?> and <((y position) + (50)) > (mouse y)>> or <key (down arrow v) pressed?>> then\n change [yv v] by (-1)\n end\n end\n if <touching color (#fffd30)?> then\n if <<<mouse down?> and <((y position) + (50)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching color (#fffd30)?> 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 color (#b8b8b8)?> then\n go to x: (-200) y: (0)\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (0)\n end\n if <touching color (#0800ff)?> then\n set [yv v] to [23]\n end\n if <touching color (#87f6ff)?> then\n change [yv v] by (1)\n if <touching color (#87f6ff)?> then\n change [yv v] by (0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Prelude v] until done\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffd560)?> or <<touching color (#0cff00)?> or <<touching color (#0cff00)?> or <<touching color (#3100ff)?> or <<touching color (#efc247)?> or <<touching color (#ff0000)?> or <touching color (#630000)?>>>>>>> then\n repeat until <(x position) > [230]>\n set [xv v] to [19]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
Move around and jump with arrow keys.\nPart of the Desert - a platformer series. \nI hope you like it!\nThis time you must get home...\nPART 6: https://scratch.mit.edu/projects/545565557\n(Part 5 has no storyline)\nPART 3: https://scratch.mit.edu/projects/325398512\nPART 2: https://scratch.mit.edu/projects/322246456\nPART 1: https://scratch.mit.edu/projects/321724674\n
pokemon platformer
@Stage\n\nwhen flag clicked\nset [ninja stars v] to [0]\nset [level v] to [1]\nswitch backdrop to (backdrop2 v)\nbroadcast (level change v)\n\nwhen I receive [level change v]\nerase all\nswitch backdrop to (backdrop2 v)\nset [powerups gone v] to [1]\nwait (0.05) seconds\nset [powerups gone v] to [0]\nswitch backdrop to ((Level) + (1))\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n if <color (#001966) is touching (#00cccc)?> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n start sound [recording1 v]\n set [yv v] to [4]\n wait (1) seconds\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.3)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (level change v) and wait\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level change v) and wait\n end\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00cccc)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\nend\n\ngo to (mouse-pointer v)\n\n@poket monsters\n\nshow\ngo to [front v] layer\nset x to (0)\nset y to (0)\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
Should this be the start of a platformer?
Harry Potter Platformer
@Stage\n\nwhen backdrop switches to [achtergrond2 v]\nstart sound [update_dobby.mp3 v]\n\nwhen flag clicked\nswitch backdrop to (home page v)\n\nwhen I receive [harry v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [hermione v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [ron v]\nswitch backdrop to (level 1 v)\n\n@Hermione GrangerPlatform Man2Platform Man\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nwhen backdrop switches to [character v]\ngo to x: (-231) y: (188)\nshow\nset size to (200) %\n\nwhen I receive [harry v]\nhide\n\nwhen I receive [ron v]\nhide\n\nwhen this sprite clicked\nbroadcast (Hermione v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [hermione v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [ginny v]\nhide\n\nwhen I receive [neville v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (0) y: (-2)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (294) y: (-27)\nrepeat until <(backdrop [name v]) = [backdrop6]>\n repeat (40)\n change x by (-10)\n end\n repeat (40)\n change x by (10)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch backdrop to (home page v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nswitch backdrop to (character v)\nhide\n\nswitch backdrop to (year 1 v)\n\nwhen backdrop switches to [platformer1 v]\nhide\ngo to x: (555555555555) y: (555555555555)\n\n@clover\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (pick random (-30) to (30))\ngo to x: (pick random (210) to (-210)) y: (pick random (150) to (-150))\npoint in direction (pick random (1) to (360))\nset [size v] to [0]\nforever\n set [size v] to ((size) / (1.5))\n change size by (size)\nend\n\nwhen I receive [great! v]\nstart sound [Ding Sound Effect \(1\).mp3 v]\nif <(costume [number v]) = [1]> then\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (1) seconds\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n end\n broadcast (round v)\n delete this clone\nend\n\nwhen I receive [round v]\nset [check v] to [0]\nhide\nswitch costume to (costume1 v)\nrepeat (((amount) / (2)) - (1))\n create clone of (_myself_ v)\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat ((amount) / (2))\n create clone of (_myself_ v)\nend\nbroadcast (count v)\n\nwhen this sprite clicked\nif <(check) = [0]> then\n if <(costume [number v]) = [2]> then\n broadcast (great! v)\n change [score v] by (1)\n change [amount v] by (2)\n set [check v] to [1]\n end\n if <(costume [number v]) = [1]> then\n broadcast (fail v)\n end\nend\n\nwhen I start as a clone\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n change size by (9)\n change [ghost v] effect by (-10)\nend\nforever\n if <(check) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [size v] to [10]\n wait until <not <touching (mouse-pointer v)?>>\n set [size v] to [-10]\n wait until <(size) < [101]>\n set size to (100) %\n else\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [fail v]\nstart sound [studio audience awwww sound FX.mp3 v]\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set volume to ([costume name v] of [sound v]) %\nend\n\n@hp\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 3 griffindor v)\nbroadcast (Gryffindor v)\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (16) y: (1)\n\nwhen backdrop switches to [level 3 slytherin v]\nhide\n\nwhen backdrop switches to [level 3 huffelpuf v]\nhide\n\nwhen backdrop switches to [level 3 ravenclauw v]\nhide\n\n@hp2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 3 slytherin v)\nbroadcast (Slytherin v)\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (16) y: (1)\n\nwhen backdrop switches to [level 3 huffelpuf v]\nhide\n\nwhen backdrop switches to [level 3 griffindor v]\nhide\n\nwhen backdrop switches to [level 3 ravenclauw v]\nhide\n\n@hp3\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 3 huffelpuf v)\nbroadcast (Huffelpuf v)\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (16) y: (1)\n\nwhen backdrop switches to [level 3 griffindor v]\nhide\n\nwhen backdrop switches to [level 3 slytherin v]\nhide\n\nwhen backdrop switches to [level 3 ravenclauw v]\nhide\n\n@hp4\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 3 ravenclauw v)\nbroadcast (Ravenclauw v)\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (16) y: (1)\n\nwhen backdrop switches to [level 3 griffindor v]\nhide\n\nwhen backdrop switches to [level 3 slytherin v]\nhide\n\nwhen backdrop switches to [level 3 huffelpuf v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen backdrop switches to [year 1 v]\nshow\ngo to x: (1) y: (6)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 1 v)\nhide\n\n@Sprite3\n\nwhen I receive [turn left and stop v]\nforever\n turn right (turning) degrees\n change [turning v] by (-0.0125)\n if <<(round (direction)) > [19]> and <(round (direction)) < [21]>> then\n broadcast (stop and turn right v)\n stop [this script v]\n end\nend\n\nwhen I receive [turn right and stop v]\nforever\n turn right (turning) degrees\n change [turning v] by (0.0125)\n if <<(round (direction)) > [-21]> and <(round (direction)) < [-19]>> then\n broadcast (stop and turn left v)\n stop [this script v]\n end\nend\n\nwhen I receive [stop and turn right v]\nforever\n turn right (turning) degrees\n change [turning v] by (-0.0125)\n if <<(round (direction)) > [-1]> and <(round (direction)) < [1]>> then\n broadcast (turn right and stop v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop and turn left v]\nforever\n turn right (turning) degrees\n change [turning v] by (0.0125)\n if <<(direction) > [-1]> and <(direction) < [1]>> then\n broadcast (turn left and stop v)\n stop [this script v]\n end\nend\n\nset [time v] to [0]\n\nwhen backdrop switches to [level 9 v]\nshow\npoint in direction (-20)\nset [turning v] to [0]\nreset timer\nforever\n turn right (turning) degrees\n change [turning v] by (0.0125)\n if <<(round (direction)) > [-1]> and <(round (direction)) < [1]>> then\n set [time v] to (timer)\n broadcast (turn left and stop v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 9 v]\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (200)\nforever\n change y by (-0.2)\nend\n\nwhen backdrop switches to [level 9 v]\nforever\n repeat (400)\n change x by (0.2)\n wait (0.00175) seconds\n end\n repeat (400)\n change x by (0.2)\n wait (0.00175) seconds\n end\n if <touching (_edge_ v)?> then\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\n stop [all v]\n end\nend\n\nwhen backdrop switches to [level 10 v]\nhide\n\n@Harry Potter\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (-118) y: (186)\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [ron v]\nhide\n\nwhen I receive [hedwig v]\nhide\n\nwhen I receive [draco v]\nhide\n\nwhen this sprite clicked\nbroadcast (Harry v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [harry v]\nswitch backdrop to (level 1 v)\nset size to (100) %\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [level 1 v]\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [luna v]\nhide\n\nwhen I receive [ginny v]\nhide\n\n@Ron WesleyPlatform Man3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (-5) y: (185)\n\nwhen this sprite clicked\nbroadcast (Ron v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [ron v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [harry v]\nhide\n\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [ginny v]\nhide\n\nwhen I receive [luna v]\nhide\n\nwhen I receive [draco v]\nhide\n\n@Sprite4\n\n@Luna Lovegood\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (-233) y: (49)\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [ron v]\nhide\n\nwhen I receive [hedwig v]\nhide\n\nwhen I receive [draco v]\nhide\n\nwhen this sprite clicked\nbroadcast (Luna v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [luna v]\nswitch backdrop to (level 1 v)\nset size to (100) %\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [level 1 v]\n\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [harry v]\nhide\n\nwhen I receive [ginny v]\nhide\n\n@GinnyRon WesleyPlatform Man2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (118) y: (185)\n\nwhen this sprite clicked\nbroadcast (Ginny v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [ginny v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [harry v]\nhide\n\nwhen I receive [ron v]\nshow\n\nwhen backdrop switches to [level 1 v]\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [draco v]\nhide\n\nwhen I receive [hedwig v]\nhide\n\nwhen I receive [luna v]\nhide\n\n@Drace\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (120) y: (53)\n\nwhen this sprite clicked\nbroadcast (Draco v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [draco v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [harry v]\nhide\n\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [ron v]\nhide\n\nwhen I receive [ginny v]\nhide\n\nwhen I receive [luna v]\nhide\n\nwhen I receive [hedwig v]\nhide\n\nwhen I receive [neville v]\nhide\n\n@GinnyRon WesleyPlatform Man3\n\nwhen I receive [draco v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching color (#00c0ff)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-255) y: (-83)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-259) y: (-83)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-252) y: (-83)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-256) y: (-83)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-261) y: (-83)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-261) y: (-83)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nstart sound [Harry Potter and the Sorcerer's Stone Soundtrack -19. Hedwig's Theme-2.mp3 v]\n\nwhen I receive [gryffindor v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [huffelpuf v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [ravenclauw v]\ngo to x: (-256) y: (-83)\n\nwhen I receive [slytherin v]\ngo to x: (-256) y: (-83)\n\nwhen flag clicked\n\nshow\n\nwhen backdrop switches to [character v]\nshow\nset size to (200) %\ngo to x: (-118) y: (50)\n\nwhen this sprite clicked\nbroadcast (Neville v)\nswitch backdrop to (level 1 v)\n\nwhen I receive [ginny v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [hermione v]\nhide\n\nwhen I receive [harry v]\nhide\n\nwhen I receive [ron v]\nshow\n\nwhen backdrop switches to [level 1 v]\nif <touching color (#00c0ff)?> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [draco v]\nhide\n\nwhen I receive [hedwig v]\nhide\n\nwhen I receive [luna v]\nhide\n\ngo to [front v] layer\n\ngo to x: (118) y: (185)\n\nwhen I receive [neville v]\nswitch backdrop to (level 1 v)\nset size to (100) %\nshow\ngo to x: (-255) y: (-80)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (0.7)\n end\n set [x speed v] to ((x speed) * (0.9))\n change x by (x speed)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change y by (1)\n if <<touching color (#000000)?> and <not <touching (sprite5 v)?>>> then\n change x by ((x speed) * (-1))\n change x by (-1)\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n if <(x speed) > [0]> then\n set [x speed v] to [-8]\n else\n set [x speed v] to [8]\n end\n set [y speed v] to [10]\n end\n else\n set [x speed v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y speed)\n if <touching color (#000000)?> then\n change y by ((y speed) * (-1))\n set [y speed v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <not <touching color (#dddede)?>> then\n set [y speed v] to [10]\n end\n end\n end\n if <touching color (#48ff00)?> then\n set [y speed v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (-258) y: (-82)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n change y by (1)\nend\n\nhide\n\nshow\n\n
Introduction:\nWelcome to the most enchanting and hilariously magical platformer ever created on Scratch! In this zany masterpiece, you'll take on the role of a Harry Potter character as he/she navigates through the whimsical wizarding world. Get ready for a broomstick-riding, spell-casting, troll-dodging adventure that will have you giggling like a house-elf on butterbeer!\n\nControls:\n\nUse the arrow keys (← → ↑ ↓) or the classic WDSA (W - Up, A - Left, S - Down, D - Right) keys to guide our bespectacled hero.\nTap the space bar to jump\n\nSpecial Color Mechanics:\n\nTry to reach the BLUE color platforms to advance to the next level. It's like catching the Hogwarts Express, but even more exciting!\nBeware of the RED color platforms! Stepping on them will set you back to the beginning of the level faster than you can say "Expelliarmus!"\nAnd last but not least, jump onto the GREEN color platforms to soar through the sky like a particularly agile Hippogriff! It's like a trampoline with a magical twist!\n-------------------------------------------------------------------------\nUPDATE 1-6-2022\nGinny, Draco and Luna are add to the game!\n------------------------------------------------------------------------\nUPDATE 31-5-2022\nNew Backgrounds\nNew characters\n-------------------------------------------------------------------------\nUPDATE 30-5-2022\n- All houses finally works!\n- New backgrounds\n- New levels\n- Option to choose your character\n-------------------------------------------------------------------------\nPls like and share for more Harrry Potter games!\nThanks for playing my game.......\n\nKind regards,\nTechno_bot_SGN community
Monochromatic -- A Platformer
@Stage\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@-ball-(er)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\n change y by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\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: (-150) 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) (15) (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 (follow 4 more 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: (-150) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n hide\n go to x: (-190) 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 <boolean1>\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 <boolean1>\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 detect slope: (maxslope) (walljump) (jumpheight)\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\nhide\nwait (3) seconds\ngo to [back 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\nhide\nwait (3) seconds\ngo to [back 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\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n
Original Share Date: 3 Sep 2019\nRe-share date: 12 Jun 2020\n\nThis is \nᗰᗝᑎᗝᑕᕼᖇᗝᗰᗩ丅Ꭵᑕ - ᗩ ᑭᒪᗩ丅ᖴᗝᖇᗰᗴᖇ\n\nWelcome to ᗰᗝᑎᗝᑕᕼᖇᗝᗰᗩ丅Ꭵᑕ - ᗩ ᑭᒪᗩ丅ᖴᗝᖇᗰᗴᖇ\n\nThis is my FIRST EVER platformer, so don't be mean!\n\nPLAY PART 2 HERE:\n\nhttps://scratch.mit.edu/projects/326900213/\n\nIf you liked this, suggest it to this studio:\n\nhttps://scratch.mit.edu/studios/4228481\n\nLove, fave and follow for Part 2, and possibly a different platformer\n\nIf you find a glitch or want something in the game, let me know in the comments! I'll see what I can do :3\n\nI know it's short, but some of the levels are actually quite hard to beat!\n\nLoved and faved by @eunice0913!\nLoved and faved by @starwater!\nLoved by @Cicada_19!\n_____________________________________________\n\nInstructions:\n✰ Arrow keys [up, right, left]\n✰ Avoid Spikes [sharp thingymabbobs]\n✰ Touch the side to get to the next level [that may be a challenge]\n✰ All levels are possible, no matter how many times you die, just know that the levels are possible, so don't complain, I have tested each level myself!\n_____________________________________________\n\nI know it's short, so love for a Part 2!\n\nCredits:\nInspired by @Max-0\nThanks to @jromagnoli for part of the platforming script\nThanks to @xamuil2 for the clone trail\nME for the rest, and the art of the thumbnail\nThumbnail inspired by @Max-0 's game, Black\nMusic - Unity by TheFatRat\n_____________________________________________\n\nTags: \n#monochromatic #platformer #onecolour #square #ouch #spikes #jump #move #win #chromatic #mono #black #noothercolour #follow #NDP #fave #love #Part2\n_____________________________________________\n\nYa bois better follow for more
HOMEWORK A PLATFORMER
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\n\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\n\nshow\nset size to (100) %\n\nset [ghost v] effect to (0)\n\ngo to x: (-209) y: (-116)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\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 set rotation style [left-right v]\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 set rotation style [left-right v]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\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 [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground 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 (ground v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching (death v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-209) y: (-116)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (bouncy v)?> then\n set [y v] to [18]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#2fff00)?> then\n broadcast (message1 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\ngo to x: (-205) y: (-152)\n\nwhen flag clicked\nshow\ngo to x: (-148) y: (-152)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [message1 v]\nforever\n if <touching color (#2fff00)?> then\n broadcast (message2 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\ngo to x: (-205) y: (-152)\n\ngo to x: (-180) y: (-127)\n\ngo to x: (-180) y: (-127)\n\ngo to x: (-205) y: (-152)\n\ngo to x: (-205) y: (-152)\n\ngo to x: (-180) y: (-127)\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n go to x: (-59) y: (-151)\n end\nend\n\nwhen I receive [message2 v]\nforever\n if <touching color (#2fff00)?> then\n broadcast (message3 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\nwhen I receive [message3 v]\nforever\n if <touching color (#2fff00)?> then\n broadcast (message4 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\nwhen I receive [message4 v]\nforever\n if <touching color (#2fff00)?> then\n broadcast (message5 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\nwhen I receive [message5 v]\nforever\n if <touching color (#2fff00)?> then\n broadcast (message 6 v)\n go to x: (-148) y: (-152)\n stop [this script v]\n end\nend\n\ngo to x: (-130) y: (-164)\n\nwhen flag clicked\ngo to x: (-137) y: (-152)\nhide\nwait (.3) seconds\nshow\n\nwhen flag clicked\n\ngo to x: (-137) y: (-151)\n\nwhen flag clicked\nask [are you playing mobile?] and wait\nif <(answer) = [yes]> then\n say [THEN TO BAD this game dosent work] for (4) seconds\nend\nif <(answer) = [no]> then\n broadcast (computer v)\n stop [this script v]\nend\n\nbroadcast (EUNICE 093 IS COOL v)\nshow\n\nwhen flag clicked\n\nset size to (50) %\n\nwhen I receive [eunice 093 is cool v]\n\nwhen I receive [eunice 093 is cool v]\nshow\n\nwhen I receive [computer v]\nshow\ngo to x: (-148) y: (-152)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (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 <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#000000)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#fd0000)?> then\n go to x: (-112) y: (-152)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\n\nwhen I receive [message2 v]\nswitch costume to (costume3 v)\n\nwhen I receive [message3 v]\nswitch costume to (costume4 v)\n\nwhen I receive [message4 v]\nswitch costume to (costume5 v)\n\nswitch costume to (costume1 v)\n\nwhen I receive [message5 v]\nswitch costume to (costume6 v)\n\nwhen I receive [message 6 v]\nswitch costume to (costume7 v)\n\n@Heart\n\nwhen flag clicked\nhide\n\nwhen I receive [message2 v]\nshow\n\nwhen I receive [message3 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [message2 v]\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [message3 v]\ngo to x: (5) y: (-12)\n\ngo to x: (-4) y: (25)\n\nwhen I receive [message4 v]\nshow\ngo to x: (5) y: (-12)\n\ngo to x: (36) y: (28)\n\ngo to x: (36) y: (28)\n\nwhen I receive [message 6 v]\nhide\n\ngo to x: (36) y: (28)\n\n@Sprite5\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@Sprite6\n\nwhen I receive [adventure n 1 gogogogo v]\ngo to x: (-200) y: (10)\nshow\n\nwhen I receive [adventure n 1 gogogogo v]\nswitch backdrop to (1 v)\ngo to x: (-200) y: (10)\n\nwhen flag clicked\nhide\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (10)\n end\n if <touching color (#00ac46)?> then\n next backdrop\n go to x: (-200) y: (10)\n end\n if <touching (2 v)?> then\n next backdrop\n go to x: (-200) y: (10)\n end\n if then\n go to x: (-200) y: (10)\n end\n if <<touching (sprite3 v)?> or <touching (sprite6 v)?>> then\n repeat (20)\n change y by (15)\n end\n end\n if <touching (sprite5 v)?> then\n go to x: (-200) y: (10)\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-11) y: (-58)\nhide\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\ngo to x: (-200) y: (10)\n\nwhen flag clicked\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\n
DOUBLE CLICK FREEN FLAG arrow keys to move. jack is a kid who gets bad grades. go through this platformer like fave and follow FOLLOW. @INFNTY https://scratch.mit.edu/projects/326323214
Monochromatic 2 -- A Platformer
@Stage\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [TheFatRat - Time Lapse.mp3 v] until done\nend\n\n@-ball-(er)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\n change y by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\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: (-150) 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) (15) (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 (follow 4 more 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: (-150) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n change [timer v] by (1)\nend\nif <touching (portal v)?> then\n change [level v] by (1)\n hide\n go to x: (-190) y: (0)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v)\n show\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out <boolean1>\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 <boolean1>\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 detect slope: (maxslope) (walljump) (jumpheight)\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\nhide variable [timer v]\nset [timer v] to [0]\nwait (3) seconds\nshow variable [timer v]\nrepeat until <(level) = [15]>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\nhide\nwait (3) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\ngo to [front v] layer\n\n@Portal\n\nwhen I start as a clone\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n set y to ((75) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n else\n if <(level) = [6]> then\n set y to ((-30) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n else\n if <(level) = [7]> then\n set y to ((80) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n else\n if <(level) = [11]> then\n set y to ((80) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n else\n set y to ((-50) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n if <(level) = [12]> then\n set y to ((50) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n else\n set y to ((-50) + ((20) * ([cos v] of (((timer) - (50)) * (300)) )))\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (3) seconds\ngo to [back 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))\nif <(level) = [15]> then\n set [timer v] to (Timer)\nend\n\nstop [all v]\n\n
Original Share Date: 5 Sep 2019\nReshare Date: 12 Jun 2020\n\nThis is \nᎷᎧᏁᎧፈᏂᏒᎧᎷᏗᏖᎥፈ - Ꮧ ᎮᏝᏗᏖᎦᎧᏒᎷᏋᏒ 2\n\nWelcome to ᎷᎧᏁᎧፈᏂᏒᎧᎷᏗᏖᎥፈ - Ꮧ ᎮᏝᏗᏖᎦᎧᏒᎷᏋᏒ 2\n\nPlease complete Part 1 First! (Link below)\n\nhttps://scratch.mit.edu/projects/326688140/\n\nBest platformer I've ever made!\n\nIf you liked this, suggest it to this studio:\n\nhttps://scratch.mit.edu/studios/4228481\n\nLove, fave and follow for Part 3, and possibly a different platformer, so get suggesting\n\nIf you find a glitch or want something in the game, let me know in the comments! I'll see what I can do :3\n\nWith 14 levels in total, 7 new, you're guaranteed to have fun!\n\nUpgrades:\n» Moving Portal\n» Smoother movements\n» More levels\n» Timer\n» Curvier, and better Player\n» Better interface\n» Upgraded trail\n» Smoother wall-jump\n_____________________________________________\n\nInstructions:\n✰ Arrow keys [up, right, left]\n✰ Avoid Spikes [sharp thingymabbobs], except for the opposite level!\n✰ Go into the portal\n✰ All levels are possible, no matter how many times you die, just know that the levels are possible, so don't complain, I have tested each level myself!\n_____________________________________________\n\nLove for Part 3!\n\nCredits:\nInspired by @Max-0\nThanks to @jromagnoli for part of the platforming script\nThanks to @xamuil2 for the clone trail\nME for the rest, and the art of the thumbnail\nThumbnail inspired by @Max-0 's game, Black\nMusic - Timelapse by TheFatRat\n_____________________________________________\n\nTags: \n#monochromatic #platformer #onecolour #square #ouch #spikes #jump #move #win #chromatic #mono #black #noothercolour #follow #NDP #fave #love #Part3\n_____________________________________________\n\nFollow for Part 3, or I will eat your cookies >:~)
Spectre || A Platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n play sound [Alan Walker - Spectre.mp3 v] until done\nend\n\n@Player\n\ndefine Blink\nswitch costume to (costume1 v)\nwait (1.5) seconds\nswitch costume to (costume2 v)\nwait (.1) seconds\nswitch costume to (costume3 v)\nwait (.1) seconds\nswitch costume to (costume4 v)\nwait (.2) seconds\nswitch costume to (costume3 v)\nwait (.1) seconds\nswitch costume to (costume2 v)\nwait (.1) seconds\n\nwhen I receive [start game v]\nforever\n if <touching (next v)?> then\n broadcast (next v)\n wait (.1) seconds\n hide\n wait (.5) seconds\n show\n go to x: (-201) y: (-180)\n set [ghost v] effect to (80)\n repeat (10)\n change y by (((-5) - (y position)) * (0.2))\n change [ghost v] effect by (-10)\n end\n end\n if <touching (dangers v)?> then\n hide\n wait (.5) seconds\n show\n go to x: (-201) y: (-180)\n set [ghost v] effect to (80)\n repeat (10)\n change y by (((-5) - (y position)) * (0.2))\n change [ghost v] effect by (-10)\n end\n end\nend\n\nchange [level v] by (1)\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nshow\ngo to x: (-201) y: (-180)\nset [ghost v] effect to (80)\nrepeat (10)\n change y by (((-5) - (y position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1)\n end\n if <<key (d v) pressed?> or <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 (w v) pressed?> or <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 (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-10) y: (-109)\n\n Blink\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nset [level v] to [1]\nswitch costume to (Level)\n\nwhen I receive [next v]\nnext costume\n\n@Back\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [sky change v]\nnext costume\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Dangers\n\nwhen flag clicked\nhide\nswitch costume to (1-1 v)\n\nwhen I receive [next v]\nshow\nnext costume\n\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start game v]\nswitch costume to (1-1 v)\nshow\n\ngo to [front v] layer\n\nwhen flag clicked\nwait until <(costume [name v]) = [1-6]>\nbroadcast (sky change v)\n\n@Next\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@World-Level+Text\n\nwhen flag clicked\nswitch costume to (1-1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nshow\nnext costume\n\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start game v]\nswitch costume to (1-1 v)\nshow\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nwait until <(costume [number v]) = [9]>\nwait (5) seconds\nnext costume\n\n@Title\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen I receive [start v]\nforever\n change [color v] effect by (5)\n wait (.2) seconds\nend\n\nwhen I receive [start v]\nshow\ngo to x: (2400) y: (101)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\n@Button\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start v]\nshow\ngo to x: (-2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n set [ghost v] effect to (15)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\nset size to (100) %\nclear graphic effects\nbroadcast (Start Game v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@words\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\nwait (3) seconds\ngo to [front v] layer\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\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\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\nwait (1) seconds\nshow\nwait (7) seconds\nbroadcast (start v)\nhide\n\nwhen flag clicked\nwait (1) seconds\nplay sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v] until done\n\n
arrows or WASD u know what to do by now
Jumper MINI (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\nend\n\nwhen I receive [back v]\nswitch backdrop to (menu v)\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [start v]\nswitch backdrop to (play v)\n\n@Text1\n\nwhen flag clicked\nbroadcast (back v)\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\n\n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen I receive [back v]\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\n@Play\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\n@MenuFade\n\nwhen flag clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nshow\ngo [backward v] (99999) layers\ngo to x: (-2400) y: (0)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((2) - (x position)) * (0.2))\n change [ghost v] effect by (-1)\n go [backward v] (99999) layers\nend\nforever\n go [backward v] (99999) layers\n go to x: (0) y: (0)\nend\n\n@Line\n\nwhen flag clicked\nhide\nset [highscore?! v] to [0]\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [thing v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n go to [front v] layer\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n stop [this script v]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\nforever\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n delete this clone\n end\nend\n\n@MenuPlatform\n\nwhen I receive [highscore v]\nset [highscore v] to [-10]\nrepeat until \n change y by (Highscore)\n if <(y position) < [170]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n if <(y position) < [-170]> then\n hide\n end\nend\n\nwhen I receive [back v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#cc0099)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <touching color (#5b9aea)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset size to (1) %\n\n@MenuBlock\n\nwhen flag clicked\nhide\n\nwhen I receive [yo v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (200) y: (-180)\nrepeat (25)\n change y by (((60) - (y position)) * (0.2))\nend\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\n@MenuBlock2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thing v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((-96) - (y position)) * (0.2))\nend\n\n@Menublock3\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nhide\nwait (0.6) seconds\ngo to x: (-198) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Thing v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Play2\n\nwhen I receive [start v]\nset [play1 v] to [10]\nrepeat until \n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-75)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-10) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (player color v)\n delete this clone\nend\n\n@Sprite1\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (normal v)\n end\n end\nend\nif <(number) = [2]> then\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n end\n end\nend\nif <(number) = [3]> then\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n end\n end\nend\nif <(number) = [4]> then\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n end\n end\nend\nif <(number) = [5]> then\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n end\n end\nend\nif <(number) = [6]> then\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (lightblue v)\n end\n end\nend\nif <(number) = [7]> then\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n end\n end\nend\nif <(number) = [8]> then\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (purple v)\n end\n end\nend\nif <(number) = [9]> then\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (pink v)\n end\n end\nend\n\nwhen I receive [player color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [number v] to [0]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n hide\n delete this clone\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Play3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nbroadcast (TN v)\nstop [all v]\n\n@Pickle\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n
Your character is now the size of a ant.\nDon't worry- your mouse is now an elevator.\n\nMade for MIR(C)O\n
Shrunk: a platformer
@Stage\n\n@Ball\n\nwhen flag clicked\ngo to x: (-184) y: (-93)\nswitch backdrop to (backdrop1 v)\nsay [Woah! Cool box] for (2) seconds\nglide (1.5) secs to x: (92) y: (-93)\nswitch backdrop to (backdrop2 v)\ngo to x: (-217) y: (-20)\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(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)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [240]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\n
Shrunk to a small ball, you must go through the giant world to find a way back, to normal size...
First - A Platformer
@Stage\n\n@Ball\n\ndefine Movement\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\npoint in direction (90)\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (Yv)\nif <touching (level v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (level v)?>> then\n set [yv v] to [12]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n if <(Invulnerabllity) < [1]> then\n change [playerhp v] by (-1)\n set [invulnerabllity v] to [30]\n end\nend\nchange [invulnerabllity v] by (-1)\nif <<(PlayerHP) < [1]> and <(Level) = [8]>> then\n broadcast (Delee v)\n Restart\n set [playerhp v] to [3]\nend\nif <touching (dangers v)?> then\n Restart\nend\n\ndefine Restart\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-140)\nset size to (100) %\n\nwhen flag clicked\nhide\nif <(username) = [-Entity_]> then\n set drag mode [draggable v]\nelse\n set drag mode [not draggable v]\nend\n\nwhen I receive [start v]\nRestart\nrepeat (10)\n change [ghost v] effect by (10)\nend\nRestart\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nforever\n Movement\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nRestart\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nchange [ghost v] effect by (10)\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [prepare game v]\nshow\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next level v]\nbroadcast (Transition v)\nwait (0.25) seconds\nswitch costume to (join [Level] (Level))\n\nwhen I receive [prepare game v]\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\nshow\n\n@EndPoint\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (cl v)\nchange x by (pick random (-100) to (100))\nchange y by (pick random (-100) to (100))\nrepeat until <(distance to [endpoint v]) < [3]>\n set [ghost v] effect to (distance to [endpoint v])\n point towards (endpoint v)\n move (((100) - (distance to [endpoint v])) / (10)) steps\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (item (((Level) * (2)) - (1)) of [levelend v]) y: (item ((Level) * (2)) of [levelend v])\nif <(Level) = [8]> then\n hide\n broadcast (Boss Fight v)\nend\nif <(Level) = [9]> then\n hide\nend\n\ndefine Set\ndelete all of [levelend v]\nadd [0] to [levelend v]\nadd [-100] to [levelend v]\nadd [200] to [levelend v]\nadd [-100] to [levelend v]\nadd [200] to [levelend v]\nadd [-100] to [levelend v]\nadd [200] to [levelend v]\nadd [-100] to [levelend v]\nadd [200] to [levelend v]\nadd [-142] to [levelend v]\nadd [200] to [levelend v]\nadd [-142] to [levelend v]\nadd [200] to [levelend v]\nadd [-142] to [levelend v]\nadd [200] to [levelend v]\nadd [-142] to [levelend v]\n\nwhen I receive [prepare game v]\nshow\nSet\nset [level v] to [1]\nswitch costume to (end v)\ngo to x: (item (((Level) * (2)) - (1)) of [levelend v]) y: (item ((Level) * (2)) of [levelend v])\nbroadcast (Start v)\nforever\n create clone of (_myself_ v)\n if <touching (ball v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level v] by (1)\n broadcast (Next Level v) and wait\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [boss fight v]\nset [bossalive? v] to [1]\nbroadcast (Boss Instructions v) and wait\nrepeat until <(BossAlive?) = [0]>\n broadcast (Play Boss Fight v) and wait\nend\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\ngo to x: (0) y: (0)\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\n@Dangers\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.25) seconds\nswitch costume to (join [Level] (Level))\n\nwhen I receive [prepare game v]\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\nshow\n\n@Text\n\ndefine Type (t) at (x) (y) size (s) <stamp?>\nhide\nGet Word Lengths (t) (s)\ngo to x: (x) y: (y)\nset [talk_i v] to [0]\nrepeat (length of (t))\n change [talk_i v] by (1)\n if <(letter (Talk_i) of (t)) = [ ]> then\n delete (1) of [words v]\n change x by (((s) * (8.5)) - (4))\n if <((x position) + (item (1) of [words v])) > [235]> then\n set x to (x)\n change y by ((-15) * (s))\n end\n else\n set [return v] to (letter (Talk_i) of (t))\n Make letters Lowercase (letter (Talk_i) of (t))\n switch costume to ( v)\n set size to (((s) * (100)) + (0)) %\n switch costume to (return)\n if <stamp?> then\n stamp\n else\n create clone of (_myself_ v)\n end\n if <<(letter (Talk_i) of (t)) = [m]> or <(letter (Talk_i) of (t)) = [w]>> then\n change x by ((s) * (((8.5) / (2)) * (3)))\n else\n change x by (((s) * (8.5)) - (<(return) = [ ]> * (4)))\n end\n end\nend\n\ndefine Make letters Lowercase (number or text)\nif < [ABCDEFGHIJKLMNOPQRSTUVWXYZ] contains (number or text)?> then\n set [return v] to [0]\n repeat until <(letter (return) of [abcdefghijklmnopqrstuvwxyz]) = (number or text)>\n change [return v] by (1)\n end\n set [return v] to (letter (return) of [abcdefghijklmnopqrstuvwxyz])\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nchange y by (-10)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (1)\nend\n\nwhen I receive [delete v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n delete this clone\nend\n\ndefine Fast Type (t) at (x) (y) with (size) <stamp?>\nType (t) at (x) (y) size (size) <stamp?>\n\ndefine Get Word Lengths (t) (s)\ndelete all of [words v]\nset [talk_i v] to [0]\nset [return v] to [0]\nrepeat (length of (t))\n change [talk_i v] by (1)\n if <(letter (Talk_i) of (t)) = [ ]> then\n add (return) to [words v]\n set [return v] to [0]\n else\n change [return v] by ((s) * (8.5))\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (DELETE v) and wait\nType [I found a door.] at [-200] [0] size [3] <>\nwait (3) seconds\nbroadcast (DELETE v) and wait\nType [Where does it lead to?] at [-200] [0] size [3] <>\nwait (3) seconds\nbroadcast (DELETE v) and wait\nbroadcast (Prepare Game v)\n\nwhen I receive [boss instructions v]\nset [color v] effect to (250)\nType [Boss Fight - Dodge his attacks and touch him when he turns blue to damage the boss!] at [-200] [50] size [2] <>\nwait (5) seconds\nbroadcast (DELETE v) and wait\n\n@Spikes\n\nwhen flag clicked\nhide\nset [cl_id v] to [0]\n\nwhen I start as a clone\nset size to (100) %\nif <(cl_id) = [1]> then\n switch costume to (ball v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (30)\n turn right (10) degrees\n end\n point towards (ball v)\n set [xv v] to ([sin v] of (direction) )\n set [yv v] to ([cos v] of (direction) )\n repeat until <touching (_edge_ v)?>\n change x by ((Xv) * (5))\n change y by ((Yv) * (5))\n turn right (10) degrees\n end\nelse\n if <(cl_id) = [2]> then\n go to (random position v)\n set y to (160)\n switch costume to (spikes v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n point towards (ball v)\n set [xv v] to ([sin v] of (direction) )\n set [yv v] to ([cos v] of (direction) )\n repeat until <touching (_edge_ v)?>\n change x by ((Xv) * (20))\n change y by ((Yv) * (20))\n end\n else\n if <(cl_id) = [3]> then\n go to (random position v)\n set y to (160)\n switch costume to (magic v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (3)\n point towards (ball v)\n set [xv v] to ([sin v] of (direction) )\n set [yv v] to ([cos v] of (direction) )\n repeat (10)\n change x by ((Xv) * (2))\n change y by ((Yv) * (2))\n end\n end\n set [cl_id v] to [4]\n repeat (pick random (2) to (5))\n create clone of (_myself_ v)\n end\n else\n if <(cl_id) = [4]> then\n set size to (75) %\n switch costume to (spikes v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n point in direction (pick random (-180) to (180))\n repeat (3)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n if on edge, bounce\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [1 v]\nif <(cl_id) = [0]> then\n go to x: (-100) y: (130)\n repeat (5)\n set [cl_id v] to [1]\n create clone of (_myself_ v)\n change x by (50)\n set [cl_id v] to [0]\n end\n set [cl_id v] to [0]\nend\n\nwhen I receive [2 v]\nif <(cl_id) = [0]> then\n repeat (pick random (10) to (15))\n set [cl_id v] to [2]\n create clone of (_myself_ v)\n set [cl_id v] to [0]\n wait (pick random (0) to (0.8)) seconds\n end\n set [cl_id v] to [0]\nend\n\nwhen I receive [3 v]\nif <(cl_id) = [0]> then\n repeat (3)\n set [cl_id v] to [3]\n create clone of (_myself_ v)\n set [cl_id v] to [0]\n wait (pick random (0) to (0.8)) seconds\n end\n set [cl_id v] to [0]\nend\n\nwhen I receive [boss instructions v]\nrepeat (10)\n delete this clone\nend\nset [cl_id v] to [0]\n\nwhen I receive [next level v]\nrepeat (10)\n delete this clone\nend\nset [cl_id v] to [0]\n\nwhen I receive [delee v]\ndelete this clone\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [boss instructions v]\ngo to x: (0) y: (-50)\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [play boss fight v]\ngo to x: (0) y: (-50)\nrepeat (10)\n delete this clone\nend\nset [playerhp v] to [3]\nset [ghost v] effect to (100)\nset size to (300) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset [invulnerabllity v] to [0]\nset [bossalive? v] to [3]\nbroadcast (Boss v)\nwait until <<(BossAlive?) = [0]> or <(PlayerHP) = [0]>>\nbroadcast (Delee v) and wait\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nset size to (300) %\ngo to x: (0) y: (-50)\nswitch costume to (costume2 v)\nforever\n turn right (10) degrees\n if <(BossAlive?) = [0]> then\n delete this clone\n end\nend\n\ndefine Attack random\nbroadcast (pick random (1) to (3))\n\nwhen I receive [boss v]\nforever\n repeat (10)\n wait (pick random (1) to (3)) seconds\n Attack random\n end\n switch costume to (costume3 v)\n repeat (30)\n if <touching (ball v)?> then\n change [bossalive? v] by (-1)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\n end\n clear graphic effects\n broadcast (Delee v) and wait\n end\n end\n switch costume to (costume1 v)\nend\n\n@Health\n\nwhen flag clicked\nhide\nforever\n go to x: (-180) y: (130)\n switch costume to (PlayerHP)\n if <(PlayerHP) = [0]> then\n broadcast (Delee v) and wait\n end\nend\n\nwhen I receive [play boss fight v]\nshow\n\nwhen I receive [boss instructions v]\nhide\n\nwhen I receive [next level v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Cute Cube Adventure 5 (Platformer Series)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop55 v)\n\nwhen flag clicked\nforever\n play sound [Volca - KnightKit12 v] until done\nend\n\n@Cute Cube\n\nwhen flag clicked\nhide\n\ngo to x: (128) y: (-180)\n\nset [player: x v] to [5]\n\n\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\ngo to x: (-207) y: (-100)\nset rotation style [left-right v]\nset [player: x v] to [0]\nset [player: y v] to [0]\nshow\nforever\n if <(y position) = [-179]> then\n go to x: (-207) y: (-5)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (-115)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [player: x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [player: x v] by (-1)\n point in direction (-90)\n end\n set [player: x v] to ((Player: x) * (.9))\n change x by (Player: x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((Player: x) * (-1))\n if <key (up arrow v) pressed?> then\n set [player: y v] to [10]\n if <(Player: x) > [0]> then\n set [player: x v] to [-10]\n else\n set [player: x v] to [10]\n end\n else\n set [player: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player: y v] by (-.5)\n change y by (Player: y)\n if <touching color (#000000)?> then\n change y by ((Player: y) * (-1))\n set [player: y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [player: y v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-80)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <touching color (#ff00e1)?> then\n set [player: y v] to [16]\n end\nend\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nif <not <touching color (#000000)?>> then\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [this script v]\n\n@Play Game Button\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n
Cute Cube Adventure 5 (Platformer Series)\nFRONT PAGED ON 11/17/2019 thanks, CrimsonROSES34!!\nPlay Cute Cube Adventure 1: https://scratch.mit.edu/projects/278923025/\nCute Cube Adventure 2: https://scratch.mit.edu/projects/289001637/\nCute Cube Adventure 3: https://scratch.mit.edu/projects/291836076/\nCute Cube Adventure 4: https://scratch.mit.edu/projects/318478945/\n\nSetting:\nHello hello! Welcome to Cute Cube Adventure 5, the official fifth part in the platformer series!! Today, Cute Cube wanted to head to the beach of Cube Land! The bright blue ocean, golden sand, and puffy white clouds overhead look like great fun! But there is also the red sand, which hurts Cute Cube, and the giant sandcastles that is hard for him to jump over! Can you help him have a good time at the beach?\n \nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Press the S key to skip any level--\n--Dodge the red and other obstacles to help Cute Cube on the beach of Cube Land!--\n--Have fun!!--
Thank You, Teachers - A Platformer
@Stage\n\nwhen flag clicked\nforever\n if <[3] > (level)> then\n switch backdrop to (grey v)\n else\n switch backdrop to (rainbowww v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Jessie J - Flashlight \(Lyrics\).mp3 v] until done\nend\n\n@Character\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nset [level v] to [1]\ngo to x: (-180) y: (80)\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Controls Mode\nif <key (left arrow v) pressed?> then\n switch costume to (run_1 v)\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (run_1 v)\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching (ground v)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (ground v)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [7]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (5)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\n\ndefine Reset Mode\nif <<(y position) < [-170]> or <touching (obstacle v)?>> then\n go to x: (-180) y: (80)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (portal v)?> then\n go to x: (-180) y: (80)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n broadcast (Next lvl v)\nend\nif <touching (door v)?> then\n go to x: (-180) y: (80)\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\ndefine Costumes_set\nif <(mode) = [fall]> then\n switch costume to (fall v)\nend\nif <(mode) = [walljump]> then\n switch costume to (walljump v)\nend\nif <(mode) = [wallslide]> then\n switch costume to (wallslide v)\nend\nif <(mode) = [jump]> then\n switch costume to (jump v)\nend\nif <(mode) = [stand]> then\n switch costume to (stand v)\nend\nif <(mode) = [run]> then\n if <key (right arrow v) pressed?> then\n switch costume to (run_1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (run_1 v)\n end\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\n\ndefine Platform_Sensing\nif <<touching (platforms v)?> and <key (down arrow v) pressed?>> then\n repeat until <<touching (platforms v)?> or <<touching (ground v)?> or <(y position) < [-170]>>>\n change [yv v] by (-3)\n end\nend\n\nwhen flag clicked\nforever\n Controls Mode\nend\n\nwhen flag clicked\nforever\n Costumes_set\nend\n\nwhen flag clicked\nforever\n Platform_Sensing\nend\n\nwhen flag clicked\nforever\n Reset Mode\nend\n\nwhen flag clicked\nforever\n wait (0.00001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(level) < [3]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(level) < [3]> then\n change [color v] effect by (0)\nelse\n forever\n change [color v] effect by (10)\n end\nend\n\ndefine Bounce Effect\nif <touching (spring v)?> then\n set [yv v] to [12]\nend\n\nwhen flag clicked\nforever\n Bounce Effect\nend\n\ndefine Speed Effect\nif <touching (you-can v)?> then\n set [xv v] to ((xv) * (2))\nend\n\nwhen flag clicked\nforever\n Speed Effect\nend\n\ndefine Key-Door_Sensing\nif <touching (key v)?> then\n broadcast (Touched v)\n wait until <not <touching (key v)?>>\nend\n\nwhen flag clicked\nforever\n Key-Door_Sensing\nend\n\ndefine Ladder_Sensing\nif <<touching (ladder v)?> and <key (up arrow v) pressed?>> then\n change [yv v] by (0.4)\nend\n\nwhen flag clicked\nforever\n Ladder_Sensing\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Obstacle\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Platforms\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Portal\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (190) y: (-110)\nforever\n glide (1) secs to x: (x position) y: ((y position) + (20))\n glide (1) secs to x: (x position) y: ((y position) - (20))\nend\n\nwhen I start as a clone\nif <(level) < [3]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nrepeat (25)\n change size by (-2)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(level) < [3]> then\n change [color v] effect by (0)\nelse\n forever\n change [color v] effect by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [3]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@Spring\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@You-Can\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\n@Door\n\nwhen I receive [touched v]\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next lvl v]\nclear graphic effects\nif <(level) = [10]> then\n show\nend\nif <(level) = [12]> then\n show\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\n@Key\n\nwhen I receive [touched v]\nrepeat (10)\n change [color v] effect by (25)\nend\nhide\n\nwhen I receive [next lvl v]\nclear graphic effects\nif <(level) = [10]> then\n show\nend\nif <(level) = [12]> then\n show\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\n@Ladder\n\nwhen flag clicked\ngo to x: (-31) y: (9)\nhide\nforever\n if <(level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\n
3d platformer 2
@Stage\n\nwhen flag clicked\nforever\n set [fps v] to ((frame) - (1))\n set [frame v] to [0]\n reset timer\n repeat until <(timer) > [1]>\n change [frame v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [music v] until done\n wait (2) seconds\nend\n\n@empty\n\n@game\n\ndefine Distance (x1) (y1) (z1) (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of (((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) + (((z1) - (z2)) * ((z1) - (z2)))) )\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) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((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 Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine --- (label)\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nif <(3th person) = [1]> then\n set [sin y v] to ([sin v] of ((rot Y) + (-90)) )\n set [cos y v] to ([cos v] of ((rot Y) + (-90)) )\nelse\n set [sin y v] to ([sin v] of (rot Y) )\n set [cos y v] to ([cos v] of (rot Y) )\nend\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [m v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (m))) ((y1) + (((y2) - (y1)) * (m))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (m))) ((y1) + (((y2) - (y1)) * (m))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m 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)) * (m)))\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)) / (m))) (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)) * (m)))\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)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\nwhen flag clicked\nset [3th person v] to [0]\nset [level v] to [1]\nset [settings? v] to [0]\nset [reverse control v] to [0]\nset [mouse control v] to [0]\nset [wasd? v] to [0]\nset [layering v] to [1]\ngame reset\nforever\n erase all\n render\n tick\n wait until <(settings?) = [0]>\n if <(level) = [14]> then\n erase all\n stop [this script v]\n end\nend\n\ndefine tick\nif <[1] = (3th person)> then\n if <(wasd?) = [0]> then\n if <key (w v) pressed?> then\n change [cam x vel v] by ((() - ([sin v] of ((rot Y) + (-90)) )) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (-90)) ) * (3))\n end\n if <key (s v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (-90)) ) * (3))\n change [cam z vel v] by ((() - ([cos v] of ((rot Y) + (-90)) )) * (3))\n end\n if <key (d v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (0)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (180)) ) * (3))\n end\n if <key (a v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (180)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (0)) ) * (3))\n end\n if <<<key (space v) pressed?> and <[4] > (falling?)>> and <(no jump) = [0]>> then\n set [cam y vel v] to [16]\n end\n else\n if <key (z v) pressed?> then\n change [cam x vel v] by ((() - ([sin v] of ((rot Y) + (-90)) )) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (-90)) ) * (3))\n end\n if <key (s v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (-90)) ) * (3))\n change [cam z vel v] by ((() - ([cos v] of ((rot Y) + (-90)) )) * (3))\n end\n if <key (d v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (0)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (180)) ) * (3))\n end\n if <key (q v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (180)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (0)) ) * (3))\n end\n if <<<key (space v) pressed?> and <[4] > (falling?)>> and <(no jump) = [0]>> then\n set [cam y vel v] to [16]\n end\n end\nelse\n if <(wasd?) = [0]> then\n if <key (w v) pressed?> then\n change [cam x vel v] by ((() - ([sin v] of (rot Y) )) * (3))\n change [cam z vel v] by (([cos v] of (rot Y) ) * (3))\n end\n if <key (s v) pressed?> then\n change [cam x vel v] by (([sin v] of (rot Y) ) * (3))\n change [cam z vel v] by ((() - ([cos v] of (rot Y) )) * (3))\n end\n if <key (d v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (90)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (-90)) ) * (3))\n end\n if <key (a v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (-90)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (90)) ) * (3))\n end\n if <<<key (space v) pressed?> and <[4] > (falling?)>> and <(no jump) = [0]>> then\n set [cam y vel v] to [16]\n end\n else\n if <key (z v) pressed?> then\n change [cam x vel v] by ((() - ([sin v] of (rot Y) )) * (3))\n change [cam z vel v] by (([cos v] of (rot Y) ) * (3))\n end\n if <key (s v) pressed?> then\n change [cam x vel v] by (([sin v] of (rot Y) ) * (3))\n change [cam z vel v] by ((() - ([cos v] of (rot Y) )) * (3))\n end\n if <key (d v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (90)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (-90)) ) * (3))\n end\n if <key (q v) pressed?> then\n change [cam x vel v] by (([sin v] of ((rot Y) + (-90)) ) * (3))\n change [cam z vel v] by (([cos v] of ((rot Y) + (90)) ) * (3))\n end\n if <<<key (space v) pressed?> and <[4] > (falling?)>> and <(no jump) = [0]>> then\n set [cam y vel v] to [16]\n end\n end\nend\nif <<key (space v) pressed?> and <(no jump) = [1]>> then\n if <(no jump sound?) = [0]> then\n start sound [no jump v]\n end\nend\nif <<key (space v) pressed?> and <(no jump) = [1]>> then\n set [no jump sound? v] to [1]\nelse\n set [no jump sound? v] to [0]\nend\nif <<key (space v) pressed?> and <[4] > (falling?)>> then\n if <(jump sound?) = [0]> then\n start sound [jump v]\n end\nend\nif <<key (space v) pressed?> and <[4] > (falling?)>> then\n set [jump sound? v] to [1]\nelse\n set [jump sound? v] to [0]\nend\nif <(mouse control) = [1]> then\n if <(reverse control) = [1]> then\n set [rot x v] to ((mouse y) * (-0.75))\n set [rot y v] to ((mouse x) * (-0.75))\n else\n set [rot x v] to ((mouse y) * (0.75))\n set [rot y v] to ((mouse x) * (0.75))\n end\nelse\n if <(reverse control) = [1]> then\n if <key (up arrow v) pressed?> then\n change [rot x vel v] by (-2)\n end\n if <key (down arrow v) pressed?> then\n change [rot x vel v] by (2)\n end\n if <key (right arrow v) pressed?> then\n change [rot y vel v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [rot y vel v] by (-2)\n end\n else\n if <key (up arrow v) pressed?> then\n change [rot x vel v] by (2)\n end\n if <key (down arrow v) pressed?> then\n change [rot x vel v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [rot y vel v] by (-2)\n end\n if <key (left arrow v) pressed?> then\n change [rot y vel v] by (2)\n end\n end\nend\nchange [falling? v] by (1)\nchange [cam y vel v] by (-0.9)\nchange y by ([floor v] of (cam y vel) )\nset [rot x vel v] to ((rot x vel) * (0.7))\nset [rot y vel v] to ((rot y vel) * (0.7))\nchange [rot x v] by (rot x vel)\nchange [rot y v] by (rot y vel)\nif <(rot X) > [90]> then\n set [rot x v] to [90]\nend\nif <[-90] > (rot X)> then\n set [rot x v] to [-90]\nend\nif <(rot Y) > [180]> then\n set [rot y v] to [-180]\nend\nif <[-180] > (rot Y)> then\n set [rot y v] to [180]\nend\nif <[-1000] > (cam y y)> then\n game reset\n start sound [dead v]\nend\nset [cam x vel v] to ((cam x vel) * (0.7))\nset [cam z vel v] to ((cam z vel) * (0.7))\nchange x by (cam x vel)\nchange z by (cam z vel)\nif <(3th person) = [1]> then\n set [cam y v] to (((cam y y) + (([sin v] of ((rot X) + (180)) ) * (200))) + (100))\n set [cam x v] to (((cam x x) + (([cos v] of ((rot Y) + (180)) ) * (200))) + (() - (([sin v] of ((rot X) + (90)) ) * (50))))\n set [cam z v] to (((cam z z) + (([sin v] of ((rot Y) + (180)) ) * (200))) + (() - (([sin v] of ((rot X) + (90)) ) * (50))))\nelse\n set [cam y v] to ((cam y y) + (100))\n set [cam x v] to (cam x x)\n set [cam z v] to (cam z z)\nend\n\ndefine render\nif <(layering) = [1]> then\n sort\nend\nCalculate Trig Values\nDistance (cam x) ((cam y) + (100)) (cam z) (cam x x) (cam y y) (cam z z)\nset [player draw? v] to [0]\nset [distance player v] to (Distance)\nset [render i v] to [0]\nrepeat (length of [all blocks sorted v])\n change [render i v] by (1)\n if <<(distance player) > (item (render i) of [all blocks sorted distance v])> and <(3th person) = [1]>> then\n set pen size to (5)\n set pen color to (#ff5af8)\n Draw Line (cam x x) (cam y y) (cam z z) to (cam x x) ((cam y y) + (100)) (cam z z)\n set pen size to (20)\n Draw Line (cam x x) ((cam y y) + (100)) (cam z z) to (cam x x) ((cam y y) + (100)) (cam z z)\n set [player draw? v] to [1]\n end\n if <(item (render i) of [all block sorted type v]) = [1]> then\n set pen color to (#5ee1ff)\n else\n if <(item (render i) of [all block sorted type v]) = [2]> then\n set pen color to (#ff5252)\n else\n if <(item (render i) of [all block sorted type v]) = [3]> then\n set pen color to (#78ff33)\n else\n if <(item (render i) of [all block sorted type v]) = [4]> then\n set pen color to (#e9ff50)\n else\n if <(item (render i) of [all block sorted type v]) = [5]> then\n set pen color to (#c327ff)\n else\n if <(item (render i) of [all block sorted type v]) = [6]> then\n set pen color to (#8a590f)\n else\n if <(item (render i) of [all block sorted type v]) = [7]> then\n set pen color to (#ff7a00)\n end\n end\n end\n end\n end\n end\n end\n calculate cube location\n draw cube at (x cube) (y cube) (z cube)\nend\nif <<(3th person) = [1]> and <(player draw?) = [0]>> then\n set pen size to (5)\n set pen color to (#ff5af8)\n Draw Line (cam x x) (cam y y) (cam z z) to (cam x x) ((cam y y) + (100)) (cam z z)\n set pen size to (20)\n Draw Line (cam x x) ((cam y y) + (100)) (cam z z) to (cam x x) ((cam y y) + (100)) (cam z z)\nend\n\ndefine add block at (x) (y) (z) (t)\nadd (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [all blocks sorted v]\nadd [0] to [all blocks sorted distance v]\nif <(t) = [1]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level blocks v]\n add [1] to [all block sorted type v]\nelse\n if <(t) = [2]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level danger v]\n add [2] to [all block sorted type v]\n else\n if <(t) = [3]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level end v]\n add [3] to [all block sorted type v]\n else\n if <(t) = [4]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level bouncers v]\n add [4] to [all block sorted type v]\n else\n if <(t) = [5]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level no jump v]\n add [5] to [all block sorted type v]\n else\n if <(t) = [6]> then\n add (join ((x) + (45)) (join ((y) + (45)) ((z) + (45)))) to [level teleport v]\n add [6] to [all block sorted type v]\n else\n if <(t) = [7]> then\n add [7] to [all block sorted type v]\n end\n end\n end\n end\n end\n end\nend\n\ndefine level (l)\ndelete all of [level blocks v]\ndelete all of [level danger v]\ndelete all of [level end v]\ndelete all of [level bouncers v]\ndelete all of [all block sorted type v]\ndelete all of [all blocks sorted v]\ndelete all of [all blocks sorted distance v]\ndelete all of [level no jump v]\ndelete all of [level teleport v]\nif <(l) = [1]> then\n add block at [0] [-1] [0] [1]\n add block at [2] [0] [0] [1]\n add block at [4] [1] [0] [1]\n add block at [4] [2] [2] [1]\n add block at [4] [3] [4] [3]\nelse\n if <(l) = [2]> then\n add block at [0] [-1] [0] [1]\n add block at [2] [0] [0] [1]\n add block at [4] [0] [-2] [1]\n add block at [4] [0] [-5] [1]\n add block at [4] [1] [-7] [3]\n else\n if <(l) = [3]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [2] [0] [0] [2]\n add block at [2] [-1] [0] [1]\n add block at [3] [-1] [0] [1]\n add block at [4] [-1] [0] [1]\n add block at [5] [0] [0] [2]\n add block at [5] [-1] [0] [1]\n add block at [6] [-1] [0] [1]\n add block at [7] [-1] [0] [1]\n add block at [9] [1] [0] [3]\n else\n if <(l) = [4]> then\n add block at [0] [-1] [0] [1]\n add block at [2] [0] [0] [2]\n add block at [3] [-1] [0] [1]\n add block at [5] [0] [0] [1]\n add block at [7] [1] [0] [2]\n add block at [8] [0] [0] [1]\n add block at [10] [1] [0] [1]\n add block at [12] [2] [0] [3]\n else\n if <(l) = [5]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [0] [0] [2]\n add block at [0] [0] [1] [2]\n add block at [1] [-1] [1] [1]\n add block at [3] [-1] [3] [1]\n add block at [4] [0] [3] [2]\n add block at [3] [0] [4] [2]\n add block at [4] [-1] [4] [1]\n add block at [6] [0] [6] [3]\n else\n if <(l) = [6]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [1] [0] [0] [4]\n add block at [3] [4] [0] [4]\n add block at [5] [8] [0] [4]\n add block at [7] [12] [0] [3]\n else\n if <(l) = [7]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [1] [0] [0] [4]\n add block at [1] [6] [0] [1]\n add block at [2] [6] [0] [1]\n add block at [2] [3] [0] [1]\n add block at [4] [3] [0] [1]\n add block at [7] [3] [0] [1]\n add block at [9] [4] [0] [3]\n else\n if <(l) = [8]> then\n add block at [0] [-1] [0] [1]\n add block at [2] [-1] [0] [1]\n add block at [4] [0] [0] [4]\n add block at [6] [4] [0] [2]\n add block at [7] [3] [0] [1]\n add block at [10] [1] [0] [4]\n add block at [14] [4] [0] [1]\n add block at [18] [-2] [0] [3]\n else\n if <(l) = [9]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [5]\n add block at [2] [0] [0] [5]\n add block at [2] [1] [-1] [1]\n add block at [2] [2] [-1] [1]\n add block at [3] [0] [0] [5]\n add block at [4] [0] [0] [5]\n add block at [5] [0] [0] [5]\n add block at [6] [0] [0] [5]\n add block at [7] [0] [0] [1]\n add block at [6] [1] [-1] [1]\n add block at [6] [2] [-1] [1]\n add block at [8] [0] [-2] [1]\n add block at [6] [0] [-3] [1]\n add block at [4] [1] [-3] [3]\n else\n if <(l) = [10]> then\n add block at [0] [-1] [0] [5]\n add block at [1] [-1] [0] [4]\n add block at [3] [3] [0] [5]\n add block at [5] [1] [0] [1]\n add block at [5] [1] [-2] [4]\n add block at [5] [5] [-5] [1]\n add block at [5] [5] [-5] [1]\n add block at [4] [5] [-5] [1]\n add block at [3] [5] [-5] [5]\n add block at [1] [5] [-5] [1]\n add block at [-2] [6] [-5] [3]\n else\n if <(l) = [11]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [2] [-1] [0] [1]\n add block at [2] [0] [0] [6]\n add block at [0] [3] [-5] [7]\n add block at [0] [0] [-5] [1]\n add block at [1] [0] [-5] [1]\n add block at [2] [0] [-5] [1]\n add block at [4] [1] [-5] [3]\n else\n if <(l) = [12]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [2] [0] [0] [2]\n add block at [2] [-1] [0] [1]\n add block at [3] [-1] [0] [1]\n add block at [4] [-1] [0] [1]\n add block at [5] [0] [0] [2]\n add block at [5] [-1] [0] [1]\n add block at [6] [-1] [0] [1]\n add block at [7] [-1] [0] [1]\n add block at [8] [-1] [0] [1]\n add block at [8] [0] [0] [6]\n add block at [0] [6] [-4] [7]\n add block at [0] [3] [-4] [1]\n add block at [0] [3] [-3] [1]\n add block at [0] [3] [0] [1]\n add block at [0] [4] [3] [3]\n else\n if <(l) = [13]> then\n add block at [0] [-1] [0] [1]\n add block at [1] [-1] [0] [1]\n add block at [3] [-1] [0] [1]\n add block at [5] [0] [0] [1]\n add block at [7] [1] [0] [6]\n add block at [10] [4] [-5] [7]\n add block at [10] [1] [-5] [1]\n add block at [10] [1] [-4] [1]\n add block at [10] [1] [-3] [1]\n add block at [10] [2] [-3] [2]\n add block at [10] [1] [-2] [1]\n add block at [10] [1] [-1] [1]\n add block at [10] [2] [0] [2]\n add block at [10] [1] [2] [1]\n add block at [10] [2] [4] [2]\n add block at [10] [1] [5] [1]\n add block at [10] [2] [7] [6]\n add block at [2] [6] [-1] [7]\n add block at [2] [3] [-1] [1]\n add block at [1] [4] [0] [2]\n add block at [0] [4] [1] [1]\n add block at [-1] [5] [0] [2]\n add block at [-2] [5] [-1] [1]\n add block at [-4] [6] [-3] [6]\n add block at [10] [9] [-7] [7]\n add block at [10] [6] [-7] [1]\n add block at [9] [6] [-7] [1]\n add block at [7] [6] [-7] [5]\n add block at [6] [7] [-7] [1]\n add block at [5] [7] [-7] [5]\n add block at [3] [7] [-7] [1]\n add block at [1] [8] [-7] [6]\n add block at [5] [10] [4] [7]\n add block at [5] [7] [4] [1]\n add block at [5] [7] [3] [1]\n add block at [5] [7] [2] [4]\n add block at [5] [8] [-2] [4]\n add block at [5] [12] [-4] [4]\n add block at [2] [16] [-4] [4]\n add block at [2] [20] [-1] [4]\n add block at [5] [24] [-1] [4]\n add block at [5] [28] [-4] [3]\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 draw cube at (x) (y) (z)\nif <[3] = (resolution)> then\n set pen size to (10)\n if <(item (render i) of [all blocks sorted distance v]) < [1500]> then\n set [fill res v] to [50]\n else\n set [fill res v] to [0]\n end\n --- [up cube]\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n if <(cam y) > ((y) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (50)) ((z) + (50)) to ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (50)) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n --- [down cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (-50))\n if <((y) + (-50)) > (cam y)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (-50)) ((z) + (50)) to ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (-50)) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\n --- [edge cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n if <((x) + (-50)) > (cam x)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n if <(cam x) > ((x) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n if <((z) + (-50)) > (cam z)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n if <(cam z) > ((z) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50))\n end\n end\nelse\n if <[2] = (resolution)> then\n set pen size to (50)\n if <(item (render i) of [all blocks sorted distance v]) < [700]> then\n set [fill res v] to [25]\n else\n set [fill res v] to [0]\n end\n --- [up cube]\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n if <(cam y) > ((y) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (50)) ((z) + (50)) to ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (50)) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n --- [down cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (-50))\n if <((y) + (-50)) > (cam y)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (-50)) ((z) + (50)) to ((x) + ((((100) / (fill res)) * (fill i)) - (50))) ((y) + (-50)) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\n --- [edge cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n if <((x) + (-50)) > (cam x)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n if <(cam x) > ((x) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n if <((z) + (-50)) > (cam z)> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (-50))\n end\n end\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n if <(cam z) > ((z) + (50))> then\n set [fill i v] to [0]\n repeat ((fill res) - (1))\n change [fill i v] by (1)\n Draw Line ((x) + (-50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50)) to ((x) + (50)) ((y) + ((((100) / (fill res)) * (fill i)) - (50))) ((z) + (50))\n end\n end\n else\n if <[1] = (resolution)> then\n set pen size to (10)\n --- [up cube]\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n --- [down cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (-50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\n --- [edge cube]\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (-50)) ((y) + (50)) ((z) + (-50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (-50)) to ((x) + (50)) ((y) + (50)) ((z) + (-50))\n Draw Line ((x) + (50)) ((y) + (-50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n Draw Line ((x) + (-50)) ((y) + (-50)) ((z) + (50)) to ((x) + (-50)) ((y) + (50)) ((z) + (50))\n end\n end\nend\n\ndefine calculate cube location\nset [all blocks sorted item # v] to (item (render i) of [all blocks sorted v])\nset [x cube v] to (((join (letter (1) of (all blocks sorted item #)) (letter (2) of (all blocks sorted item #))) - (45)) * (100))\nset [y cube v] to (((join (letter (3) of (all blocks sorted item #)) (letter (4) of (all blocks sorted item #))) - (45)) * (100))\nset [z cube v] to (((join (letter (5) of (all blocks sorted item #)) (letter (6) of (all blocks sorted item #))) - (45)) * (100))\n\ndefine change x by (xs)\nchange [cam x x v] by (xs)\nrepeat until <<<not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>> and <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>> and <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>>\n if <(xs) > [0]> then\n change [cam x x v] by (-1)\n else\n change [cam x x v] by (1)\n end\n set [cam x vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nrepeat until <<<not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>> and <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>> and <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>>\n if <(xs) > [0]> then\n change [cam x x v] by (-1)\n else\n change [cam x x v] by (1)\n end\n set [cam x vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\n\ndefine change z by (zs)\nchange [cam z z v] by (zs)\nrepeat until <<<not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>> and <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>> and <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>>\n if <(zs) > [0]> then\n change [cam z z v] by (-1)\n else\n change [cam z z v] by (1)\n end\n set [cam z vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nrepeat until <<<not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>> and <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>> and <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>>\n if <(zs) > [0]> then\n change [cam z z v] by (-1)\n else\n change [cam z z v] by (1)\n end\n set [cam z vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\n\ndefine change y by (ys)\nchange [cam y y v] by (ys)\nif <<[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> or <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>> then\n if <(ys) > [0]> then\n set [platform sound? v] to [0]\n else\n if <(platform sound?) = [0]> then\n set [platform sound? v] to [1]\n start sound [platforms v]\n end\n end\nelse\n set [platform sound? v] to [0]\nend\nrepeat until <not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n else\n change [cam y y v] by (1)\n set [falling? v] to [0]\n end\n set [cam y vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nrepeat until <not <[level blocks v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n else\n change [cam y y v] by (1)\n set [falling? v] to [0]\n end\n set [cam y vel v] to [0]\nend\nif <[level danger v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n game reset\n start sound [dead v]\nend\nif <[level end v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n change [level v] by (1)\n game reset\n start sound [level end v]\nend\nrepeat until <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n set [cam y vel v] to [0]\n else\n change [cam y y v] by (1)\n set [cam y vel v] to [30]\n start sound [bouncer v]\n end\nend\nrepeat until <not <[level bouncers v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n set [cam y vel v] to [0]\n else\n change [cam y y v] by (1)\n set [cam y vel v] to [30]\n end\nend\nrepeat until <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n else\n change [cam y y v] by (1)\n end\n set [cam y vel v] to [0]\nend\nif <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n repeat until <not <[level no jump v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?>>\n if <(ys) > [0]> then\n change [cam y y v] by (-1)\n else\n change [cam y y v] by (1)\n set [no jump v] to [1]\n end\n set [cam y vel v] to [0]\n end\nelse\n set [no jump v] to [0]\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round ((cam y y) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\nif <[level teleport v] contains (join ((round ((cam x x) / (100))) + (45)) (join ((round (((cam y y) + (100)) / (100))) + (45)) ((round ((cam z z) / (100))) + (45))))?> then\n start sound [teleport v]\n set [falling? v] to [69]\n set [cam x vel v] to [0]\n set [cam y vel v] to [0]\n set [cam z vel v] to [0]\n if <(level) = [11]> then\n set [cam x x v] to [0]\n set [cam y y v] to [300]\n set [cam z z v] to [-500]\n else\n if <(level) = [12]> then\n set [cam x x v] to [0]\n set [cam y y v] to [600]\n set [cam z z v] to [-400]\n else\n if <<<[101] > (cam y y)> and <(level) = [13]>> and <(cam x x) < [800]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [400]\n set [cam z z v] to [-500]\n else\n if <<[201] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [200]\n set [cam y y v] to [600]\n set [cam z z v] to [-100]\n else\n if <<[601] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [1000]\n set [cam y y v] to [900]\n set [cam z z v] to [-700]\n else\n if <<[801] > (cam y y)> and <(level) = [13]>> then\n set [cam x x v] to [500]\n set [cam y y v] to [1000]\n set [cam z z v] to [400]\n end\n end\n end\n end\n end\n end\nend\n\ndefine game reset\nset [no jump v] to [0]\nset [falling? v] to [666]\nset [rot x v] to [0]\nif <(3th person) = [1]> then\n set [rot y v] to [0]\nelse\n set [rot y v] to [-90]\nend\nset [cam x x v] to [0]\nset [cam x vel v] to [0]\nif <(mouse control) = [1]> then\n if <(reverse control) = [1]> then\n set [rot y v] to (mouse x)\n set [rot x v] to (mouse y)\n else\n set [rot y v] to ((mouse x) * (-1))\n set [rot x v] to ((mouse y) * (-1))\n end\nend\nset [cam y y v] to [0]\nset [cam y vel v] to [0]\nset [cam z z v] to [0]\nset [cam z vel v] to [0]\nlevel (level)\n\ndefine sort\nset [sort i v] to [0]\nrepeat (length of [all blocks sorted distance v])\n change [sort i v] by (1)\n set [all blocks sorted item # v] to (item (sort i) of [all blocks sorted v])\n if <(3th person) = [1]> then\n Distance (((cam x x) + (([cos v] of ((rot Y) + (180)) ) * (200))) + (() - (([sin v] of ((rot X) + (90)) ) * (50)))) (((cam y y) + (([sin v] of ((rot X) + (180)) ) * (200))) + (100)) (((cam z z) + (([sin v] of ((rot Y) + (180)) ) * (200))) + (() - (([sin v] of ((rot X) + (90)) ) * (50)))) (((join (letter (1) of (all blocks sorted item #)) (letter (2) of (all blocks sorted item #))) - (45)) * (100)) (((join (letter (3) of (all blocks sorted item #)) (letter (4) of (all blocks sorted item #))) - (45)) * (100)) (((join (letter (5) of (all blocks sorted item #)) (letter (6) of (all blocks sorted item #))) - (45)) * (100))\n else\n Distance (cam x x) (cam y y) (cam z z) (((join (letter (1) of (all blocks sorted item #)) (letter (2) of (all blocks sorted item #))) - (45)) * (100)) (((join (letter (3) of (all blocks sorted item #)) (letter (4) of (all blocks sorted item #))) - (45)) * (100)) (((join (letter (5) of (all blocks sorted item #)) (letter (6) of (all blocks sorted item #))) - (45)) * (100))\n end\n replace item (sort i) of [all blocks sorted distance v] with (Distance)\nend\nset [done? sort v] to [0]\nrepeat until <(done? sort) = [1]>\n set [done? sort v] to [1]\n set [sort i v] to (length of [all block sorted type v])\n repeat ((sort i) - (1))\n if <(item (sort i) of [all blocks sorted distance v]) > (item ((sort i) - (1)) of [all blocks sorted distance v])> then\n set [sort dis v] to (item (sort i) of [all blocks sorted distance v])\n set [sort pos v] to (item (sort i) of [all blocks sorted v])\n set [sort t v] to (item (sort i) of [all block sorted type v])\n replace item (sort i) of [all blocks sorted distance v] with (item ((sort i) - (1)) of [all blocks sorted distance v])\n replace item (sort i) of [all blocks sorted v] with (item ((sort i) - (1)) of [all blocks sorted v])\n replace item (sort i) of [all block sorted type v] with (item ((sort i) - (1)) of [all block sorted type v])\n replace item ((sort i) - (1)) of [all blocks sorted distance v] with (sort dis)\n replace item ((sort i) - (1)) of [all blocks sorted v] with (sort pos)\n replace item ((sort i) - (1)) of [all block sorted type v] with (sort t)\n set [done? sort v] to [0]\n end\n change [sort i v] by (-1)\n end\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\nrender\n\n@resolution\n\nwhen this sprite clicked\nchange [resolution v] by (1)\nif <(resolution) > [3]> then\n set [resolution v] to [1]\nend\nstart sound [Click v]\n\nwhen flag clicked\nset [resolution v] to [1]\nforever\n if <(level) = [14]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n switch costume to (resolution)\n end\nend\n\n@the end\n\nwhen flag clicked\nset [timer v] to [0]\nset [size v] to [100]\nforever\n if <(level) = [14]> then\n hide variable [fps v]\n hide variable [level v]\n show\n set size to ((([cos v] of (((timer) - (1)) * (5000)) ) * (10)) + (size)) %\n change [timer v] by (0.001)\n else\n show variable [fps v]\n show variable [level v]\n hide\n end\nend\n\n@settings\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n if <(settings?) = [1]> 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 <(settings?) = [1]> then\n set [settings? v] to [0]\nelse\n set [settings? v] to [1]\nend\nstart sound [Click v]\n\n@setting 2\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n else\n hide\n end\nend\n\n@settings background\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n go to [back v] layer\n set [ghost v] effect to (35)\n show\n else\n hide\n end\nend\n\n@mouse controll\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n if <(mouse control) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@3rd person\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n if <(3th person) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@reverse controls\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n if <(reverse control) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@wasd-zqsd\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n if <(wasd?) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n hide\n end\nend\n\n@layering\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n if <(layering) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@fps level\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n else\n show\n end\nend\n\n@wasd/zqsd hitbox\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n go to [front v] layer\n set [ghost v] effect to (99)\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(wasd?) = [1]> then\n set [wasd? v] to [0]\nelse\n set [wasd? v] to [1]\nend\nstart sound [Click v]\n\n@mouse control hitbox\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n set [ghost v] effect to (99)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(mouse control) = [1]> then\n set [mouse control v] to [0]\nelse\n set [mouse control v] to [1]\nend\nstart sound [Click v]\n\n@3rd person hitbox\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n set [ghost v] effect to (99)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(3th person) = [1]> then\n set [3th person v] to [0]\nelse\n set [3th person v] to [1]\nend\nstart sound [Click v]\n\n@reverse control hitbox\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n set [ghost v] effect to (99)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(reverse control) = [1]> then\n set [reverse control v] to [0]\nelse\n set [reverse control v] to [1]\nend\nstart sound [Click v]\n\n@layering hitbox\n\nwhen flag clicked\nforever\n if <(settings?) = [1]> then\n show\n set [ghost v] effect to (99)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(layering) = [1]> then\n set [layering v] to [0]\nelse\n set [layering v] to [1]\nend\nstart sound [Click v]\n\n
I got a lot of requests for this and now it's finally done. 3d platformer 2 is better in every way for example: layering, filling, mouse control and 3rd person\n\ninstructions: \n-wasd to move (look in settings for zqsd)\n-arrow keys to rotate the camera(look in settings for mouse control)\n-space to jump\n-try messing with the settings for some new features \n\nblocks:\n- blue are platforms\n- red is lava\n- yellow are bouncers\n- purple are no jump platforms\n- brown are teleporters\n- green is the end of a level\n\nedit log:\n16-5-2020: Made resolution medium and high a lot faster.\n2-10-2019: Shared
DAT POTATO PLATFORMER - MOBILE FRIENDLY
@Stage\n\nwhen flag clicked\nforever\n play sound [Fig_Leaf_Rag_SCOTT_JOPLIN_1908_Ragtime_Piano_Roll v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@>:D\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Bouncy Stuff\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (stop v)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@That Potato\n\nwhen flag clicked\npoint in direction (90)\nset size to (30) %\nset [y spawn v] to [-89]\nset [x spawn v] to [-209]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n turn left (15) degrees\n change [x v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n turn right (15) degrees\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (1)\n if <touching color (#949494)?> then\n change y by (-6)\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 <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#949494)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#949494)?> and <<<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]\nend\nchange y by (0.5)\nif <touching (>:d v)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (bouncy stuff v)?> then\n set [y v] to [15]\nend\nif <(x position) > [213]> then\n change [level v] by (1)\n go to x: (X Spawn) y: (Y Spawn)\nend\n\n
Thx for top-loved! 9/18/19\nThx for 10k views! 9/23/29\nThx for top-remixed! 9/26/29\n--------------------\nWelcome to Dat Potato Platformer!\n--------------------\nLove if you like potatoes!\nLove and fav if you love potatoes and love this project!\n--------------------\nUse arrow keys or WASD keys to move around or, if you're on mobile, click dat screen to move.\n\nAvoid dat 1000 degree knife and use dat gloop to bounce!\n-------------------\n19 levels of dat potatoness! NO SKIP\n------------------\n@Good-Website, @AndrewDai, @xamuil2, and @-Imagineer- loved! (I may have missed some Scratchers as I have to open 419 messages)
Apple Platformer HACKED
@Stage\n\nwhen I receive [intro v]\nset volume to (30) %\nforever\n play sound [Cartoon Hoedown - Media Right Productions v] until done\nend\n\nwhen I receive [main menu v]\nset volume to (0) %\nstop all sounds\n\nwhen flag clicked\nforever\n if <<(game) = [start]> and <(black and white?) = [1]>> then\n set [color v] effect to ((1) / (0))\n set [pixelate v] effect to (25)\n set [brightness v] effect to (30)\n end\nend\n\n@backdrops\n\nwhen I receive [start the game thing-a-ma-bob thing v]\nset volume to (60) %\nforever\n if <(game) = [start]> then\n play sound [Epic Background Music Royalty Free Music v] until done\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [dun dun dun v]\nnext costume\nwait (0.4) seconds\nnext costume\nwait (0.4) seconds\nnext costume\nwait (1.5) seconds\nswitch costume to (1 v)\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [main menu v]\nhide\n\n@new farmer\n\nwhen flag clicked\nhide\nset [farmer talk v] to [0]\nforever\n if <(farmer talk) = [1]> then\n wait (0.05) seconds\n next costume\n else\n switch costume to (farmer 2 v)\n end\nend\n\nwhen I receive [move farmer v]\nstart sound [Whiz v]\nglide (0.3) secs to x: (302) y: (-30)\nhide\n\nwhen I receive [dun dun dun v]\nstart sound [Dun Dun Dunnn v]\nset size to (125) %\nturn right (10) degrees\nwait (0.4) seconds\nset size to (150) %\nturn right (10) degrees\nwait (0.4) seconds\nset size to (175) %\nturn right (10) degrees\nwait (1.5) seconds\nset size to (100) %\npoint in direction (90)\n\nsay []\nset [farmer talk v] to [1]\nspeak []::tts\nset [farmer talk v] to [0]\nsay []\n\nwhen I receive [intro v]\nwait until <(played part one) = [1]>\nset size to (100) %\npoint in direction (90)\nset [my variable v] to [0]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-73)\nset voice to (tenor v)::tts\nshow\nsay [Hi! I am the new apple farmer. And this is my new farm!]\nset [farmer talk v] to [1]\nspeak [Hi! I am the new apple farmer. And this is my new farm!]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [If you are wondering where the real apple farmer is.]\nset [farmer talk v] to [1]\nspeak [If you are wondering where the real apple farmer is.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [He ran out of money because he wouldn't sell his apples]\nset [farmer talk v] to [1]\nspeak [He ran out of money because he wouldn't sell his apples]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [So I bought the farm.]\nset [farmer talk v] to [1]\nspeak [So I bought the farm.]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [And if you're wondering what happened to the apples...]\nset [farmer talk v] to [1]\nspeak [And if you're wondering what happened to the apples...]::tts\nset [farmer talk v] to [0]\nwait (1) seconds\nsay [They are in this cage!]\nset [farmer talk v] to [1]\nspeak [They are in this cage!]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (lower cage of apples v) and wait\nwait (0.5) seconds\nbroadcast (dun dun dun v) and wait\nwait (1) seconds\nsay [I hope the apple farmer doesn't come and stop me from making these apples into apple juice.]\nset [farmer talk v] to [1]\nspeak [I hope the apple farmer doesn't come and stop me from making these apples into apple juice.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [Good thing is I have hidden the key to the cage far away, and set up 79 traps, and built 39 brick walls.]\nset [farmer talk v] to [1]\nspeak [Good thing is I have hidden the key to the cage far away, and set up 79 traps, and built 39 brick walls.]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [Why does that noise keep playing?]\nset [farmer talk v] to [1]\nspeak [Why does that noise keep playing?]::tts\nset [farmer talk v] to [0]\nsay []\nbroadcast (dun dun dun v) and wait\nsay [Seriously stop playing that noise.]\nset [farmer talk v] to [1]\nspeak [Seriously stop playing that noise.]::tts\nset [farmer talk v] to [0]\nsay [...]\nwait (1) seconds\nsay [Finally it stopped!]\nset [farmer talk v] to [1]\nspeak [Finally it stopped!]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.5) seconds\nbroadcast (dun dun dun v) and wait\nsay [Maybe if I ignore it, it will stop doing it.]\nset [farmer talk v] to [1]\nspeak [Maybe if I ignore it, it will stop doing it.]::tts\nset [farmer talk v] to [0]\nsay []\nwait (3) seconds\nsay [Good.]\nset [farmer talk v] to [1]\nspeak [Good.]::tts\nset [farmer talk v] to [0]\nsay []\nsay [Now where was I?]\nset [farmer talk v] to [1]\nspeak [Now where was I?]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.2) seconds\nsay [Oh yes, I am going to make delicious apple juice.]\nset [farmer talk v] to [1]\nspeak [Oh yes, I am going to make delicious apple juice.]::tts\nset [farmer talk v] to [0]\nsay []\nwait (0.1) seconds\nsay [I am going to go get my sledge hammer.]\nset [farmer talk v] to [1]\nspeak [I am going to go get my sledge hammer.]::tts\nset [farmer talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.3) secs to x: (314) y: (-73)\nhide\nbroadcast (dumb apple in the cage says something v)\n\n@lock\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (0)\nif <(username) = [loquatsarelife]> then\n show\n set [played part one v] to [0]\n switch costume to (asking v)\n set [ghost v] effect to (30)\n go to x: (0) y: (0)\n ask [] and wait\n if <(answer) = (item (1) of [cheat password \(do not look!\) v])> then\n switch costume to (yes v)\n play sound [Connect v] until done\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [played part one v] to [1]\n else\n switch costume to (no v)\n forever\n play sound [Alert v] until done\n end\n end\nelse\n set [played part one v] to [1]\nend\n\n@cage of apples\n\nwhen flag clicked\nset [lowered cage of apples v] to [0]\nhide\ngo to x: (-150) y: (0)\n\nwhen I receive [lower cage of apples v]\nset [lowered cage of apples v] to [1]\ngo to x: (-150) y: (0)\nshow\nglide (1.08) secs to x: (-150) y: (-200)\n\nwhen I receive [lower cage of apples v]\nswitch costume to (cage of apples talk v)\nplay sound [1 v] until done\nswitch costume to (cage of apples no talk v)\n\nwhen I receive [dun dun dun v]\nif <(lowered cage of apples) = [1]> then\n hide\n wait (2.3) seconds\n show\nend\n\nwhen I receive [dumb apple in the cage says something v]\nwait (0.5) seconds\nset [dumb apple talk v] to [1]\nsay [He is going to squish us!]\nplay sound [2 v] until done\nset [dumb apple talk v] to [0]\nwait (1) seconds\nsay []\nswitch costume to (cage of apples talk2 v)\nset [pitch v] effect to (pick random (0) to (5))\nstart sound [3 v]\nwait (0.02) seconds\nset [pitch v] effect to (pick random (0) to (5))\nstart sound [4 v]\nwait (0.05) seconds\nset [pitch v] effect to (pick random (0) to (5))\nplay sound [5 v] until done\nswitch costume to (cage of apples no talk v)\nsay []\nbroadcast (bring the real apple farmer onto the stage v)\n\nwhen flag clicked\nforever\n if <(dumb apple talk) = [1]> then\n switch costume to (cage of apples talk v)\n wait (0.1) seconds\n switch costume to (cage of apples no talk v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@apple farmer\n\nwhen I receive [bring the real apple farmer onto the stage v]\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (-148)\nsay [Oh no, The new farmer is going to make my friends into apple juice!]\nset [apple talk v] to [1]\nspeak [Oh no, The new farmer is going to make my friends into apple juice!]::tts\nset [apple talk v] to [0]\nsay []\nsay [I need to stop him!]\nset [apple talk v] to [1]\nspeak [I need to stop him!]::tts\nset [apple talk v] to [0]\nsay []\nwait (0.5) seconds\nsay [All I have to do is find the key to the cage!]\nset [apple talk v] to [1]\nspeak [All I have to do is find the key to the cage!]::tts\nset [apple talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.5) secs to x: (255) y: (-148)\nhide\nbroadcast (fade the screen v) and wait\nbroadcast (main menu v)\nset [game v] to [menu]\n\nsay []\nset [apple talk v] to [1]\nspeak []::tts\nset [apple talk v] to [0]\nsay []\n\nwhen flag clicked\nset [apple talk v] to [0]\nforever\n if <(apple talk) = [1]> then\n wait (0.05) seconds\n switch costume to (apple talk v)\n wait (0.05) seconds\n switch costume to (apple no talk v)\n else\n switch costume to (apple no talk v)\n end\nend\n\nwhen I receive [start the game thing-a-ma-bob thing v]\nset [level v] to [1]\nbroadcast (reset level v) and wait\ngo to x: (-200) y: (-80)\nset size to (75.000000000000000000000000000001) %\ngo to [front v] layer\nshow\nset [parachuting? v] to [0]\nset [apple jump speed v] to [0]\nset [apple run speed v] to [0]\nforever\n if <((2) + (2)) = [4]> then\n set [apple farmer x v] to (x position)\n set [apple farmer y v] to (y position)\n if <(key) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [apple run speed v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [apple run speed v] by (-1)\n end\n if <key (x v) pressed?> then\n if <(shields) > [0]> then\n broadcast (shield v)\n change [shields v] by (-1)\n end\n end\n if <(Apple Jump Speed) < [0]> then\n if <(parachutes) > [0]> then\n if <key (z v) pressed?> then\n set [apple jump speed v] to [-2]\n point in direction (((Apple Run Speed) * (2)) + (90))\n end\n set [parachuting? v] to [1]\n end\n end\n if <not <key (z v) pressed?>> then\n point in direction (90)\n set [parachuting? v] to [0]\n end\n end\n set [apple run speed v] to ((Apple Run Speed) * (0.9))\n change x by (Apple Run Speed)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change x by ((Apple Run Speed) * (-1))\n change y by (-5)\n if <(key) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound (pick random (2) to (4))\n if <(Apple Run Speed) > [0]> then\n set [apple run speed v] to [-10]\n else\n set [apple run speed v] to [10]\n end\n set [apple jump speed v] to [13]\n else\n set [apple jump speed v] to [-5]\n end\n end\n end\n end\n end\n end\n end\n end\n change [apple jump speed v] by (-1)\n change y by (Apple Jump Speed)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n change y by ((Apple Jump Speed) * (-1))\n set [apple jump speed v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (walls v)?> or >> then\n if <(key) = [0]> then\n if <key (up arrow v) pressed?> then\n start sound (pick random (2) to (4))\n set [apple jump speed v] to [13]\n end\n end\n end\n change y by (1)\n if <(x position) > [245]> then\n set [loading? v] to [2]\n wait (0.001) seconds\n set [loading? v] to [0]\n wait (0.5) seconds\n hide\n set [apple jump speed v] to [0]\n set [apple run speed v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (-80)\n broadcast (delete clones v) and wait\n wait (0.01) seconds\n broadcast (reset level v) and wait\n set [loading? v] to [1]\n wait (0.001) seconds\n set [loading? v] to [0]\n show\n end\n if <<(trap set off?) = [1]> or <touching (bacon v)?>> then\n if <(shielding?) = [0]> then\n broadcast (poor apple! v)\n wait (0.2) seconds\n set [loading? v] to [2]\n wait (0.001) seconds\n set [loading? v] to [0]\n hide\n wait (1) seconds\n set [delete collectables v] to [1]\n wait (0.001) seconds\n set [delete collectables v] to [0]\n set [apple farmer squished? v] to [1]\n broadcast (delete clones v) and wait\n wait (0.01) seconds\n broadcast (reset level v) and wait\n set [loading? v] to [1]\n wait (0.001) seconds\n set [loading? v] to [0]\n go to x: (-200) y: (-80)\n set [apple farmer squished? v] to [0]\n show\n end\n end\n if <touching (springs v)?> then\n set [apple jump speed v] to [20]\n end\n hide variable [apple run speed v]\n hide variable [apple jump speed v]\n else\n say [MATH IS BROKEN!]\n play sound [Alert v] until done\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset voice to (tenor v)::tts\nforever\n wait until <(parachuting?) = [1]>\n wait until <(parachuting?) = [0]>\n change [parachutes v] by (-1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nrepeat (4)\n change [ghost v] effect by (10)\n if <<(game) = [start]> and <(black and white?) = [1]>> then\n set [color v] effect to ((1) / (0))\n set [pixelate v] effect to (25)\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(game) = [start]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(game) = [start]> then\n if <(key) = [0]> then\n wait until <key (r v) pressed?>\n broadcast (poor apple! v)\n wait (0.2) seconds\n set [loading? v] to [2]\n wait (0.001) seconds\n set [loading? v] to [0]\n hide\n wait (1) seconds\n set [delete collectables v] to [1]\n wait (0.001) seconds\n set [delete collectables v] to [0]\n set [apple farmer squished? v] to [1]\n broadcast (delete clones v) and wait\n wait (0.1) seconds\n broadcast (reset level v) and wait\n set [loading? v] to [1]\n wait (0.001) seconds\n set [loading? v] to [0]\n go to x: (-200) y: (-80)\n set [apple farmer squished? v] to [0]\n show\n wait until <not <key (r v) pressed?>>\n end\n end\nend\n\nwhen I receive [poor apple! v]\nset [apple jump speed v] to [0]\nset [apple run speed v] to [0]\nhide\n\nwhen flag clicked\nwait (1) seconds\nwait until <(key) = [1]>\nsay [Now that I have the key, I can save my friends!]\nset [apple talk v] to [1]\nspeak [Now that I have the key, I can save my friends!]::tts\nset [apple talk v] to [0]\nsay []\nsay [Thank you for helping me!]\nset [apple talk v] to [1]\nspeak [Thank you for helping me!]::tts\nset [apple talk v] to [0]\nsay []\nstart sound [Whiz v]\nglide (0.3) secs to x: (-250) y: (-117)\nhide\nbroadcast (End v)\n\n@menu\n\nwhen I start as a clone\ngo to [back v] layer\nif <(menu clone ID) = [1]> then\n forever\n switch costume to (title v)\n go to x: (0) y: (125)\n if <(game) = [menu]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n else\n hide\n end\n end\nend\nif <(menu clone ID) = [2]> then\n forever\n switch costume to (start game v)\n go to x: (0) y: (0)\n if <(game) = [menu]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(played part one) = [1]> then\n broadcast (Start the game thing-a-ma-bob thing v)\n set [game v] to [start]\n switch backdrop to (farmland 2 v)\n delete this clone\n end\n end\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n else\n hide\n end\n end\nend\nif <(menu clone ID) = [3]> then\n forever\n switch costume to (play intro v)\n go to x: (0) y: (-50)\n if <(game) = [menu]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(played part one) = [1]> then\n broadcast (intro v)\n set [game v] to [intro]\n delete this clone\n end\n end\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (farmland v)\nwait until <(played part one) = [1]>\nhide\nset [game v] to [menu]\nset [menu clone id v] to [0]\nrepeat (3)\n change [menu clone id v] by (1)\n create clone of (_myself_ v)\nend\n\n@fade\n\nwhen flag clicked\nset [:\( v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n if <(game) = [start]> then\n if <(loading?) = [2]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(loading?) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [fade the screen v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (100)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@walls\n\nwhen flag clicked\nforever\n switch costume to (level)\n if <(game) = [start]> then\n show\n else\n hide\n end\nend\n\n@apple farmer :( \n\nwhen flag clicked\nhide\nhide variable [jump speed v]\nhide variable [run speed v]\n\nwhen I receive [poor apple! v]\nset [:\( v] to [0]\nrepeat (6)\n change [:\( v] by (1)\n create clone of (_myself_ v)\nend\nset [:\( v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to (apple farmer v)\nif <(:\() = [1]> then\n switch costume to (costume1 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-160]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\nif <(:\() = [2]> then\n switch costume to (costume2 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-170]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\nif <(:\() = [3]> then\n switch costume to (costume3 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-170]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\nif <(:\() = [4]> then\n switch costume to (costume4 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-155]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\nif <(:\() = [5]> then\n switch costume to (costume5 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-140]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\nif <(:\() = [6]> then\n switch costume to (costume6 v)\n set [d: v] to (pick random (1) to (6))\n set [d: d: v] to (pick random (-5) to (5))\n repeat until <(y position) < [-150]>\n change [d: v] by (-1)\n change y by (D:)\n turn right (D: D:) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@parachutes\n\nwhen flag clicked\nset [parachutes v] to [0]\nset [clone hidden? v] to [0]\nhide\n\ndefine Place a parachute at (x) (y)\nset [parachute x v] to (x)\nset [parachute y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (parachute X) y: (parachute Y)\nwait (0.1) seconds\nforever\n if <<(game) = [start]> and <(black and white?) = [1]>> then\n set [color v] effect to ((1) / (0))\n set [pixelate v] effect to (25)\n end\n if <<(delete collectables) = [1]> or <(delete clones) = [1]>> then\n delete this clone\n end\n if <touching (apple farmer v)?> then\n change [parachutes v] by (1)\n hide\n delete this clone\n end\nend\n\nwhen I receive [reset level v]\nset [parachutes v] to [0]\nif <(level) = [4]> then\n wait (0.1) seconds\n Place a parachute at [-124] [74]\nend\nif <(level) = [6]> then\n wait (0.1) seconds\n Place a parachute at [-131] [-111]\nend\nif <(level) = [8]> then\n wait (0.1) seconds\n Place a parachute at [90] [123]\nend\nif <(level) = [12]> then\n wait (0.1) seconds\n Place a parachute at [-136] [98]\nend\nif <(level) = [16]> then\n wait (0.1) seconds\n Place a parachute at [-34] [53]\nend\n\n@shields\n\nwhen flag clicked\nset [shields v] to [0]\nset [clone hidden? v] to [0]\nset [ghost v] effect to (40)\nhide\n\ndefine Place a shield at (x) (y)\nset [shield x v] to (x)\nset [shield y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (shield X) y: (shield Y)\nset [clone hidden? v] to [0]\nforever\n if <(delete collectables) = [1]> then\n delete this clone\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching (apple farmer v)?> then\n if <(clone hidden?) = [0]> then\n change [shields v] by (1)\n hide\n set [clone hidden? v] to [1]\n end\n end\n if <(clone hidden?) = [1]> then\n if <(apple farmer squished?) = [yes]> then\n show\n set [clone hidden? v] to [0]\n end\n end\nend\n\nwhen I receive [reset level v]\nset [shields v] to [0]\nif <(game) = [start]> then\n if <(level) = [9]> then\n wait (0.05) seconds\n Place a shield at [-132] [75]\n end\n if <(level) = [12]> then\n wait (0.05) seconds\n Place a shield at [-86] [-53]\n end\n if <(level) = [13]> then\n wait (0.05) seconds\n Place a shield at [-94] [-41]\n end\n if <(level) = [14]> then\n wait (0.05) seconds\n Place a shield at [-6] [140]\n end\n if <(level) = [15]> then\n wait (0.05) seconds\n Place a shield at [-202] [-40]\n end\n if <(level) = [18]> then\n wait (0.05) seconds\n Place a shield at [79] [-18]\n end\nend\n\n@shield\n\nwhen I receive [shield v]\ngo to [front v] layer\nshow\nset [shielding? v] to [1]\nswitch costume to (3 v)\nwait (1) seconds\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (1 v)\nwait (1) seconds\nset [shielding? v] to [0]\nhide\n\nwhen flag clicked\nforever\n go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n go to (apple farmer v)\nend\n\n@falling platform\n\nwhen flag clicked\nset [clone hidden? v] to [0]\nhide\n\ndefine Build a falling platform at (x) (y)\nset [bridge x v] to (x)\nset [bridge y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (bridge X) y: (bridge Y)\nset [clone hidden? v] to [0]\nforever\n if <(delete collectables) = [1]> then\n delete this clone\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <(distance to [apple farmer v]) < [40]> then\n if <(clone hidden?) = [0]> then\n wait (0.1) seconds\n repeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\n end\n hide\n set [clone hidden? v] to [1]\n end\n end\n if <(clone hidden?) = [1]> then\n if <(apple farmer squished?) = [yes]> then\n show\n set [clone hidden? v] to [0]\n end\n end\nend\n\nwhen I receive [reset level v]\nif <(game) = [start]> then\n if <(level) = [11]> then\n wait (0.05) seconds\n Build a falling platform at [-77] [53]\n wait (0.01) seconds\n Build a falling platform at [-13] [53]\n wait (0.01) seconds\n Build a falling platform at [51] [53]\n wait (0.01) seconds\n Build a falling platform at [115] [53]\n wait (0.01) seconds\n Build a falling platform at [179] [53]\n wait (0.01) seconds\n end\n if <(level) = [16]> then\n wait (0.05) seconds\n Build a falling platform at [169] [92]\n wait (0.01) seconds\n end\n if <(level) = [18]> then\n wait (0.05) seconds\n Build a falling platform at [84] [-103]\n wait (0.01) seconds\n Build a falling platform at [20] [-103]\n wait (0.01) seconds\n Build a falling platform at [-44] [-103]\n wait (0.01) seconds\n Build a falling platform at [-107] [-103]\n wait (0.01) seconds\n end\n if <(level) = [19]> then\n wait (0.05) seconds\n Build a falling platform at [30] [-64]\n wait (0.01) seconds\n end\nend\n\nif <(level) = []> then\n wait (0.05) seconds\n Build a falling platform at [] []\n wait (0.01) seconds\nend\n\n@parachute\n\nwhen flag clicked\nforever\n go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n go to (apple farmer v)\nend\n\nwhen flag clicked\nforever\n if <(game) = [start]> then\n point in direction (((Apple Run Speed) * (2)) + (90))\n if <(parachuting?) = [1]> then\n show\n end\n if <(parachuting?) = [0]> then\n hide\n end\n end\nend\n\n@the key\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nset [key v] to [0]\nforever\n if <<(level) = [21]> and <(game) = [start]>> then\n show\n if <touching (apple farmer v)?> then\n start sound [Collect v]\n set [key v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (25)\n end\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprite2\n\nwhen [timer v] > (0.1)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen flag clicked\nadd (username) to [players v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (level)\n if <(game) = [start]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\n\nif <[players v] contains (username)?> then\nelse\n add (username) to [cheat password \(do not look!\) v]\nend\n\n
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nInstructions:\nStep 1: Click the green flag.\nStep 2: Click the 'intro' button and watch.\nStep 3: Click the 'start game' button.\n\nHow to play the game:\n- Use arrow keys to move.\n- Avoid the mouse traps.\n- Backpacks are parachutes. Once you collect one, use it by jumping off of something while holding down the 'Z' key and don't let go until you have hit the ground.\n- Purple spheres are shields. Once you collect one, press the 'X' key to use it. Once you have activated it you are invincible for 3 seconds.\n- Springs boost you in the air.\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nTags:\n#apple #farm #apples #farms #farmer #tree #trees #barn #tractor #truck #house #grass #bush #bushes #windmill #fence #clouds #mountains #sun #mountain #range #log #cabin #fence #red #green #blue #yellow #brown #white #gold #blue #talking #text #to #speech #fruit #tenor #games #game #mouse #trap #pig #bacon #pork #sausage #pink #hills #hill #tag #collar #brick #wall #bricks #walls\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\nUpdates:\nNone yet!\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\n10th on Trending!
1 Min - BlockFormer PLATFORMER
@Stage\n\n@Player\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n broadcast (message1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n broadcast (message1 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (1)\n if <touching (blocks - ground v)?> then\n change y by (-6)\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 <(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 (blocks - ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (blocks - ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching (blocks - death v)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (blocks - bounce v)?> then\n set [y v] to [10]\nend\nif <(x position) > [200]> then\n go to x: (X Spawn) y: (Y Spawn)\n change [level v] by (1)\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (80) %\nset [y spawn v] to [-72]\nset [x spawn v] to [-202]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\n point in direction (90)\nend\n\nGround\n\ndefine Ground\n\nwhen I receive [message1 v]\nwait (.1) seconds\nnext costume\n\n@Blocks - Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\ndefine You Win!\n\ndefine Love\n\ndefine Fav\n\nFav\n\nLove\n\nYou Win!\n\ndefine Dat way to start again -->\n\nDat way to start again -->\n\n@Blocks - Death\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Blocks - Bounce\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\ndefine Bounce\n\nBounce\n\n@Sprite1\n\ndefine 1 Min - Blockformer\n\n1 Min - Blockformer\n\nwhen flag clicked\nhide\nforever\n play sound [Warrior Cats Radioactive v] until done\nend\n\n
Dis is an EASY platformer that you should complete in 1 MINUET! Believe me, you'll make it. BEGINNERS can make it too. \n\nMusic is Radioactive Cats?\nAlso mobile friendly\n\n#Games #Platformer #Blocks #ScratchCat #MobileFriendly
complete reversed || a mobile platformer
@Stage\n\n@player\n\ndefine engine\nif <(y position) < [-170]> then\n set [vy v] to [25]\nend\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<[170] < (y position)> or <touching color (#000000)?>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if << or <<(pick random (1) to (10)) > (mouse y)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [8]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-10))\n else\n set [m v] to [wallslide]\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (hitbox v)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<(y position) > (mouse y)> and <mouse down?>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [m v] to [jump]\n set [vy v] to [9]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (vy)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffb236)?> then\n set [vy v] to [15]\n start sound [Jump v]\nend\nclones\nif <touching color (#36b3ff)?> then\n set [vx v] to [35]\nend\nif <touching color (#e236ff)?> then\n set [vx v] to [-35]\nend\nif <touching color (#c3ff36)?> then\n set [vy v] to [-15]\nend\nif <[-230] > (x position)> then\n set x to (-230)\nend\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [start v]\nset [done? v] to [0]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nif <not <(sellected?) = [1]>> then\n repeat until <(done?) = [1]>\n go to x: (0) y: (75)\n set size to (400) %\n end\nend\nset size to (150) %\ngo to x: (-200) y: (-139)\nshow\nforever\n if <(level) = [20]> then\n hide\n else\n engine\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [Vexento_-_Sunrise\[Converterino v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-139)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\n@color choose\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to x: (-75) y: (-200)\nif <(whichcolor?) = [1]> then\n set [color v] effect to (0)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (redinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [2]> then\n set [color v] effect to (20)\n go to x: (-50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (orangeinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [3]> then\n set [color v] effect to (30)\n go to x: (-25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (yellowinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [4]> then\n set [color v] effect to (40)\n go to x: (0) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (greeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [5]> then\n set [color v] effect to (70)\n go to x: (25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkgreeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkgreen v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [6]> then\n set [color v] effect to (100)\n go to x: (50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (blueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [7]> then\n set [color v] effect to (120)\n go to x: (75) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkblueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkblue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I receive [start v]\nset [whichcolor? v] to [0]\nhide\ngo to x: (1000) y: (1000)\nif <not <(sellected?) = [1]>> then\n repeat (7)\n create clone of (_myself_ v)\n change [whichcolor? v] by (1)\n wait (0.1) seconds\n end\n change [sellected? v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <(done?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [sellected? v] to [0]\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n switch costume to ((level) + (1))\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [2 v]\nrepeat (7)\n change x by (pick random (-1) to (1))\n change y by (pick random (-0.5) to (0.2))\nend\nset x to (0)\nset y to (0)\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (20)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\nset volume to (75) %\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (3) seconds\nrepeat (100)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\n change volume by (-1)\nend\nhide\npoint in direction (90)\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (n v)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\ndelete this clone\n\n@outro\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [20]>\nstop all sounds\nshow\nstart sound [Zaza - Be Together v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nswitch costume to (n v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (2) seconds\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (luv fav fuloe v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait (1) seconds\nforever\n set size to ((100) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [n]> then\n switch costume to (n v)\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n repeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n go to x: (0) y: (0)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-50)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n wait (1) seconds\n forever\n set size to ((75) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\nend\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n set [ghost v] effect to (100)\n switch costume to ((level) + (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\n
WASD, arrow keys (reversed) / press x to skip a level\norange is bouncy\nblue makes you fast\nmore levels coming soon\n\nshotouts: @-Imagineer- and @lorlyc <-- follow them
Strange [Platformer] HACKED!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(Falling?) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to ([floor v] of ((4) + ((Frame) mod (7))) )\n end\nelse\n if <(Speed Y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-226) y: (0)\nshow\nset [falling? v] to [0]\nset [speed y v] to [0]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (hitbox v)\n change y by (Speed Y)\n if <<(Falling?) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n Touch Ground <(Speed Y) > [1]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk [-90] [-6]\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk [90] [6]\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [speed y v] to [12]\n set [jump key v] to [1]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <(x position) > [237]> then\n point in direction (90)\n go to x: (-226) y: (-100)\n broadcast (Next level v)\n if <(Level) > [21]> then\n broadcast (End v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n if <<touching (bad v)?> or <touching (moving bad v)?>> then\n point in direction (90)\n go to x: (-226) y: (-100)\n end\n Set Costume\nend\n\nwhen I receive [start v]\nforever\n play sound [Mystery v] until done\n wait (0.01) seconds\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) > [3]> then\n next costume\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nswitch costume to (1-3 v)\nset [level v] to [0]\nshow\nbroadcast (Next level v)\n\n@Effects\n\nwhen I receive [next level v]\nnext costume\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nswitch costume to ((costume [number v]) - (1))\nshow\n\n@Text\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [16]> or <<(Level) = [17]> or <<(Level) = [18]> or <(Level) = [19]>>>>>>>>>>>> then\n forever\n switch costume to (join [Level] (Level))\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n show\n if <([x position v] of [player v]) < [-20]> then\n set [ghost v] effect to ((-1) * ([x position v] of [player v]))\n else\n if <([x position v] of [player v]) > [20]> then\n set [ghost v] effect to ([x position v] of [player v])\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Bad\n\nwhen I receive [next level v]\nif <(Level) > [3]> then\n forever\n switch costume to (join [Level] (Level))\n show\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Moving Bad\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (250)\nchange y by (60)\nif <(Level) = [8]> then\n repeat (200)\n change y by (-5)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n switch costume to (join [Level] (Level))\n if <(Level) = [8]> then\n hide\n repeat until <not <(Level) = [8]>>\n create clone of (_myself_ v)\n wait (3.1) seconds\n end\n else\n hide\n delete this clone\n end\nend\n\n@Cut-scene\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (clouds1 v)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [5]>\n next costume\n wait (0.04) seconds\nend\nwait (0.8) seconds\nswitch costume to (buildingview1 v)\nwait (1) seconds\nrepeat until <(costume [number v]) = [9]>\n next costume\n wait (0.01) seconds\nend\nwait (0.4) seconds\nrepeat until <(costume [number v]) = [14]>\n next costume\n wait (0.001) seconds\nend\nwait (2.5) seconds\nrepeat until <(costume [number v]) = [19]>\n next costume\n wait (0.001) seconds\nend\nwait (0.4) seconds\nswitch costume to (lightningrod1 v)\nrepeat until <(costume [number v]) = [40]>\n next costume\n wait (0.025) seconds\nend\nswitch costume to (climbtower1 v)\nwait (0.1) seconds\nrepeat until <(costume [number v]) = [44]>\n next costume\n wait (0.035) seconds\nend\nwait (0.2) seconds\nrepeat until <(costume [number v]) = [48]>\n next costume\n wait (0.035) seconds\nend\nwait (0.4) seconds\nswitch costume to (reachinghand1 v)\nrepeat until <(costume [number v]) = [61]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (placingrod1 v)\nrepeat until <(costume [number v]) = [75]>\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (rodstruck1 v)\nwait (1) seconds\nrepeat until <(costume [number v]) = [79]>\n next costume\n wait (0.05) seconds\nend\nwait (0.6) seconds\nrepeat until <(costume [number v]) = [83]>\n next costume\n wait (0.06) seconds\nend\nwait (0.6) seconds\nrepeat until <(costume [number v]) = [100]>\n next costume\n wait (0.06) seconds\nend\nswitch costume to (closeup1 v)\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [106]>\n next costume\n wait (0.001) seconds\nend\nwait (2) seconds\nrepeat until <(costume [number v]) = [111]>\n next costume\n wait (0.001) seconds\nend\nwait (0.6) seconds\nswitch costume to (rootsshrinking1 v)\nwait (0.3) seconds\nrepeat until <(costume [number v]) = [123]>\n next costume\n wait (0.03) seconds\nend\nwait (0.6) seconds\nswitch costume to (rootsgrableg1 v)\nwait (0.3) seconds\nrepeat until <(costume [number v]) = [141]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nswitch costume to (pulledunder1 v)\nwait (0.7) seconds\nrepeat until <(costume [number v]) = [147]>\n next costume\nend\nswitch costume to (underground1 v)\nrepeat until <(costume [number v]) = [173]>\n next costume\n wait (0.02) seconds\nend\nwait (1) seconds\nstop [all v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (building1 v)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <(costume [number v]) = [187]>\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nhide\nbroadcast (Start v)\n\n
Move: WASD/Arrow Keys\n\nMany unnatural events have been occurring in your town and it's up to you to discover what's going on and put an end to the dangers. PLAY WITH A HIGH BRIGHTNESS. Sometimes it's pretty hard to see. Don't touch stuff that looks dangerous. Yeah.\n\nThere are CUT-SCENES at the beginning and end. Watch them in small screen. I know that they're not that good. It's my first time animating stuff. The first one is supposed to be fast though.\n\nAll credits to @13thebimblo for this awesome game!\nLet us remember @eeeeee1234 for the first comment!\n\n
Remixable platformer!
@Stage\n\n@Player\n\ndefine Platform Jump height: (jump height) Gravity: (gravity) Friction: (friction) Speed: (speed) Extra Jumps: (jumps) Wall jumping? <wall jumping?>\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [-8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (-1)\n end\n if <touching (ground v)?> then\n change y by (Slope)\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n if <wall jumping?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xv v] to [-12]\n set [yv v] to [17]\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to [12]\n set [yv v] to [17]\n end\n end\n else\n set [xv v] to [0]\n end\n else\n set [xv v] to [0]\n end\n end\nend\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n if <(([abs v] of (YV) ) / (YV)) = [-1]> then\n set [jumps v] to ((jumps) + (1))\n set [yv v] to [0]\n else\n set [yv v] to [0]\n end\nend\nif <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Jumps) > [0]>> and <not <(([abs v] of (YV) ) / (YV)) = [1]>>> and <(Up arrow?) = [0]>> then\n set [up arrow? v] to [1]\n start sound [85059__zgump__bass-rvb-2 v]\n change [jumps v] by (-1)\n set [yv v] to (jump height)\nelse\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [up arrow? v] to [0]\n end\nend\nif <touching (bounce pad v)?> then\n set [jumps v] to ((jumps) + (1))\n set [yv v] to [17]\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-27)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumps v] to [0]\ngo to [front v] layer\nforever\n Platform Jump height: [12] Gravity: [-1] Friction: [0.8] Speed: [2] Extra Jumps: [1] Wall jumping? \n if <(x position) > [240]> then\n go to x: (-200) y: (-27)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(y position) < [-175]> then\n go to x: (-200) y: (-27)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nchange [pitch v] effect by (10)\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\n set [ghost v] effect to (25)\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Text\n\n@Thumbnail\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Bounce pad\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n
Hello! Welcome to my first ever project! I started off with something easy by doing a little platforming engine!\n\nThis engine has double jumping! Which I GUARANTEE you no other engine has!\n
~Monochromatic~A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [alan-walker-darkside-feat-aura-and-tomine-harket v] until done\nend\n\n@Player\n\nwhen [s v] key pressed\nchange [level v] by (1)\nbroadcast (transist v)\ngo to x: (-170) y: (-120)\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n change [level v] by (1)\n broadcast (transist v)\n go to x: (-170) y: (-120)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-170) y: (-120)\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\ngo to x: (-170) y: (-120)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> 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?> or <<mouse down?> and <(mouse y) > (y position)>>> 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?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [13]\n end\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-170) y: (-120)\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\n change y by (1)\nend\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <not <(Level) > [11]>> then\n hide\n else\n show\n switch costume to ((Level) - (11))\n end\nend\n\n@portal\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (1.3)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (164) y: (-109)\n end\n if <(Level) = [4]> then\n go to x: (183) y: (124)\n end\n if <(Level) = [7]> then\n go to x: (-177) y: (112)\n end\n if <(Level) = [9]> then\n go to x: (-18) y: (-124)\n end\n if <(Level) = [11]> then\n go to x: (-170) y: (89)\n end\n if <(Level) = [12]> then\n go to x: (158) y: (109)\n end\n if <(Level) = [14]> then\n go to x: (-172) y: (110)\n end\n if <(Level) = [16]> then\n go to x: (109) y: (121)\n end\n if <(Level) = [17]> then\n go to x: (180) y: (-125)\n end\n if <(Level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n repeat (20)\n turn right (-2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (-2.5) degrees\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@transist\n\nwhen flag clicked\nhide\n\nwhen I receive [transist v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (0.05) seconds\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\nhide\n\n@level counter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (모양 1 v)\nforever\n switch costume to (Level)\nend\n\n
IF SOMEONE ADVERTISE, FEEL FREE TO SAY\n'DON'T ADVERTISE!', 'NO ADS' :)\n\nFox Speed Draw: https://scratch.mit.edu/projects/328183374/\nMusic : Alan Walker-Dark Side\n\nIf (you think) you are famous and loved (or faved) this\nproject, please comment 'i loved (and faved)'\n----------------------------Instructions--------------------------\n+[Arrow] keys/mobile controls+\n+Don't touch spikes+\n+Touch the portal to go to the next level+\n+The shape 'ㅠ' is bouncy+\n+[R] to restart/[s] to skip+\n+Every level is possible+\n-------------------------------Credits-----------------------------\n+Alan Walker for the music+\n+@xamuil2&@noodlebot for the inspiration&art idea+\n+@TimMCcool for the moving portal script+\n---------------------------------------------------------------------\n@eunice0913 loved and faved!\n@staffordboys loved!\n@Cicada_19 loved and faved!\n@abogaczyk loved!\n@xamuil2 loved!\n@AndrewDai loved!\n@C9M09B loved and faved! \n@JWhandle loved!\n@dn_scratch loved and faved!\n@TimMCCool loved and faved!\n@FakePotatoTV loved!\n@Bar_Ben loved!\n----------------------------------------------------------------------\nUpdates : \n9/24/2019 shared!\n9/24/2019 added death fading!\n9/25/2019 added transist!\n9/25/2019 del. level variable&added text lev counter!\n9/25/2019 fixed the level 10 glitch!\n9/26/2019 fixed the level 10 glitch again!\n-----------------------------------------------------------------------\n#Monochromatic #mobile #platformer #eunice0913 \n#xamuil2 #850 #followers #thank #you #not #top-love\n#please #love #fav #follow #timmccool
Strange II [Platformer]
@Stage\n\nwhen flag clicked\nswitch backdrop to (wait v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [cut-scene3 v]\nswitch backdrop to (wait v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Slide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <not <(Level) = [15]>> then\n switch costume to (costume1 v)\n go to [front v] layer\n go to x: (287) y: (0)\n show\n repeat until <(x position) < [-910]>\n change x by (-60)\n end\n hide\nelse\n hide\nend\n\nwhen I receive [die v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (287) y: (0)\nshow\nrepeat until <(x position) < [-910]>\n change x by (-60)\nend\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Cut-Scene3 v)\n\nwhen I receive [cut-scene3 v]\nwait (0.7) seconds\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Player\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nhide\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(Falling?) < [6]> then\n if <(Frame) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to ([floor v] of ((4) + ((Frame) mod (7))) )\n end\nelse\n if <(Speed Y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (Player Start v)\n\nswitch costume to (costume1 v)\nwait until <not <key (p v) pressed?>>\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n play sound [The Storm - Strange I and II Soundtrack v] until done\n wait (0.1) seconds\n play sound [The Storm \(Reprise\) - Strange I and II Soundtrack v] until done\n wait (1) seconds\nend\n\nwhen I receive [bounce v]\nset [controlbounce v] to [1]\nwait (0.1) seconds\nwait until <<touching (ground v)?> or <touching (mushrooms v)?>>\nset [controlbounce v] to [0]\n\nwhen I receive [teleport v]\ngo to (portal2 v)\n\nwhen I receive [teleport2 v]\ngo to (portal1 v)\n\nwhen I receive [cut-scene2 v]\nstop [other scripts in sprite v]\n\nwhen I receive [player start v]\nif <not <(Level) = [25]>> then\n point in direction (90)\n go to x: (-226) y: (0)\nelse\n go to x: (0) y: (-53)\nend\nshow\nset [energyabsorbed v] to [0]\nset [controlbounce v] to [0]\nset [falling? v] to [0]\nset [speed y v] to [0]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (hitbox v)\n change y by (Speed Y)\n if <(ControlBounce) = [1]> then\n change [speed y v] by (-2)\n else\n if <<(Falling?) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n end\n Touch Ground <(Speed Y) > [1]>\n set [speed x v] to ((Speed X) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n if <(Speed X) < [-0.5]> then\n Walk [-90] (Speed X)\n else\n if <(Speed X) > [0.5]> then\n Walk [90] (Speed X)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [speed y v] to [12]\n set [jump key v] to [1]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <not <(Level) = [25]>> then\n if <<(x position) > [235]> or <key (p v) pressed?>> then\n switch costume to (costume1 v)\n wait until <not <key (p v) pressed?>>\n if <not <(Level) = [15]>> then\n change [level v] by (1)\n broadcast (Next Level v)\n if <(Level) = [21]> then\n go to x: (-226) y: (115)\n else\n go to x: (-226) y: (-115)\n end\n else\n broadcast (Cut-Scene2 v)\n end\n end\n else\n if <(EnergyAbsorbed) > [2.9]> then\n broadcast (End v)\n stop [this script v]\n end\n end\n if <touching (bad v)?> then\n if <(Level) = [25]> then\n if <(Protected?) = [yes]> then\n change [energyabsorbed v] by (0.02)\n else\n if <(EnergyAbsorbed) > [1]> then\n change [energyabsorbed v] by (-1)\n end\n broadcast (Die v)\n hide\n wait until <(Attack) = [0]>\n go to x: (-226) y: (-115)\n show\n end\n else\n broadcast (Die v)\n if <(Level) = [21]> then\n go to x: (-226) y: (115)\n else\n go to x: (-226) y: (-115)\n end\n end\n end\n Set Costume\nend\n\nwhen I receive [part 2 v]\nforever\n play sound [The Storm - Strange I and II Soundtrack v] until done\n wait (0.1) seconds\n play sound [The Storm \(Reprise\) - Strange I and II Soundtrack v] until done\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) = [25]> then\n repeat until <(x position) > [-1]>\n if <(x position) > [-31]> then\n glide (0.1) secs to x: (0) y: (-53)\n broadcast (Boss v)\n end\n end\n stop [other scripts in sprite v]\n switch costume to (costume1 v)\n forever\n play sound [Here Comes The King v] until done\n end\nend\n\nwhen I receive [start boss fight v]\nbroadcast (Player Start v)\n\n@Ground\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Bad\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (join [Level] (Level))\nshow\n\nwhen I receive [start boss fight v]\nset [whichattack? v] to [0]\nif <(pick random (1) to (2)) = [1]> then\n set [attack v] to [2]\n broadcast (Pos. 2 v)\n hide\n wait (1.1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n hide\n set [attack v] to [0]\nelse\n set [attack v] to [3]\n broadcast (Pos.3 v)\n hide\n wait (1.1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n hide\n set [attack v] to [0]\nend\nrepeat until <(EnergyAbsorbed) > [2.9]>\n set [whichattack? v] to (pick random (1) to (5))\n if <(WhichAttack?) = [1]> then\n set [attack v] to [1]\n broadcast (Pos. 1 v)\n hide\n wait (1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n hide\n set [attack v] to [0]\n else\n if <(WhichAttack?) = [2]> then\n set [attack v] to [2]\n broadcast (Pos. 2 v)\n hide\n wait (1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n hide\n set [attack v] to [0]\n else\n if <(WhichAttack?) = [3]> then\n set [attack v] to [3]\n broadcast (Pos.3 v)\n hide\n wait (1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n hide\n set [attack v] to [0]\n else\n if <(WhichAttack?) = [4]> then\n set [attack v] to [4]\n broadcast (Pos. 1 v)\n hide\n wait (1) seconds\n go to (creature v)\n switch costume to (join [BossFight] (Attack))\n show\n repeat (25)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n set [whichattack? v] to [0]\n hide\n set [attack v] to [0]\n else\n if <(WhichAttack?) = [5]> then\n set [attack v] to [5]\n broadcast (Pos. 1 v)\n wait (1) seconds\n go to x: (0) y: (-240)\n switch costume to (join [BossFight] (Attack))\n show\n repeat until <(y position) > [-53]>\n change y by (3)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n repeat (20)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n end\n set [whichattack? v] to [0]\n hide\n set [attack v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [pos. 2 v]\n\nwhen I receive [pos.3 v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Effects\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nif <(Level) = [24]> then\n switch costume to (caveentrance v)\nelse\n if <(Level) = [25]> then\n switch costume to (cave v)\n else\n if <(costume [number v]) < [3]> then\n next costume\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\n\ngo to x: (0) y: (0)\n\n@Text\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [16]> or <<(Level) = [17]> or <<(Level) = [18]> or <<(Level) = [24]> or <(Level) = [25]>>>>>>>>>>>>>> then\n repeat until <not <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [16]> or <<(Level) = [17]> or <<(Level) = [18]> or <<(Level) = [24]> or <(Level) = [25]>>>>>>>>>>>>>>>\n switch costume to (join [Level] (Level))\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n show\n if <([x position v] of [player v]) < [-20]> then\n set [ghost v] effect to ((-1) * ([x position v] of [player v]))\n else\n if <([x position v] of [player v]) > [20]> then\n set [ghost v] effect to ([x position v] of [player v])\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.3) seconds\nrepeat until <not <(Level) = [1]>>\n switch costume to (join [Level] (Level))\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n show\n if <([x position v] of [player v]) < [-20]> then\n set [ghost v] effect to ((-1) * ([x position v] of [player v]))\n else\n if <([x position v] of [player v]) > [20]> then\n set [ghost v] effect to ([x position v] of [player v])\n else\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Mushrooms\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [13]> or <<(Level) = [14]> or <<(Level) = [15]> or <<(Level) = [16]> or <<(Level) = [17]> or <<(Level) = [18]> or <<(Level) = [19]> or <<(Level) = [20]> or <(Level) = [23]>>>>>>>>>>>> then\n switch costume to (join [Level] (Level))\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [speed y v] to [25]\n broadcast (Bounce v)\n end\nend\n\n@Portal1\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [teleportable? v] to [yes]\nforever\n if <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [14]> or <<(Level) = [15]> or <<(Level) = [19]> or <<(Level) = [20]> or <(Level) = [22]>>>>>>>>> then\n show\n if <(Level) = [10]> then\n go to x: (-150) y: (-110)\n else\n if <(Level) = [11]> then\n go to x: (150) y: (-80)\n else\n if <(Level) = [12]> then\n go to x: (-110) y: (-60)\n else\n if <(Level) = [13]> then\n go to x: (40) y: (30)\n else\n if <(Level) = [14]> then\n go to x: (-15) y: (50)\n else\n if <(Level) = [15]> then\n go to x: (-70) y: (-80)\n else\n if <(Level) = [19]> then\n go to x: (-205) y: (150)\n else\n if <(Level) = [20]> then\n go to x: (-40) y: (170)\n else\n if <(Level) = [22]> then\n go to x: (165) y: (35)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(Teleportable?) = [yes]> then\n if <touching (player v)?> then\n wait (0.2) seconds\n set [teleportable? v] to [no]\n broadcast (Teleport v)\n end\n end\n else\n hide\n end\nend\n\nswitch costume to (join [Level] (Level))\nshow\n\nwhen I receive [teleport2 v]\nwait until <not <touching (player v)?>>\nset [teleportable? v] to [yes]\n\n@Portal2\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [14]> or <<(Level) = [15]> or <<(Level) = [19]> or <<(Level) = [20]> or <(Level) = [22]>>>>>>>>> then\n show\n if <(Level) = [10]> then\n go to x: (-80) y: (-110)\n else\n if <(Level) = [11]> then\n go to x: (-80) y: (110)\n else\n if <(Level) = [12]> then\n go to x: (-90) y: (100)\n else\n if <(Level) = [13]> then\n go to x: (-20) y: (-110)\n else\n if <(Level) = [14]> then\n go to x: (110) y: (50)\n else\n if <(Level) = [15]> then\n go to x: (10) y: (-80)\n else\n if <(Level) = [19]> then\n go to x: (190) y: (130)\n else\n if <(Level) = [20]> then\n go to x: (190) y: (130)\n else\n if <(Level) = [22]> then\n go to x: (-15) y: (-100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <(Teleportable?) = [yes]> then\n if <touching (player v)?> then\n wait (0.2) seconds\n set [teleportable? v] to [no]\n broadcast (Teleport2 v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [teleport v]\nwait until <not <touching (player v)?>>\nset [teleportable? v] to [yes]\n\nif <(Level) = [22]> then\n go to x: (-15) y: (-100)\nend\n\n@CUT-SCENES\n\nwhen I receive [cut-scene3 v]\nwait (0.8) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (brace1 v)\nshow\nwait (0.03) seconds\nrepeat until <(costume [name v]) = [Brace15]>\n next costume\n wait (0.03) seconds\nend\nrepeat (5)\n switch costume to (brace10 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Brace15]>\n next costume\n wait (0.03) seconds\n end\nend\nrepeat (3)\n switch costume to (epicshot\(1\)1 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [EpicShot\(1\)16]>\n next costume\n wait (0.03) seconds\n end\nend\nrepeat (6)\n switch costume to (brace10 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Brace15]>\n next costume\n wait (0.03) seconds\n end\nend\nswitch costume to (nolightning1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [NoLightning7]>\n next costume\n wait (0.03) seconds\nend\nrepeat (20)\n change x by (pick random (3) to (-3))\n wait (0.01) seconds\n go to x: (0) y: (0)\nend\nrepeat until <(costume [name v]) = [NoLightning12]>\n next costume\n wait (0.032) seconds\nend\nswitch costume to (retaliation1 v)\nwait (6) seconds\nswitch costume to (retaliation2 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Retaliation8]>\n next costume\n wait (0.044) seconds\nend\nwait (1) seconds\nrepeat until <(costume [name v]) = [Retaliation24]>\n next costume\n wait (0.03) seconds\nend\nrepeat (10)\n switch costume to (retaliation22 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Retaliation24]>\n next costume\n wait (0.03) seconds\n end\nend\nrepeat (11)\n switch costume to (retaliation25 v)\n wait (0.03) seconds\n repeat until <(costume [name v]) = [Retaliation28]>\n next costume\n wait (0.03) seconds\n end\nend\nswitch costume to (surmountable1 v)\nwait (0.02) seconds\nrepeat until <(costume [name v]) = [Surmountable10]>\n next costume\n wait (0.02) seconds\nend\nwait (1) seconds\nrepeat until <(costume [name v]) = [Surmountable30]>\n next costume\n wait (0.03222222) seconds\nend\nswitch costume to (surmountable10 v)\nwait (1) seconds\nswitch costume to (surmountable31 v)\nwait (0.02) seconds\nswitch costume to (surmountable32 v)\nwait (1) seconds\nswitch costume to (dodge1 v)\nwait (0.05) seconds\nrepeat until <(costume [name v]) = [Dodge18]>\n next costume\n wait (0.02) seconds\nend\nswitch costume to (jump1 v)\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Jump8]>\n next costume\n wait (0.03) seconds\nend\nwait (0.07) seconds\nrepeat until <(costume [name v]) = [Jump20]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (portal1 v)\nwait (1) seconds\nrepeat until <(costume [name v]) = [Portal11]>\n next costume\n wait (0.01) seconds\nend\nwait (0.4) seconds\nrepeat until <(costume [name v]) = [Portal20]>\n next costume\n wait (0.01) seconds\nend\nswitch costume to (portal1 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (home1 v)\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\nwait (2) seconds\nrepeat (20)\n switch costume to (home1 v)\n repeat until <(costume [name v]) = [Home5]>\n next costume\n end\n switch costume to (underground1 v)\nend\nstop [all v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (underground1 v)\ngo to [front v] layer\nshow\nwait (4) seconds\nrepeat until <(costume [name v]) = [Underground21]>\n start sound [Lo Geh Tabla v]\n next costume\n wait (0.02) seconds\nend\nstart sound [Lo Geh Tabla2 v]\nwait (4) seconds\nstart sound [Lo Geh Tabla2 v]\nswitch costume to (getup1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [Getup9]>\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nrepeat until <(costume [name v]) = [Getup16]>\n next costume\n wait (0.04) seconds\nend\nswitch costume to (riftclosing1 v)\nrepeat until <(costume [name v]) = [RiftClosing25]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (view1 v)\nrepeat until <(costume [name v]) = [View8]>\n next costume\n wait (0.035) seconds\nend\nwait (1) seconds\nrepeat (8)\n switch costume to (view8 v)\n wait (0.02) seconds\n switch costume to (underground1 v)\n wait (0.02) seconds\nend\nrepeat (4)\n switch costume to (view9 v)\n wait (0.02) seconds\n switch costume to (underground1 v)\n wait (0.02) seconds\nend\nwait (1) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [cut-scene2 v]\ngo to [front v] layer\nswitch costume to (teleport1 v)\nshow\nwait (1) seconds\nrepeat until <(costume [name v]) = [Teleport23]>\n next costume\nend\nwait (1) seconds\nswitch costume to (closeup1 v)\nwait (1) seconds\nswitch costume to (closeup2 v)\nwait (3) seconds\nswitch costume to (personview1 v)\nwait (2) seconds\nrepeat until <(costume [name v]) = [PersonView6]>\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [PersonView10]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [PersonView12]>\n next costume\n wait (0.02) seconds\nend\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [PersonView15]>\n next costume\n wait (0.03) seconds\nend\nswitch costume to (creatureview1 v)\nrepeat until <(costume [name v]) = [CreatureView6]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [CreatureView11]>\n next costume\n wait (0.03) seconds\nend\nwait (0.05) seconds\nswitch costume to (creatureview1 v)\nrepeat until <(costume [name v]) = [CreatureView6]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [CreatureView11]>\n next costume\n wait (0.03) seconds\nend\nwait (0.05) seconds\nswitch costume to (creatureview1 v)\nrepeat until <(costume [name v]) = [CreatureView6]>\n next costume\n wait (0.03) seconds\nend\nwait (0.3) seconds\nswitch costume to (hiding1 v)\nwait (0.05) seconds\nrepeat until <(costume [name v]) = [Hiding4]>\n next costume\n wait (0.03) seconds\nend\nwait (0.1) seconds\nrepeat until <(costume [name v]) = [Hiding9]>\n next costume\nend\nrepeat until <(costume [name v]) = [Hiding15]>\n next costume\n wait (0.03) seconds\nend\nrepeat (9)\n switch costume to (hiding15 v)\n wait (0.03) seconds\n switch costume to (hiding16 v)\n wait (0.03) seconds\n switch costume to (hiding17 v)\n wait (0.5) seconds\n switch costume to (hiding16 v)\n wait (0.03) seconds\n switch costume to (hiding15 v)\n wait (0.25) seconds\nend\nswitch costume to (contemplation1 v)\nwait (2) seconds\nswitch costume to (contemplation2 v)\nwait (2) seconds\nswitch costume to (solved1 v)\nrepeat until <(costume [name v]) = [Solved43]>\n next costume\n wait (0.03) seconds\nend\nwait (6) seconds\nswitch costume to (underground1 v)\nchange [level v] by (1)\nbroadcast (Next Level v)\nwait (1) seconds\nbroadcast (Part 2 v)\nbroadcast (Player Start v)\n\nwhen I receive [part 2 v]\nhide\n\ngo to [front v] layer\n\n@Creature\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss v]\nclear graphic effects\nhide\nwait (2) seconds\nset [brightness v] effect to (-20)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (flight1 v)\ngo to x: (0) y: (597)\nshow\nbroadcast (Flapping v)\nglide (5) secs to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (2)\nend\nwait (1) seconds\nbroadcast (Start Boss Fight v)\n\nwhen I receive [flapping v]\nforever\n repeat (4)\n next costume\n change y by (1)\n wait (0.03) seconds\n end\n wait (0.05) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n change y by (-1)\n wait (0.03) seconds\n end\n wait (0.3) seconds\nend\n\nwhen I receive [start boss fight v]\n\nwhen flag clicked\nhide\n\nwhen I receive [pos. 1 v]\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [pos. 2 v]\nglide (1) secs to x: (-150) y: (0)\n\nwhen I receive [pos.3 v]\nglide (1) secs to x: (150) y: (0)\n\n@BossFightPortal\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [protected? v] to [0]\ngo to [front v] layer\nhide\nforever\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (40))\nend\n\nwhen I receive [start boss fight v]\nset [protected? v] to [no]\nset [portalavailable? v] to [yes]\nrepeat until <(EnergyAbsorbed) > [2.9]>\n go to [front v] layer\n if <key (space v) pressed?> then\n show\n set [protected? v] to [yes]\n wait (4) seconds\n hide\n set [protected? v] to [no]\n set [portalavailable? v] to [no]\n wait (5) seconds\n set [portalavailable? v] to [yes]\n end\nend\n\n@Display\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start boss fight v]\nswitch costume to (display0 v)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (150)\nrepeat until <(EnergyAbsorbed) > [2.9]>\n show\n switch costume to (join [Display] ([floor v] of (EnergyAbsorbed) ))\nend\nswitch costume to (display3 v)\n\nwhen I start as a clone\nswitch costume to (portaldisplay v)\ngo to x: (-160) y: (150)\nrepeat until <(EnergyAbsorbed) > [2.9]>\n show\n switch costume to (portaldisplay v)\n if <(PortalAvailable?) = [no]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (30)\n end\nend\ndelete this clone\n\nstop [other scripts in sprite v]\n\n@Warnings\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start boss fight v]\nwait until <(WhichAttack?) > [3]>\nrepeat until <(EnergyAbsorbed) > [2.9]>\n if <(WhichAttack?) = [4]> then\n switch costume to (whichattack?4 v)\n show\n repeat (10)\n hide\n wait (0.1) seconds\n show\n end\n hide\n wait until <not <(WhichAttack?) = [4]>>\n else\n if <(WhichAttack?) = [5]> then\n switch costume to (whichattack?5 v)\n show\n repeat (10)\n hide\n wait (0.1) seconds\n show\n end\n hide\n wait until <not <(WhichAttack?) = [5]>>\n else\n hide\n end\n end\nend\nhide\nstop [this script v]\n\nwhen I receive [cut-scene3 v]\nstop [other scripts in sprite v]\n\n
--PLAY THE FIRST ONE BEFORE PLAYING THIS--\n(If you rage quit the first one, or forgot the plot go to the notes and credits)\n\nSTORY:\nYou were pulled underground by the evil roots. You've saved your dimension by closing the rift, but now it leaves you trapped in another dimension with no chance of escape...\n\nSpam the flag (it can be laggy).\nWASD/Arrow Keys: Move\nP: Skip a level.\nDon't touch the roots\nFor Boss Battle: Use SPACE to block the attacks. When you block, you gain points. If you have 3 points, you win. (if the display in the top left is bright, you can block) The boss has 2 larger attacks that have brief warnings before them.\n\nPLAY WITH A HIGH BRIGHTNESS. This one's even harder to see sometimes.\n\nWatch the cut-scenes in small screen for the best experience.\n\nI think this thumbnail tops the last one :)
Lava || A Platformer
@Stage\n\nset [ghost v] effect to (100)\n\n@cube\n\nwhen I receive [go v]\n\nif <([abs v] of (yv) ) > [8]> then\n set [yv v] to (((yv) / ([abs v] of (yv) )) * (8))\nend\n\nchange x by ((-1) * (xv))\nset [xv v] to ((-1) * (xv))\n\nchange [x v] by ((-1) * (x position))\nset x to (0)\n\n\n\nset [yv v] to ((yv) * (0.7))\n\nset [xv v] to ((xv) * (0.7))\n\nif <([abs v] of (xv) ) > [8]> then\n\nset [startx v] to [-180]\nset [level v] to [1]\n\nwhen I receive [levelup v]\n\nwhen flag clicked\nerase all\npen up\nset [x v] to [0]\ngo to x: (-220) y: (150)\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n if <touching (end v)?> then\n if <touching color (#99b3ff)?> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <<key (down arrow v) pressed?> and <not <touching color (#000000)?>>> then\n change [yv v] by (-1)\n else\n if <<key (down arrow v) pressed?> and <touching color (#000000)?>> then\n change [yv v] by (1)\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ff0000)?> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-220) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (up arrow v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-220) y: (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n set [yv v] to [9]\n else\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n if <touching color (#32ff4f)?> then\n set [yv v] to [15]\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nif <touching color (#31ff57)?> then\n set [yv v] to [20]\nend\n\n\n\ngo to [front v] layer\n\nchange [level v] by (1)\n\nbroadcast (levelup v) and wait\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n show\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <not <(LEVEL) = [16]>>> then\n hide\n go to x: (-220) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n show\n wait until <not <key (s v) pressed?>>\n end\nend\n\n@end\n\nadd (x position) to [endx v]\nadd (y position) to [endy v]\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (item (level) of [endx v]) y: (item (level) of [endy v])\nhide\n\nwhen I receive [levelup v]\nwait until <(levup) > [1]>\ngo to x: (item (level) of [endx v]) y: (item (level) of [endy v])\nchange [levup v] by (1)\nstop [this script v]\n\n@Level\n\nwhen flag clicked\npen up\nset pen color to (#000000)\nset pen size to (10)\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [level v]) = [16]>> then\n set [end v] to [0]\n hide\n switch costume to (pick random (1) to (3))\n wait (.01) seconds\n create clone of (_myself_ v)\n else\n set [end v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n go to (cube v)\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (140)) %\nset [ghost v] effect to (0)\nshow\npoint in direction (pick random (1) to (360))\nrepeat (5)\n move (5) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: ((([x position v] of [cube v]) * (-1)) / (10)) y: ((([y position v] of [cube v]) * (-1)) / (10))\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n hide\n switch costume to (pick random (1) to (3))\n wait (.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n go to (cube v)\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (140)) %\nset [ghost v] effect to (0)\nshow\npoint in direction (pick random (1) to (360))\nrepeat (5)\n move (5) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n show\n wait (.05) seconds\n next costume\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
This has been brought to you by @-KrakenMaster-\n____________________________________________\nThis is my first shared platformer, please be nice.\n____________________________________________\nThis is fire platformer, use the arrow keys to control. If a level is too hard, press 's' to skip. Get to the right side of the screen without dying to pass a level. Please love, fave, and follow!\n____________________________________________\n16 levels of platformer-ish stuff.\n____________________________________________\n#fun #games #platform #platformer #play #gaming #enjoy #playing #levels #why #are #you #reading #this #hashtag #lava #fire #element #who #cares #fun #for #everyone #rated #E #for #everyone #and #who #cares #i #dont
Where are you? - A scrolling platformer
@Stage\n\nwhen [n v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [5 v] until done\nend\n\nwhen [r v] key pressed\nset [exit v] to [reset]\n\nwhen I receive [finish game v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [alone-in-space-lofi-hip-hop-beat-free-for-profit-use2 v] until done\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up 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 if <(EXIT) = [die]> then\n Game - Die\n else\n Game - Reset\n end\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nclear graphic effects\nshow\nset size to (100) %\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player2 v)\n change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n change Player x by [8]\nend\nif <<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\nchange [sy v] by (-2)\nchange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\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 [in air v] by (1)\nchange [y v] by (sy)\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 (-12)\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 [0]\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nbroadcast (8 v)\nstart sound [death v]\nstart sound [Explosion v]\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - WIn\nstart sound [teleporting-sound-effect-film-movie v]\nrepeat (30)\n point towards (exit v)\n move ((distance to [exit v]) / (5)) steps\n change size by (-1)\n change [ghost v] effect by (3.333333333333)\nend\nhide\nchange [level v] by (1)\nwait (1.5) seconds\n\ndefine Game - Reset\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\n\nwhen I receive [finish game v]\nstop [other scripts in sprite 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 [set up 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: [270] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [100] y: [200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [190] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [400] y: [360]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [999999999999999999] y: [360]\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\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 [set up 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: [270] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [100] y: [200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [190] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [400] y: [360]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [99999999999] y: [360]\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\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(Collected) = (COLLECTED MAX)> then\n start sound [smb3_nspade_match v]\n broadcast (FlagFree v)\n else\n start sound [card pick v]\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [39] y: [202]\n Clone at x: [344] y: [264]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [ 223] y: [110]\n Clone at x: [210] y: [418]\n Clone at x: [-205] y: [128]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [263] y: [88]\n Clone at x: [499] y: [91]\n Clone at x: [666] y: [339]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [125] y: [331]\n Clone at x: [191] y: [499]\n Clone at x: [520] y: [608]\n end\n end\n end\nend\nset [x v] to [-99999]\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\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up 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: [507] y: [256]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [335] y: [428]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [855] y: [63]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [-145] y: [245]\n else\n if <(LEVEL) = [5]> then\n broadcast (Finish Game v)\n switch costume to (closed v)\n Clone at x: [999999] y: [245]\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)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [flagfree v]\nswitch costume to (open v)\n\n@Death Particles - mandrewschoon\n\nwhen I start as a clone\ngo to [back v] layer\ngo to [front v] layer\nset [yv v] to (pick random (5.0) to (15))\nset [xv v] to (pick random (-5) to (5.0))\nshow\nset size to (pick random (100) to (175)) %\nset [brightness v] effect to (pick random (0) to (25))\nforever\n change [yv v] by (-1)\n change x by (XV)\n change y by (YV)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\ndefine Particle (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [8 v]\ngo to (player v)\nParticle [20]\n\nturn right ((360) / (#)) degrees\n\n@Text\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (where are you? v)\n Clone at x: [83] y: [280]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (some kind of void? v)\n Clone at x: [-150] y: [285]\n else\n if <(LEVEL) = [3]> then\n switch costume to (how can you escape? v)\n Clone at x: [379] y: [287]\n else\n if <(LEVEL) = [5]> then\n switch costume to (how can you escape?2 v)\n Clone at x: [-219] y: [89]\n end\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Well done.\n\nwhen flag clicked\nhide\n\nwhen I receive [finish game v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
\n -Where are you?-\n\nCollects bits to open the portal but be careful not to touch the spikes...
Fortnite Platformer mini
@Stage\n\nwhen flag clicked\nforever\n play sound [Fortnite OST - Battle Royal Menu Music \(Rock Version\).mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nglide (1) secs to x: (0) y: (-30)\n\nwhen I receive [land v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (10) %\n\nwhen flag clicked\nshow\ngo [backward v] (100000) layers\ngo to x: (0) y: (0)\nrepeat (120)\n change x by (-10)\n wait (0.03) seconds\nend\nbroadcast (start v)\n\nwhen I receive [land v]\nhide\n\n@Sprite4\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (100)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\n\nstop [this script v]\n\nwhen flag clicked\nset size to (10) %\nhide\nforever\n if <key (space v) pressed?> then\n hide\n broadcast (Land v)\n end\nend\n\n@Sprite7\n\nwhen I receive [win v]\nhide\n\nswitch costume to (costume3 v)\ngo to x: (121) y: (-64)\nshow\n\nset [boom v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(PlayerX) > (x position)> then\n point in direction (-90)\n else\n if <(PlayerX) < (x position)> then\n point in direction (90)\n end\n end\nend\n\nwhen I receive [land v]\nset size to (10) %\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [2]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [3]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [4]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n go to x: (-205) y: (105)\n show\n set [boom v] to [1]\n else\n if <(Level) = [6]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [7]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [8]> then\n switch costume to (costume4 v)\n go to x: (121) y: (-64)\n show\n set [boom v] to [1]\n else\n if <(Level) = [9]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [10]> then\n switch costume to (costume3 v)\n go to x: (121) y: (-64)\n show\n set [boom v] to [1]\n else\n if <(Level) = [11]> then\n set [boom v] to [0]\n hide\n else\n set [boom v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\nend\n\n@Sprite10\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [land v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [levelup v]\nchange [level v] by (1)\n\nwhen I receive [win v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [land v]\ngo to [front v] layer\nset size to (10) %\nswitch costume to (costume1 v)\ngo to x: (-219) y: (-60)\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n 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 (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [225]> then\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (LevelUp v)\n end\n if <<touching color (#ff0000)?> or <touching color (#4a4a4a)?>> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n set [yv v] to [-1]\n end\n end\n end\n if <touching color (#005eba)?> then\n broadcast (win v)\n hide\n stop [this script v]\n end\n if <(y position) < [-170]> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\nend\n\nstart sound [next lvl v]\n\nwhen I receive [land v]\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n switch costume to (costume1 v)\n go to x: (-219) y: (-100)\n point in direction (90)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [land v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n wait (.1) seconds\n else\n switch costume to (costume2 v)\n end\nend\n\n\n\ngo to x: (115) y: (-71)\n\ngo to x: (115) y: (-71)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\nchange x by (10)\n\n@Sprite1\n\nwhen I start as a clone\nforever\n if <(Boom) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (10) %\nhide\nforever\n go to (sprite7 v)\n if <(Boom) = [1]> then\n repeat until <(Boom) = [0]>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to (sprite7 v)\nshow\npoint towards (sprite5 v)\nrepeat until <<<touching (sprite10 v)?> or <touching (sprite5 v)?>> or <touching (sprite6 v)?>>\n move (10) steps\n wait (.03) seconds\nend\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (99)\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n go to x: (-75) y: (-80)\n else\n if <(Level) = [6]> then\n show\n go to x: (174) y: (9)\n else\n if <(Level) = [7]> then\n show\n go to x: (90) y: (-89)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [win v]\nhide\n\nset size to (16) %\n\n@Sprite11\n\nhide\n\nwhen I receive [win v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to x: (-123) y: (-78)\n else\n if <(Level) = [7]> then\n show\n go to x: (-101) y: (-89)\n else\n if <(Level) = [10]> then\n show\n go to x: (-101) y: (-89)\n else\n if <(Level) = [11]> then\n show\n go to x: (-101) y: (-89)\n else\n hide\n end\n end\n end\n end\nend\n\nset size to (10) %\n\n@Winn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
AFRAID - Platformer
@Stage\n\nwhen flag clicked\nbroadcast (ResetPlayer v)\nset [time v] to [0]\nhide variable [time v]\nforever\n if <(Level) < [10]> then\n change [time v] by (timer)\n end\n reset timer\n if <[9] < (Level)> then\n show variable [time v]\n end\nend\n\nwhen [timer v] > (1)\nbroadcast (Show.Thumbnail v)\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Only Piano - Loneliness v] until done\nend\n\n@Player\n\nwhen I receive [resetplayer v]\ngo to x: (-200) y: (-75)\nset [ghost v] effect to (0)\nset size to (125) %\nshow\nset [player.xv v] to [0]\nset [player.yv v] to [0]\nset [player.jumpforce v] to [12]\nset [player.walljumpxforce v] to [10]\nset [player.walljumpyforce v] to [12]\nforever\n set [player.ycoll v] to [0]\n set [player.wall v] to [0]\n switch costume to (r v)\n go to [front v] layer\n ChangeXv\n change x by (player.xv)\n CheckForCollosion\n if <(collision) = [1]> then\n if <(player.xv) > [0]> then\n set [player.wall v] to [right]\n else\n set [player.wall v] to [left]\n end\n CheckForWall [5]\n end\n ChangYv\n change y by (player.yv)\n CheckForCollosion\n if <(collision) = [1]> then\n ChangeY ((player.yv) / ([abs v] of (player.yv) ))\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n JumpCheck\n end\n set [player.x v] to (x position)\n set [player.y v] to (y position)\n if <(y position) < [-170]> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n end\n switch costume to (player.direction)\nend\n\ndefine CheckForWall (length)\nrepeat (length)\n CheckForCollosion\n if <(collision) = [1]> then\n change y by (1)\n end\nend\nCheckForCollosion\nif <(collision) = [1]> then\n change y by (() - (length))\n if <(player.xv) > [0]> then\n ChangeX ([ceiling v] of ((player.xv) / ([abs v] of (player.xv) )) )\n else\n ChangeX ([floor v] of ((player.xv) / ([abs v] of (player.xv) )) )\n end\nend\n\ndefine ChangeY (power)\nif <(power) > [0]> then\n set [player.ycoll v] to [ceiling]\nelse\n set [player.ycoll v] to [ground]\nend\nrepeat ([abs v] of (player.yv) )\n CheckForCollosion\n if <(collision) = [1]> then\n change y by (() - (power))\n end\nend\nset [player.yv v] to [0]\n\ndefine ChangeX (power)\nrepeat ([abs v] of (player.xv) )\n CheckForCollosion\n if <(collision) = [1]> then\n change x by (() - (power))\n end\nend\nset [player.xv v] to [0]\n\ndefine ChangeXv\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Player.X) > (mouse x)> and <mouse down?>>> then\n change [player.xv v] by (-1)\n set [player.direction v] to [L]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Player.X)> and <mouse down?>>> then\n change [player.xv v] by (1)\n set [player.direction v] to [R]\nend\nset [player.xv v] to ((player.xv) * (0.85))\n\ndefine ChangYv\nchange [player.yv v] by (-1)\nif <not <(player.yv) > [-20]>> then\n set [player.yv v] to [-20]\nend\n\ndefine JumpCheck\nif <(player.ycoll) = [ground]> then\n change [player.yv v] by (player.jumpforce)\nelse\n if <(player.wall) = [right]> then\n change [player.xv v] by (() - (player.WallJumpXForce))\n set [player.yv v] to (player.WallJumpYForce)\n end\n if <(player.wall) = [left]> then\n change [player.xv v] by (player.WallJumpXForce)\n set [player.yv v] to (player.WallJumpYForce)\n end\nend\n\ndefine CheckForCollosion\nset [collision v] to [0]\nif <touching (level v)?> then\n if <touching color (#ff8080)?> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n else\n if <touching color (#000000)?> then\n set [collision v] to [1]\n else\n if <touching color (#ffa4f1)?> then\n change [player.y v] by (() - (player.yv))\n set [player.yv v] to ((player.jumpforce) * (1.5))\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n change [player.yv v] by ((player.jumpforce) / (3))\n end\n end\n end\n end\nend\n\nwhen I receive [show.thumbnail v]\nhide\n\n@PlayerLight\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (Player.X) y: (Player.Y)\nend\n\nwhen I receive [resetplayer v]\nshow\n\nwhen I receive [show.thumbnail v]\nhide\n\n@Level\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (Level)\nend\n\nchange [level v] by (1)\n\n@LevelFinish\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [color v] effect to (0)\n switch costume to (hitbox v)\n go to [front v] layer\n turn right (2) degrees\n go to x: (200) y: (-100)\n if <<touching (player v)?> and <(Level) < [10]>> then\n change [level v] by (1)\n broadcast (ResetPlayer v)\n wait until <(Player.X) < [0]>\n end\n switch costume to (finsh v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [show.thumbnail v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [color v] effect to (-100)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nhide variable [time v]\nbroadcast (Show.Thumbnail v)\n\n
WASD, Space, Arrow keys or touch to move the player.\nRed bad\nPurple good, sometimes\nBlue good
Life-Platformer,A girls life
@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Music v] until done\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\ngo to [front v] layer\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n set [color v] effect to (Color)\n switch costume to (costume2 v)\n if <<(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 change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> 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\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (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 set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\n Set Costume\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 if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicked v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [restart v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [12]>> then\n next costume\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\n\nif <not <(costume [number v]) = [12]>> then\n next costume\n next backdrop\nend\n\n@Particles\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction (pick random (-180) to (180))\ngo to [back v] layer\nrepeat until <<(distance to [player v]) > [50]> or <touching (_edge_ v)?>>\n set [color v] effect to (Color)\n move (-5) steps\n set [ghost v] effect to (distance to [player v])\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (Color)\nend\n\nwhen I receive [green flag clicked v]\nshow\nforever\n hide\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [12]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n
\nPlease ❤️ and ⭐
*FIXED* The Platformer Before Christmas 2.0
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [aurora-zone v] until done\nend\n\n@Hitbox\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (100)\ngo to x: (-200) y: (-172)\n\ndefine Physics\nchange y by (yVel)\nchange y by (-1)\nif <touching (ground v)?> then\n if <(yVel) < [.5]> then\n set [ycollision v] to [1]\n set [xglide v] to [0]\n set [yvel v] to [0]\n if <[0] = (Double Jump)> then\n set [jump v] to (Jump Height)\n else\n set [jump v] to [2]\n end\n goUp\n else\n set [yvel v] to [0]\n set [jump v] to [0]\n goDown\n end\nelse\n set [ycollision v] to [0]\n change [yvel v] by ((0) - (Gravity))\nend\nif <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n set [spacepressed v] to [0]\nend\nif <<[0] < (jump)> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n change y by (1)\n if <[0] = (move)> then\n if <not <touching (ground v)?>> then\n if <[0] = (Double Jump)> then\n if <(Jump Height) = (jump)> then\n set [yvel v] to (Jump Height)\n start sound [Jump20 v]\n end\n change [jump v] by (-1)\n change [yvel v] by (((Gravity) / (4)) * (3))\n else\n if <[0] = (spacepressed)> then\n set [yvel v] to (Jump Height)\n change [jump v] by (-1)\n set [spacepressed v] to [1]\n end\n end\n end\n change y by (-1)\n end\nelse\n if <[0] = (Double Jump)> then\n set [jump v] to [0]\n end\nend\nif <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n if <[0] = (move)> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xvel v] by (Speed)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [xvel v] by ((0) - (Speed))\n end\n end\nelse\n if <[0] = (move)> then\n set [xvel v] to ((0.75) * (xVel))\n end\nend\nset [xvel v] to ((0.7) * (xVel))\nchange x by (xVel)\nif <touching (ground v)?> then\n change x by ((0) - (xVel))\n set [xvel v] to [0]\n if <not <(round (xVel)) = [0]>> then\n if <[0] < (xVel)> then\n change x by (1)\n if <touching (ground v)?> then\n change x by (-1)\n else\n change x by (1)\n if <touching (ground v)?> then\n change x by (-1)\n else\n change x by (1)\n if <touching (ground v)?> then\n change x by (-1)\n end\n end\n end\n else\n change x by (-1)\n if <touching (ground v)?> then\n change x by (1)\n else\n change x by (-1)\n if <touching (ground v)?> then\n change x by (1)\n else\n change x by (-1)\n if <touching (ground v)?> then\n change x by (1)\n end\n end\n end\n end\n end\nend\nif <<(xVel) < [.5]> and <[-.5] < (xVel)>> then\n set [xvel v] to [0]\nend\nbroadcast (render v)\n\nif <<not <touching (portalb v)?>> and <not <touching (portalr v)?>>> then\n set [j v] to [0]\nend\n\ndefine goUp\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\ndefine varReset\nset [d v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [jump v] to [0]\nset [speed v] to [1]\nset [gravity v] to [.25]\nset [jump height v] to [5]\ngo to x: (-200) y: (-172)\n\nwhen I receive [die v]\nvarReset\n\ndefine goDown\nrepeat until <not <touching (ground v)?>>\n change y by (-1)\nend\nchange y by (-1)\n\nwhen I receive [levelstart v]\nforever\n Physics\n if <(y position) < [-178]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\nvarReset\n\nwhen I receive [c 1 v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nbroadcast (levelstart v)\ngo to x: (c2_x) y: ((c2_y) + (17))\nset [yvel v] to [8]\n\nwhen I receive [c 2 v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nbroadcast (levelstart v)\ngo to x: (c1_x) y: ((c1_y) + (17))\nset [yvel v] to [8]\n\nwhen I receive [sleigh v]\nset [m v] to [0]\nwait (0.5) seconds\npoint in direction (-90)\nset [m v] to [1]\nrepeat until <(x position) < [-80]>\n change [xvel v] by (-1)\nend\nset [m v] to [0]\nwait (0.5) seconds\npoint in direction (90)\nrepeat (7)\n start sound [Jump20 v]\n set [yvel v] to [5]\n create clone of (present v)\n wait (1.5) seconds\nend\nwait (0.5) seconds\nset [yvel v] to [5]\nstart sound [Jump20 v]\nrepeat (32)\n change x by (2)\nend\nstop [other scripts in sprite v]\nbroadcast (s 2 v)\n\nwhen I receive [r v]\ngo to (sleigh v)\nchange y by (2)\nbroadcast (render v)\n\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nstop [all v]\n\n@Santa\n\nwhen I receive [hide v]\nset [ghost v] effect to (0)\n\nwhen I receive [show v]\nset [ghost v] effect to (100)\n\nwhen I receive [render v]\ngo to (hitbox v)\npoint in direction ([direction v] of [hitbox v])\n\nwhen flag clicked\nshow\nforever\n if <([ycollision v] of [hitbox v]) = [1]> then\n if <[0] = (move)> then\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n next costume\n if <[4] < (costume [number v])> then\n switch costume to (run2 v)\n end\n if <((costume [number v]) mod (2)) = [0]> then\n start sound [Hit_Hurt3 v]\n end\n wait (0.1) seconds\n else\n switch costume to (stand v)\n end\n else\n if <[1] = (m)> then\n next costume\n if <[4] < (costume [number v])> then\n switch costume to (run2 v)\n end\n if <((costume [number v]) mod (2)) = [0]> then\n start sound [Hit_Hurt3 v]\n end\n wait (0.1) seconds\n else\n switch costume to (stand v)\n end\n end\n else\n switch costume to (jump up v)\n end\nend\n\nwhen I receive [c 1 v]\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [c 2 v]\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [h v]\nhide\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (0 v)\nshow\nbroadcast (level v)\n\nwhen I receive [show v]\nset [ghost v] effect to (0)\n\nwhen I receive [level v]\nbroadcast (die v)\nnext costume\nbroadcast (level2 v)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nswitch costume to (3 v)\nbroadcast (level v)\n\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\n\n@Tileset\n\nwhen flag clicked\nset size to (100) %\n\ndefine render (made by JamesOuO)\nerase all\ngo to x: (-232) y: (-172)\nbroadcast (show v) and wait\nshow\nrepeat (23)\n repeat (30)\n switch costume to (1 v)\n if <touching (ground v)?> then\n if <touching color (#34009d)?> then\n switch costume to (top v)\n stamp\n else\n if <touching color (#000000)?> then\n switch costume to (brick v)\n stamp\n else\n if <touching color (#666666)?> then\n switch costume to (window v)\n stamp\n else\n if <touching color (#006622)?> then\n switch costume to (top v)\n stamp\n switch costume to (present v)\n set [bricktype v] to [Present]\n create clone of (_myself_ v)\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (top v)\n stamp\n switch costume to (spikes v)\n set [bricktype v] to [Spikes]\n create clone of (_myself_ v)\n else\n if <touching color (#66e8ff)?> then\n switch costume to (top v)\n stamp\n switch costume to (chimney v)\n set [bricktype v] to [Chimney]\n set [c1_x v] to (x position)\n set [c1_y v] to (y position)\n create clone of (_myself_ v)\n else\n if <touching color (#66adff)?> then\n switch costume to (top v)\n stamp\n switch costume to (chimney2 v)\n set [bricktype v] to [Chimney2]\n set [c2_x v] to (x position)\n set [c2_y v] to (y position)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\n change x by (16)\n end\n change y by (16)\n set x to (-232)\nend\nhide\nbroadcast (hide v)\nbroadcast (levelstart v)\n\nswitch costume to (detect v)\nif <touching (ground v)?> then\n switch costume to (brick v)\nelse\n switch costume to (top v)\nend\n\nwhen I receive [level2 v]\nrender (made by JamesOuO)\n\nwhen I start as a clone\nif <(costume [name v]) = [Present]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (level v)\n end\n end\nelse\n if <(costume [name v]) = [Spikes]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (die v)\n end\n end\n else\n if <(costume [name v]) = [Chimney]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (c 1 v)\n wait until <not <touching (hitbox v)?>>\n wait (0.4) seconds\n wait until <touching (hitbox v)?>\n end\n end\n else\n if <(costume [name v]) = [Chimney2]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (c 2 v)\n wait until <not <touching (hitbox v)?>>\n wait (0.4) seconds\n wait until <touching (hitbox v)?>\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level v]\ndelete this clone\n\nif <touching (ground v)?> then\n\nset [bricktype v] to [0]\n\nset pen color to (#bcbcbc)\n\nset drag mode [draggable v]\n\n@snow\n\nwhen flag clicked\nhide\nset [clones v] to [0]\nrepeat (55)\n set y to (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\nset y to (182)\nforever\n wait (pick random (0.1) to (0.25)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset x to (pick random (-240) to (240))\nshow\nrepeat until <(y position) < [-179]>\n change y by (-1)\n change x by (pick random (-2) to (0))\n if <(x position) < [-239]> then\n set x to (240)\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\n@Sleigh\n\nwhen flag clicked\nset [move v] to [0]\nhide\n\nwhen I receive [level2 v]\nif <[9] = ([costume # v] of [ground v])> then\n switch costume to (1 v)\n show\n go to x: (-22) y: (-76)\n wait until <touching (hitbox v)?>\n set [move v] to [1]\n broadcast (sleigh v)\nend\n\nwhen I receive [s 2 v]\nwait (0.5) seconds\nset [vel v] to [0]\nrepeat until <[230] < (x position)>\n change [vel v] by (0.25)\n change y by ((vel) / (2))\n change x by (vel)\n broadcast (r v)\nend\nbroadcast (h v)\nhide\nbroadcast (win v)\n\n@Present\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (santa v)\nchange x by (2)\nset [v v] to [6.75]\nshow\nrepeat (53)\n change x by (1)\n change y by (v)\n change [v v] by (-0.25)\n set size to ((100) - (([abs v] of (v) ) * (10))) %\n turn right (5) degrees\nend\ndelete this clone\n\n@Text\n\nwhen I receive [widths v]\ndelete (all) of [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [8] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [2] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [2] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\n\nwhen I receive [win v]\nset [brightness v] effect to (100)\nwait (0.5) seconds\nprint [y\ou_win!] at x: (0) y: (120) size: (4) centered: (1)\nprint [c\hristmas_was_saved_for_those_7_specific_kids_thanks_to_you!] at x: (0) y: (80) size: (1) centered: (1)\nprint [a\s_for_all_those_other_children_who_missed_c\hristmas_due_to_your_waste_of_time...] at x: (0) y: (70) size: (1) centered: (1)\nprint [u\hh...] at x: (0) y: (60) size: (1) centered: (1)\nprint [t\hanks_for_playing!] at x: (0) y: (0) size: (1) centered: (1)\nprint [i\f_you_liked_this,_why_not_give_a_love_and_favorite?_:\)] at x: (0) y: (-10) size: (1) centered: (1)\nprint [f\ixed_by_e\vinor_13.11.2019] at x: (-30) y: (-30) size: (1) centered: (1)\n\ndefine None\nset size to ((size) * (100)) %\nif <[1] = (centered)> then\n set [.. v] to [0]\n set [. v] to [0]\n set y to (y)\n repeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[\] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <[\] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\n change [.. v] by (((item (costume [number v]) of [width v]) + (1)) * (size))\n end\n hide\n set x to ((0) - ((..) / (2)))\nelse\n go to x: (x) y: (y)\nend\nset [. v] to [0]\nshow\nrepeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[\] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <not <[_] = (letter (.) of (text))>> then\n stamp\n end\n change x by ((size) * ((item (costume [number v]) of [width v]) + (1)))\n if <[\] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\nend\nhide\n\n@NES color palette\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (1200) %\ngo to [front v] layer\n\nhide\n\n
If you are brave, check out the very cursed version of this: https://scratch.mit.edu/projects/349921115/\n\nOh no! Santa has dropped some presents from his sleigh and needs them back quickly! Are you a jolly enough dude to help save Christmas?\n\n\nEvinor: A new version update! You can acctually finish the game now! 13.11.2019\n\nArrows or WASD to move,\nGet to the Present to advance!
Runner man - platformer
@Stage\n\nwhen flag clicked\nbroadcast (ResetPlayer v)\nset [time v] to [0]\nforever\n if <[17] > (Level)> then\n change [time v] by (timer)\n end\n if <[17] > (Level)> then\n hide variable [time v]\n else\n show variable [time v]\n end\n reset timer\nend\n\nwhen [timer v] > (1)\nbroadcast (Show.Thumbnail v)\nhide variable [time v]\n\nwhen flag clicked\nforever\n play sound [cherry v] until done\nend\n\n@Hitbox\n\nwhen I receive [resetplayer v]\ngo to x: (-200) y: (-75)\nset [ghost v] effect to (100)\nset size to (75) %\nshow\nset [player.costume v] to [1]\nset [player.direction v] to [r]\nset [player.xv v] to [0]\nset [player.yv v] to [0]\nset [player.jumpforce v] to [12]\nset [player.walljumpxforce v] to [10]\nset [player.walljumpyforce v] to [12]\nforever\n set [player.ycoll v] to [0]\n set [player.wall v] to [0]\n switch costume to (hitbox v)\n go to [front v] layer\n ChangeXv\n change x by (player.xv)\n CheckForCollosion\n if <(Collision) = [1]> then\n set [player.yv v] to ((player.yv) * (0.85))\n if <(player.xv) > [0]> then\n set [player.wall v] to [right]\n else\n set [player.wall v] to [left]\n end\n CheckForWall [5]\n end\n ChangYv\n change y by (player.yv)\n CheckForCollosion\n if <(Collision) = [1]> then\n ChangeY ((player.yv) / ([abs v] of (player.yv) ))\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n JumpCheck\n end\n set [player.x v] to (x position)\n set [player.y v] to (y position)\n if <(y position) < [-170]> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n end\n if <((round ((player.xv) * (10))) / (10)) = [0]> then\n set [player.xv v] to [0]\n end\n change [player.costume v] by (([abs v] of (player.xv) ) / (6))\n if <(player.costume) > [16]> then\n set [player.costume v] to [1]\n end\n if <(player.xv) = [0]> then\n set [player.costume v] to [17]\n end\n if <(player.ycoll) = [0]> then\n set [player.costume v] to [2]\n end\n switch costume to (player.direction)\nend\n\ndefine CheckForWall (length)\nrepeat (length)\n CheckForCollosion\n if <(Collision) = [1]> then\n change y by (1)\n end\nend\nCheckForCollosion\nif <(Collision) = [1]> then\n change y by (() - (length))\n if <(player.xv) > [0]> then\n ChangeX ([ceiling v] of ((player.xv) / ([abs v] of (player.xv) )) )\n else\n ChangeX ([floor v] of ((player.xv) / ([abs v] of (player.xv) )) )\n end\nend\n\ndefine ChangeY (power)\nif <(power) > [0]> then\n set [player.ycoll v] to [ceiling]\nelse\n set [player.ycoll v] to [ground]\nend\nrepeat ([abs v] of (player.yv) )\n CheckForCollosion\n if <(Collision) = [1]> then\n change y by (() - (power))\n end\nend\nset [player.yv v] to [0]\n\ndefine ChangeX (power)\nrepeat ([abs v] of (player.xv) )\n CheckForCollosion\n if <(Collision) = [1]> then\n change x by (() - (power))\n end\nend\nset [player.xv v] to [0]\n\ndefine ChangeXv\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Player.X) > (mouse x)> and <mouse down?>>> then\n change [player.xv v] by (-1)\n set [player.direction v] to [l]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Player.X)> and <mouse down?>>> then\n change [player.xv v] by (1)\n set [player.direction v] to [r]\nend\nset [player.xv v] to ((player.xv) * (0.875))\n\ndefine ChangYv\nchange [player.yv v] by (-1)\nif <not <(player.yv) > [-20]>> then\n set [player.yv v] to [-20]\nend\n\ndefine JumpCheck\nif <(player.ycoll) = [ground]> then\n broadcast (Jump v)\n change [player.yv v] by (player.jumpforce)\nelse\n if <(player.wall) = [right]> then\n change [player.xv v] by (() - (player.WallJumpXForce))\n set [player.yv v] to (player.WallJumpYForce)\n end\n if <(player.wall) = [left]> then\n change [player.xv v] by (player.WallJumpXForce)\n set [player.yv v] to (player.WallJumpYForce)\n end\nend\n\ndefine CheckForCollosion\nset [collision v] to [0]\nif <touching (level v)?> then\n set size to (90) %\n if <touching color (#ff3030)?> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n else\n if <touching color (#8c4fec)?> then\n set [player.yv v] to ((player.jumpforce) * (1.35))\n broadcast (Bounce v)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> then\n change [player.yv v] by ((player.jumpforce) * (0.2))\n end\n else\n set [collision v] to [1]\n end\n end\n set size to (75) %\nend\n\nwhen I receive [show.thumbnail v]\nhide\n\n@RunnerMan\n\nwhen I receive [show.thumbnail v]\nhide\n\nwhen I receive [resetplayer v]\nshow\nforever\n go to x: ((Player.X) + (0)) y: ((Player.Y) + (28))\n set [color v] effect to (100)\n set [ghost v] effect to (0)\n if <(clone) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (15)\n go to [back v] layer\n set size to (125) %\n change y by (-10)\n else\n switch costume to (join (join [run_] (player.direction)) (round (player.costume)))\n set [brightness v] effect to (25)\n go to [front v] layer\n set size to (75) %\n end\nend\n\nwhen flag clicked\nset [clone v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [clone v] to [1]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Finish\n\nwhen I receive [show.thumbnail v]\nhide\n\nwhen I receive [resetplayer v]\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume2 v)\n if <touching (hitbox v)?> then\n broadcast (ResetPlayer v)\n broadcast (LevelFinish v)\n switch costume to (costume1 v)\n if <(Level) < [17]> then\n change [level v] by (1)\n end\n wait until <(Player.X) < [0]>\n end\n turn right (2) degrees\n go to x: (200) y: (-60)\n change [color v] effect by (0.5)\n switch costume to (costume1 v)\nend\n\n@Thumbnail\n\nwhen I receive [show.thumbnail v]\nshow\ngo to [front v] layer\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Sound\n\nwhen I receive [bounce v]\nstart sound [Boing v]\n\nwhen I receive [jump v]\nstart sound [jump v]\n\nwhen I receive [levelfinish v]\nstart sound [Magic Spell v]\n\nwhen I receive [sound.death v]\nstart sound [Roblox Death Sound - OOF Sound Effect v]\n\n
WASD, Space, Arrow keys or touch to move the player.\nRed bad\nPurple good, sometimes\nrainbow good
Rope- A platformer test
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Rope v)\nset [length v] to [30]\n\nwhen I receive [next v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset [xposition v] to [0]\nset [yposition v] to [0]\ngo to x: (-200) y: (50)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [speed v] to [1.2]\nset [jumpheight v] to [9]\nset [friction v] to [.8]\nset [doublejump v] to [yes]\nset [noswing v] to [0]\nset [swinging? v] to [no]\nset [jumps v] to [0]\nforever\n point in direction (90)\n change x by (Xvel)\n if <touching color (#3dd851)?> then\n change y by ([abs v] of (Xvel) )\n if <touching color (#3dd851)?> then\n change y by ([abs v] of (Xvel) )\n if <touching color (#3dd851)?> then\n go to x: (XPosition) y: (YPosition)\n set [xvel v] to [0]\n else\n set [xposition v] to (x position)\n set [yposition v] to (y position)\n end\n else\n set [xposition v] to (x position)\n set [yposition v] to (y position)\n end\n else\n set [xposition v] to (x position)\n end\n change y by (Yvel)\n if <touching color (#3dd851)?> then\n go to x: (XPosition) y: (YPosition)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n if <not <touching color (#3dd851)?>> then\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\n set [yposition v] to (y position)\n if <(DoubleJump) = [yes]> then\n set [jumps v] to [0]\n end\n if <<key (up arrow v) pressed?> and <(Yvel) < [0]>> then\n set [yvel v] to (JumpHeight)\n else\n set [yvel v] to [0]\n end\n else\n if <(DoubleJump) = [yes]> then\n if <(Jumps) = [0]> then\n set [jumps v] to [1]\n end\n if <(Jumps) = [1]> then\n if <not <key (up arrow v) pressed?>> then\n set [jumps v] to [2]\n end\n end\n if <(Jumps) = [2]> then\n if <key (up arrow v) pressed?> then\n change [jumps v] by (1)\n set [yvel v] to (JumpHeight)\n end\n end\n end\n change [yvel v] by (-1)\n set [yposition v] to (y position)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (Speed)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by ((-1) - (Speed))\n end\n set [xvel v] to ((Xvel) * (Friction))\n if <(NoSwing) = [0]> then\n if <touching color (#bd5400)?> then\n set [swinging? v] to [yes]\n repeat (1)\n set [jumps v] to [0]\n repeat until <(Jumps) = [2]>\n go to (point5 v)\n point towards (point4 v)\n set [xvel v] to ((x position) - (XPosition))\n set [yvel v] to ((y position) - (YPosition))\n set [xposition v] to (x position)\n set [yposition v] to (y position)\n if <not <key (up arrow v) pressed?>> then\n set [jumps v] to [1]\n end\n if <(Jumps) = [1]> then\n if <key (up arrow v) pressed?> then\n set [jumps v] to [2]\n end\n end\n end\n change [yvel v] by (5)\n set [jumps v] to [1]\n set [noswing v] to [10]\n set [swinging? v] to [no]\n end\n end\n if <(NoSwing) > [0]> then\n change [noswing v] by (-1)\n end\nend\n\nwhen flag clicked\nif <[-170] > (y position)> then\n go to x: (-200) y: (-61)\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(x position) > [214]> then\n broadcast (next v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-200) y: (29)\n\n@Rope\n\nwhen I receive [rope v]\nset pen size to (5)\nset pen color to (#bd5400)\npen up\nerase all\nforever\n erase all\n go to (point1 v)\n pen down\n go to (point2 v)\n go to (point3 v)\n go to (point4 v)\n go to (point5 v)\n pen up\nend\n\nwhen flag clicked\nset pen size to (5)\nset pen color to (#bd5400)\npen up\nerase all\n\n@Point5\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [rope v]\nset [rovel. v] to [0]\nset [rodir v] to [180]\nset [rox v] to ([x position v] of [point4 v])\nset [roy v] to ([y position v] of [point4 v])\nset [roa v] to [1]\nset [rod v] to (Length)\nset [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\nset [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\nset x to (RX)\nset y to (RY)\nforever\n set [rox v] to ([x position v] of [point4 v])\n set [roy v] to ([y position v] of [point4 v])\n set [rod v] to (Length)\n if <((y position) - (RoY)) = [0]> then\n if <(x position) > (RoX)> then\n set [rodir v] to [90]\n else\n set [rodir v] to [-90]\n end\n else\n if <((y position) - (RoY)) < [0]> then\n set [rodir v] to (([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) ) + (180))\n else\n set [rodir v] to ([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) )\n end\n end\n change [rovel. v] by ((0) - ([sin v] of (RoDir) ))\n set [roa v] to (RoVel.)\n set [rovel. v] to ((RoVel.) * (0.9))\n set [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\n set [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\n set x to (RX)\n set y to (RY)\n if <(Swinging?) = [yes]> then\n if <(Swing?I) = [0]> then\n change [rovel. v] by (([xvel v] of [player v]) * (3.14))\n set [swing?i v] to [1]\n end\n if <key (right arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) + (90)) / (2)) )\n end\n if <key (left arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) - (90)) / (2)) )\n end\n else\n set [swing?i v] to [0]\n end\nend\n\n@Point4\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [rope v]\nset [rovel. v] to [0]\nset [rodir v] to [180]\nset [rox v] to ([x position v] of [point3 v])\nset [roy v] to ([y position v] of [point3 v])\nset [roa v] to [1]\nset [rod v] to (Length)\nset [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\nset [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\nset x to (RX)\nset y to (RY)\nforever\n set [rox v] to ([x position v] of [point3 v])\n set [roy v] to ([y position v] of [point3 v])\n set [rod v] to (Length)\n if <((y position) - (RoY)) = [0]> then\n if <(x position) > (RoX)> then\n set [rodir v] to [90]\n else\n set [rodir v] to [-90]\n end\n else\n if <((y position) - (RoY)) < [0]> then\n set [rodir v] to (([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) ) + (180))\n else\n set [rodir v] to ([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) )\n end\n end\n change [rovel. v] by ((0) - ([sin v] of (RoDir) ))\n set [roa v] to (RoVel.)\n set [rovel. v] to ((RoVel.) * (0.9))\n set [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\n set [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\n set x to (RX)\n set y to (RY)\n if <(Swinging?) = [yes]> then\n if <(Swing?I) = [0]> then\n change [rovel. v] by (([xvel v] of [player v]) * (3.14))\n set [swing?i v] to [1]\n end\n if <key (right arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) + (90)) / (3)) )\n end\n if <key (left arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) - (90)) / (3)) )\n end\n else\n set [swing?i v] to [0]\n end\nend\n\n@Point3\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [rope v]\nset [rovel. v] to [0]\nset [rodir v] to [180]\nset [rox v] to ([x position v] of [point2 v])\nset [roy v] to ([y position v] of [point2 v])\nset [roa v] to [1]\nset [rod v] to (Length)\nset [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\nset [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\nset x to (RX)\nset y to (RY)\nforever\n set [rox v] to ([x position v] of [point2 v])\n set [roy v] to ([y position v] of [point2 v])\n set [rod v] to (Length)\n if <((y position) - (RoY)) = [0]> then\n if <(x position) > (RoX)> then\n set [rodir v] to [90]\n else\n set [rodir v] to [-90]\n end\n else\n if <((y position) - (RoY)) < [0]> then\n set [rodir v] to (([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) ) + (180))\n else\n set [rodir v] to ([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) )\n end\n end\n change [rovel. v] by ((0) - ([sin v] of (RoDir) ))\n set [roa v] to (RoVel.)\n set [rovel. v] to ((RoVel.) * (0.9))\n set [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\n set [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\n set x to (RX)\n set y to (RY)\n if <(Swinging?) = [yes]> then\n if <(Swing?I) = [0]> then\n change [rovel. v] by (([xvel v] of [player v]) * (2.5))\n set [swing?i v] to [1]\n end\n if <key (right arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) + (90)) / (4)) )\n end\n if <key (left arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) - (90)) / (4)) )\n end\n else\n set [swing?i v] to [0]\n end\nend\n\n@Point2\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [rope v]\nset [swing?i v] to [0]\nset [rovel. v] to [0]\nset [rodir v] to [180]\nset [rox v] to ([x position v] of [point1 v])\nset [roy v] to ([y position v] of [point1 v])\nset [roa v] to [1]\nset [rod v] to (Length)\nset [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\nset [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\nset x to (RX)\nset y to (RY)\nforever\n set [rox v] to ([x position v] of [point1 v])\n set [roy v] to ([y position v] of [point1 v])\n set [rod v] to (Length)\n if <((y position) - (RoY)) = [0]> then\n if <(x position) > (RoX)> then\n set [rodir v] to [90]\n else\n set [rodir v] to [-90]\n end\n else\n if <((y position) - (RoY)) < [0]> then\n set [rodir v] to (([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) ) + (180))\n else\n set [rodir v] to ([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) )\n end\n end\n change [rovel. v] by ((0) - ([sin v] of (RoDir) ))\n set [roa v] to (RoVel.)\n set [rovel. v] to ((RoVel.) * (0.9))\n set [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\n set [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\n set x to (RX)\n set y to (RY)\n if <(Swinging?) = [yes]> then\n if <(Swing?I) = [0]> then\n change [rovel. v] by (([xvel v] of [player v]) * (2))\n set [swing?i v] to [1]\n end\n if <key (right arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) + (90)) / (5)) )\n end\n if <key (left arrow v) pressed?> then\n change [rovel. v] by ([sin v] of ((([direction v] of [player v]) - (90)) / (5)) )\n end\n else\n set [swing?i v] to [0]\n end\nend\n\n@Point1\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [rope v]\nset [rovel. v] to [0]\nset [rodir v] to [180]\nset [rox v] to [0]\nset [roy v] to [60]\nset [roa v] to [1]\nset [rod v] to (Length)\nset [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\nset [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\nset [rox v] to [0]\nset [roy v] to [150]\nset x to (RX)\nset y to (RY)\nforever\n set [rod v] to (Length)\n if <((y position) - (RoY)) = [0]> then\n if <(x position) > (RoX)> then\n set [rodir v] to [90]\n else\n set [rodir v] to [-90]\n end\n else\n if <((y position) - (RoY)) < [0]> then\n set [rodir v] to (([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) ) + (180))\n else\n set [rodir v] to ([atan v] of (((x position) - (RoX)) / ((y position) - (RoY))) )\n end\n end\n change [rovel. v] by ((0) - ([sin v] of (RoDir) ))\n set [roa v] to (RoVel.)\n set [rovel. v] to ((RoVel.) * (0.9))\n set [rx v] to ((([sin v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoX))\n set [ry v] to ((([cos v] of ((RoDir) - (RoA)) ) * (RoD)) + (RoY))\n set x to (RX)\n set y to (RY)\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\nset [rox v] to [33]\nset [roy v] to [118]\n\nwhen backdrop switches to [backdrop3 v]\nset [rox v] to [-150]\nset [roy v] to [150]\n\nwhen backdrop switches to [backdrop4 v]\nset [rox v] to [-80]\nset [roy v] to [115]\n\nwhen backdrop switches to [backdrop6 v]\nset [roy v] to [88]\nset [rox v] to [-91]\n\n@Sprite2\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nwhen I receive [game start v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
More levels coming soon!\n1000 views and I didnt even notice........\nLet me show you the ropes...\nHang on to the rope\nDon't fall\nDOUBLE JUMP!!!!!\nperhaps.... leave a follow :)
Drag You Down - A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nrepeat until <(Level) = [11]>\n if <(Level) = [10]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [12]>\n if <(Level) = [11]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [13]>\n if <(Level) = [12]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [16]>\n if <(Level) = [13]> then\n switch backdrop to (backdrop5 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [17]>\n if <(Level) = [16]> then\n switch backdrop to (backdrop6 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [18]>\n if <(Level) = [17]> then\n switch backdrop to (backdrop7 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [19]>\n if <(Level) = [18]> then\n switch backdrop to (backdrop8 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [20]>\n if <(Level) = [19]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-190) y: (-27)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 (1)\n if <touching (levels v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (levels 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 (levels v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <<touching (bouncer v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [15]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [235]> then\n broadcast (Next v)\n go to x: (-190) y: (-27)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [bensound-elevate v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (spikea v)?> then\n go to x: (-240) y: (-27)\n end\nend\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n broadcast (Next v)\n change [level v] by (1)\n wait (.5) seconds\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@Cloud 1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (1) seconds\nshow\nforever\n go to x: (-200) y: (pick random (-123) to (123))\n glide (pick random (4) to (6)) secs to x: (390) y: (y position)\nend\n\ngo to (random position v)\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Cloud 2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (-200) y: (pick random (-123) to (123))\n glide (pick random (4) to (6)) secs to x: (390) y: (y position)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Narration\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (drag you down v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@Spikea\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(Level) = [5]> then\n show\n broadcast (New Spikes v)\n end\nend\n\nwhen I receive [new spikes v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Bouncer\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(Level) = [7]> then\n show\n else\n if <(Level) = [8]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\nend\n\n\n\nwhen I receive [next v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat until <(Level) = [17]>\n if <(Level) = [13]> then\n show\n go [backward v] (2) layers\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
This a game that was inspired by some rude comments I got on some of my projects. Instead of dragging me down and making me feel sad those comments empowered me to make this! Enjoy!\n-Arrow Keys\n-Avoid Spikes\n-Don't Give Up!\n-Press x to skip
Square - A mobile friendly platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Square guy\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (30) %\nset [y spawn v] to [-129]\nset [x spawn v] to [-206]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (30) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n OOF\nend\n\nwhen I receive [start v]\nhide variable [level v]\nhide variable [x v]\nhide variable [x spawn v]\nhide variable [y v]\nhide variable [y spawn v]\n\nwhen flag clicked\nswitch backdrop to (menu v)\nbroadcast (hide v)\n\nwhen I receive [hide v]\npoint in direction (90)\ngo to x: (-10) y: (-92)\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop19 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n switch costume to (costume2 v)\nelse\n if <(costume [name v]) = [costume3]> then\n switch costume to (costume6 v)\n else\n if <(costume [name v]) = [costume1]> then\n switch costume to (costume7 v)\n else\n if <(costume [name v]) = [costume4]> then\n switch costume to (costume8 v)\n else\n switch costume to (costume9 v)\n end\n end\n end\nend\nforever\n set [ghost v] effect to (10)\n repeat (10)\n change size by (-1.5)\n set [color v] effect to (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [5]> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\ndefine OOF\nforever\n change [y v] by (-0.5)\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 (0.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (1)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (1)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (1)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (1)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (1)\n end\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by (-5)\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 <(X) > [0]> 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 end\n end\n end\n end\n change y by (Y)\n if <<touching color (#00a16c)?> or <touching color (#00ff4f)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching color (#00a16c)?> or <touching color (#00ff4f)?>> and <<<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 end\n change y by (0.5)\n if <touching (xd v)?> then\n go to x: (X Spawn) y: (Y Spawn)\n end\n if <touching (bouncy v)?> then\n set [y v] to [14]\n end\n if <(x position) > [215]> then\n change [level v] by (1)\n go to x: (X Spawn) y: (Y Spawn)\n end\n if <touching color (#007dff)?> then\n go to x: (X Spawn) y: (Y Spawn)\n end\n if <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\n end\nend\n\n@Bouncy\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [hide v]\nhide\nstop [this script v]\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@XD\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Play button\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nshow\nbroadcast (intro v)\n\n@Thumbnail :)\n\nwhen flag clicked\nhide\n\nforever\n show\n hide variable [level v]\n show\n go to [front v] layer\n go to [front v] layer\n go to x: (0) y: (-19)\n clear graphic effects\nend\n\n@Sun :D\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n@grass\n\nwhen flag clicked\nforever\n set size to (50) %\n go to [back v] layer\nend\n\nwhen I receive [hide v]\nhide\n\n@tree\n\nwhen I receive [start v]\nshow\nhide\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [hide v]\nhide\n\n
-Arrow keys or AWSD: To move.\n-Space bar: Change skin.\n-Avoid Spikes, Water, and Lava.\n-Trampoline (Yellow): Make you jump higher.\n-There are 16 levels in total.\n-All levels are possible.\n-This platformer is mobile friendly.\n\nI worked hard on this project so, please\nplease drop a ❤️‍ to show your support :))))
~Green~ A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-201) y: (-26)\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 (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 (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground 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 (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [230]> then\n broadcast (message1 v)\n end\n if <(y position) < [-150]> then\n go to x: (-201) y: (-26)\n end\n if <touching (spikers v)?> then\n go to x: (-201) y: (-26)\n end\n if <touching (spikers2 v)?> then\n go to x: (-201) y: (-26)\n end\n if <touching (portal v)?> then\n broadcast (We're in the endgame now v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (.75)\n end\n if <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: (-201) y: (-26)\nchange [level v] by (1)\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Text\n\nwhen flag clicked\nshow\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@Spikers\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(level) = [6]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [6]> then\n go to x: (36) y: (28)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [8]> then\n go to x: (36) y: (28)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n show\n switch costume to (costume2 v)\n end\n if <(level) = [10]> then\n go to x: (-145) y: (135)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Spikers2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n switch costume to (costume1 v)\n end\n if <(level) = [10]> then\n go to x: (38) y: (20)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@portal\n\nwhen flag clicked\nhide\nforever\n if <(level) = [14]> then\n show\n go to x: (8) y: (-39)\n repeat (35)\n change [whirl v] effect by (25)\n end\n end\nend\n\nwhen flag clicked\nforever\n change [portal y v] by (7)\n change y by ([sin v] of (portal y) )\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-2) y: (8)\n\nwhen I receive [we're in the endgame now v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [we're in the endgame now v]\nwait (1.5) seconds\nshow\ngo to [front v] layer\nwait (2) seconds\nstop [all v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Music\n\nwhen flag clicked\nstart sound [thefatrat-unity-youtubemp3free v]\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\n if <key (u v) pressed?> then\n start sound [thefatrat-unity-youtubemp3free v]\n end\nend\n\n
----------------------------------Green--------------------------------------\nArrows to move\nM- Mute\nU- Unmute\nDon't touch spikes or fall down\nThis game is a fairly easy game.
NoteBook || Platformer
@Stage\n\n@You\n\nwhen flag clicked\ngo to x: (-210) y: (-100)\npoint in direction (90)\nset [level v] to [1]\nset [death v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Platform [3.5] [11] [0.6] [-1]\n if <touching color (#330000)?> then\n change [death v] by (1)\n go to x: (-210) y: (-100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-178]> and <touching (_edge_ v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-100)\n end\n if <<(x position) > [237]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-100)\n broadcast (clear last level v)\n end\n if <key (r v) pressed?> then\n go to x: (-210) y: (-100)\n erase all\n end\n if <touching color (#4d4d4d)?> then\n set [yv v] to [15]\n end\nend\n\ndefine Platform (move) (jump) (fric) (grav)\nswitch costume to (idle v)\nchange y by (Yv)\nif <touching color (#000000)?> then\n repeat ([abs v] of (Yv) )\n if <touching color (#000000)?> 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 <not <(Yv) > [0]>>> then\n set [yv v] to (jump)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (grav)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (move)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((move) * (-1))\n point in direction (-90)\nend\nchange x by (Xv)\nif <touching color (#000000)?> then\n set [slope v] to (y position)\n repeat (([abs v] of (Xv) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (Slope)\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching color (#000000)?> then\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nset [xv v] to ((Xv) * (fric))\nswitch costume to (idle v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (walk)\nend\nif <(Yv) > [1]> then\n switch costume to (jump v)\nend\nif <(Yv) < [-2]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.03) seconds\nend\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nset [level v] to [9]\n\n@PEN\n\nwhen flag clicked\nerase all\nset pen size to (4)\nset pen color to (#000000)\nforever\n go to (mouse-pointer v)\n if <<<(Level) = [5]> or <(Level) = [6]>> or <(Level) = [7]>> then\n if <mouse down?> then\n pen down\n else\n pen up\n end\n if <key (c v) pressed?> then\n erase all\n end\n end\nend\n\nstamp\n\nwhen I receive [clear last level v]\nerase all\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen flag clicked\ninitialize\nshow\nrepeat (24)\n create clone of (_myself_ v)\n wait (0.05) seconds\n next costume\nend\n\ndefine initialize\nset size to (65) %\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (imgres v)\ngo to [front v] layer\npoint in direction (90)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nset [move v] to [0]\nrepeat (25)\n change [move v] by (-1)\n change x by ((move) * (-1))\n change [ghost v] effect by (4)\n turn left ((1.8) * (move)) degrees\nend\n\n
1. Click the green flag.\n2. WAD or Cursor key to move.\n3. Avoid the spikes.\n4. In some of the levels, you can draw a line to let the stick man get past.\n5. Have fun!\n6. Love❤ or Favourite⭐ or follow❤ or I will steal your candy!\n7.check out: https://scratch.mit.edu/projects/323761892/\n
Flowers Platformer
@Stage\n\n@Sprite1\n\nwhen I receive [end v]\nhide\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#7cb370)?> then\n change y by (1)\n end\n if <touching color (#7cb370)?> then\n change y by (1)\n end\n if <touching color (#7cb370)?> then\n change y by (1)\n end\n if <touching color (#7cb370)?> then\n change y by (1)\n end\n if <touching color (#7cb370)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#7cb370)?> 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 (#7cb370)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6666)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\n if <touching color (#fff200)?> then\n set [y v] to [20]\n end\n if <touching color (#ccd8ff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\n
Hello.\nIn this project you'll find some flower fun facts. Will be adding more levels soon.\nINSTRUCTIONS \nArrow keys to move\nRemember to follow me XD
Cool Blue (Platformer)
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop2 v)\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-200) y: (0)\nforever\n switch costume to (Selection)\n show\n set size to (100) %\n create clone of (_myself_ v)\n wait (0.02) seconds\n if <(x position) > [210]> then\n broadcast (Next v)\n point in direction (90)\n wait (1.4) seconds\n point in direction (90)\n switch backdrop to (backdrop2 v)\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-124)\n end\n if <(Level) = [6]> then\n if <touching (portal v)?> then\n go to x: (-102) y: (-120)\n end\n end\n if <(Level) = [7]> then\n if <touching (portal v)?> then\n go to x: (170) y: (118)\n end\n end\n if <(Level) = [9]> then\n if <touching (portal v)?> then\n go to x: (22) y: (134)\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat (30)\n change size by (-5)\n change [ghost v] effect by (7)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [x v] by (0.9)\n turn right (15) degrees\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [x v] by (-0.9)\n turn left (15) degrees\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <<mouse down?> and <(mouse y) > [50]>>>> then\n set [y v] to [12]\n end\n if <touching (bouncy v)?> then\n set [y v] to [20]\n end\n change y by (1)\nend\n\nwhen I receive [change v]\ngo to x: (-200) y: (-124)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Iditarod - Soon Hee Newbold v] until done\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nnext costume\n\n@Next\n\nwhen I receive [next v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (-370)\nrepeat (37)\n change y by (10)\n go to [front v] layer\nend\nbroadcast (Change v)\nchange [level v] by (1)\nrepeat (40)\n change y by (10)\n go to [front v] layer\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nhide\n\n@Play\n\nwhen flag clicked\ngo to x: (0) y: (-30)\nshow\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\npoint in direction (90)\nwait (0.1) seconds\ngo to [front v] layer\nturn left (30) degrees\nforever\n repeat (30)\n turn right (2) degrees\n end\n repeat (30)\n turn right (-2) degrees\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Play v)\nhide\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\n show\nend\n\n@Bouncy\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\n show\nend\n\n@Portal\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\n show\nend\n\n@End\n\nwhen flag clicked\nhide\nset [level v] to [0]\nforever\n if <(Level) = [10]> then\n show\n go to [front v] layer\n end\nend\n\n@Selection\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [selection v] to [1]\nwait (0.1) seconds\nset [level v] to [0]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n show\n set [selection v] to [1]\n wait (0.2) seconds\n go to [front v] layer\n repeat until <(Level) = [1]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [selection v] by (1)\n if <(Selection) = [6]> then\n set [selection v] to [1]\n end\n wait (0.2) seconds\n end\n end\n delete this clone\nend\n\n@Selection Balls\n\nwhen flag clicked\nshow\ngo to x: (0) y: (23)\nwait (0.3) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(Level) = [1]>\n switch costume to (Selection)\nend\nhide\n\n
This is a basic platformer that I made. I spent lots of time on it, and tried my best to make the graphics clean and crisp. I hope you enjoy!!! :D\n\nArrow keys to move on a computer. \nTap if you are on mobile to move. \n
Spray 2 - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [sin v] to [0]\nforever\n change [sin v] by (5)\n set [trig v] to ([sin v] of (Sin) )\nend\n\nwhen I receive [fire v]\nset [sin v] to [0]\n\nwhen flag clicked\nforever\n play sound [Yo_Picasso v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-85)\nset [sx v] to [0]\nset [offset v] to [0]\nset [level v] to [1]\nbroadcast (playerStart v)\n\ngo to x: (-200) y: (-85)\n\nif <not <(Y vel) < [-6]>> then\n\ndefine Move <upward>\nswitch costume to (hitbox4 v)\nchange y by (Y vel)\nrepeat until <not <touching (stage v)?>>\n if <upward> then\n switch costume to (hitbox3 v)\n if <touching (stage v)?> then\n change y by (-1)\n set [y vel v] to [0]\n end\n else\n set [y vel v] to (Y vel)\n change y by (1)\n end\nend\nif <not <upward>> then\n change y by (-1)\nend\nswitch costume to (costume1 v)\n\nsay <upward>\n\n\n\nchange y by (Y vel)\n\nwhen flag clicked\n\nif <touching (checkpoint v)?> then\n\ngo to x: (-200) y: (-85)\n\nif <touching (stage v)?> then\n\n\n\nsay [Hello!]\n\nchange x by (X vel)\nif <touching (stage v)?> then\n repeat (8)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n if <touching (stage v)?> then\n change x by ((0) - (X vel))\n end\nend\nswitch costume to (hitbox2 v)\nchange y by (Y vel)\nif <touching (stage v)?> then\n if <[.05] < ([abs v] of (X vel) )> then\n if <[0] < (X vel)> then\n change [x vel v] by (-.1)\n else\n change [x vel v] by (.1)\n end\n else\n set [x vel v] to [0]\n end\nend\nrepeat until <not <touching (stage v)?>>\n if <[0] < (Y vel)> then\n change y by (-1)\n else\n set [y vel v] to [0]\n change y by (1)\n end\nend\nif <[0] < (Y vel)> then\n change y by (1)\nelse\n change y by (-1)\nend\nswitch costume to (costume1 v)\n\nswitch costume to (hitbox v)\nif <<touching (stage v)?> or <touching (_edge_ v)?>> then\n set [x vel v] to [0]\n if <[0] < (X vel)> then\n repeat until <not <touching (stage v)?>>\n change x by (1)\n end\n else\n repeat until <not <touching (stage v)?>>\n change x by (-1)\n end\n change x by (1)\n end\nend\nswitch costume to (costume1 v)\n\nchange x by (-1)\n\nsay <(Y vel) < [0]>\n\nif <touching (stage v)?> then\n switch costume to (hitbox v)\n if <not <touching (stage v)?>> then\n switch costume to (hitbox2 v)\n end\nend\n\nif <touching (stage v)?> then\n\ndefine Move X\nswitch costume to (costume1 v)\nchange y by (1)\nchange x by (X vel)\nset [ycount v] to [0]\nrepeat (8)\n if <touching (stage v)?> then\n change y by (1)\n change [ycount v] by (1)\n end\nend\nif <touching (stage v)?> then\n change y by ((0) - (Ycount))\n set [ycount v] to [0]\n repeat (8)\n if <touching (stage v)?> then\n set [y vel v] to [0]\n change y by (-1)\n change [ycount v] by (-1)\n end\n end\nend\nif <touching (stage v)?> then\n change y by ((0) - (Ycount))\n repeat until <not <touching (stage v)?>>\n change x by ((0) - (X vel))\n end\n set [x vel v] to [0]\nelse\n change y by (-1)\n if <touching (stage v)?> then\n set [x vel v] to ((X vel) / (1.05))\n end\nend\nswitch costume to (costume1 v)\n\nif <touching (stage v)?> then\n set [ycount v] to [0]\n repeat (8)\n change y by (-1)\n change [ycount v] by (1)\n end\nend\n\nif <touching (stage v)?> then\n repeat until <not <touching (stage v)?>>\n change x by ((0) - (X vel))\n end\n set [x vel v] to [0]\nend\n\nchange y by (Ycount)\n\nif <touching (stage v)?> then\n\n\n change y by (10)\nend\n\nset [level v] to [9]\n\nchange [edge v] by (1)\n\nwhen flag clicked\n\nwhen I receive [playerstart v]\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [spraying v] to [0]\nforever\n if <(Looking) = [0]> then\n if <not <touching (stage v)?>> then\n if <(Spraying) = [0]> then\n change [y vel v] by (-.7)\n end\n end\n Move <[0] < (Y vel)>\n Move X\n if <(x position) < [-220]> then\n set x to (-220)\n end\n end\n if <(Y vel) < [-15]> then\n set [y vel v] to [-15]\n end\n if <[15] < (Y vel)> then\n set [y vel v] to [15]\n end\n if <(X vel) < [-15]> then\n set [x vel v] to [-15]\n end\n if <[15] < (X vel)> then\n set [x vel v] to [15]\n end\nend\n\nwhen I receive [playerstart v]\nforever\n if <<touching (spikes v)?> or <<touching (fire v)?> or <<key (r v) pressed?> or <touching (darkspikes v)?>>>> then\n Die ([sqrt v] of ((((item (Checkpoint) of [cy v]) - (y position)) * ((item (Checkpoint) of [cy v]) - (y position))) + (((item (Checkpoint) of [cx v]) - (Sx)) * ((item (Checkpoint) of [cx v]) - (Sx)))) ) (Sx) (y position)\n set [y vel v] to [0]\n set [x vel v] to [0]\n set [spraying v] to [0]\n broadcast (Fire v)\n end\n if <touching (_edge_ v)?> then\n set [y vel v] to ([sqrt v] of (Y vel) )\n end\nend\n\nwhen I receive [playerstart v]\nforever\n if <(Looking) = [0]> then\n set [xpos v] to (x position)\n if <[0] < (x position)> then\n if <not <[4800] < (Sx)>> then\n change [sx v] by (x position)\n set x to (0)\n end\n end\n if <(x position) < [0]> then\n if <[0] < (Sx)> then\n change [sx v] by (x position)\n set x to (0)\n end\n end\n else\n if <<[480] < (Sx)> or <[0] = (Sx)>> then\n set x to (((0) - (Offset)) + (Xpos))\n if <not <(x position) = (((0) - (Offset)) + (Xpos))>> then\n hide\n else\n show\n end\n else\n set x to ((0) - (Offset))\n end\n end\nend\n\ndefine Die (dist) (sx) (sy)\nstop [other scripts in sprite v]\nset [distcount v] to [0]\nset [ghost v] effect to (50)\nrepeat ([sqrt v] of (dist) )\n change [distcount v] by (1)\n go to [front v] layer\n change [sx v] by (((item (Checkpoint) of [cx v]) - (sx)) / ([sqrt v] of (dist) ))\n change y by (((item (Checkpoint) of [cy v]) - (sy)) / ([sqrt v] of (dist) ))\nend\nset [ghost v] effect to (0)\nbroadcast (playerStart v)\n\nchange [distcount v] by (1)\n\nset y to (-77)\n\nset [sx v] to [0]\n\nsay [Hello!]\n\nsay [Hello!]\n\nsay ((((item (Checkpoint) of [cx v]) - (sx)) / ((dist) / (4))) * ((dist) / (4))) for (2) seconds\n\nwhen I receive [playerstart v]\n\nforever\n if <key (space v) pressed?> then\n set [looking v] to [1]\n if <[0] < (mouse x)> then\n if <(Offset) < (mouse x)> then\n set [offset v] to (mouse x)\n end\n else\n if <(mouse x) < (Offset)> then\n set [offset v] to (mouse x)\n end\n end\n else\n set [offset v] to [0]\n wait (.05) seconds\n set [looking v] to [0]\n end\nend\n\n\n\nchange [offset v] by ([sqrt v] of (() - (Offset)) )\n\nchange [offset v] by ((0) - ([sqrt v] of (() - (Offset)) ))\n\nset [offset v] to [0]\n\nswitch costume to (hitbox4 v)\n\nchange [check v] by (1)\n\nchange x by ((0) - (X vel))\n\nchange y by (1)\n\nwhen I receive [skip v]\nset x to (0)\nchange [checkpoint v] by (1)\nset [sx v] to (item (Checkpoint) of [cx v])\nset y to (item (Checkpoint) of [cy v])\nbroadcast (Fire v)\n\nwhen I receive [restart v]\nset [sx v] to (item (Checkpoint) of [cx v])\nset y to (item (Checkpoint) of [cy v])\nbroadcast (Fire v)\n\nchange [checkpoint v] by (1)\n\nchange x by (X vel)\n\nif then\nend\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [spraying v] to [0]\nchange [level v] by (1)\nbroadcast (Fire v)\n\nif <[0] < (Y vel)> then\nend\n\nchange x by ((0) - ((X vel) + (1)))\n\nif <[0] < (X vel)> then\n change x by (-.5)\nelse\n change x by (.5)\nend\n\nif then\n\nset [y vel v] to [0]\n\nif <(X vel) < [5]> then\nelse\n repeat until <not <touching (stage v)?>>\n change x by (-5)\n if <[0] < (X vel)> then\n repeat until <not <touching (stage v)?>>\n change x by (-5)\n end\n set [x vel v] to [0]\n else\n repeat until <not <touching (stage v)?>>\n change x by (5)\n end\n set [x vel v] to [0]\n end\n end\n set [x vel v] to [0]\nend\n\nif <[0] < (X vel)> then\nend\n\n@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nClone\n\ndefine Clone\nswitch costume to (costume1 v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\nend\n\nset [sid v] to [0]\n\nrepeat (3)\n change [sid v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nset [ox v] to [0]\nforever\n set x to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n set [ox v] to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n if <not <(x position) = (Ox)>> then\n hide\n else\n show\n end\nend\n\nshow\nset [ox v] to [0]\nforever\n switch costume to (([floor v] of (((Sx) + (240)) / (480)) ) + ((3) - (Sid)))\n set x to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n set [ox v] to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n if <not <(x position) = (Ox)>> then\n hide\n else\n show\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to (player v)\n point towards (mouse-pointer v)\n move (30) steps\n go to [front v] layer\n if <(Looking) = [0]> then\n show\n else\n hide\n end\nend\n\nif <(Moving) = [1]> then\n go to (player v)\n set [plx v] to (x position)\n set [ply v] to (y position)\n point towards (mouse-pointer v)\n move (30) steps\nelse\n if <(Moving) = [2]> then\n go to (player v)\n set [plx v] to (x position)\n go to x: (Plx) y: (Ply)\n point towards (mouse-pointer v)\n move (30) steps\n else\n go to x: (Plx) y: (Ply)\n point towards (mouse-pointer v)\n move (30) steps\n end\nend\n\nwhen flag clicked\n\nforever\n set [check v] to (Y vel)\n set [checkx v] to (X vel)\n wait (.1) seconds\n if <(Check) = (Y vel)> then\n if <not <(Checkx) = (X vel)>> then\n set [moving v] to [2]\n else\n set [moving v] to [0]\n end\n else\n set [moving v] to [1]\n end\nend\n\nset [ply v] to (y position)\n\ngo to (player v)\n\n@Sprite2\n\nwhen flag clicked\nset [edge v] to [0]\nshow\nset [ghost v] effect to (100)\nset [progress v] to [0]\nforever\n point towards (mouse-pointer v)\n go to (player v)\n if <mouse down?> then\n if <(Looking) = [0]> then\n Spray\n end\n else\n set [spraying v] to [0]\n set [progress v] to [0]\n erase all\n end\nend\n\ndefine Spray\npen up\nset pen color to (#73dfff)\nset pen size to (3)\nif <(Progress) < [500]> then\n change [progress v] by (60)\nend\nFind ground\ngo to (player v)\npoint towards (mouse-pointer v)\nerase all\npen down\nmove (Edge) steps\npen up\nClone\n\ndefine Find ground\npoint towards (mouse-pointer v)\ngo to (player v)\nif <touching (_edge_ v)?> then\n move (10) steps\nend\nset [i v] to [0]\nrepeat until <<touching (_edge_ v)?> or <<<touching (stage v)?> or <<touching (spikes v)?> or <touching (darkspikes v)?>>> or <(Progress) < (i)>>>\n change [i v] by (20)\n move (20) steps\nend\nrepeat until <not <<touching (stage v)?> or <touching (spikes v)?>>>\n move (-1) steps\n change [i v] by (-1)\nend\nchange [edge v] by (1)\nif <(Progress) < (i)> then\n set [i v] to (Progress)\nend\nset [edge v] to (i)\nmove (3) steps\nif <<touching (stage v)?> or <<touching (_edge_ v)?> or <touching (spikes v)?>>> then\n if <((6) * (480)) < (Sx)> then\n if <touching (darkspikes v)?> then\n set [spraying v] to [0]\n else\n Physics ([x position v] of [player v]) (x position) ([y position v] of [player v]) (y position)\n end\n else\n Physics ([x position v] of [player v]) (x position) ([y position v] of [player v]) (y position)\n end\nend\n\ndefine Clone\ngo to (player v)\npoint towards (mouse-pointer v)\nrepeat (round ((Edge) / (15)))\n move (15) steps\n if <(pick random (1) to (5)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\nshow\nset size to (pick random (80) to (120)) %\npoint in direction (pick random (-180) to (180))\nrepeat (10)\n move (1) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n\nsay [Hello!]\n\ndefine Physics (x1) (x2) (y1) (y2)\nset [xchange v] to ((x1) - (x2))\nset [ychange v] to ((y1) - (y2))\nchange [y vel v] by (((Ychange) / (([abs v] of (Xchange) ) + ([abs v] of (Ychange) ))) * (.5))\nset [spraying v] to [1]\nchange [x vel v] by (((Xchange) / (([abs v] of (Xchange) ) + ([abs v] of (Ychange) ))) * (.3))\n\nset [xchange v] to [Hi]\n\nif then\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nClone\n\ndefine Clone\nswitch costume to (xcostume1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [X]> then\n delete this clone\nend\nshow\nset [ox v] to [0]\nforever\n go to [front v] layer\n set x to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n set [ox v] to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n if <not <(x position) = (Ox)>> then\n hide\n else\n show\n end\nend\n\n\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nClone\n\ndefine Clone\nswitch costume to (costume1 v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\nend\n\n\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [X]> then\n delete this clone\nend\nshow\nset [ox v] to [0]\nforever\n go to [back v] layer\n set x to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n set [ox v] to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n if <not <(x position) = (Ox)>> then\n hide\n else\n show\n end\nend\n\ngo to [back v] layer\n\n@Checkpoint\n\nforever\n\nnext costume\n\nwhen I start as a clone\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [clid v] to [0]\nrepeat (length of [cy v])\n change [clid v] by (1)\n create clone of (_myself_ v)\nend\n\ndelete all of [cx v]\ndelete all of [cy v]\n\nadd (Sx) to [cx v]\nadd (([y position v] of [player v]) + (20)) to [cy v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\nforever\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\nend\n\nswitch costume to (costume12 v)\n\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [12]>> then\n switch costume to (costume1 v)\n repeat (10)\n if <not <(costume [number v]) = [12]>> then\n next costume\n wait (0) seconds\n end\n end\n switch costume to (costume11 v)\n wait (0) seconds\n repeat (10)\n if <not <(costume [number v]) = [12]>> then\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\n end\n end\n end\nend\n\nset x to (36)\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <not <(costume [number v]) = [12]>> then\n if <<(Checkpoint) < (Clid)> or <(Checkpoint) = (Clid)>> then\n set [checkpoint v] to (Clid)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (costume12 v)\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (-10)\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\n end\n forever\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [skip v]\n\n\n\n\n\nstop [other scripts in sprite v]\n\nset x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\nset y to (item (Clid) of [cy v])\nset [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\nif <(x position) = (Olx)> then\n show\nelse\n hide\nend\n\nforever\n say (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\nend\n\nwait (.02) seconds\nif <not <(costume [number v]) = [12]>> then\n if <(Checkpoint) = (Clid)> then\n set [checkpoint v] to (Clid)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (costume12 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nsay [Hello!]\n\n@Look\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (180) y: (-160)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to [front v] layer\nforever\n set x to (180)\n set [offset v] to [0]\n set [looking v] to [0]\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n set [looking v] to [1]\n if <[180] < (mouse x)> then\n if <(mouse x) < [210]> then\n set x to (mouse x)\n else\n set x to (210)\n end\n else\n if <[145] < (mouse x)> then\n set x to (mouse x)\n else\n set x to (145)\n end\n end\n if <not <(((((x position) - (180)) / (45)) * (240)) + (Sx)) < [0]>> then\n if <not <[4800] < (((((x position) - (180)) / (45)) * (240)) + (Sx))>> then\n set [offset v] to ((((x position) - (180)) / (45)) * (240))\n else\n set [offset v] to ((0) - ((Sx) - (4800)))\n end\n else\n set [offset v] to ((0) - (Sx))\n end\n end\n set [offset v] to [0]\n wait (.05) seconds\n set [looking v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nforever\n\nset [offset v] to [0]\nset x to ((180) - (((32) / (240)) * (Sx)))\n\nset x to (180)\n\n@Fire\n\nforever\n\nnext costume\n\nwhen I start as a clone\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [clid v] to [0]\nrepeat (length of [fx v])\n change [clid v] by (1)\n create clone of (_myself_ v)\nend\nbroadcast (Fire v)\nset [clid v] to [0]\n\nforever\n if <(Clid) < (length of [fx v])> then\n change [clid v] by (1)\n create clone of (_myself_ v)\n broadcast (Fire v)\n end\nend\n\ndelete all of [fx v]\ndelete all of [fy v]\n\nadd (Sx) to [fx v]\nadd ([y position v] of [player v]) to [fy v]\n\nwhen I start as a clone\n\ndelete this clone\n\nswitch costume to (costume12 v)\n\nwhen I start as a clone\n\nset x to (36)\n\nswitch costume to (costume1 v)\n\nwhen I start as a clone\n\nforever\n if <touching (player v)?> then\n if <not <(costume [number v]) = [12]>> then\n if <(Checkpoint) < (Clid)> then\n set [checkpoint v] to (Clid)\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (costume12 v)\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (-10)\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\n end\n forever\n set x to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [cy v])\n set [olx v] to (((item (Clid) of [cx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\nset size to (100) %\n\nwhen I receive [fire v]\nif <not <(Clid) = [0]>> then\n stop [other scripts in sprite v]\n set size to (100) %\n hide\n set [ghost v] effect to (100)\n wait (.05) seconds\n if <(item (Clid) of [cx v]) < (item (Clid) of [fx v])> then\n show\n repeat (10)\n set x to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [fy v])\n set [olx v] to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n change [ghost v] effect by (-10)\n if <(x position) = (Olx)> then\n show\n change size by (Trig)\n if <touching (sprite2 v)?> then\n repeat (10)\n set x to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [fy v])\n set [olx v] to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\n end\n forever\n set x to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [fy v])\n set [olx v] to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n if <(x position) = (Olx)> then\n show\n change size by (Trig)\n if <touching (sprite2 v)?> then\n repeat (10)\n set x to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n set y to (item (Clid) of [fy v])\n set [olx v] to (((item (Clid) of [fx v]) - (Sx)) - (Offset))\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\n end\n end\nend\n\nif <not <(Olx) = (((item (Clid) of [fx v]) - (Sx)) - (Offset))>> then\nend\n\nhide\n\nstop [this script v]\n\n@DarkSpikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nClone\n\ndefine Clone\nswitch costume to (xcostume1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(letter (1) of (costume [name v])) = [X]> then\n delete this clone\nend\nshow\nset [ox v] to [0]\nforever\n go to [front v] layer\n set x to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n set [ox v] to ((((480) * ((costume [number v]) - (1))) - (Sx)) - (Offset))\n if <not <(x position) = (Ox)>> then\n hide\n else\n show\n end\nend\n\n\n\n@Buttons\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (147) y: (-173)\ncreate clone of (_myself_ v)\nchange x by (49)\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n if <(Looking) = [0]> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n broadcast (Restart v)\n end\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\ngo to x: <not <mouse down?>> y: (28)\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(Looking) = [0]> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n broadcast (Skip v)\n end\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nchange y by (-15)\n\nsay (x position)\n\nwhen I receive [skip v]\n\nchange [checkpoint v] by (.5)\nset [sx v] to (item (Checkpoint) of [cx v])\n\nchange y by (item (Checkpoint) of [cy v])\n\nbroadcast (Skip v) and wait\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Restart v)\n wait until <not <key (r v) pressed?>>\n end\n if <key (s v) pressed?> then\n broadcast (Skip v)\n wait until <not <key (s v) pressed?>>\n end\n if <(length of [cx v]) < (Checkpoint)> then\n set [checkpoint v] to (length of [cx v])\n broadcast (Restart v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
Controls:\n----------------------------------------\n• Click/tap and hold to spray water. Water will propel you in the opposite direction that it is sprayed\n• Avoid spikes and fire\n• Spray water on fire to put it out\n• Activate checkpoints by touching them\n• Use the slider at the bottom right of the screen to look \n ahead or behind you\n• Press the 'R' to restart and the 'S' to skip to the next \n checkpoint\n\nNotes:\n----------------------------------------\n• I apologize if the game lags, I can't seem to fix it\n• The entire game is possible\n• There may be some platforming glitches considering \n the fact that I transfered my old engine and made it \n scrolling\n• You can play the original game here: \n https://scratch.mit.edu/projects/306411745/\n• This may reduce lag but have some glitches: \n https://forkphorus.github.io/#331917417\n• Made using my Samsung Galaxy Tab s4\n\nCredits:\n----------------------------------------\n• All programming and art by @Skill_Games\n• Music is called "Yo Picasso" by Verified Picasso\n\nTags:\n----------------------------------------\n#game #games #platformer #scrolling #scrollingplatformer #spray #2 #two #2019 #spray2 #spraytwo #fun #quality #challenge #challenging #difficult #hard
Quantum Physics - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next v]\nif <(backdrop [number v]) < [51]> then\n next backdrop\nend\n\nwhen I receive [end v]\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nif <(Qualify) = [1]> then\n if <(Kills) > (☁ Most Kills)> then\n set [☁ most kills v] to (Kills)\n end\n if <(☁ Least Death) > (Death Count)> then\n set [☁ least death v] to (Death Count)\n end\n if <(☁ Least Time) > (Time \(Seconds\))> then\n set [☁ least time v] to (Time \(Seconds\))\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (156) y: (24)\nshow\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (27) y: (25)\nshow\nwait (3) seconds\nrepeat (40)\n change y by (3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-6) y: (32)\nshow\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-137) y: (-78)\nshow\nwait (1) seconds\nrepeat (40)\n change x by (-3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (67) y: (-74)\nshow\nwait (2) seconds\nrepeat (40)\n change x by (3)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite6\n\nwhen I receive [message1 v]\nwait (1) seconds\nhide\n\nwhen flag clicked\nshow\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-55) y: (-160)\nset [ghost v] effect to (0)\nshow\nwait (4) seconds\nrepeat (80)\n change [ghost v] effect by (1)\n change x by (3)\nend\nwait (1) seconds\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nhide\n\n@Introduction\n\nwhen flag clicked\nset [intro v] to [0]\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (60)\n\nwhen I receive [message1 v]\nset [intro v] to [1]\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen [space v] key pressed\nif <(Quantum In) = [0]> then\n if <(costume [number v]) = [11]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (Start v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n broadcast (Quantum Entrance v)\n set [intro v] to [0]\n else\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\nend\n\nwhen [s v] key pressed\nif <(Intro) = [1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Start v)\n hide\n broadcast (Quantum Entrance v)\n set [intro v] to [0]\nend\n\n@Quantum\n\nwhen flag clicked\nhide\nset [quantum in v] to [0]\nset [gravity v] to [15]\n\nwhen I receive [quantum entrance v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-210) y: (-100)\nset [quantum in v] to [1]\nset [momentum v] to [0.9]\nset [pause v] to [0]\nset [gravity v] to [15]\nset [death count v] to [0]\nset [kills v] to [0]\nset [time \(seconds\) v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x2 v] by (1)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n set [side v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [x2 v] by (-1)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n set [side v] to [1]\n end\n if <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\n end\n set [x2 v] to ((x2) * (Momentum))\n change x by (x2)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n set [x2 v] to ((x2) * (-1.3))\n change x by (x2)\n set [x2 v] to [0]\n change x by ((x2) / (5))\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n if <touching color (#8d8d8d)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n change y by (-1)\n if <touching color (#8d8d8d)?> then\n if <key (up arrow v) pressed?> then\n set [y2 v] to (Gravity)\n end\n end\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change x by ((x2) * (-1))\n change y by (-5)\n end\n if <touching color (#8d8d8d)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n if <<key (r v) pressed?> and <(Quantum In) = [1]>> then\n set [x2 v] to [0]\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (110)\n else\n if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n go to x: (0) y: (-130)\n else\n if <(Electro Lv) = [9]> then\n go to x: (-210) y: (0)\n else\n if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n go to x: (210) y: (-100)\n else\n go to x: (-210) y: (-100)\n end\n end\n end\n end\n set [tele limit v] to (Limit Num)\n broadcast (Deathg v)\n end\n if <touching color (#ff0000)?> then\n set [x2 v] to [0]\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (110)\n else\n if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n go to x: (0) y: (-130)\n else\n if <(Electro Lv) = [9]> then\n go to x: (-210) y: (0)\n else\n if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n go to x: (210) y: (-100)\n else\n go to x: (-210) y: (-100)\n end\n end\n end\n end\n set [tele limit v] to (Limit Num)\n broadcast (Deathg v)\n change [death count v] by (1)\n end\n if <<<touching (_edge_ v)?> and <(y position) < [-175]>> and <not <(backdrop [number v]) = [1]>>> then\n set [x2 v] to [0]\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (110)\n else\n if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n go to x: (0) y: (-130)\n else\n if <(Electro Lv) = [9]> then\n go to x: (-210) y: (0)\n else\n if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n go to x: (210) y: (-100)\n else\n go to x: (-210) y: (-100)\n end\n end\n end\n end\n set [tele limit v] to (Limit Num)\n broadcast (Deathg v)\n change [death count v] by (1)\n end\n if then\n set [x2 v] to [0]\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (110)\n else\n if <<(Electro Lv) = [14]> or <<(backdrop [number v]) = [36]> or <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>>>> then\n go to x: (0) y: (-130)\n else\n if <(Electro Lv) = [9]> then\n go to x: (-210) y: (0)\n else\n if <<<(backdrop [number v]) = [49]> or <(Electro Lv) = [15]>> and <(Gravity Pos) = [1]>> then\n go to x: (210) y: (-100)\n else\n go to x: (-210) y: (-100)\n end\n end\n end\n end\n set [tele limit v] to (Limit Num)\n broadcast (Deathg v)\n change [death count v] by (1)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [15]> then\n go to x: (-217) y: (110)\nelse\n if <<(Electro Lv) = [13]> or <<(backdrop [number v]) = [35]> or <<(backdrop [number v]) = [18]> or <(backdrop [number v]) = [34]>>>> then\n go to x: (0) y: (-130)\n else\n if <(Electro Lv) = [9]> then\n go to x: (-210) y: (0)\n else\n if <<<(backdrop [number v]) = [48]> or <(Electro Lv) = [14]>> and <(Gravity Pos) = [1]>> then\n go to x: (210) y: (-100)\n else\n go to x: (-210) y: (-100)\n end\n end\n end\nend\nset [tele limit v] to (Limit Num)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [quantum entrance v]\nset [qualify v] to [1]\nforever\n if <<(Electro Lv) = [0]> and <<<key (s v) pressed?> and <(Quantum In) = [1]>> and <not <<(backdrop [number v]) = [36]> or <(backdrop [number v]) = [49]>>>>> then\n set [qualify v] to [0]\n go to x: (-210) y: (-100)\n broadcast (Next v)\n if <<(backdrop [number v]) = [11]> and <(Sword) = [0]>> then\n set [sword v] to [1]\n set [weapon choice v] to [1]\n end\n if <<(backdrop [number v]) = [16]> and <(Blaster) = [0]>> then\n set [blaster v] to [1]\n set [weapon choice v] to [2]\n end\n if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n set [uncer v] to [1]\n set [weapon choice v] to [3]\n set [limit num v] to [3]\n set [tele limit v] to [3]\n end\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Blaster) = [1]> then\n if <key (1 v) pressed?> then\n set [weapon choice v] to [1]\n end\n if <key (2 v) pressed?> then\n set [weapon choice v] to [2]\n end\n end\n if <(UnCer) = [1]> then\n if <key (1 v) pressed?> then\n set [weapon choice v] to [1]\n end\n if <key (2 v) pressed?> then\n set [weapon choice v] to [2]\n end\n if <key (3 v) pressed?> then\n set [weapon choice v] to [3]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(Allow Pass) = [1]>> and <(Weapon Choice) = [3]>> then\n go to (uncer figure v)\n change [tele limit v] by (-1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [gravity v] to [15]\nforever\n if <<(x position) > [0]> and <(backdrop [number v]) = [23]>> then\n set [momentum v] to [0.99]\n set [gravity v] to [15]\n end\n if <<[0] > (x position)> and <(backdrop [number v]) = [23]>> then\n set [momentum v] to [0.9]\n set [gravity v] to [15]\n end\n if <<[0] > (x position)> and <(backdrop [number v]) = [37]>> then\n set [momentum v] to [0.99]\n set [gravity v] to [15]\n end\n if <<(x position) > [0]> and <(backdrop [number v]) = [37]>> then\n set [momentum v] to [0.7]\n set [gravity v] to [10]\n end\n if <<[0] > (x position)> and <(backdrop [number v]) = [50]>> then\n set [momentum v] to [0.7]\n set [gravity v] to [10]\n end\n if <<(x position) > [0]> and <(backdrop [number v]) = [50]>> then\n set [momentum v] to [0.9]\n set [gravity v] to [15]\n end\n if <(backdrop [number v]) = [24]> then\n set [momentum v] to [0.99]\n end\n if <(backdrop [number v]) = [29]> then\n set [momentum v] to [1]\n end\n if <(backdrop [number v]) = [30]> then\n set [momentum v] to [0.99]\n end\n if <(backdrop [number v]) = [38]> then\n set [momentum v] to [0.7]\n set [gravity v] to [10]\n end\n if <(backdrop [number v]) = [47]> then\n set [momentum v] to [0.3]\n set [gravity v] to [5]\n end\n if <(backdrop [number v]) = [48]> then\n set [momentum v] to [0.7]\n set [gravity v] to [10]\n end\n if <(backdrop [number v]) = [51]> then\n set [momentum v] to [0.9]\n set [gravity v] to [15]\n end\nend\n\nwhen I receive [deathg v]\nif <<(backdrop [number v]) = [11]> and <(Sword) = [1]>> then\n set [sword v] to [0]\n set [weapon choice v] to [0]\nend\nif <<(backdrop [number v]) = [16]> and <(Blaster) = [1]>> then\n set [blaster v] to [0]\n set [weapon choice v] to [1]\nend\nif <<(backdrop [number v]) = [20]> and <(UnCer) = [1]>> then\n set [uncer v] to [0]\n set [weapon choice v] to [1]\nend\n\nwhen flag clicked\nforever\n if <(x position) > [0]> then\n set [0ornot0 v] to [0]\n else\n set [0ornot0 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n set [tele limit v] to (Limit Num)\n if <(backdrop [number v]) = [11]> then\n if <(Sword) = [1]> then\n broadcast (Next v)\n end\n else\n if <(backdrop [number v]) = [16]> then\n if <(Blaster) = [1]> then\n broadcast (Next v)\n end\n else\n if <(backdrop [number v]) = [20]> then\n if <(UnCer) = [1]> then\n broadcast (Next v)\n end\n else\n if <<<(backdrop [number v]) = [36]> or <(backdrop [number v]) = [49]>> or <(Electro Lv) = [15]>> then\n if <(Life) = [0]> then\n broadcast (Next v)\n end\n else\n if <(Electro Lv) = [16]> then\n broadcast (End v)\n wait (2) seconds\n hide\n else\n broadcast (Next v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [48]> then\n forever\n set [tele limit v] to [42]\n end\nend\nif <not <(backdrop [number v]) = [49]>> then\n set [tele limit v] to [3]\n stop [this script v]\nend\n\nwhen I receive [quantum entrance v]\nforever\n repeat until <(Quantum In) = [0]>\n wait (0.1) seconds\n change [time \(seconds\) v] by (0.1)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [gravity pos v] to (pick random (1) to (2))\nend\n\nwhen I receive [end v]\nhide\n\nset [life v] to [1]\n\nset [life v] to [1]\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Portal\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <<(Electro Lv) = [11]> or <<(backdrop [number v]) = [47]> or <<(backdrop [number v]) = [50]> or <<(backdrop [number v]) = [37]> or <<(backdrop [number v]) = [25]> or <<(backdrop [number v]) = [22]> or <<<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [7]>> or <(backdrop [number v]) = [17]>>>>>>>> then\n show\n go to x: (202) y: (-143)\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (202) y: (33)\n end\n if <(backdrop [number v]) = [16]> then\n show\n go to x: (220) y: (89)\n end\n if <<(backdrop [number v]) = [19]> or <(backdrop [number v]) = [35]>> then\n show\n go to x: (0) y: (64)\n end\n if <(backdrop [number v]) = [20]> then\n show\n go to x: (214) y: (88)\n end\n if <(backdrop [number v]) = [21]> then\n show\n go to x: (-221) y: (83)\n end\n if <(backdrop [number v]) = [25]> then\n show\n go to x: (213) y: (-50)\n end\n if <(backdrop [number v]) = [26]> then\n show\n go to x: (175) y: (-143)\n end\n if <(backdrop [number v]) = [30]> then\n show\n go to x: (200) y: (-143)\n end\n if <(backdrop [number v]) = [36]> then\n show\n go to x: (0) y: (-30)\n end\n if <(backdrop [number v]) = [44]> then\n show\n go to x: (207) y: (93)\n end\n if <(backdrop [number v]) = [49]> then\n show\n go to x: (0) y: (-143)\n end\n if <(backdrop [number v]) = [46]> then\n show\n go to x: (-87) y: (50)\n end\n if <<(backdrop [number v]) = [45]> or <(backdrop [number v]) = [48]>> then\n show\n go to x: (211) y: (-143)\n end\n if <(Electro Lv) = [9]> then\n show\n go to x: (204) y: (-9)\n end\n if <(Electro Lv) = [14]> then\n show\n go to x: (0) y: (87)\n end\n if <(Electro Lv) = [15]> then\n show\n go to x: (0) y: (-143)\n end\n if <(Electro Lv) = [16]> then\n show\n go to x: (200) y: (-143)\n end\n if <(Electro Lv) = [17]> then\n hide\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [35]> then\n hide\nend\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\nset [life v] to [0]\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (-13) y: (-140)\nforever\n if <<(backdrop [number v]) = [11]> and <(Sword) = [0]>> then\n show\n if <<(y position) > [-130]> or <(y position) = [-130]>> then\n glide (1) secs to x: (-13) y: (-140)\n end\n if <<[-140] > (y position)> or <[-140] = (y position)>> then\n glide (1) secs to x: (-13) y: (-130)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (quantum v)?> or <<(Sword) = [1]> and <(backdrop [number v]) = [11]>>> then\n hide\n set [sword v] to [1 ]\n set [weapon choice v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [11]>> then\n hide\n end\nend\n\nwhen I receive [deathg v]\nforever\n if <<touching (quantum v)?> or <<(Sword) = [1]> and <(backdrop [number v]) = [11]>>> then\n hide\n set [sword v] to [1 ]\n set [weapon choice v] to [1]\n stop [this script v]\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\ngo to x: (12) y: (74)\nset [blaster v] to [0]\nforever\n if <<(backdrop [number v]) = [16]> and <(Blaster) = [0]>> then\n show\n if <<(y position) > [94]> or <(y position) = [94]>> then\n glide (1) secs to x: (12) y: (74)\n end\n if <<[74] > (y position)> or <[74] = (y position)>> then\n glide (1) secs to x: (12) y: (94)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (quantum v)?> or <<(Blaster) = [1]> and <(backdrop [number v]) = [16]>>> then\n hide\n set [blaster v] to [1 ]\n set [weapon choice v] to [2]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [16]>> then\n hide\n end\nend\n\nwhen I receive [deathg v]\nforever\n if <<touching (quantum v)?> or <<(Blaster) = [1]> and <(backdrop [number v]) = [16]>>> then\n hide\n set [blaster v] to [1 ]\n set [weapon choice v] to [2]\n stop [this script v]\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\nset [uncer v] to [0]\nset [limit num v] to [0]\nhide\ngo to x: (217) y: (-112)\nforever\n if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n show\n if <<(y position) > [-112]> or <(y position) = [-112]>> then\n glide (1) secs to x: (217) y: (-100)\n end\n if <<[-100] > (y position)> or <[-100] = (y position)>> then\n glide (1) secs to x: (217) y: (-112)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (quantum v)?> or <<(UnCer) = [1]> and <(backdrop [number v]) = [20]>>> then\n hide\n set [uncer v] to [1]\n set [weapon choice v] to [3]\n set [limit num v] to [3]\n set [tele limit v] to [3]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [20]>> then\n hide\n end\nend\n\nwhen I receive [deathg v]\nforever\n if <<touching (quantum v)?> or <<(UnCer) = [1]> and <(backdrop [number v]) = [20]>>> then\n hide\n set [uncer v] to [1]\n set [weapon choice v] to [3]\n set [limit num v] to [3]\n set [tele limit v] to [3]\n stop [this script v]\n end\nend\n\n@Sword Handle\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to (quantum v)\n if <<(Handle) = [1]> and <<(Sword) = [1]> and <(Weapon Choice) = [1]>>> then\n show\n else\n hide\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Sword\n\nwhen flag clicked\nhide\nset [sword v] to [0]\nforever\n go to (quantum v)\n if <<(Weapon Choice) = [1]> and <<<(Quantum In) = [1]> and <key (space v) pressed?>> and <(Sword) = [1]>>> then\n set [handle v] to [0]\n show\n if <(Side) = [0]> then\n switch costume to (costume1 v)\n repeat (10)\n turn right (36) degrees\n go to (quantum v)\n end\n set [handle v] to [1]\n hide\n wait (0.5) seconds\n end\n if <(Side) = [1]> then\n switch costume to (costume2 v)\n repeat (10)\n turn left (36) degrees\n go to (quantum v)\n end\n set [handle v] to [1]\n hide\n wait (0.3) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [sword v] to [0]\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Blaster\n\nwhen flag clicked\nhide\nset [blaster v] to [0]\nforever\n go to (quantum v)\n change x by (x2)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <<(Weapon Choice) = [2]> and <(Blaster) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Laser Wave\n\nwhen flag clicked\nhide\nforever\n go to (quantum v)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nif <(direction) = [90]> then\n repeat until \n change x by (10)\n next costume\n end\nend\nif <(direction) = [-90]> then\n repeat until \n change x by (-10)\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<(Weapon Choice) = [2]> and <[1] = (Blaster)>>> then\n show\n create clone of (_myself_ v)\n hide\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if then\n wait (0.00001) seconds\n delete this clone\n end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@UnCer Arrow\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n go to (quantum v)\n point towards (mouse-pointer v)\n if <<(Weapon Choice) = [3]> and <(UnCer) = [1]>> then\n show\n if <(Allow Pass) = [1]> then\n set [ghost v] effect to (5)\n else\n set [ghost v] effect to (70)\n end\n else\n hide\n end\n if <touching color (#2900ff)?> then\n set [allow pass v] to [0]\n set [ghost v] effect to (70)\n else\n broadcast (Allow Pass v)\n end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@UnCer Figure\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n if <<(Weapon Choice) = [3]> and <(UnCer) = [1]>> then\n if <(Allow Pass) = [1]> then\n show\n set [ghost v] effect to (5)\n else\n show\n set [ghost v] effect to (70)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [allow pass v]\nif <<<touching (uncer arrow v)?> and <not <<<touching color (#8d8d8d)?> or <touching color (#ff0000)?>> and <touching (mouse-pointer v)?>>>> and <<(Tele Limit) > [1]> or <(Tele Limit) = [1]>>> then\n set [allow pass v] to [1]\n set [ghost v] effect to (30)\nelse\n set [allow pass v] to [0]\n set [ghost v] effect to (70)\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@TeleIndicator\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <<[1] = (UnCer)> and <[3] = (Weapon Choice)>> then\n show\n if <(Tele Limit) = [0]> then\n switch costume to (0 v)\n end\n if <(Tele Limit) = [1]> then\n switch costume to (1 v)\n end\n if <(Tele Limit) = [2]> then\n switch costume to (2 v)\n end\n if <(Tele Limit) = [3]> then\n switch costume to (3 v)\n end\n if <(Tele Limit) = [4]> then\n switch costume to (4 v)\n end\n if <(Tele Limit) = [5]> then\n switch costume to (5 v)\n end\n if <(Tele Limit) = [42]> then\n switch costume to (6 v)\n end\n else\n hide\n end\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Electromag Terrian\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [electro lv v] to [0]\nforever\n go to x: (0) y: (-3)\n if <(backdrop [number v]) > [50]> then\n show\n set [electro lv v] to (costume [number v])\n else\n hide\n end\n if <(Electro Lv) = [16]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) > [50]> then\n next costume\n change [electro lv v] by (1)\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [50]> then\n set [electro lv v] to [1]\nend\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Moving Platforms\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Electro Lv) = [7]> then\n switch costume to (costume1 v)\n show\n point towards (quantum v)\n go to x: (0) y: (-100)\n else\n if <(Electro Lv) = [10]> then\n switch costume to (costume2 v)\n show\n point towards (quantum v)\n go to x: (0) y: (-60)\n else\n if <(Electro Lv) = [12]> then\n switch costume to (costume2 v)\n show\n point towards (quantum v)\n go to x: (-100) y: (-60)\n else\n if <(Electro Lv) = [13]> then\n switch costume to (costume2 v)\n show\n go to x: (-130) y: (-60)\n turn left (2) degrees\n else\n if <(Electro Lv) = [15]> then\n switch costume to (costume4 v)\n show\n go to x: (-130) y: (-40)\n turn left (Spin 1) degrees\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Electro Lv) = [12]> then\n switch costume to (costume3 v)\n show\n point towards (quantum v)\n go to x: (100) y: (60)\n else\n if <(Electro Lv) = [13]> then\n switch costume to (costume2 v)\n show\n go to x: (-110) y: (80)\n turn right (2) degrees\n else\n if <(Electro Lv) = [15]> then\n switch costume to (costume5 v)\n show\n go to x: (130) y: (-40)\n turn right (Spin 2) degrees\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <<(Electro Lv) = [14]> or <<(Electro Lv) = [11]> or <(Electro Lv) = [12]>>> then\n create clone of (_myself_ v)\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [spin 1 v] to (pick random (-2) to (-6))\nset [spin 2 v] to (pick random (-3) to (-5))\n\nwhen I receive [deathg v]\nset [spin 1 v] to (pick random (-2) to (-6))\nset [spin 2 v] to (pick random (-3) to (-5))\n\n@Background Sparks\n\nwhen flag clicked\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n change x by (-4)\n change y by (-1)\n change [ghost v] effect by (1)\nend\nrepeat (10)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n change x by (-4)\n change y by (-1)\n change [ghost v] effect by (1)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\nrepeat (pick random (100) to (120))\n change x by (-4)\n change y by (-1)\n change [ghost v] effect by (1)\nend\nrepeat (10)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\nhide\n\n@UncerSpark\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n show\n go to (sprite12 v)\n repeat (10)\n create clone of (_myself_ v)\n end\n else\n if <(Allow Pass) = [1]> then\n show\n go to (uncer figure v)\n repeat (10)\n create clone of (_myself_ v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(Allow Pass) = [1]> then\n go to (uncer figure v)\nend\nif <<(backdrop [number v]) = [20]> and <(UnCer) = [0]>> then\n go to (sprite12 v)\nend\nchange x by (pick random (-15) to (15))\nrepeat (20)\n change y by (3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@QuantumSpark\n\nwhen flag clicked\nhide\nforever\n if <(Allow Pass) = [1]> then\n show\n go to (quantum v)\n repeat (10)\n create clone of (_myself_ v)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to (quantum v)\nchange x by (pick random (-15) to (15))\nrepeat (20)\n change y by (3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Moving Saw\n\nwhen flag clicked\nhide\nforever\n turn right (12) degrees\nend\n\nwhen flag clicked\nhide\ngo to x: (7) y: (-130)\nset [electro lv v] to [0]\ngo to [back v] layer\nforever\n if <(Electro Lv) = [1]> then\n show\n if <<(y position) > [-130]> or <(y position) = [-130]>> then\n repeat (20)\n change y by (2)\n end\n end\n if <<(y position) > [-100]> or <(y position) = [-100]>> then\n repeat (20)\n change y by (-2)\n end\n end\n else\n if <(Electro Lv) = [2]> then\n show\n set y to (-155)\n if <<(x position) < [-150]> or <(x position) = [-150]>> then\n repeat (100)\n change x by (3)\n end\n end\n if <<(x position) = [150]> or <(x position) > [150]>> then\n repeat (100)\n change x by (-3)\n end\n end\n else\n if <(Electro Lv) = [4]> then\n show\n else\n if <(Electro Lv) = [11]> then\n show\n else\n if <(Electro Lv) = [14]> then\n show\n else\n if <(Electro Lv) = [15]> then\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nhide\nif <<(Electro Lv) = [1]> and <(backdrop [number v]) = [50]>> then\n switch costume to (costume1 v)\n go to x: (7) y: (-130)\n show\nend\nif <(Electro Lv) = [2]> then\n switch costume to (costume1 v)\n go to x: (150) y: (-155)\n show\nend\nif <(Electro Lv) = [4]> then\n switch costume to (costume1 v)\n show\n go to x: (10) y: (-115)\nend\nif <(Electro Lv) = [11]> then\n switch costume to (costume2 v)\n show\n go to x: (90) y: (-143)\nend\nif <(Electro Lv) = [14]> then\n switch costume to (costume3 v)\n show\n go to x: (5) y: (60)\n create clone of (_myself_ v)\nend\nif <(Electro Lv) = [15]> then\n switch costume to (costume1 v)\n show\n go to x: (5) y: (45)\nend\n\nwhen I receive [next v]\nhide\n\nwhen I start as a clone\nforever\n if <(Electro Lv) = [14]> then\n turn right (13) degrees\n show\n switch costume to (costume1 v)\n go to x: (-130) y: (90)\n else\n delete this clone\n end\nend\n\n@Moving Spikes\n\nwhen flag clicked\nhide\nset [electro lv v] to [0]\nforever\n go to [back v] layer\n if <(Electro Lv) = [3]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (1) secs to x: (-100) y: (-143)\n end\n wait (1) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (-100) y: (-200)\n end\n else\n if <(Electro Lv) = [11]> then\n show\n if <<(y position) > [-30]> or <(y position) = [-30]>> then\n glide (1) secs to x: (-179) y: (27)\n end\n wait (1) seconds\n if <<(y position) > [27]> or <(y position) = [27]>> then\n glide (1) secs to x: (-179) y: (-30)\n end\n else\n if <(Electro Lv) = [14]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (1) secs to x: (211) y: (-143)\n end\n wait (1) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (211) y: (-200)\n end\n else\n if <(Electro Lv) = [15]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (pick random (0.01) to (0.5)) secs to x: (150) y: (-143)\n end\n wait (pick random (1) to (4)) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (150) y: (-200)\n end\n wait (pick random (0.1) to (1)) seconds\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [3]> then\n show\n go to x: (-100) y: (-200)\nend\nif <(Electro Lv) = [11]> then\n show\n go to x: (-179) y: (27)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (211) y: (-200)\nend\n\n@Moving Spikes2\n\nwhen flag clicked\nhide\nset [electro lv v] to [0]\nforever\n go to [back v] layer\n if <(Electro Lv) = [3]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (1) secs to x: (100) y: (-143)\n end\n wait (1) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (100) y: (-200)\n end\n else\n if <(Electro Lv) = [14]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (1) secs to x: (-211) y: (-143)\n end\n wait (1) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (-211) y: (-200)\n end\n else\n if <(Electro Lv) = [15]> then\n show\n if <<(y position) > [-200]> or <(y position) = [-200]>> then\n glide (pick random (0.01) to (0.5)) secs to x: (-150) y: (-143)\n end\n wait (pick random (1) to (4)) seconds\n if <<(y position) > [-143]> or <(y position) = [-143]>> then\n glide (1) secs to x: (-150) y: (-200)\n end\n wait (pick random (0.1) to (1)) seconds\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [3]> then\n show\n go to x: (100) y: (-200)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (-211) y: (-143)\nend\n\n@Canon Projectile\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n point towards (quantum v)\n if then\n show\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\npoint towards (quantum v)\nforever\n move (5) steps\n next costume\nend\n\nwhen I start as a clone\nforever\n if <<touching (bob v)?> or <<<touching (bob's friend v)?> or <<touching (fast bob v)?> or <<touching (fast bob's friend v)?> or <<touching (fat bob v)?> or <touching (heavy bob v)?>>>>> or <<touching (electromag terrian v)?> or <<touching (moving platforms v)?> or <<touching (sword v)?> or <touching (_edge_ v)?>>>>>> then\n delete this clone\n end\n if <touching (quantum v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <(Electro Lv) = [6]> then\n show\n else\n if <(Electro Lv) = [8]> then\n show\n else\n if <(Electro Lv) = [9]> then\n show\n else\n if <(Electro Lv) = [12]> then\n show\n else\n if <(Electro Lv) = [14]> then\n show\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (canon v)\nend\n\nwhen flag clicked\nforever\n if <not > then\n hide\n end\nend\n\n@Canon\n\nwhen flag clicked\nhide\nforever\n point towards (quantum v)\n if <(Electro Lv) = [6]> then\n show\n go to x: (0) y: (-114)\n else\n if <(Electro Lv) = [8]> then\n show\n go to (moving canon v)\n else\n if <(Electro Lv) = [9]> then\n show\n go to x: (-70) y: (-100)\n else\n if <(Electro Lv) = [12]> then\n show\n go to (moving canon v)\n else\n if <(Electro Lv) = [14]> then\n show\n go to (moving canon v)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Canon Projectile2\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n point towards (quantum v)\n if then\n show\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\npoint towards (quantum v)\nforever\n move (5) steps\n next costume\nend\n\nwhen I start as a clone\nforever\n if <<touching (electromag terrian v)?> or <<touching (moving platforms v)?> or <<touching (sword v)?> or <touching (_edge_ v)?>>>> then\n delete this clone\n end\n if <touching (quantum v)?> then\n wait (0.01) seconds\n delete this clone\n end\n if <(Electro Lv) = [9]> then\n show\n else\n if <(Electro Lv) = [10]> then\n show\n else\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (canon2 v)\nend\n\n@Canon2\n\nwhen flag clicked\nhide\nforever\n point towards (quantum v)\n if <(Electro Lv) = [9]> then\n show\n go to x: (70) y: (0)\n else\n if <(Electro Lv) = [10]> then\n show\n go to x: (90) y: (-20)\n else\n hide\n end\n end\nend\n\n@Moving Canon\n\nwhen flag clicked\nhide\nforever\n point towards (quantum v)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <[0] > (direction)> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <(direction) > [0]> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (electromag terrian v)?>> then\n change y by (-1)\n end\nend\n\nwhen I receive [next v]\nhide\nif <(Electro Lv) = [7]> then\n show\n go to x: (100) y: (-110)\nend\nif <(Electro Lv) = [11]> then\n show\n go to x: (150) y: (-110)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (150) y: (-110)\nend\n\nwhen I receive [deathg v]\nif <(Electro Lv) = [8]> then\n show\n go to x: (100) y: (-110)\nend\nif <(Electro Lv) = [12]> then\n show\n go to x: (150) y: (-110)\nend\nif <(Electro Lv) = [14]> then\n show\n go to x: (150) y: (-110)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Electro Lv) = [14]> or <<(Electro Lv) = [8]> or <(Electro Lv) = [12]>>> then\n show\n else\n hide\n end\nend\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n wait (1) seconds\n create clone of (_myself_ v)\n if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nhide\ngo to x: (pick random (-200) to (200)) y: (200)\nforever\n if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n show\n change y by (-5)\n turn right (15) degrees\n if <<touching (gravity v)?> or <<touching (sword v)?> or <<touching color (#8d8d8d)?> or <<touching (_edge_ v)?> and <[-175] > (y position)>>>>> then\n delete this clone\n end\n if <touching (quantum v)?> then\n wait (0.01) seconds\n delete this clone\n end\n end\n if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nhide\ngo to x: (pick random (-200) to (200)) y: (200)\nforever\n if <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>> then\n show\n change y by (-5)\n turn right (15) degrees\n if <<touching (quantum v)?> or <<touching (sword v)?> or <<touching color (#8d8d8d)?> or <<touching (_edge_ v)?> and <[-175] > (y position)>>>>> then\n hide\n end\n end\n if <not <<(backdrop [number v]) > [40]> and <(backdrop [number v]) < [51]>>> then\n hide\n end\nend\n\n@Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-2)\n end\n if <(direction) > [0]> then\n change x by (2)\n end\n if <(direction) < [0]> then\n change x by (-2)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [8]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [9]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [10]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [16]> then\n show\n go to x: (200) y: (100)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n show\n go to x: (204) y: (57)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n show\n go to x: (204) y: (-80)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n show\n go to x: (5) y: (-10)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [12]> then\n show\n go to x: (150) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (150) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [8]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [9]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [10]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [13]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n show\n go to x: (200) y: (100)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n show\n go to x: (204) y: (57)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n show\n go to x: (204) y: (-80)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n show\n go to x: (5) y: (-10)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (150) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n show\n go to x: (-140) y: (120)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Bob's Friend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-2)\n end\n if <(direction) > [0]> then\n change x by (2)\n end\n if <(direction) < [0]> then\n change x by (-2)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(backdrop [number v]) = [50]> then\n hide\n wait (pick random (1) to (15)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n end\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [9]> then\n show\n go to x: (250) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [11]> then\n show\n go to x: (250) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [17]> then\n show\n go to x: (204) y: (-18)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n show\n go to x: (-204) y: (-80)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n show\n go to x: (161) y: (76)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [24]> then\n show\n go to x: (100) y: (-53)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n show\n go to x: (100) y: (-54)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n show\n go to x: (210) y: (-72)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n hide\n wait (pick random (1) to (15)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [3]> then\n show\n go to x: (210) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [4]> then\n show\n go to x: (210) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [10]> then\n show\n go to x: (250) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [12]> then\n show\n go to x: (250) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [18]> then\n show\n go to x: (204) y: (-18)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [19]> then\n show\n go to x: (-204) y: (-80)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [20]> then\n show\n go to x: (161) y: (76)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [25]> then\n show\n go to x: (100) y: (-53)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n show\n go to x: (100) y: (-54)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n show\n go to x: (210) y: (-72)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n hide\n wait (pick random (1) to (15)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [4]> then\n show\n go to x: (210) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [5]> then\n show\n go to x: (210) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nif <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\nend\n\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Fast Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-4)\n end\n if <(direction) > [0]> then\n change x by (4)\n end\n if <(direction) < [0]> then\n change x by (-4)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(backdrop [number v]) = [36]> then\n wait (pick random (4) to (7)) seconds\n if <(backdrop [number v]) = [36]> then\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\n end\n end\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [24]> then\n show\n go to x: (200) y: (-52)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [30]> then\n show\n go to x: (0) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [34]> then\n show\n go to x: (-250) y: (-0)\n set [ghost v] effect to (0)\nend\nif <<(backdrop [number v]) = [36]> and <not <(Life) = [0]>>> then\n hide\n wait (pick random (4) to (7)) seconds\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n show\n go to x: (250) y: (-72)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (200) y: (0)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [deathg v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [25]> then\n show\n go to x: (200) y: (-52)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [31]> then\n show\n go to x: (0) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [35]> then\n show\n go to x: (-250) y: (-0)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [36]> then\n hide\n wait (pick random (4) to (7)) seconds\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n show\n go to x: (250) y: (-72)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n show\n go to x: (200) y: (0)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Fast Bob's Friend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-4)\n end\n if <(direction) > [0]> then\n change x by (4)\n end\n if <(direction) < [0]> then\n change x by (-4)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(backdrop [number v]) = [36]> then\n hide\n wait (pick random (4) to (7)) seconds\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\n end\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [34]> then\n show\n go to x: (100) y: (100)\n set [ghost v] effect to (0)\nend\nif <<(backdrop [number v]) = [36]> and <not <(Life) = [0]>>> then\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n show\n go to x: (-85) y: (55)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [9]> then\n show\n go to x: (73) y: (-140)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [deathg v]\nset rotation style [left-right v]\nif <(backdrop [number v]) = [35]> then\n show\n go to x: (130) y: (100)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [36]> then\n hide\n wait (pick random (4) to (7)) seconds\n set [fast bob's friend v] to (pick random (1) to (2))\n if <(Fast Bob's Friend) = [1]> then\n set [more fbf v] to [-200]\n else\n set [more fbf v] to [200]\n end\n show\n go to x: (More FBF) y: (-143)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [46]> then\n show\n go to x: (-85) y: (55)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [10]> then\n show\n go to x: (73) y: (-140)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Fat Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-2)\n end\n if <(direction) > [0]> then\n change x by (1)\n end\n if <(direction) < [0]> then\n change x by (-1)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(backdrop [number v]) = [49]> then\n hide\n wait (pick random (4) to (10)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n end\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [39]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [42]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [44]> then\n show\n go to x: (79) y: (31)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n hide\n wait (pick random (4) to (10)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [40]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [43]> then\n show\n go to x: (200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [45]> then\n show\n go to x: (79) y: (31)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n hide\n wait (pick random (4) to (10)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Heavy Bob\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point towards (quantum v)\n if <not <touching color (#8d8d8d)?>> then\n change y by (-2)\n end\n if <(direction) > [0]> then\n change x by (1)\n end\n if <(direction) < [0]> then\n change x by (-1)\n end\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n change y by (1)\n if <touching color (#8d8d8d)?> then\n if <(direction) > [0]> then\n change x by (-2)\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n if <[0] > (direction)> then\n change x by (2)\n change x by (1)\n change y by (-5)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if then\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n change [kills v] by (1)\n end\n hide\n if <(backdrop [number v]) = [50]> then\n hide\n wait (pick random (4) to (6)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n end\n if <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n end\n end\n if <touching color (#c57cff)?> then\n change y by (15)\n wait (0.0.1) seconds\n change y by (14)\n wait (0.0.1) seconds\n change y by (13)\n wait (0.0.1) seconds\n change y by (12)\n wait (0.0.1) seconds\n change y by (11)\n wait (0.0.1) seconds\n change y by (10)\n wait (0.0.1) seconds\n change y by (9)\n wait (0.0.1) seconds\n change y by (8)\n wait (0.0.1) seconds\n change y by (7)\n wait (0.0.1) seconds\n change y by (6)\n wait (0.0.1) seconds\n change y by (5)\n wait (0.0.1) seconds\n change y by (4)\n wait (0.0.1) seconds\n change y by (3)\n wait (0.0.1) seconds\n change y by (2)\n wait (0.0.1) seconds\n change y by (1)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [45]> then\n show\n go to x: (0) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [48]> then\n hide\n wait (pick random (4) to (6)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [10]> then\n show\n go to x: (180) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [13]> then\n show\n go to x: (-200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\nwhen I receive [deathg v]\nif <(backdrop [number v]) = [46]> then\n show\n go to x: (0) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(backdrop [number v]) = [49]> then\n hide\n wait (pick random (4) to (6)) seconds\n show\n go to x: (0) y: (-13)\n set [ghost v] effect to (0)\n forever\n if <not <(backdrop [number v]) = [49]>> then\n hide\n end\n end\nend\nif <(Electro Lv) = [11]> then\n show\n go to x: (180) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [14]> then\n show\n go to x: (-200) y: (-146)\n set [ghost v] effect to (0)\nend\nif <(Electro Lv) = [15]> then\n hide\n wait (pick random (1) to (5)) seconds\n show\n go to x: (-200) y: (-130)\n set [ghost v] effect to (0)\n forever\n if <not <(Electro Lv) = [15]>> then\n hide\n end\n end\nend\n\n@Momentum\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [35]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n go to x: (0) y: (110)\n set [life v] to [5]\n repeat until <(Life) = [0]>\n if <not <touching color (#727272)?>> then\n change y by (-1)\n end\n if <(0ornot0) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <<touching (laser wave v)?> or <touching (sword v)?>> then\n change [life v] by (-1)\n wait (1) seconds\n if <(Life) = [0]> then\n change [kills v] by (1)\n end\n end\n if <(Life) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n end\nelse\n hide\nend\n\n@Momentum Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <<touching color (#8d8d8d)?> or <touching (sword v)?>>\n move (7) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [36]> then\n repeat until <(Life) = [0]>\n show\n go to (momentum v)\n wait (2) seconds\n create clone of (_myself_ v)\n end\n hide\n end\nend\n\n@Health Bar\n\nwhen flag clicked\nhide\ngo to x: (0) y: (146)\nforever\n if <(backdrop [number v]) = [36]> then\n show\n set [ghost v] effect to (0)\n if <(Life) = [5]> then\n switch costume to (costume1 v)\n end\n if <(Life) = [4]> then\n switch costume to (costume2 v)\n end\n if <(Life) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Life) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Life) = [1]> then\n switch costume to (costume5 v)\n end\n if <(Life) = [0]> then\n switch costume to (costume6 v)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n end\nend\n\n@Heavy Blocks\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\ngo to x: (Target) y: (200)\nshow\nrepeat until <<touching (quantum v)?> or <<touching (gravity v)?> or <<touching (sword v)?> or <<touching (_edge_ v)?> and <[-173] > (y position)>>>>>\n change y by (-10)\nend\nhide\n\nwhen I receive [attack v]\nforever\n turn right (15) degrees\nend\n\nwhen I receive [attack v]\nforever\n if <<touching (gravity v)?> or <<touching (sword v)?> or < or >>> then\n hide\n end\n if <<touching (quantum v)?> or <<touching (gravity v)?> or <<touching (sword v)?> or < or >>>> then\n wait (0.01) seconds\n hide\n end\nend\n\n@Boss Words2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(backdrop [number v]) = [48]> then\n wait (1) seconds\n show\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n hide\n next costume\n wait (3) seconds\n show\n wait (3) seconds\n hide\nelse\n hide\nend\n\n@Boss Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(backdrop [number v]) = [35]> then\n wait (1) seconds\n show\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n hide\nelse\n hide\nend\n\n@Gravity's Target\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <<(backdrop [number v]) = [49]> and <(Life) > [0]>> then\n wait (5) seconds\n show\n go to (gravity v)\n glide (1) secs to (quantum v)\n repeat (100)\n go to (quantum v)\n end\n broadcast (Attack v)\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\n set [target v] to (x position)\nend\n\n@Health Bar2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (146)\nforever\n if <(backdrop [number v]) = [49]> then\n show\n set [ghost v] effect to (0)\n if <(Life) = [5]> then\n switch costume to (costume1 v)\n end\n if <(Life) = [4]> then\n switch costume to (costume2 v)\n end\n if <(Life) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Life) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Life) = [1]> then\n switch costume to (costume5 v)\n end\n if <(Life) = [0]> then\n switch costume to (costume6 v)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Laser Beam2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n go to x: (138) y: (48)\n if <(Electro Lv) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [laser 2 v]\nif <(Electro Lv) = [15]> then\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (3) seconds\n repeat (10)\n wait (0.01) seconds\n next costume\n end\n switch costume to (costume1 v)\n broadcast (Laser 1 v)\nelse\n hide\nend\n\n@Gravity\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [48]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n go to x: (0) y: (110)\n set [life v] to [5]\n repeat until <(Life) = [0]>\n if <not <touching color (#727272)?>> then\n change y by (-1)\n end\n if <(0ornot0) = [0]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n if <<touching (laser wave v)?> or <touching (sword v)?>> then\n change [life v] by (-1)\n wait (1) seconds\n if <(Life) = [0]> then\n change [kills v] by (1)\n end\n end\n if <(Life) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n end\nelse\n hide\nend\n\n@Laser Beam\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n go to x: (-124) y: (48)\n if <(Electro Lv) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next v]\nif <(Electro Lv) = [15]> then\n wait (5) seconds\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (3) seconds\n repeat (10)\n wait (0.01) seconds\n next costume\n end\n switch costume to (costume1 v)\n broadcast (Laser 2 v)\nelse\n hide\nend\n\nwhen I receive [laser 1 v]\nif <(Electro Lv) = [15]> then\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (3) seconds\n repeat (10)\n wait (0.01) seconds\n next costume\n end\n switch costume to (costume1 v)\n broadcast (Laser 2 v)\nelse\n hide\nend\n\n@ElectroMagnetism\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nswitch costume to (costume3 v)\nset [elec kill v] to [1]\nif <<(Electro Lv) = [14]> and <(Elec Kill) = [1]>> then\n set rotation style [left-right v]\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n go to x: (5) y: (110)\n set [life v] to [5]\n repeat until <(Life) = [0]>\n if <not <touching color (#8d8d8d)?>> then\n change y by (-1)\n end\n if <(0ornot0) = [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <<<touching (laser wave v)?> or <touching (sword v)?>> and <(Elec Kill) = [1]>> then\n broadcast (Elec Attack v)\n change [life v] by (-1)\n wait (1) seconds\n if <(Life) = [0]> then\n change [kills v] by (1)\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [elec attack v]\nrepeat (51)\n point in direction (90)\n wait (pick random (0.01) to (0.02)) seconds\n next costume\n point in direction (-90)\n wait (pick random (0.01) to (0.02)) seconds\nend\nbroadcast (Elec Split v)\nset [elec kill v] to [0]\nset [second life v] to [1]\nset [second life2 v] to [1]\nrepeat until <(Elec Kill) = [1]>\n point in direction (90)\n wait (pick random (0.01) to (0.02)) seconds\n next costume\n point in direction (-90)\n wait (pick random (0.01) to (0.02)) seconds\nend\n\nwhen I receive [elec split v]\nset [ghost v] effect to (50)\nif <(Life) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nrepeat until <(Elec Kill) = [1]>\n go to x: (5) y: (72)\nend\n\nwhen flag clicked\nforever\n if <(Elec Kill) = [1]> then\n set [ghost v] effect to (0)\n end\n set [electro choice of weapon v] to (costume [number v])\nend\n\n@Health Bar3\n\nwhen flag clicked\nhide\ngo to x: (5) y: (130)\nforever\n go to [back v] layer\n if <(Electro Lv) = [15]> then\n show\n set [ghost v] effect to (0)\n if <(Life) = [5]> then\n switch costume to (costume1 v)\n end\n if <(Life) = [4]> then\n switch costume to (costume2 v)\n end\n if <(Life) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Life) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Life) = [1]> then\n switch costume to (costume5 v)\n end\n if <(Life) = [0]> then\n switch costume to (costume6 v)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n change [death count v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Elec Kill) = [1]> then\n set [ghost v] effect to (0)\n end\n if <(Elec Kill) = [0]> then\n set [ghost v] effect to (50)\n end\nend\n\n@Electricity\n\nwhen flag clicked\nhide\nforever\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n hide\n change [second life v] by (-1)\n wait (2) seconds\n end\n if <<(Second Life) = [0]> and <(Second Life2) = [0]>> then\n set [elec kill v] to [1]\n end\nend\n\nwhen I receive [elec split v]\nshow\ngo to (electromagnetism v)\nglide (1) secs to x: (-206) y: (112)\n\nwhen I receive [elec split v]\nif <<<(Electro Lv) = [15]> and <(Elec Kill) = [0]>> and <not <(Life) = [0]>>> then\n show\nelse\n hide\nend\n\n@Magnetism\n\nwhen flag clicked\nhide\nforever\n if <<touching (sword v)?> or <touching (laser wave v)?>> then\n hide\n change [second life2 v] by (-1)\n wait (2) seconds\n end\n if <<(Second Life) = [0]> and <(Second Life2) = [0]>> then\n set [elec kill v] to [1]\n end\nend\n\nwhen I receive [elec split v]\nshow\ngo to (electromagnetism v)\nglide (1) secs to x: (206) y: (112)\n\nwhen I receive [elec split v]\nif <<not <(Life) = [0]>> and <<(Electro Lv) = [15]> and <(Elec Kill) = [0]>>> then\n show\nelse\n hide\nend\n\n@Electricity Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <touching (sword v)?>\n move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(Life) = [0]>> and <<(Second Life) = [1]> and <<(Elec Kill) = [0]> and <(Electro Lv) = [15]>>>> then\n wait (2) seconds\n show\n go to (electricity v)\n wait (2) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\n@Magnetism Projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint towards (quantum v)\nrepeat until <touching (sword v)?>\n move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <<touching (_edge_ v)?> or <<touching color (#8d8d8d)?> or <touching (sword v)?>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(Life) = [0]>> and <<(Second Life2) = [1]> and <<(Elec Kill) = [0]> and <(Electro Lv) = [15]>>>> then\n wait (2) seconds\n show\n go to (magnetism v)\n wait (2) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\n@Pointer\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n if <<(Elec Kill) = [1]> and <(Electro Lv) = [15]>> then\n show\n go to (electromagnetism v)\n repeat (pick random (10) to (72))\n turn right (pick random (1) to (5)) degrees\n end\n wait (1) seconds\n broadcast (Shoot v)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [direction v] to (direction)\nend\n\n@Lightning\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to (electromagnetism v)\nend\n\nwhen I receive [shoot v]\nif <(Electro Choice of Weapon) = [2]> then\n point in direction (Direction)\n show\n wait (0.1) seconds\n hide\nend\n\nwhen flag clicked\nforever\n if <(Elec Kill) = [1]> then\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to (electromagnetism v)\ngo to [back v] layer\nforever\n if <<<(Elec Kill) = [1]> and <(Electro Choice of Weapon) = [1]>> and <(Electro Lv) = [15]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [shoot v]\nif <(Electro Choice of Weapon) = [1]> then\n point in direction (Direction)\n show\n repeat until <<touching (_edge_ v)?> or <touching (sword v)?>>\n move (10) steps\n end\n hide\n go to (electromagnetism v)\nend\n\n@Introduction2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (60)\n\nwhen [space v] key pressed\nif <(Quantum In) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [end v]\nset [quantum in v] to [0]\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nset [life v] to [1]\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [2]> then\n show variable [kills v]\n show variable [death count v]\n show variable [time \(seconds\) v]\n else\n hide variable [kills v]\n hide variable [death count v]\n hide variable [time \(seconds\) v]\n end\n if <(costume [number v]) = [9]> then\n broadcast (Thumbnail v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\nwhen I receive [thumbnail v]\nshow\nset [ghost v] effect to (0)\n\n@Boss Words3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nif <(Electro Lv) = [14]> then\n wait (1) seconds\n show\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n next costume\n wait (5) seconds\n hide\nelse\n hide\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n if <<<(Electro Lv) = [15]> or <(Electro Lv) = [16]>> and <not <(backdrop [number v]) = [1]>>> then\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\n
Welcome to Quantum Physics, the first game of the Paraphysics Chronicles. This is a platformer that features an adorable black cube, moving obstacles and brightly coloured dressed control freaks. This game tests your problem-solving skills and platforming skills, do you think you could help Quantum escape from the Keepers of the other Region?\nPlease read the instructions before playing. \n-------------------------------------------------------------------------\nMove - Arrows\nSwitch weapons - 1, 2 & 3 (you'll have to retrieve them first)\nAttack - Spacebar\nTeleport - Clicking on the blue line\nSkip - 's'\nRestart - 'r'\n\nGoal - Get to the blue portal\n\nEnemies;\n\nGuards;\nGrey, Black Visors, Plain\nModerate Speed\nNormal\n\nMomentum Guards;\nGrey, Black Visors with red eyes, Plain\nHigh Speed\nWalkthrough walls\n\nHeavy Guards;\nDark Grey, Black Visors, Metal plated\nLow Speed\nImmune to blasters\n\nStompers;\nStomping legs mounted with a canon\nModerate Speed\nIndestructible, shoot lasers, walk through walls, stomps of you, OP\n\nMomentum;\nShoot fast-moving spikes at you\nMinor Keeper, a jerk who thinks he's better than everyone else.\n\nGravity;\nDrops heavy red colliders on you\nMain Keeper, old and experienced, also a jerk (not as much as Momentum)\n\nElectromagnetism;\nRandomly shoot lightning and purple colliders, depending who's in control.\nIf hit, they would split in two and shoot spikes at you. They will only remerge if you hit them both.\nMain Keeper(s), a tragic story, technology genius, suffers from a split personality disorder, possibly insane and very unpredictable.\n\nObstacles;\nGround; Grey things that get in the way\nWalls; Grey things that get in the way and occasionally smacks you in the face\nSpikes; a pain\nMoving Spikes; a bigger pain\nSaws; on half price\nCanons; Shoot lasers at you because they are also jerks\nLaser Barriers; laser barriers\nMoving platforms; walls that sometimes becomes floors and floors that sometimes become walls\nAnti-Teleporting Technology; Blue lines that prevent teleporting\n\nOthers;\nPurple mats; Bouncy mats, unfortunately, you are unauthorized to use them so have fun watching everyone else use them\n\nNote; if you beat the world record, comment in the comments below to notify me\nMore Notes; if you skip a level in the game you will be disqualified from the record-breaking list.\nEven More Notes; First Player to complete the game and notify me will be acknowledged\nEVENMORENOTES; I'm surprised you're still reading, great job! :)
NEON (the scrolling platformer)
@Stage\n\nwhen I receive [2 v]\nforever\n play sound [Blackmill - Rain2 v] until done\nend\n\n@Nlogo2\n\ndefine 背景\npen up\nset pen color to (#8a55d7)\nset pen size to (250)\nset pen shade to (30)\ngo to x: (0) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (50)\ngo to x: (240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (20)\ngo to x: (-240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (20)\n change y by (((-180) - (y position)) / (6))\nend\npen up\n\ndefine 角色\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <not <(id) = [3]>> then\n pen up\n set size to (1) %\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n point in direction (39)\n if <(id) = [1]> then\n go to x: (-4) y: (18)\n switch costume to (nlogo4 v)\n else\n if <(id) = [2]> then\n go to x: (-6) y: (-85)\n switch costume to (nlogo3 v)\n end\n end\n if <(id) = [1]> then\n start sound [BeepBox-Song \(1\) v]\n end\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (((91) - (direction)) / (6)) degrees\n end\n wait (2) seconds\n if <(id) = [1]> then\n start sound [BeepBox-Song \(2\) v]\n end\n set [y v] to [20]\n broadcast (n v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 反馈\nclear\n背景\n角色\nwait (3.5) seconds\n清除\nerase all\n\ndefine 清除\npen up\nset pen color to (#7f00ff)\nset pen size to (250)\ngo to x: (-240) y: (180)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\ngo to x: (240) y: (0)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((-240) - (x position)) / (6))\nend\npen up\ngo to x: (-240) y: (-189)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\nset [a v] to [0]\nset [n v] to [1]\nset [id v] to [3]\ncreate clone of (_myself_ v)\nbroadcast (消息1 v)\nbroadcast (2 v)\n\nwhen I start as a clone\nforever\n if <not <(id) = [3]>> then\n set [size v] to (((size) * (0.7)) + (((185) - (size)) / (6)))\n end\nend\n\nwhen flag clicked\nset [n v] to [0]\nset [y v] to [0]\nhide\nset size to (1) %\nif <(a) = [1]> then\n pen down\n 反馈\nelse\n broadcast (消息1 v)\n broadcast (2 v)\nend\n\nwhen I receive [n v]\nrepeat (10)\n change [y v] by (-3)\nend\n\nwhen I start as a clone\nforever\n if <not <(id) = [3]>> then\n change size by (size)\n change y by (y)\n end\nend\n\ndefine clear\npen down\nset pen size to (250)\nset pen color to (#ffffff)\ngo to x: (-240) y: (180)\ngo to x: (-240) y: (0)\ngo to x: (-240) y: (-180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (0)\ngo to x: (240) y: (-180)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(id) = [3]> then\n go to x: (0) y: (0)\n show\n switch costume to (造型1 v)\n go to [front v] layer\nend\nforever\n if <(id) = [3]> then\n if <(n) = [1]> then\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nset [a v] to [1]\n\n@角色1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.02)\nstart sound [recording1 v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (200) %\nshow\nrepeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (6))\n go to [front v] layer\nend\n\n@角色2\n\nwhen flag clicked\nset [x v] to [0]\nset [cj x v] to [0]\nhide\n\ndefine clone x (x) y (y) cos (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\ndefine p (x)\nset x to (x)\nif <(round (x)) = (round (x position))> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n p ((x) - (cj x))\nend\n\ndefine lvl1\nclone x [-100] y [120] cos [t1]\nclone x [-140] y [-160] cos [1]\nclone x [140] y [-20] cos [1]\nclone x [500] y [-80] cos [1]\nclone x [800] y [0] cos [3]\nclone x [1000] y [-100] cos [3]\nclone x [1200] y [-80] cos [4]\nclone x [1400] y [0] cos [1]\nclone x [1700] y [0] cos [5]\n\nwhen I receive [2 v]\nrepeat (1)\n delete this clone\nend\nset [lvl v] to [1]\nlvl1\n\nwhen I receive [next lvl v]\nwait (0.4) seconds\nrepeat (1)\n delete this clone\nend\nchange [lvl v] by (1)\nif <(lvl) = [2]> then\n lvl2\nelse\n if <(lvl) = [3]> then\n lvl3\n else\n if <(lvl) = [4]> then\n lvl4\n else\n if <(lvl) = [5]> then\n lvl5\n else\n if <(lvl) = [6]> then\n lvl6\n else\n if <(lvl) = [7]> then\n lvl7\n else\n if <(lvl) = [8]> then\n lvl8\n else\n if <(lvl) = [9]> then\n lvl9\n else\n if <(lvl) = [10]> then\n lvl10\n else\n if <(lvl) = [11]> then\n broadcast (end v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine lvl2\nclone x [-100] y [120] cos [t2]\nclone x [-140] y [-160] cos [1]\nclone x [100] y [-50] cos [3]\nclone x [300] y [-50] cos [6]\nclone x [500] y [-50] cos [3]\nclone x [700] y [-50] cos [6]\nclone x [900] y [-50] cos [3]\nclone x [1100] y [-50] cos [6]\nclone x [1300] y [-50] cos [5]\n\ndefine lvl3\nclone x [-100] y [120] cos [t3]\nclone x [-140] y [-160] cos [1]\nclone x [150] y [-160] cos [7]\nclone x [440] y [0] cos [1]\nclone x [730] y [-100] cos [7]\nclone x [1000] y [100] cos [5]\n\ndefine lvl4\nclone x [-100] y [120] cos [t4]\nclone x [-140] y [-160] cos [1]\nclone x [150] y [-160] cos [7]\nclone x [332] y [-160] cos [7]\nclone x [332] y [100] cos [6]\nclone x [514] y [-160] cos [7]\nclone x [696] y [-160] cos [7]\nclone x [696] y [100] cos [6]\nclone x [878] y [-160] cos [7]\nclone x [1060] y [-160] cos [7]\nclone x [1060] y [100] cos [6]\nclone x [1242] y [-160] cos [7]\nclone x [1500] y [-160] cos [5]\n\nbroadcast (next lvl v)\n\ndefine lvl5\nclone x [-100] y [120] cos [t5]\nclone x [-140] y [-160] cos [1]\nclone x [300] y [-160] cos [1]\nclone x [700] y [-160] cos [1]\nclone x [1100] y [-160] cos [1]\nclone x [1500] y [-160] cos [1]\nclone x [1900] y [-160] cos [1]\nclone x [2200] y [-160] cos [5]\n\ndefine lvl6\nclone x [-100] y [120] cos [t6]\nclone x [-140] y [-160] cos [1]\nclone x [200] y [-20] cos [3]\nclone x [300] y [-70] cos [6]\nclone x [500] y [-20] cos [3]\nclone x [700] y [70] cos [6]\nclone x [700] y [-100] cos [1]\nclone x [950] y [-10] cos [3]\nclone x [1150] y [-160] cos [7]\nclone x [1550] y [20] cos [1]\nclone x [1650] y [-100] cos [3]\nclone x [1850] y [-100] cos [6]\nclone x [2050] y [-100] cos [3]\nclone x [2250] y [-100] cos [6]\nclone x [2500] y [-100] cos [1]\nclone x [2800] y [-100] cos [7]\nclone x [3000] y [100] cos [1]\nclone x [3200] y [-50] cos [3]\nclone x [3450] y [100] cos [5]\n\ndefine lvl7\nclone x [-100] y [120] cos [t7]\nclone x [-140] y [-160] cos [7]\nclone x [100] y [-160] cos [6]\nclone x [340] y [-160] cos [7]\nclone x [580] y [-160] cos [6]\nclone x [820] y [-160] cos [7]\nclone x [1060] y [-160] cos [6]\nclone x [1300] y [-160] cos [5]\n\ndefine lvl8\nclone x [-100] y [120] cos [t8]\nclone x [-140] y [-160] cos [1]\nclone x [200] y [0] cos [3]\nclone x [500] y [50] cos [3]\nclone x [800] y [-50] cos [3]\nclone x [1000] y [-100] cos [3]\nclone x [1200] y [50] cos [3]\nclone x [1400] y [-100] cos [5]\n\ndefine lvl9\nclone x [-100] y [120] cos [t9]\nclone x [-140] y [-160] cos [1]\nclone x [130] y [-160] cos [3]\nclone x [600] y [-160] cos [5]\n\ndefine lvl10\nclone x [-100] y [120] cos [t10]\nclone x [200] y [90] cos [s1]\nclone x [500] y [90] cos [s2]\nclone x [800] y [90] cos [s3]\nclone x [-140] y [-160] cos [1]\nclone x [150] y [-160] cos [1]\nclone x [300] y [-160] cos [1]\nclone x [450] y [-160] cos [1]\nclone x [600] y [-160] cos [1]\nclone x [750] y [-160] cos [1]\nclone x [900] y [-160] cos [1]\nclone x [1200] y [-160] cos [5]\n\n@角色3\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (100 \(54\) v)\nhide\n\nwhen I receive [2 v]\nwait (0.6) seconds\ngo to x: (-160) y: (-130)\nset [die? v] to [0]\nset [yzb v] to [0]\nset [xzb v] to [0]\nset [cj x ys v] to [0]\ngo to [front v] layer\nshow\nforever\n if <(DIE?) = [0]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n if <[120] < (x position)> then\n change x by (((120) - (x position)) / (6))\n change [cj x ys v] by (2)\n else\n change [xzb v] by (2)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n if <(x position) < [-120]> then\n if <(cj x) < [0]> then\n if <(x position) < [-210]> then\n change x by (((-210) - (x position)) / (6))\n end\n else\n change x by (((-120) - (x position)) / (6))\n change [cj x ys v] by (-2)\n end\n else\n change [xzb v] by (-2)\n end\n end\n 1\n set [xzb v] to ((Xzb) * (0.8))\n set [cj x ys v] to ((cj x ys) * (0.8))\n change x by (Xzb)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by (1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by (1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by (1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by (1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by (1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change x by ((Xzb) * (-1))\n change [cj x v] by ((cj x ys) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>> then\n if <(Xzb) > [0]> then\n set [xzb v] to [-5]\n set [cj x ys v] to [-3]\n else\n set [cj x ys v] to [3]\n set [xzb v] to [5]\n end\n set [yzb v] to [10]\n else\n set [xzb v] to [0]\n set [cj x ys v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yzb v] by (-1)\n change y by (yzb)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n change y by ((yzb) * (-1))\n set [yzb v] to [0]\n end\n change y by (-1)\n if <color (#2a8cbd) is touching (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>> then\n set [yzb v] to [15]\n end\n end\n change y by (1)\n 判断\n end\nend\n\ndefine 判断\nif <(y position) < [-180]> then\n death animation\nelse\n if <color (#2a8cbd) is touching (#38ff70)?> then\n win animation\n else\n if <color (#2a8cbd) is touching (#ff2b2b)?> then\n death animation\n else\n if <color (#2a8cbd) is touching (#ffee27)?> then\n set [yzb v] to [20]\n end\n end\n end\nend\n\ndefine death animation\nset [die? v] to [1]\nrepeat (25)\n change size by (((200) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nrepeat (25)\n change [cj x v] by (((0) - (cj x)) / (6))\nend\ngo to x: (-160) y: (-130)\nrepeat (25)\n change size by (((100) - (size)) / (6))\n change [ghost v] effect by (-10)\nend\nset [die? v] to [0]\n\nchange y by (((-130) - (y position)) / (1))\n\nchange x by ((Xzb) * (-1))\n\ndefine 1\nif <not <color (#2887b6) is touching (#ffffff)?>> then\n change [cj x v] by (cj x ys)\nelse\n move (-1) steps\nend\n\ndefine win animation\nset [die? v] to [1]\nrepeat (25)\n change size by (((200) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nbroadcast (next lvl v)\n\nwhen I receive [next end v]\nwait (0.4) seconds\ngo to x: (-160) y: (-130)\nrepeat (25)\n change size by (((100) - (size)) / (6))\n change [ghost v] effect by (-10)\nend\nset [die? v] to [0]\n\nwhen I receive [next end v]\nif <(lvl) = [11]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@角色4\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nwait (0.6) seconds\ngo to [front v] layer\nswitch costume to (100 \(54\)2 v)\nshow\nforever\n go to [front v] layer\n change x by ((([x position v] of [角色3 v]) - (x position)) / (1))\n change y by ((([y position v] of [角色3 v]) - (y position)) / (1))\n if <(DIE?) = [1]> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\n\n@角色5\n\nwhen flag clicked\nhide\n\nwhen I receive [next lvl v]\nrepeat (1)\n delete this clone\nend\nc [1] [3]\n\ndefine c (id) (t)\nset [id v] to (id)\nrepeat (t)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (-500) y: (0)\nif <(id) = [1]> then\n switch costume to (造型3 v)\nelse\n if <(id) = [2]> then\n switch costume to (造型2 v)\n else\n if <(id) = [3]> then\n switch costume to (造型1 v)\n end\n end\nend\nrepeat (17)\n change x by (((0) - (x position)) * (0.3))\nend\nstart sound [BeepBox-Song \(29\) v]\nset [cj x v] to [0]\nif <(id) = [2]> then\n repeat (19)\n change y by (((y position) - (1)) * (0.3))\n end\n delete this clone\nelse\n if <(id) = [3]> then\n repeat (19)\n change y by (((y position) - (-1)) * (0.3))\n end\n delete this clone\n else\n if <(id) = [1]> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (next end v)\n delete this clone\n end\n end\nend\n\n@角色6\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nshow\nforever\n go to x: ((mouse x) * (-0.1)) y: ((mouse y) * (-0.1))\nend\n\n
           NEON\n         [NEON 2 is out]\n         mobile/computer\n         (Rolling platform)\n          By @T_PLAN\n          Idea by me\n           NO ADS\n\n ^^ So easy? If you leave a love I’ll make neon2(coming soon...maybe...2020/4/6?) :D\n ∷ X coordinate open world(if you can't fall XD)\n ∷ 10 levels (the 10th level is what I want to say)\n ∷ use ← → keys/tap left right screen to move\n ∷ use ↑ key/tap above of screen to jump\n ∷ yellow can make you jump high\n ∷ red / fall can make you die\n ∷ touch green to go to the next level\n\n 〼 music: rain (by blackmill)\n 〼 If you like this game don't forget leave a ❤️ and ⭐!\n\n#games #platformer #art #all #music #stories #T_PLAN #animations #popular #trending\n\n\n
literally every platformer ever
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\ndefine if touching (ground)\nchange [yvel v] by (-1)\nchange y by (yvel)\nset [ceiling? v] to <(yvel) > [0]>\nrepeat until <not <touching color (#000000)?>>\n if <(ceiling?) = [true]> then\n change y by (-1)\n else\n change y by (1)\n end\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n broadcast (jump sound v)\n end\nend\nchange y by (1)\nif <key (right arrow v) pressed?> then\n change [xvel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\nend\nset [xvel v] to ((xvel) * (0.88))\nchange x by (xvel)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching color (#000000)?> then\n change x by ((-1) * (xvel))\n change y by ((-1) * (slope))\n if <key (up arrow v) pressed?> then\n set [xvel v] to ((-1.5) * (xvel))\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\nend\nif <touching color (#ff00e9)?> then\n set [yvel v] to [20]\nend\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-180) y: (-50)\nforever\n if touching []\n if <touching color (#46ff00)?> then\n next backdrop\n set [xvel v] to [0]\n set [yvel v] to [0]\n go to x: (-180) y: (-50)\n end\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (-50)\n end\n if <touching color (#00acff)?> then\n go to x: (-180) y: (-50)\n switch backdrop to (backdrop12 v)\n end\nend\n\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-150) y: (-50)\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\n
the squeakquel -- #349904304
Scratch! A platformer 2
@Stage\n\nwhen I receive [clear clones v]\nswitch backdrop to (sky v)\nset volume to (100) %\nplay sound [World 1 v] until done\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [you won! v]\nrepeat (15)\n change volume by (((0) - (volume)) / (1.5))\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n switch backdrop to (pyramid v)\n broadcast (Pyramid v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [29]> then\n switch backdrop to (desert v)\n broadcast (Desert v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [46]> then\n switch backdrop to (snow v)\n broadcast (Snow v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [52]> then\n switch backdrop to (cave snow v)\n broadcast (Underground v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [55]> then\n switch backdrop to (clouds v)\n broadcast (Sky v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [61]> then\n switch backdrop to (lava v)\n broadcast (Lava v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch backdrop to (desert v)\n broadcast (Desert v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [31]> then\n switch backdrop to (beach v)\n broadcast (Beach v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [43]> then\n switch backdrop to (clouds v)\n broadcast (Sky v)\n stop [this script v]\n end\nend\n\nwhen I receive [desert v]\nstop all sounds\nplay sound [Desert Theme - New Super Mario Bros v] until done\n\nwhen I receive [pyramid v]\nstop all sounds\nplay sound [Shifting Sand Land Music v] until done\n\nwhen I receive [beach v]\nstop all sounds\nplay sound [14-water-land-overworld-nsmbwii-.mp3 v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [40]> then\n broadcast (Beach v)\n stop [this script v]\n end\nend\n\nwhen I receive [snow v]\nstop all sounds\nplay sound [Super Mario 64 - Cool Cool Mountain \[HQ Remix\] v] until done\n\nwhen I receive [lava v]\nstop all sounds\nplay sound [Volcano Theme - New Super Mario Bros v] until done\n\nwhen I receive [underwater v]\nstop all sounds\nplay sound [15-underwater-theme-nsmbwii-.mp3 v] until done\n\nwhen I receive [underground v]\nstop all sounds\nplay sound [Underground v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set [music v] to [0]\n switch backdrop to (sky v)\n broadcast (World 1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [castle v]\nstop all sounds\nplay sound [Castle theme Remix Version 2 - New Super Mario Bros v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [35]> then\n broadcast (Underwater v)\n stop [this script v]\n end\nend\n\nwhen I receive [sky v]\nstop all sounds\nplay sound [Overworld Athlet v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [65]> then\n switch backdrop to (volcano v)\n broadcast (Volcano v)\n stop [this script v]\n end\nend\n\nwhen I receive [volcano v]\nstop all sounds\nplay sound [Newer Super Mario Bros Wii Music_ Freezeflame v] until done\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nshow\nset [intro played? v] to [False]\nhide variable [players v]\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nset [id v] to [Background]\ncreate clone of (_myself_ v)\nset volume to (100) %\nstart sound [15 v]\nset [id v] to [Logo]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (0.4) seconds\nset [id v] to [Logo]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (0.3) seconds\nset [id v] to [Logo]\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (0.2) seconds\nset [id v] to [Logo]\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (0.5) seconds\nset [id v] to [Logo]\nswitch costume to (1-2 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (1) seconds\nbroadcast (Move up v)\nwait (1) seconds\nset [id v] to [Presents]\nswitch costume to (lucasliu9595 v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (0.5) seconds\nset [id v] to [Presents]\nswitch costume to (presents v)\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (1.5) seconds\nbroadcast (Stop v)\n\nwhen I start as a clone\nshow\nif <(ID) = [Logo]> then\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(round (size)) = [125]>\n change [ghost v] effect by (-5)\n change size by (((125) - (size)) / (4))\n end\n set size to (125) %\nend\nif <(ID) = [Presents]> then\n go to x: (0) y: (-1000)\n set [ghost v] effect to (100)\n repeat until <(round (y position)) = [-75]>\n change [ghost v] effect by (-10)\n change y by (((-75) - (y position)) / (3))\n end\n set y to (-75)\nend\nif <(ID) = [Background]> then\n switch costume to (intro v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(ID) = [Fade]> then\n go to x: (0) y: (1000)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n set y to (0)\nend\n\nwhen I receive [move up v]\nif <not <(ID) = [Background]>> then\n repeat until <(round (y position)) = [40]>\n change y by (((40) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\n set y to (40)\n set size to (100) %\nend\n\nwhen I receive [clear clones v]\nif <(ID) = [Fade]> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\ndelete this clone\n\nwhen I receive [load done v]\nif <(ID) = [Main]> then\n stop [other scripts in sprite v]\n broadcast (Fade music v)\n set [id v] to [Fade]\n switch costume to (fade v)\n create clone of (_myself_ v)\n set [id v] to [Main]\n wait (0.25) seconds\n set [id v] to [Fade]\n switch costume to (fade - 2 v)\n create clone of (_myself_ v)\n set [id v] to [Main]\n wait (0.25) seconds\n set [id v] to [Fade]\n switch costume to (fade - 3 v)\n create clone of (_myself_ v)\n set [id v] to [Main]\n wait (1.1) seconds\n broadcast (Clear clones v)\n stop [this script v]\nend\n\nwhen I receive [fade music v]\nset volume to (100) %\nrepeat (25)\n change volume by (((0) - (volume)) / (4))\nend\nset volume to (0) %\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\nreset timer\nset [player_shown? v] to [1]\nset [level v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\npoint in direction (90)\ngo to x: (-200) y: (-109)\nshow\nforever\n switch costume to (hitbox v)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xvel v] by (Accel. speed)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by ((Accel. speed) * (-1))\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n else\n change x by ((Xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <<touching (death bars v)?> or <(y position) < [-180]>> then\n start sound [Meow2 v]\n set [xvel v] to [0]\n set [yvel v] to [0]\n go to x: (-200) y: (-109)\n end\n if <(x position) > [240]> then\n start sound [Meow v]\n change [level v] by (1)\n go to x: (-200) y: (-109)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-109)\n end\n if <touching (bounce pad v)?> then\n set [yvel v] to [20]\n end\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <touching (water v)?> then\n set [yvel v] to [11]\n else\n set [yvel v] to [15]\n end\n end\n end\n change y by (5)\n set [player_x v] to (x position)\n set [player_y v] to (y position)\n set [location v] to (Level)\n switch costume to (ID2)\nend\n\nwhen I receive [you won! v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [reset v]\ngo to x: (-200) y: (-109)\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (ID2)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n switch costume to (pID)\n if <(item (5) of [data v]) = [1]> then\n change [current_x v] by (((item (1) of [data v]) - (X)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Y2)) / (3))\n set [x v] to (current_x)\n set [y2 v] to (current_y)\n set size to (400) %\n go to x: (current_x) y: (current_y)\n set size to (50) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (X)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (X)) < [0]> then\n point in direction (-90)\n end\n end\n if <<(item (5) of [data v]) = [1]> and <<(item (6) of [data v]) = [1]> and <(item (7) of [data v]) = (Level)>>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n else\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n go to x: (current_x) y: (current_y)\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (ID2)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n start sound [Beep v]\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [players v]\nforever\n delete all of [all players v]\n if <not <(item (4) of [player1 v]) = []>> then\n add (item (4) of [player1 v]) to [all players v]\n end\n if <not <(item (4) of [player2 v]) = []>> then\n add (item (4) of [player2 v]) to [all players v]\n end\n if <not <(item (4) of [player3 v]) = []>> then\n add (item (4) of [player3 v]) to [all players v]\n end\n if <not <(item (4) of [player4 v]) = []>> then\n add (item (4) of [player4 v]) to [all players v]\n end\n if <not <(item (4) of [player5 v]) = []>> then\n add (item (4) of [player5 v]) to [all players v]\n end\n if <not <(item (4) of [player6 v]) = []>> then\n add (item (4) of [player6 v]) to [all players v]\n end\n if <not <(item (4) of [player7 v]) = []>> then\n add (item (4) of [player7 v]) to [all players v]\n end\n if <not <(item (4) of [player8 v]) = []>> then\n add (item (4) of [player8 v]) to [all players v]\n end\n if <not <(item (4) of [player9 v]) = []>> then\n add (item (4) of [player9 v]) to [all players v]\n end\n if <not <(item (4) of [player10 v]) = []>> then\n add (item (4) of [player10 v]) to [all players v]\n end\n set [players v] to (length of [all players v])\nend\n\nwhen I receive [play v]\nshow variable [players v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nFind\nclear graphic effects\nshow\nset [level v] to [1]\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n broadcast (You Won! v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\ndefine Find\nswitch costume to (1 v)\nnext costume\nset [total levels v] to [1]\nrepeat until <(costume [name v]) = [1]>\n change [total levels v] by (1)\n next costume\nend\nswitch costume to (1 v)\n\nset [level v] to [61]\n\n@You Won!\n\nwhen flag clicked\nhide variable [complete time v]\nif <(Intro played?) = [True]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\n end\nend\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you won! v]\nhide variable [players v]\nset [complete time v] to (timer)\nshow\nset x to (0)\nset y to (-1000)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nset y to (0)\nshow variable [complete time v]\n\nwhen I receive [you won! v]\nplay sound [YOU WON! v] until done\nstop [all v]\n\n@Death bars\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Multiplayer\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [id2 v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (8)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\n--- [Player 1]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(ID2) = [0]> then\n set [id2 v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\n--- [Player 2]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(ID2) = [0]> then\n set [id2 v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\n--- [Player 3]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(ID2) = [0]> then\n set [id2 v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\n--- [Player 4]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(ID2) = [0]> then\n set [id2 v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\n--- [Player 5]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(ID2) = [0]> then\n set [id2 v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\n--- [Player 6]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(ID2) = [0]> then\n set [id2 v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\n--- [Player 7]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(ID2) = [0]> then\n set [id2 v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\n--- [Player 8]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(ID2) = [0]> then\n set [id2 v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\n--- [Player 9]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(ID2) = [0]> then\n set [id2 v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\n--- [Player 10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(ID2) = [0]> then\n set [id2 v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine --- (label)\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(ID2) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Location)\nelse\n if <(ID2) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Location)\n else\n if <(ID2) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Location)\n else\n if <(ID2) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Location)\n else\n if <(ID2) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Location)\n else\n if <(ID2) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Location)\n else\n if <(ID2) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Location)\n else\n if <(ID2) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Location)\n else\n if <(ID2) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Location)\n else\n if <(ID2) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Location)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (ID2)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(ID2) = [1]>> then\n load player [1]\nend\nif <not <(ID2) = [2]>> then\n load player [2]\nend\nif <not <(ID2) = [3]>> then\n load player [3]\nend\nif <not <(ID2) = [4]>> then\n load player [4]\nend\nif <not <(ID2) = [5]>> then\n load player [5]\nend\nif <not <(ID2) = [6]>> then\n load player [6]\nend\nif <not <(ID2) = [7]>> then\n load player [7]\nend\nif <not <(ID2) = [8]>> then\n load player [8]\nend\nif <not <(ID2) = [9]>> then\n load player [9]\nend\nif <not <(ID2) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n wait (0.1) seconds\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(ID2) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(ID2) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(ID2) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(ID2) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(ID2) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(ID2) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(ID2) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(ID2) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(ID2) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(ID2) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connect & start v]\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [3000]\nset [id2 v] to [0]\nconnect\nsay []\nbroadcast (Load done v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(ID2) = [10]>> then\n check player [10]\n end\nend\n\nwhen I receive [clear clones v]\nif <(ID2) = [0]> then\n broadcast (Game full! v) and wait\nelse\n if <(length of [players v]) = [1]> then\n broadcast (Playing alone v)\n else\n broadcast (Found active game v)\n end\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\n@Progress Bar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Progress Bar: ID) = [Light]> then\n switch costume to (progress bar v)\n set x to ((-480) + (((480) / (100)) * (connect-percent)))\n forever\n set size to (400) %\n change x by ((((-480) + (((480) / (100)) * (connect-percent))) - (x position)) / (1.5))\n set y to (-178)\n set size to (100) %\n end\nelse\n if <(Progress Bar: ID) = [Dark]> then\n switch costume to (progress bar dark v)\n go to x: (0) y: (-178)\n else\n delete this clone\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nset [connect-percent v] to [0]\nset [progress bar: id v] to [Dark]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Light]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Main]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game full! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [load done v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (connecting v)\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full! v]\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nswitch costume to (game full! v)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (Spectator Mode v)\n\n@Join/Left messages\n\nwhen I receive [join v]\nstop [other scripts in sprite v]\nbroadcast (Join message v)\nswitch costume to (joined v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [left v]\nstop [other scripts in sprite v]\nbroadcast (Left message v)\nswitch costume to (left v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [join message v]\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [A player has joined the game.]::tts\n\nwhen I receive [left message v]\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [A player has left the game.]::tts\n\n@Reset\n\n@Sprite1\n\n@Sprite2\n\n
Controls:\nArrows keys to move\nUp key to jump\nR to reset
red forest platformer #Games
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo to [front v] layer\nerase all\npen up\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\ngo to [front v] layer\nset [boss lives v] to [3]\nwait (1) seconds\n\n@player\n\nwhen I receive [double v]\nset [y v] to [12]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [y v] to [12]\n\nwhen flag clicked\nforever\n if <(mobile?) = [2]> then\n if <<key (space v) pressed?> and <(level) > [13]>> then\n set [player shoot v] to [-10]\n else\n set [player shoot v] to [1]\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-206) y: (-83)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n go [forward v] (1) layers\n set size to (90) %\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (1)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by (-8)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) > [2]> then\n set [x v] to [-8]\n set [y v] to [13]\n else\n set [x v] to [8]\n set [y v] to [13]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <<touching color (#e60000)?> or <<touching color (#e65252)?> or <touching color (#ff6666)?>>>> then\n if <(double) = [true]> then\n broadcast (double v)\n else\n set [y v] to [12]\n end\n end\n change y by (1)\n set size to (100) %\n if <touching color (#ff4848)?> then\n set [y v] to [20.5]\n end\n if <touching color (#940000)?> then\n broadcast (died v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(x position) > [222]> or <key (s v) pressed?>> and <not <(level) > [13]>>> then\n broadcast (next level v)\n go to x: (-206) y: (-83)\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [died v]\nrepeat (10)\n change [ghost v] effect by (10)\n go to x: (-206) y: (-83)\nend\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-83)\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <<(x) < [-.5]> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n if <<(x) > [0.5]> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume2 v)\n set [level v] to ([costume # v] of [ground v])\n go to [back v] layer\n erase all\n set [brightness v] effect to (20)\n if <([costume # v] of [ground v]) = [8]> then\n erase all\n change [direction v] by (5)\n place [-100] [-135]\n show\n place [100] [-135]\n else\n if <([costume # v] of [ground v]) = [9]> then\n erase all\n change [direction v] by (5)\n place [-100] [-135]\n show\n place [100] [-135]\n place [-100] [5]\n show\n place [100] [5]\n else\n if <([costume # v] of [ground v]) = [11]> then\n erase all\n change [direction v] by (5)\n place [-30] [-135]\n place [125] [-135]\n place [170] [20]\n hide\n else\n if <([costume # v] of [ground v]) = [12]> then\n erase all\n change [direction v] by (5)\n place [-200] [80]\n place [170] [15]\n hide\n else\n if <([costume # v] of [ground v]) = [13]> then\n erase all\n change [direction v] by (5)\n place [-205] [62]\n place [165] [45]\n hide\n else\n hide\n set [direction v] to [0]\n end\n end\n end\n end\n end\nend\n\ndefine place (x) (y)\npoint in direction (([sin v] of (direction) ) * (100))\ngo to x: (x) y: (y)\nstamp\nshow\nif <touching (player v)?> then\n broadcast (died v)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n hide\n point in direction (pick random (-180) to (180))\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nset [ghost v] effect to (0)\nshow\nrepeat (40)\n go to [back v] layer\n change [ghost v] effect by (3)\n turn right (1) degrees\n move (5) steps\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n go to x: (([x position v] of [player v]) * (-0.2)) y: (([y position v] of [player v]) * (-0.2))\n set [ghost v] effect to (40)\n show\n set [brightness v] effect to (5)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (40)\n set [brightness v] effect to (5)\n go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\nend\n\nshow\n\n@bad blob\n\ndefine bad (bad x) (bad y)\ngo to x: ((bad x) + (bad x)) y: ((bad y) + (bad y))\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ground v]) = [6]> then\n repeat (50)\n change [bad x v] by (2)\n point in direction (-90)\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n broadcast (blob died v)\n stop [other scripts in sprite v]\n hide\n else\n if <touching (player v)?> then\n broadcast (died v)\n end\n end\n end\n repeat (50)\n change [bad x v] by (-2)\n point in direction (90)\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n broadcast (blob died v)\n stop [other scripts in sprite v]\n hide\n else\n if <touching (player v)?> then\n broadcast (died v)\n end\n end\n end\n else\n if <([costume # v] of [ground v]) = [10]> then\n repeat (50)\n change [bad x v] by (2)\n point in direction (-90)\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n broadcast (blob died v)\n stop [other scripts in sprite v]\n hide\n else\n if <touching (player v)?> then\n broadcast (died v)\n end\n end\n end\n repeat (50)\n change [bad x v] by (-2)\n point in direction (90)\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n broadcast (blob died v)\n stop [other scripts in sprite v]\n hide\n else\n if <touching (player v)?> then\n broadcast (died v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nset [bad x v] to [0]\nset [bad y v] to [0]\nhide\nforever\n go to [front v] layer\n set rotation style [left-right v]\n if <([costume # v] of [ground v]) = [6]> then\n bad [0] [-115]\n show\n else\n if <([costume # v] of [ground v]) = [10]> then\n bad [-100] [-3]\n show\n else\n hide\n set [bad x v] to [0]\n set [bad y v] to [0]\n end\n end\nend\n\n@bad blob2\n\ndefine bad (bad x) (bad y)\ngo to x: ((bad x) + (bad x)) y: ((bad y) + (bad y))\n\nwhen flag clicked\nhide\nforever\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n broadcast (blob died 2 v)\n stop [other scripts in sprite v]\n hide\n erase all\n else\n if <touching (player v)?> then\n broadcast (died v)\n end\n end\nend\n\nwhen I receive [next level v]\nset [bad x v] to [0]\nset [bad y v] to [0]\nhide\nforever\n go to [front v] layer\n set rotation style [left-right v]\n if <([costume # v] of [ground v]) = [10]> then\n bad [115] [100]\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nforever\n point in direction ([direction v] of [bad blob v])\nend\n\n@level count\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.001) seconds\nhide\ngo to x: (-224) y: (163)\nset [number v] to [1]\nrepeat (length of (level))\n switch costume to ((letter (number) of (level)) - (-1))\n create clone of (_myself_ v)\n change x by (10)\n change [number v] by (1)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (0.001) seconds\nhide\ngo to x: (-224) y: (163)\nset [number v] to [1]\nrepeat (length of (level))\n switch costume to ((letter (number) of (level)) - (-1))\n create clone of (_myself_ v)\n change x by (10)\n change [number v] by (1)\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to x: (205) y: (-156)\n if <(mobile?) = [1]> then\n go to [front v] layer\n show\n if <(level) = [14]> then\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(mobile?) = [1]>> then\n set [player shoot v] to [-10]\n else\n set [player shoot v] to [1]\n end\n end\n else\n hide\n end\nend\n\n@boss shoot\n\ndefine bad (bad x) (bad y)\ngo to x: ((bad x) + (bad x)) y: ((bad y) + (bad y))\n\nwhen flag clicked\nforever\n if <(blob shoot) = [true]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to (blob boss v)\npoint towards (player v)\ngo to [back v] layer\nset size to (70) %\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\nif <touching (player v)?> then\n broadcast (died v)\nend\ndelete this clone\n\nwhen I receive [died v]\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nset [blob shoot v] to [false]\nforever\n go to (blob boss v)\n if <(level) = [14]> then\n go to (blob boss v)\n point towards (player v)\n go to\n show\n if <touching (player v)?> then\n set [blob shoot v] to [true]\n hide\n wait (0.5) seconds\n else\n set [blob shoot v] to [false]\n end\n hide\n else\n set [blob shoot v] to [false]\n hide\n end\nend\n\ndefine go to\nhide\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n show\n move (10) steps\nend\n\n@Sprite6\n\nwhen I start as a clone\nmove (20) steps\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\ngo to [front v] layer\nset size to (70) %\nrepeat until <<touching (blob boss v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (10) steps\n next costume\nend\nif <touching (blob boss v)?> then\n broadcast (blob lost heart v)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(player shoot) = [-10]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n else\n end\nend\n\nwhen I receive [died v]\ndelete this clone\n\n@blob boss\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-206) y: (-83)\nset [boss lives v] to [3]\nset [boss x v] to [0]\nset [boss y v] to [0]\nforever\n if <(level) = [14]> then\n show variable [boss lives v]\n switch costume to (costume2 v)\n show\n if <(x position) > (([x position v] of [player v]) - (2))> then\n change [boss x v] by (-0.1)\n point in direction (90)\n end\n if <(([x position v] of [player v]) - (-2)) > (x position)> then\n change [boss x v] by (0.1)\n point in direction (-90)\n end\n set [boss x v] to ((boss x) * (0.999))\n change x by (boss x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change 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 (-8)\n change x by ((boss x) * (-1))\n if <(([y position v] of [player v]) - (1)) > (y position)> then\n if <(boss x) > [2]> then\n set [boss x v] to [-1]\n set [boss y v] to [15]\n else\n if <[-2] > (boss x)> then\n set [boss x v] to [1]\n set [boss y v] to [15]\n end\n end\n else\n set [boss x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [boss y v] by (-1)\n change y by (boss y)\n if <touching (ground v)?> then\n change y by ((boss y) * (-1))\n set [boss y v] to [0]\n end\n change y by (-1)\n if <<(([y position v] of [player v]) - (1)) > (y position)> and <touching (ground v)?>> then\n set [boss y v] to [14]\n end\n change y by (1)\n switch costume to (costume2 v)\n switch costume to (costume1 v)\n else\n hide\n hide variable [boss lives v]\n end\nend\n\nwhen I receive [died v]\nset [boss lives v] to [3]\ngo to x: (150) y: (100)\nset [boss y v] to [0]\nset [boss x v] to [0]\n\nwhen I receive [next level v]\nif <(level) = [14]> then\n go to x: (150) y: (100)\nend\n\nwhen flag clicked\nforever\n if <(boss lives) < [1]> then\n hide\n stop [other scripts in sprite v]\n broadcast (next level v)\n hide variable [boss lives v]\n stop [this script v]\n end\n if <(level) = [14]> then\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n set [y v] to [10]\n change [boss lives v] by (-1)\n wait (0.5) seconds\n end\n else\n hide\n hide variable [boss lives v]\n end\nend\n\nwhen I receive [blob lost heart v]\nchange [boss lives v] by (-1)\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n set [brightness v] effect to (10)\n go to x: (-160) y: (158)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n show\n next costume\n wait until <not <mouse down?>>\n end\n set [mobile? v] to (costume [number v])\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to x: (130) y: (-156)\n if <(mobile?) = [1]> then\n show\n go to [front v] layer\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(mobile?) = [1]>> then\n broadcast (next level v)\n wait until <not <mouse down?>>\n else\n end\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nset [coins v] to [0]\nset [light v] to [0]\ngo to x: (0) y: (-30)\ncreate clone of (_myself_ v)\nforever\n hide\n change [light v] by (1)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n set [brightness v] effect to ([sin v] of ((light) * (20)) )\n if <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [light v] to [0]\nwait (0.001) seconds\nif <([costume # v] of [ground v]) = [2]> then\n go to x: (-100) y: (50)\n create clone of (_myself_ v)\nelse\n if <([costume # v] of [ground v]) = [3]> then\n go to x: (-20) y: (-30)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [4]> then\n go to x: (0) y: (70)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [5]> then\n go to x: (100) y: (0)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [7]> then\n go to x: (-220) y: (0)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (220) y: (50)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [12]> then\n go to x: (-160) y: (150)\n create clone of (_myself_ v)\n else\n if <([costume # v] of [ground v]) = [11]> then\n go to x: (50) y: (30)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [blob died v]\ngo to (bad blob v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [blob died 2 v]\ngo to (bad blob2 v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\n\n@Sprite11\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset [double v] to [false]\nforever\n if <(coins) > [9]> then\n show\n go to [front v] layer\n set [double v] to [true]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n
spam the green flag\nuse arrow keys to move\ndon't touch lava and spikes\nget coins\npress S to skip\nmobile friendly\njump on bad blobs\npress space to shoot boss\nonce you get enough coins it will say "double jump activated!" then you will be able to double jump
cheesy puff-a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [lll v]\nnext backdrop\n\n@Cheesy puffs\n\nhide variable [xv v]\nhide variable [yv v]\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-99)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffe600)?> then\n change y by (1)\n if <touching color (#ffe600)?> then\n change y by (1)\n if <touching color (#ffe600)?> then\n change y by (1)\n if <touching color (#ffe600)?> then\n change y by (1)\n if <touching color (#ffe600)?> then\n change y by (1)\n if <touching color (#ffe600)?> then\n change y by (1)\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((Xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#ffe600)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffe600)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#ff4343)?>> then\n go to x: (-206) y: (-99)\n end\n if <(x position) > [243]> then\n go to x: (-206) y: (-99)\n broadcast (lll v)\n end\n if <touching color (#000fff)?> then\n set [yv v] to [20]\n end\n if <(y position) < [-198]> then\n go to x: (-206) y: (-99)\n end\n if <key (s v) pressed?> then\n broadcast (lll v)\n go to x: (-206) y: (-99)\n wait (1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
sorry I can't work on this game because school has started:(\nuse arrow keys\ns key to skip\nwill not add more levels\n\n10/10/19: deleted words and added a levels
Rainbow! A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I start as a clone\nforever\n repeat (16)\n change [color v] effect by (10)\n change [ghost v] effect by (6.25)\n if <(x position) > [270]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nstart sound [Electric by bubblebee3 v]\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-86) y: (-128)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-91) y: (-185)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-93) y: (-168)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-108) y: (-170)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-104) y: (-146)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-126) y: (-143)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-113) y: (-144)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-118) y: (-150)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-115) y: (-160)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-148) y: (-164)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-116) y: (-139)\n\nwhen I receive [game start! v]\nforever\n if <key (s v) pressed?> then\n wait (.5) seconds\n switch backdrop to (next backdrop v)\n end\n if <(backdrop [number v]) = [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [game start! v]\nshow\nset [deaths v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (-94) y: (-128)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume v)\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n switch costume to (costume v)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#18ff4d)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#18ff4d)?>> then\n set [y v] to [10]\n switch costume to (costume v)\n end\n change y by (1)\n if <touching (sprite6 v)?> then\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n switch costume to (costume v)\n end\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n change [x v] by (0.5)\n end\n if <(x position) > [270]> then\n switch backdrop to (next backdrop v)\n end\n if <<touching (sprite9 v)?> or <<<touching (sprite8 v)?> or <touching (sprite7 v)?>> or <<touching (sprite6 v)?> or <<touching (sprite5 v)?> or <<touching (sprite4 v)?> or <touching (sprite3 v)?>>>>>> then\n change [deaths v] by (1)\n go to x: (-135) y: (-185)\n end\n if <(y position) < [-230]> then\n change [deaths v] by (1)\n go to x: (-131) y: (-159)\n end\nend\n\nwhen I receive [game start! v]\nforever\n create clone of (_myself_ v)\n if <key (x v) pressed?> then\n broadcast (Toggle v)\n stop [this script v]\n end\nend\n\nwhen I receive [game start! v]\nforever\n play sound [Electric by bubblebee3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [toggle v]\nwait (1) seconds\nforever\n if <key (z v) pressed?> then\n broadcast (Toggle 2 v)\n end\nend\n\nwhen I receive [toggle 2 v]\nforever\n create clone of (_myself_ v)\n if <key (x v) pressed?> then\n broadcast (Toggle 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [toggle 3 v]\nforever\n if <key (z v) pressed?> then\n broadcast (Toggle 4 v)\n end\nend\n\nwhen I receive [toggle 4 v]\nforever\n create clone of (_myself_ v)\n if <key (z v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen I receive [toggle 4 v]\nforever\n create clone of (_myself_ v)\n if <key (x v) pressed?> then\n broadcast (Toggle 5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [toggle 5 v]\nforever\n if <key (z v) pressed?> then\n create clone of (_myself_ v)\n broadcast (Toggle 6 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume11 v)\n\nwhen I receive [game start! v]\nshow\ngo to x: (32) y: (-7)\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (10) y: (-121)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (10) y: (-120)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-83) y: (-123)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-131) y: (-121)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume2 v)\nshow\ngo to x: (65) y: (-119)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (84) y: (-120)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (85) y: (-121)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (55) y: (-121)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-51) y: (-120)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (121) y: (-122)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-18) y: (-121)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (53) y: (-124)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-65) y: (-120)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (170) y: (-123)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (203) y: (-122)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-129) y: (-3)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nset size to (45) %\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-24) y: (-58)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nset size to (45) %\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-23) y: (19)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (87) y: (-121)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (29) y: (-6)\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [game start! v]\nshow\nswitch costume to (costume1 v)\n\n@Sprite11\n\nwhen flag clicked\nshow\nwait (1.3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [game start! v]\nhide\n\nwhen flag clicked\nwait (2) seconds\nbroadcast (Game Start! v)\n\n@download (6)\n\nwhen I receive [game start! v]\nshow\nStart\nforever\n wait (.5) seconds\n hide\n point in direction (pick random (-70) to (-100))\n go to x: (300) y: (pick random (-180) to (180))\n set size to (pick random (20) to (50)) %\n set [ghost v] effect to (pick random (55) to (75))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (5) steps\nend\ndelete this clone\n\nhide\n\ndefine Start\n\n
Arrow keys to move and jump\nAvoid spikes and falling\nGet to the end of the screen to advance!\nS to skip a level\nPress X to turn the trail off (reduces lag) and Z to turn it back on \n
Desert - A platformer 5
@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change y by (1)\n if <touching color (#fff300)?> then\n change x by ((x) * (-1))\n change y by (-7)\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [8]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching color (#fff300)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#81f8ff)?> then\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change [y v] by (0.3)\n end\n end\n if <touching color (#81f9ff)?> then\n if <<<mouse down?> and <(mouse y) < ((y position) + (30))>> or <key (down arrow v) pressed?>> then\n change [y v] by (-1.3)\n end\n end\n change y by (1)\n change [y v] by (-1)\n set [y v] to ((y) * (1))\n change y by (y)\n if <touching color (#fff300)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [239]> then\n broadcast (next v)\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[-179] > (y position)> then\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#002afa)?> then\n set [y v] to [20]\n end\n if <touching color (#1200fb)?> then\n set [y v] to [15]\n end\n if <<touching color (#ff0000)?> or <touching color (#a6a6a6)?>> then\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#82fbff)?> then\n change [y v] by (1)\n if <touching color (#82fbff)?> then\n change [y v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (6)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nset [skips v] to [1]\nforever\n play sound [The song v] until done\nend\n\nwhen [s v] key pressed\nif <<(skips) > [0]> and <not <<([costume name v] of [levels v]) = [Boss]> or <([costume name v] of [levels v]) = [End]>>>> then\n broadcast (next v)\n go to x: (-190) y: (0)\n change [skips v] by (-1)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [boss dead v]\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nbroadcast (next v)\ngo to x: (-190) y: (0)\nchange [skips v] by (-1)\nset [x v] to [0]\nset [y v] to [0]\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [14]>> then\n go to [back v] layer\n wait (1) seconds\n else\n go to [front v] layer\n end\n if <(costume [name v]) = [Boss]> then\n go to [back v] layer\n broadcast (Boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss dead v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nwhen I receive [game start v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\ngo to [back v] layer\n\n@Boss\n\nwhen flag clicked\ngo to x: (-53) y: (139)\nhide\n\nwhen I receive [boss v]\nset [died v] to [0]\nswitch costume to (costume1 v)\nshow\nrepeat until <touching (player v)?>\n glide (0.5) secs to x: (pick random (-215) to (164)) y: (pick random (90) to (110))\nend\nstart sound [pop v]\nglide (1) secs to x: (-30) y: (-177)\nrepeat (15)\n change y by (-5)\n go to [back v] layer\nend\nhide\nbroadcast (Boss dead v)\nset [died v] to [1]\nstart sound [Whiz v]\n\n\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nhide\nrepeat until <([costume name v] of [levels v]) = [End]>\n if <(died) = [0]> then\n create clone of (_myself_ v)\n wait (1) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to (boss v)\ngo to [back v] layer\nrepeat until \n change y by (-2)\nend\nwait (0.1) seconds\ndelete this clone\n\nset [died v] to [1]\n\n@Toenail\n\nwhen flag clicked\nhide\n\n
Welcome to Desert 5! \nIf you were expecting a nice, easy platformer, well, you sure came to the wrong place! This is the final game in the desert series. These levels are extremely hard.\nDo all the others before this one. Or just try this without the others for a real challenge.\nThis isn't really a sequel you don't find your house\n\n\n\nALL LEVELS ARE POSSIBLE I SWEAR\n\n\nTo kill the boss, jump on the spikes he shoots.\nYou can skip but only once.\n\n\nWorks on mobile but I wouldn't suggest trying\n\nEXTREME RAGE MAY OCCUR
Confused - A Platformer
@Stage\n\n@Death\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nwait until <(Mode) = [Game]>\nshow\nforever\n switch costume to (Level)\n if <touching (character v)?> then\n broadcast (Shake v)\n end\nend\n\nwhen I receive [shake v]\nrepeat (26)\n go to x: (([x position v] of [level v]) + (36)) y: (([y position v] of [level v]) + (28))\nend\n\n@animation\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [slide v]\ngo to [front v] layer\nswitch costume to (slide 1 v)\nshow\ngo to x: (-200) y: (0)\nglide (0.12) secs to x: (0) y: (0)\nnext costume\nglide (0.3) secs to x: (450) y: (0)\nglide (0.3) secs to x: (1000) y: (0)\nhide\n\n@Level\n\nwhen flag clicked\nset [shake v] to [0]\ngo to x: (0) y: (0)\nhide\nwait until <(Mode) = [Game]>\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [shake v]\nset [shake v] to [5]\nrepeat (2)\n change [shake v] by (-2.5)\n go to x: (pick random (Shake) to (join [-] (Shake))) y: (pick random (Shake) to (join [-] (Shake)))\nend\ngo to x: (0) y: (0)\nset [shake v] to [0]\n\nforever\n\nrepeat until <(Shake) = [0]>\n\n@Character\n\nwhen I start as a clone\nrepeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(Mode) = [Game]>\nforever\n create clone of (_myself_ v)\n wait (0.06) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-225) y: (-96)\nset [ghost v] effect to (100)\ngo to [front v] layer\npoint in direction (90)\nhide\nwait until <(Mode) = [Game]>\nset [level v] to [1]\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (-225) y: (-96)\nforever\n if <touching (death v)?> then\n broadcast (Collapse v)\n start sound [Spike Effect v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-225) y: (-96)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n turn right (15) degrees\n change [xv v] by (0.65)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n turn left (15) degrees\n change [xv v] by (-0.65)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<((y position) + (30)) < (mouse y)> and <mouse down?>>>> then\n start sound [Jump Effect v]\n if <(Xv) > [0]> then\n set [xv v] to [-3]\n else\n set [xv v] to [3]\n end\n set [yv v] to [8]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (r v) pressed?> then\n broadcast (Collapse v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-225) y: (-96)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <touching (trampolines v)?> then\n start sound [Bounce Effect v]\n set [yv v] to [18]\n else\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<((y position) + (30)) < (mouse y)> and <mouse down?>>>> then\n start sound [Jump Effect v]\n set [yv v] to [11]\n end\n end\n end\n if <[-220] > (x position)> then\n change [xv v] by (3)\n end\n if <(x position) > [210]> then\n broadcast (slide v)\n start sound [Finish Effect v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-225) y: (-96)\n change [level v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n change y by (1)\nend\n\n@Cloud Moving 2\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (80) to (100)) %\n go to x: (400) y: (pick random (50) to (120))\n glide (pick random (6) to (8)) secs to x: (-300) y: (y position)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (1)\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\n@Cloud Moving\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (80) to (100)) %\n go to x: (-400) y: (pick random (50) to (120))\n glide (pick random (6) to (8)) secs to x: (250) y: (y position)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\ngo to [back v] layer\nrepeat (1)\n create clone of (_myself_ v)\n wait (pick random (7) to (10)) seconds\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Use arrow keys or mouse to get around, spikes = bad, find your way home.\n\nTHIS A A DEMO, *VERY EASY*\n\nhttps://scratch.mit.edu/projects/333941243/
Yes Jumping - The Platformer (& Flying)
@Stage\n\n@Thumb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (28)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.75)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (portal v)?> then\n broadcast (NEXT LEVEL v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level v] by (1)\n go to x: (0) y: (28)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy v)?> then\n set [yv v] to [0]\n start sound [Low Whoosh v]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching (jump v)?>>> then\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Invincible v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> or <touching (spikes v)?>> then\n go to x: (0) y: (28)\n end\nend\n\n@Sun\n\nwhen flag clicked\npoint in direction (90)\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (193) y: (-31)\nforever\n change [y v] by (7.5)\n change y by ([sin v] of (y) )\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (100) to (0))\nset size to (pick random (50) to (125)) %\nset [ghost v] effect to (pick random (0) to (75))\nrepeat until <[-232] > (x position)>\n change x by (-2)\nend\ndelete this clone\n\n@Fake walls\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (45)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n repeat (40)\n change y by (5)\n end\n repeat (40)\n change y by (-5)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (FX v)\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nstart sound [confirm v]\ngo to x: (-1000) y: (-1)\nrepeat until <(round (x position)) = [-330]>\n change x by (((-330) - (x position)) / (5))\nend\nrepeat until <(round (x position)) = [577]>\n change [ghost v] effect by (4)\n change x by (((577) - (x position)) / (5))\nend\n\nwhen flag clicked\nhide\n\n@Jump\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n
Virus - Platformer Adventure
@Stage\n\nwhen flag clicked\nset [music on? v] to [1]\nTitle Screen\n\nwhen I receive [gamestart v]\nswitch backdrop to (black gradient v)\nstop all sounds\nstop [other scripts in sprite v]\nclear graphic effects\nbroadcast (CUTSCENE v)\nset [cutscene v] to [0]\nset [brightness v] effect to (-100)\nrepeat (20)\n wait (0.02) seconds\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\nforever\n play sound [Sci Fi 1 v] until done\n wait (2) seconds\nend\n\nwhen I receive [text gone v]\nif <(CUTSCENE) = [0]> then\n broadcast (Next Level v)\n switch backdrop to (circuit v)\n set [brightness v] effect to (-100)\n wait (1) seconds\n repeat (20)\n change [brightness v] effect by (5)\n end\n set [song v] to [0]\n broadcast (Song Change v)\n broadcast (Set Up Menu v)\nend\nif <(CUTSCENE) = [2]> then\n set [level v] to [6]\n broadcast (Next Level v)\n switch backdrop to (circuit v)\n set [brightness v] effect to (-100)\n wait (1) seconds\n repeat (20)\n change [brightness v] effect by (5)\n end\n set [song v] to [2]\n broadcast (Song Change v)\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [song change v]\nstop all sounds\nif <(Music On?) = [1]> then\n if <(SONG) = [0]> then\n forever\n play sound [Overworld v] until done\n end\n end\n if <(SONG) = [1]> then\n forever\n end\n if <(SONG) = [2]> then\n forever\n play sound [Race to Mars v] until done\n end\n end\n if <(SONG) = [3]> then\n forever\n play sound [Sci Fi 2 v] until done\n end\n end\nend\n\nwhen I receive [cutscene v]\nif <(CUTSCENE) = [2]> then\n switch backdrop to (black gradient v)\n set [song v] to [1]\n broadcast (Song Change v)\n clear graphic effects\n set [brightness v] effect to (-100)\n repeat (20)\n wait (0.02) seconds\n change [brightness v] effect by (5)\n end\nend\nif <(CUTSCENE) = [3]> then\n set [song v] to [3]\n broadcast (Song Change v)\nend\n\nwhen I receive [next level v]\nif <not <<(LEVEL) = [0]> or <<(LEVEL) = [5]> or <(LEVEL) = [6]>>>> then\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (0.8) seconds\n repeat (20)\n change [brightness v] effect by (5)\n end\n clear graphic effects\nend\n\nwhen I receive [game over... v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nwait (2) seconds\nTitle Screen\nforever\n play sound [Sci Fi 1 v] until done\n wait (2) seconds\nend\n\ndefine Title Screen\nclear graphic effects\nset [level v] to [0]\nswitch backdrop to (1 v)\nset [pixelate v] effect to (100)\nrepeat (20)\n change [pixelate v] effect by (-4)\nend\nforever\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [pixelate v] effect by (4)\n end\n wait (pick random (0.2) to (0.3)) seconds\n set [pixelate v] effect to (20)\nend\n\nwhen I receive [died v]\nset [health v] to [5]\nset [lives v] to [2]\nset [level v] to (CHECKPOINT)\nbroadcast (Next Level v)\n\nchange [lives v] by (-1)\n\n@Base\n\nwhen flag clicked\ndelete all of [weird levels v]\nadd [0] to [weird levels v]\nadd [5] to [weird levels v]\nadd [6] to [weird levels v]\nhide\nswitch costume to (nothing v)\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nif <<(LEVEL) = [0]> or <(LEVEL) = [6]>> then\n if <(LEVEL) = [0]> then\n switch costume to (l0 v)\n else\n clear graphic effects\n switch costume to (l6 v)\n end\n set [ghost v] effect to (100)\n show\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\nelse\n repeat (20)\n change [brightness v] effect by (-5)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n if <not <[weird levels v] contains (LEVEL)?>> then\n switch costume to (join [L] (LEVEL))\n wait (1) seconds\n show\n repeat (20)\n change [brightness v] effect by (5)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n end\n end\n if <(LEVEL) = [5]> then\n set [cutscene v] to [2]\n broadcast (CUTSCENE v)\n end\nend\n\nwhen I receive [game over... v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nwait (2) seconds\nhide\nswitch costume to (l0 v)\nclear graphic effects\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [boss stomp v]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nwait until <(Seismic Scale) < [1]>\nclear graphic effects\n\nwhen I start as a clone\nset [seismic scale v] to [6]\nrepeat until <(Seismic Scale) < [1]>\n set y to (Seismic Scale)\n wait (.01) seconds\n set y to ((-1) * (Seismic Scale))\n change [seismic scale v] by (-1)\n wait (.01) seconds\nend\ndelete this clone\n\n@virus\n\ndefine platformer\nset [gravity coefficient v] to (([abs v] of (Gravity) ) / (Gravity))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.75)\nend\nif <<key (left arrow v) pressed?> or <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)?> then\n change y by ((-1) * (gravity coefficient))\n if <touching (base v)?> then\n change y by ((-1) * (gravity coefficient))\n if <touching (base v)?> then\n change y by ((-1) * (gravity coefficient))\n if <touching (base v)?> then\n change y by ((-1) * (gravity coefficient))\n if <touching (base v)?> then\n change y by ((-1) * (gravity coefficient))\n if <touching (base v)?> then\n change x by ((xV) * (-1))\n change y by ((5) * (gravity coefficient))\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 ((-1) * (((jump power) - (2)) * (([abs v] of (Gravity) ) / (Gravity))))\n start sound [Jump v]\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 (Gravity)\nchange y by (yV)\nif <touching (base v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (([abs v] of (Gravity) ) / (Gravity))\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<(Jumps in air) > [0]> or <touching (base v)?>> and <((yV) * ((-1) * (gravity coefficient))) < ((jump power) / (2))>>> then\n set [yv v] to ((-1) * ((jump power) * (([abs v] of (Gravity) ) / (Gravity))))\n change [jumps in air v] by (-1)\n start sound [Jump v]\nend\nif <touching (base v)?> then\n change y by ((-1) * (([abs v] of (Gravity) ) / (Gravity)))\n set [jumps in air v] to (Max Jumps in Air)\nend\n\nwhen flag clicked\nhide\nset [max jumps in air v] to [1]\nset [jump power v] to [15]\nset [gravity v] to [-1]\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nset [jumps in air v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (1.4) seconds\nspawn\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nif <(CUTSCENE) = [0]> then\n hide\nend\nif <(CUTSCENE) = [1]> then\n wait (1) seconds\n glide (1) secs to x: (-129) y: (-156)\nend\nif <(CUTSCENE) = [2]> then\n hide\nend\n\nwhen I receive [book v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\nbroadcast (PLAYERSTART v)\n\ndefine spawn\ngo to [front v] layer\nset size to (15) %\nclear graphic effects\nset [pixelate v] effect to (100)\nset [brightness v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nset [max jumps in air v] to [1]\nset [jumps in air v] to [0]\nset [gravity v] to ((-1) * ([abs v] of (Gravity) ))\nif <(LEVEL) = [0]> then\n go to x: (-188) y: (-139)\nend\nif <(LEVEL) = [1]> then\n go to x: (-188) y: (-139)\nend\nif <(LEVEL) = [2]> then\n go to x: (-188) y: (-139)\nend\nif <(LEVEL) = [3]> then\n set [max jumps in air v] to [0]\n go to x: (-188) y: (-139)\nend\nif <(LEVEL) = [4]> then\n go to x: (183) y: (129)\nend\nif <(LEVEL) = [6]> then\n go to x: (205) y: (-130)\nend\nif <(LEVEL) = [7]> then\n go to x: (-199) y: (-45)\nend\nif <(LEVEL) = [8]> then\n go to x: (-217) y: (132)\nend\nif <(LEVEL) = [9]> then\n go to x: (-220) y: (-52)\nend\nif <(LEVEL) = [10]> then\n go to x: (-215) y: (-49)\nend\nif <(LEVEL) = [11]> then\n go to x: (-215) y: (32)\n show\n repeat (20)\n change [pixelate v] effect by (-5)\n change [brightness v] effect by (-5)\n end\n set [cutscene v] to [3]\n broadcast (CUTSCENE v)\n stop [this script v]\nend\nshow\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [brightness v] effect by (-5)\nend\nforever\n platformer\nend\n\nwhen I receive [hit v]\nif <(Health) > [0]> then\n stop [other scripts in sprite v]\n set [xv v] to [0]\n set [yv v] to [0]\n spawn\nelse\n stop [other scripts in sprite v]\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [playerstart v]\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumps in air v] to [0]\nforever\n platformer\nend\n\nwhen I receive [hit 2 v]\nstart sound [Hit1 v]\nif <(Health) > [0]> then\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nelse\n stop [other scripts in sprite v]\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [heal v]\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [boss stomp v]\nchange y by (-2)\nif <touching (base v)?> then\n set [yv v] to [15]\n set [jumps in air v] to [0]\nelse\n change y by (2)\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n change x by (Clone xV)\n change y by (Clone yV)\n set [clone xv v] to ((0.9) * (Clone xV))\n change [clone yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [virus clones v]\nrepeat (10)\n set [clone xv v] to (pick random (12) to (17))\n set [clone yv v] to (pick random (7) to (12))\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [clone xv v] to ((-1) * (pick random (12) to (17)))\n set [clone yv v] to (pick random (7) to (12))\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [activated v]\nif <(LEVEL) = [11]> then\n set [xv v] to [-10]\n set [yv v] to [7]\n think [I don't want to!] for (2) seconds\nend\n\nwhen I receive [quiz v]\nwait until <(Quiz) = [2]>\nrepeat until <(Question Number) > [20]>\n think (item (Question Number) of [questions v])\nend\nthink []\n\nwhen I receive [game over... v]\nhide\n\n@Virus Logo\n\nwhen flag clicked\nstart\n\nwhen I receive [gamestart v]\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\ndefine start\nswitch costume to (virus logo2 v)\nhide\ngo to x: (0) y: (90)\nset [ghost v] effect to (90)\nshow\nrepeat (18)\n wait (0.03) seconds\n change [ghost v] effect by (-5)\nend\nforever\n repeat (20)\n wait (0.03) seconds\n change [brightness v] effect by (5)\n end\n wait (pick random (1) to (1.25)) seconds\n repeat (20)\n wait (0.03) seconds\n change [brightness v] effect by (-5)\n end\n wait (pick random (5) to (10)) seconds\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nstart\n\n@Start Button\n\nwhen flag clicked\nstart\n\nwhen this sprite clicked\nbroadcast (GAMESTART v)\nhide\nstop [other scripts in sprite v]\n\ndefine start\nhide\nclear graphic effects\nset [brightness v] effect to (100)\ngo to x: (0) y: (-120)\nwait (2) seconds\nshow\nrepeat (20)\n wait (0.02) seconds\n change [brightness v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nstart\n\n@Cutscene Character 1\n\nwhen I receive [cutscene v]\nclear graphic effects\nif <(CUTSCENE) = [0]> then\n wait (0.5) seconds\n switch costume to (creator v)\n go to x: (0) y: (0)\n set size to (150) %\n show\n set [brightness v] effect to (100)\n repeat (20)\n change [brightness v] effect by (-5)\n end\nend\nif <(CUTSCENE) = [2]> then\n wait (0.5) seconds\n switch costume to (creator v)\n go to x: (0) y: (0)\n set size to (150) %\n show\n set [brightness v] effect to (100)\n repeat (20)\n change [brightness v] effect by (-5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [text gone v]\nif <(CUTSCENE) = [0]> then\n start sound [Teleport2 v]\n wait (0.1) seconds\n repeat (40)\n change [pixelate v] effect by (2.5)\n change [ghost v] effect by (2.5)\n end\n hide\nend\nif <(CUTSCENE) = [2]> then\n start sound [Teleport2 v]\n wait (0.1) seconds\n repeat (40)\n change [pixelate v] effect by (2.5)\n change [ghost v] effect by (2.5)\n end\n hide\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\ngo to [front v] layer\nif <(CUTSCENE) = [0]> then\n go to x: (-8) y: (-88)\n switch costume to (0 1 v)\n appear\n continue until [5]\n broadcast (Text Gone v)\nend\nif <(CUTSCENE) = [1]> then\n switch costume to (0 6 v)\n set y to (200)\n appear\n continue until [8]\n broadcast (Activated v)\n wait (2.5) seconds\n appear\n continue until [12]\n broadcast (Text Gone v)\nend\nif <(CUTSCENE) = [2]> then\n switch costume to (0 13 v)\n go to x: (-8) y: (-88)\n appear\n continue until [17]\n broadcast (Text Gone v)\nend\nif <(CUTSCENE) = [3]> then\n switch costume to (0 18 v)\n set y to (200)\n appear\n continue until [19]\n wait (0.2) seconds\n broadcast (Virus Clones v)\n wait (2) seconds\n appear\n continue until [21]\n broadcast (PLAYERSTART v)\nend\n\ndefine appear\nclear graphic effects\nset [pixelate v] effect to (100)\nset [ghost v] effect to (75)\ngo to [front v] layer\nshow\nset [pitch v] effect to (-100)\nstart sound [Magic Spell v]\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-3.75)\nend\n\ndefine continue until (costume number)\nwait (1) seconds\nrepeat until <(costume [number v]) = (costume number)>\n wait until <<key (space v) pressed?> or <mouse down?>>\n next costume\n start sound [pop v]\n wait (0.5) seconds\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (3.75)\nend\nhide\nnext costume\n\nwhen I receive [activated v]\nif <(LEVEL) = [11]> then\n wait (1) seconds\n appear\n continue until [27]\n broadcast (Quiz v)\nend\n\nwhen I receive [quiz done v]\nif <(LEVEL) = [11]> then\n wait (1) seconds\n appear\n continue until [33]\n broadcast (Won Game v)\nend\n\n@Tip\n\nwhen flag clicked\nFollow\n\nwhen I receive [interact v]\nif <not <(costume [name v]) = [No Tip]>> then\n repeat (10)\n change size by (-4)\n end\n hide\nend\nswitch costume to (interact v)\nset size to (0) %\nshow\nrepeat (10)\n change size by (4)\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(LEVEL) = [0]> then\n wait (3) seconds\n switch costume to (controls v)\n set size to (0) %\n show\n repeat (20)\n change size by (2)\n end\nend\n\nwhen I receive [no tip v]\nif <not <(costume [name v]) = [No Tip]>> then\n repeat (10)\n change size by (-4)\n end\n switch costume to (no tip v)\nend\n\ndefine Follow\nhide\nforever\n go to (virus v)\nend\n\n@Interactable\n\nwhen flag clicked\nset [xposition v] to [1111]\nswitch costume to (hidden v)\nshow\npoint in direction (90)\n\nwhen I receive [next level v]\nrun\n\ndefine appear\nset [brightness v] effect to (100)\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\ndefine run\nhide\nif <(LEVEL) = [0]> then\n wait (2) seconds\n go to x: (68) y: (-133)\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n forever\n broadcast (Book v)\n broadcast (No Tip v)\n repeat (10)\n change size by (-2)\n change [brightness v] effect by (5)\n end\n switch costume to (hidden v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [2]> then\n go to x: (-32) y: (53)\n create clone of (_myself_ v)\n switch costume to (computer 1 v)\n wait (2) seconds\n go to x: (-208) y: (111)\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (computer 2 v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (No Tip v)\n computer blink\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [3]> then\n set [xposition v] to [1111]\n set [clone number v] to [0]\n go to x: (0) y: (-152)\n switch costume to (data 1 v)\n create clone of (_myself_ v)\n wait (2) seconds\n cutscene 1 interaction\nend\nif <(LEVEL) = [4]> then\n go to x: (204) y: (-150)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (computer 2 v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (Portal v)\n broadcast (No Tip v)\n computer blink\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [6]> then\n switch costume to (blue button v)\n go to x: (225) y: (-46)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (blue button pressed v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Portal v)\n broadcast (No Tip v)\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [7]> then\n go to x: (-197) y: (-122)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (monitor 2 v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (Portal v)\n broadcast (No Tip v)\n monitor blink\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [8]> then\n create clone of (_myself_ v)\n switch costume to (blue button v)\n go to x: (224) y: (37)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (blue button pressed v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (No Tip v)\n stop [this script v]\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [9]> then\n set [clone number v] to [1]\n switch costume to (antivirus creator v)\n go to x: (157) y: (-170)\n create clone of (_myself_ v)\n set [clone number v] to [0]\n switch costume to (blue button v)\n go to x: (211) y: (-164)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n switch costume to (blue button pressed v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (Portal v)\n broadcast (No Tip v)\n set [clone number v] to [2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n broadcast (No Tip v)\n end\n end\nend\nif <(LEVEL) = [11]> then\n switch costume to (blue button v)\n go to x: (220) y: (24)\n wait (2) seconds\n forever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n repeat (20)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (Activated v)\n broadcast (No Tip v)\n stop [this script v]\n end\n end\n broadcast (No Tip v)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [0]> then\n wait (2) seconds\n hide\n switch costume to (book v)\n book appear\nend\nif <(LEVEL) = [2]> then\n wait (2) seconds\n switch costume to (computer 1 v)\n set size to (400) %\n appear\nend\nif <(LEVEL) = [3]> then\n hide\n switch costume to (data 1 v)\n set size to (15) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [4]> then\n hide\n switch costume to (computer 1 v)\n set size to (400) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [6]> then\n hide\n switch costume to (blue button v)\n set size to (400) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [7]> then\n hide\n switch costume to (monitor 1 v)\n set size to (400) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [8]> then\n hide\n set size to (400) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [9]> then\n hide\n set size to (400) %\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [11]> then\n hide\n set size to (400) %\n wait (2) seconds\n appear\nend\n\nwhen I receive [book closed v]\nif <(LEVEL) = [0]> then\n broadcast (Portal v)\nend\n\nwhen I start as a clone\nif <(LEVEL) = [2]> then\n switch costume to (book v)\n wait (2) seconds\n book appear\nend\nif <(LEVEL) = [3]> then\n hide\n set size to (15) %\n change [clone number v] by (1)\n if <(Clone Number) = [1]> then\n change x by (-60)\n create clone of (_myself_ v)\n change x by (120)\n end\n if <(Clone Number) = [2]> then\n create clone of (_myself_ v)\n end\n if <(Clone Number) < [3]> then\n wait (2) seconds\n if <(XPosition) = [1111]> then\n appear\n cutscene 1 interaction\n end\n else\n if <(Clone Number) = [4]> then\n switch costume to (search droid v)\n set size to (30) %\n go to x: (250) y: (-126)\n show\n set [xposition v] to [-71]\n forever\n glide (2) secs to x: (XPosition) y: (-118)\n if <(XPosition) = [500]> then\n forever\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\n end\n end\n else\n wait (2) seconds\n go to x: (0) y: (139)\n book appear\n end\n end\nend\nif <(LEVEL) = [6]> then\n go to x: (199) y: (-131)\n broadcast (Activated v)\n book appear\nend\nif <(LEVEL) = [8]> then\n go to x: (-206) y: (62)\n wait (2) seconds\n book appear\nend\nif <(LEVEL) = [9]> then\n if <(Clone Number) = [1]> then\n set size to (100) %\n wait (2) seconds\n show\n else\n go to x: (204) y: (-44)\n book appear\n end\nend\n\ndefine book appear\nset [brightness v] effect to (100)\nswitch costume to (book v)\nset size to (20) %\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nforever\n repeat (10)\n wait (0.03) seconds\n change y by (-1)\n end\n repeat (10)\n wait (0.03) seconds\n change y by (1)\n end\nend\n\nwhen I receive [activated v]\nif <(LEVEL) = [3]> then\n set [clone number v] to [3]\n create clone of (_myself_ v)\nend\n\nwhen I receive [text gone v]\nif <(LEVEL) = [3]> then\n set [xposition v] to [250]\n set [max jumps in air v] to [1]\n broadcast (PLAYERSTART v)\n wait (2) seconds\n set [xposition v] to [500]\nend\n\ndefine float (distance)\nforever\n repeat (20)\n change y by (distance)\n end\n repeat (20)\n change y by ((distance) * (-1))\n end\nend\n\ndefine cutscene 1 interaction\nforever\n if <(XPosition) = [1111]> then\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n forever\n set [xposition v] to [2222]\n set [cutscene v] to [1]\n broadcast (CUTSCENE v)\n broadcast (No Tip v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n broadcast (No Tip v)\n end\n else\n stop [this script v]\n end\nend\n\ndefine computer blink\nforever\n wait (.5) seconds\n switch costume to (computer 3 v)\n wait (.25) seconds\n switch costume to (computer 2 v)\nend\n\nwhen I receive [game over... v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nwait (2) seconds\nstop [other scripts in sprite v]\nswitch costume to (hidden v)\nset [xposition v] to [1111]\ndelete this clone\n\nwhen I start as a clone\nif <(LEVEL) = [2]> then\n book interaction\nend\nif <(LEVEL) = [3]> then\n if <(Clone Number) = [3]> then\n book interaction\n end\nend\nif <(LEVEL) = [6]> then\n book interaction\nend\nif <(LEVEL) = [8]> then\n book interaction\nend\nif <<(LEVEL) = [9]> and <(Clone Number) = [2]>> then\n book interaction\nend\n\ndefine book interaction\nforever\n if <touching (virus v)?> then\n broadcast (Interact v)\n repeat until <not <touching (virus v)?>>\n if <key (space v) pressed?> then\n forever\n broadcast (Book v)\n broadcast (No Tip v)\n repeat (10)\n change size by (-2)\n change [brightness v] effect by (5)\n end\n delete this clone\n end\n end\n end\n broadcast (No Tip v)\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine monitor blink\nforever\n wait (.5) seconds\n switch costume to (monitor 3 v)\n wait (.25) seconds\n switch costume to (monitor 2 v)\nend\n\nwhen I receive [clone spawning v]\nif <(Clone Number) = [1]> then\n clear graphic effects\n wait (1.5) seconds\n repeat (10)\n change [brightness v] effect by (3)\n end\n wait (.5) seconds\n repeat (10)\n change [brightness v] effect by (-3)\n end\nend\n\n@Portal\n\nwhen flag clicked\ndelete all of [non-instant portal levels v]\nadd [0] to [non-instant portal levels v]\nadd [4] to [non-instant portal levels v]\nadd [5] to [non-instant portal levels v]\nadd [6] to [non-instant portal levels v]\nadd [7] to [non-instant portal levels v]\nadd [9] to [non-instant portal levels v]\nadd [10] to [non-instant portal levels v]\nswitch costume to (hidden v)\nset size to (20) %\nhide\npoint in direction (90)\n\ndefine appear\nclear graphic effects\nset [brightness v] effect to (100)\nswitch costume to (portal v)\nset size to (20) %\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nforever\n repeat (10)\n wait (0.03) seconds\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n repeat (10)\n wait (0.03) seconds\n change y by (1)\n change [brightness v] effect by (1)\n end\nend\n\ndefine run\nswitch costume to (portal v)\nwait (0.5) seconds\nforever\n if <touching (virus v)?> then\n forever\n change [level v] by (1)\n broadcast (Next Level v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n stop [this script v]\n end\n end\nend\n\nwhen I receive [portal v]\nif <(LEVEL) = [0]> then\n go to x: (201) y: (118)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [1]> then\n go to x: (202) y: (-117)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [2]> then\n go to x: (202) y: (-117)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [3]> then\n go to x: (0) y: (53)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [4]> then\n go to x: (-133) y: (135)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [6]> then\n go to x: (215) y: (111)\n appear\nend\nif <(LEVEL) = [7]> then\n go to x: (217) y: (100)\n appear\nend\nif <(LEVEL) = [8]> then\n go to x: (206) y: (-114)\n wait (2) seconds\n appear\nend\nif <(LEVEL) = [9]> then\n go to x: (215) y: (111)\n appear\nend\nif <(LEVEL) = [10]> then\n go to x: (0) y: (132)\n appear\nend\n\nwhen I receive [portal v]\nrun\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [next level v]\nhide\nif <not <[non-instant portal levels v] contains (LEVEL)?>> then\n broadcast (Portal v)\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nhide\n\n@Book of Elon Musk\n\nwhen flag clicked\nhide\nset [book open v] to [0]\n\nwhen I receive [book v]\nset [book open v] to [1]\nif <(LEVEL) = [0]> then\n set [pages v] to [1]\nend\nif <(LEVEL) = [2]> then\n set [pages v] to [1]\nend\nif <(LEVEL) = [3]> then\n set [pages v] to [3]\nend\nif <(LEVEL) = [6]> then\n set [pages v] to [2]\nend\nif <(LEVEL) = [8]> then\n set [pages v] to [1]\nend\nif <(LEVEL) = [9]> then\n set [pages v] to [2]\nend\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat until <(pages) < [2]>\n wait until <<key (any v) pressed?> or <mouse down?>>\n broadcast (Book Flipped v)\n repeat (17)\n next costume\n end\n change [pages v] by (-1)\n wait (1) seconds\nend\nif <(LEVEL) = [6]> then\n broadcast (Book Inteference v)\n repeat (17)\n next costume\n end\n wait (3) seconds\n wait until <<key (any v) pressed?> or <mouse down?>>\n Close Book\n stop [this script v]\nelse\n wait until <<key (any v) pressed?> or <mouse down?>>\n Close Book\nend\n\ndefine Close Book\nbroadcast (Book Closed v)\nrepeat (20)\n change [ghost v] effect by (-5)\n hide\nend\nset [book open v] to [0]\n\n@Book Text\n\nwhen I receive [book v]\nwait (.75) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (40)\ngo to [front v] layer\nswitch costume to (join [B] (LEVEL))\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [book closed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [book flipped v]\nhide\nset [brightness v] effect to (100)\nset [ghost v] effect to (40)\ngo to [front v] layer\nnext costume\nwait (.75) seconds\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [book inteference v]\nif <(LEVEL) = [6]> then\n hide\n set [brightness v] effect to (100)\n set [ghost v] effect to (40)\n go to [front v] layer\n next costume\n create clone of (_myself_ v)\n wait (.75) seconds\n show\n repeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-2)\n end\n wait (0.1) seconds\n repeat (20)\n change [pixelate v] effect by (5)\n end\n switch costume to (b6 5 v)\n repeat (20)\n change [pixelate v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <(LEVEL) = [6]> then\n next costume\n wait (.75) seconds\n show\n repeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-2)\n end\nend\n\n@Static Tip\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\nswitch costume to (no tip v)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (no tip v)\nstop [other scripts in sprite v]\nhide\nif <(LEVEL) = [0]> then\n switch costume to (1 v)\n go to x: (-24) y: (-30)\n wait (2) seconds\nend\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n go to x: (81) y: (-256)\n wait (2) seconds\nend\nif <not <(costume [name v]) = [No Tip]>> then\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n repeat (20)\n change [brightness v] effect by (1)\n end\n wait (0.1) seconds\n repeat (20)\n change [brightness v] effect by (-1)\n end\n end\nend\nif <not <(costume [name v]) = [No Tip]>> then\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n repeat (20)\n change [brightness v] effect by (1)\n end\n wait (0.1) seconds\n repeat (20)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [game over... v]\nclear graphic effects\nset size to (100) %\nswitch costume to (no tip v)\nshow\n\n@Glitch\n\nwhen flag clicked\nset [extra brightness v] to [0]\ndelete all of [levels activated v]\nadd [1] to [levels activated v]\nadd [2] to [levels activated v]\nadd [4] to [levels activated v]\nadd [7] to [levels activated v]\nadd [8] to [levels activated v]\nadd [9] to [levels activated v]\ngo to x: (0) y: (0)\nhide\nStart animation\n\nwhen I receive [next level v]\nswitch costume to (nothing v)\nclear graphic effects\ngo to [back v] layer\nif <[levels activated v] contains (LEVEL)?> then\n wait (2) seconds\n switch costume to (join [G] (LEVEL))\n show\n forever\n if <touching (virus v)?> then\n broadcast (Hit v)\n end\n end\nend\n\nwhen I receive [activated v]\nif <(LEVEL) = [2]> then\n switch costume to (nothing v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (nothing v)\nend\nif <(LEVEL) = [7]> then\n switch costume to (nothing v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (nothing v)\nend\nif <(LEVEL) = [9]> then\n switch costume to (nothing v)\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [extra brightness v] by (-3)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [extra brightness v] by (3)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [game over... v]\nstop [other scripts in sprite v]\nhide\nwait (2) seconds\nStart animation\n\ndefine Start animation\nforever\n wait (pick random (0.1) to (2)) seconds\n repeat (30)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (0.05)\n change [fisheye v] effect by (5)\n change [whirl v] effect by (5)\n end\n set [pixelate v] effect to (0)\n set [brightness v] effect to ((0) + (extra brightness))\n set [fisheye v] effect to (0)\n set [whirl v] effect to (0)\nend\n\n@Jump Pad\n\ndefine press (short or long)\nswitch costume to (join (short or long) [ Pressed])\nwait until <not <touching (virus v)?>>\nwait (.5) seconds\nswitch costume to (short or long)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nif <(LEVEL) = [6]> then\n set [power v] to [22]\n switch costume to (long v)\n wait (2) seconds\n go to x: (-184) y: (-166)\n show\nelse\n if <(LEVEL) = [7]> then\n set [power v] to [27]\n switch costume to (short v)\n create clone of (_myself_ v)\n wait (2) seconds\n go to x: (-85) y: (-166)\n show\n else\n if <(LEVEL) = [9]> then\n set [power v] to [23]\n go to x: (-150) y: (-166)\n switch costume to (short v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (80)\n end\n wait (2) seconds\n show\n else\n stop [other scripts in sprite v]\n end\n end\nend\nforever\n if <<touching (virus v)?> and <(costume [number v]) > [2]>> then\n set [yv v] to (Power)\n set [jumps in air v] to [0]\n start sound [Big Boing v]\n press (costume [name v])\n end\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(LEVEL) = [7]> then\n wait (2) seconds\n go to x: (-2) y: (-166)\n show\nend\nif <(LEVEL) = [9]> then\n wait (2) seconds\n show\nend\nforever\n if <<touching (virus v)?> and <(costume [number v]) > [2]>> then\n set [yv v] to (Power)\n set [jumps in air v] to [0]\n start sound [Big Boing v]\n press (costume [name v])\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Gravity Pad\n\ndefine press (short or long)\nswitch costume to (join (short or long) [ Pressed])\nwait until <not <touching (virus v)?>>\nwait (.5) seconds\nswitch costume to (short or long)\n\nwhen flag clicked\nhide\nset rotation style [all around v]\n\nwhen I receive [next level v]\nhide\nif <(LEVEL) = [8]> then\n switch costume to (short v)\n wait (2) seconds\n point in direction (-90)\n go to x: (-180) y: (106)\n create clone of (_myself_ v)\n go to x: (180) y: (106)\n create clone of (_myself_ v)\n go to x: (0) y: (167)\n show\n effect\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(LEVEL) = [8]> then\n wait (2) seconds\n show\nend\nforever\n if <<touching (virus v)?> and <(costume [number v]) < [3]>> then\n set [gravity v] to ((-1) * (Gravity))\n set [jumps in air v] to [0]\n start sound [Teleport v]\n press (costume [name v])\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nif <(LEVEL) = [8]> then\n point in direction (90)\nend\nshow\neffect\n\ndefine effect\nforever\n if <<touching (virus v)?> and <(costume [number v]) > [2]>> then\n set [gravity v] to (([abs v] of (direction) ) / (direction))\n set [jumps in air v] to [0]\n start sound [Teleport v]\n repeat (10)\n change [brightness v] effect by (3)\n end\n wait (.3) seconds\n repeat (10)\n change [brightness v] effect by (-3)\n end\n end\nend\n\n@Flying Antivirus\n\ndefine Explode\nstart sound [Enemy_Dies v]\nset size to (100) %\nswitch costume to (costume3 v)\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [antivirus touch check 2 v]\nforever\n if <touching (virus v)?> then\n if <<(yV) < [0]> and <((y position) + (19)) < ([y position v] of [virus v])>> then\n set [dead v] to [1]\n stop [other scripts in sprite v]\n set [yv v] to [7]\n Explode\n hide\n stop [this script v]\n else\n change [health v] by (-1)\n broadcast (Hit 2 v)\n set [xv v] to ((([abs v] of (xV) ) + (10)) * (([abs v] of (direction) ) / (direction)))\n set [yv v] to ((([abs v] of (yV) ) + (10)) * (([abs v] of (yV) ) / (yV)))\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nStart\n\nwhen I receive [next level v]\nhide\nset size to (250) %\nswitch costume to (enemy_set v)\nset [dead v] to [1]\nwait (0.001) seconds\nstop [other scripts in sprite v]\nset [spotted v] to [0]\nif <(LEVEL) = [7]> then\n go to x: (200) y: (98)\n point in direction (-90)\n appear\n set [dead v] to [0]\n broadcast (Antivirus Float v)\n broadcast (Antivirus Touch Check 2 v)\n forever\n patrol [70]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\nend\nif <(LEVEL) = [8]> then\n go to x: (-212) y: (-9)\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (212) y: (-9)\n point in direction (90)\n appear\n set [dead v] to [0]\n broadcast (Antivirus Float v)\n broadcast (Antivirus Touch Check 2 v)\n forever\n patrol [18]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\nend\nif <(LEVEL) = [9]> then\n go to x: (200) y: (40)\n point in direction (-90)\n appear\n set [dead v] to [0]\n broadcast (Antivirus Float v)\n broadcast (Antivirus Touch Check 2 v)\n forever\n patrol [200]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\nend\n\nwhen I receive [antivirus float v]\nforever\n repeat (10)\n wait (.03) seconds\n change y by (1)\n if <(costume [number v]) < [9]> then\n next costume\n else\n switch costume to (enemy_set v)\n end\n end\n repeat (10)\n wait (.03) seconds\n change y by (-1)\n if <(costume [number v]) < [9]> then\n next costume\n else\n switch costume to (enemy_set v)\n end\n end\nend\n\nwhen I receive [spotted v]\nif <(Dead) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Antivirus Touch Check 2 v)\n broadcast (Antivirus Float v)\n repeat (5)\n change [brightness v] effect by (15)\n end\n repeat (5)\n change [brightness v] effect by (-15)\n end\n repeat until <not <(Dead) = [0]>>\n point towards (virus v)\n start sound [Low Whoosh v]\n move (4) steps\n end\nend\n\ndefine patrol (iterations)\nrepeat (iterations)\n change x by ((2) * (([abs v] of (direction) ) / (direction)))\nend\n\nwhen I receive [game over... v]\nstop [other scripts in sprite v]\nStart\n\ndefine Start\nhide\nset size to (250) %\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [dead v] to [0]\nif <(LEVEL) = [10]> then\n go to x: ([x position v] of [boss antivirus v]) y: (-57)\n go to [front v] layer\n go [backward v] (1) layers\n show\n broadcast (Antivirus Touch Check 2 v)\n broadcast (Antivirus Float v)\n repeat until <not <(Dead) = [0]>>\n point towards (virus v)\n start sound [Low Whoosh v]\n move (4) steps\n end\nelse\n appear\n forever\n patrol [18]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\nend\n\ndefine appear\nset [brightness v] effect to (100)\nwait (2) seconds\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\n@Patrol Antivirus\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nhide\nset [dead v] to [1]\nif <(LEVEL) = [6]> then\n go to x: (200) y: (-32)\n point in direction (-90)\n wait (2) seconds\n set [brightness v] effect to (100)\n show\n set [dead v] to [0]\n repeat (20)\n change [brightness v] effect by (-5)\n end\n broadcast (Antivirus Touch Check v)\n patrol [18]\nend\nif <(LEVEL) = [7]> then\n go to x: (197) y: (-150)\n point in direction (-90)\n wait (2) seconds\n set [brightness v] effect to (100)\n show\n set [dead v] to [0]\n repeat (20)\n change [brightness v] effect by (-5)\n end\n broadcast (Antivirus Touch Check v)\n patrol [9]\nend\n\nwhen flag clicked\nhide\nset size to (400) %\nswitch costume to (1 v)\n\ndefine patrol (steps)\nforever\n repeat ((4) * (steps))\n wait (.1) seconds\n next costume\n change x by ((4) * (([abs v] of (direction) ) / (direction)))\n end\n point in direction ((direction) * (-1))\nend\n\nwhen I receive [spotted v]\nwait (0.001) seconds\nif <(Dead) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Antivirus Touch Check v)\n broadcast (Antivirus Animation v)\n switch costume to (1 v)\n repeat (5)\n change [brightness v] effect by (15)\n change y by (2)\n end\n repeat (5)\n change [brightness v] effect by (-15)\n change y by (-2)\n end\n go to [front v] layer\n repeat until <(Dead) = [1]>\n create clone of (bullet 1 v)\n start sound [Pew v]\n wait (1) seconds\n end\nend\n\nwhen I receive [game over... v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [antivirus touch check v]\nforever\n if <touching (virus v)?> then\n if <<(yV) < [0]> and <((y position) + (25)) < ([y position v] of [virus v])>> then\n create clone of (explosion v)\n stop [other scripts in sprite v]\n set [dead v] to [1]\n hide\n set [yv v] to [7]\n stop [this script v]\n else\n broadcast (Hit v)\n change [health v] by (-1)\n wait (2) seconds\n end\n end\nend\n\nwhen I receive [antivirus animation v]\nforever\n point towards (virus v)\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\n@Patrol Clone\n\nwhen I receive [next level v]\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\nwait (1) seconds\nif <(LEVEL) = [9]> then\n forever\n create clone of (_myself_ v)\n wait (4) seconds\n end\nend\n\nwhen flag clicked\nhide\nset size to (400) %\nswitch costume to (1 v)\n\nwhen I receive [game over... v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nswitch costume to (1 v)\nset size to (400) %\ngo to x: (162) y: (-150)\npoint in direction (-90)\nbroadcast (Clone Spawning v)\nwait (2) seconds\nset [brightness v] effect to (100)\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\npatrol\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine patrol\nrepeat until <(Dead) = [1]>\n wait (.1) seconds\n if <(Dead) = [0]> then\n if <(costume [number v]) < [8]> then\n next costume\n else\n switch costume to (1 v)\n end\n end\n change x by ((4) * (([abs v] of (direction) ) / (direction)))\n if <touching (_edge_ v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (virus v)?> then\n if <<(yV) < [0]> and <((y position) + (25)) < ([y position v] of [virus v])>> then\n set [yv v] to [10]\n set [dead v] to [1]\n Explode\n else\n broadcast (Hit v)\n change [health v] by (-1)\n wait (0.5) seconds\n end\n end\nend\n\ndefine Explode\nstart sound [Enemy_Dies v]\nset size to (100) %\nswitch costume to (costume3 v)\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [activated v]\nif <(LEVEL) = [9]> then\n stop [other scripts in sprite v]\n Explode\nend\n\n@LOS\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nhide\nif <<(LEVEL) = [6]> or <(LEVEL) = [7]>> then\n wait (2) seconds\n show\n set rotation style [left-right v]\n forever\n go to (patrol antivirus v)\n if <([direction v] of [patrol antivirus v]) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <<touching (virus v)?> and <([dead v] of [patrol antivirus v]) = [0]>> then\n forever\n broadcast (Spotted v)\n hide\n stop [this script v]\n end\n end\n end\nend\nif <(LEVEL) = [8]> then\n go to x: (-250) y: (-9)\n point in direction (90)\n wait (2) seconds\n show\n forever\n if <touching (virus v)?> then\n forever\n broadcast (Spotted v)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [spotted v]\nstop [other scripts in sprite v]\n\n@LOS2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nhide\nif <(LEVEL) = [7]> then\n Run\nend\nif <(LEVEL) = [9]> then\n Run\nend\n\ndefine Run\nshow\nset rotation style [left-right v]\nforever\n go to (flying antivirus v)\n if <([direction v] of [flying antivirus v]) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <<touching (virus v)?> and <([dead v] of [flying antivirus v]) = [0]>> then\n broadcast (Spotted v)\n stop [this script v]\n end\nend\n\nwhen I receive [spotted v]\nstop [other scripts in sprite v]\n\n@Bullet 1\n\nwhen flag clicked\nhide\nset size to (15) %\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to (patrol antivirus v)\npoint towards (virus v)\nshow\nrepeat (50)\n if <touching (virus v)?> then\n broadcast (Hit v)\n change [health v] by (-1)\n delete this clone\n end\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@HP\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n wait (2.5) seconds\n clear graphic effects\n set [brightness v] effect to (100)\n show\n repeat (20)\n change [brightness v] effect by (-5)\n end\nend\nif <(LEVEL) > [5]> then\n forever\n switch costume to (Health)\n end\nend\n\nwhen flag clicked\nset [lives v] to [3]\nStart\n\nwhen I receive [hit v]\nif <(LEVEL) > [5]> then\n wait (0.1) seconds\n if <(Health) = [1]> then\n repeat until <not <(Health) = [1]>>\n hide\n wait (0.4) seconds\n show\n wait (0.4) seconds\n end\n else\n if <(Health) < [1]> then\n switch costume to (costume6 v)\n if <(Lives) < [1]> then\n broadcast (game over... v)\n stop [this script v]\n else\n broadcast (Died v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [game over... v]\nwait (2) seconds\nStart\nclear graphic effects\n\ndefine Start\nhide\nset [health v] to [5]\nswitch costume to (costume5 v)\ngo to x: (-200) y: (152)\n\nwhen I receive [hit 2 v]\nif <(LEVEL) > [5]> then\n wait (0.1) seconds\n if <(Health) = [1]> then\n repeat until <not <(Health) = [1]>>\n set [ghost v] effect to (100)\n wait (0.4) seconds\n clear graphic effects\n wait (0.4) seconds\n end\n else\n if <(Health) < [1]> then\n switch costume to (costume6 v)\n if <(Lives) < [1]> then\n broadcast (game over... v)\n stop [this script v]\n else\n broadcast (Died v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\nwhen I receive [heal v]\nrepeat (5)\n change [brightness v] effect by (10)\nend\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\n@Game Over\n\nwhen I receive [won game v]\nstop all sounds\nset [clone number v] to [0]\nset [pitch v] effect to (150)\nstart sound [Magic Spell v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (game over won v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (3)\nend\nwait (1.5) seconds\nchange [clone number v] by (1)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nrepeat (3)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nset [song v] to [2]\nbroadcast (Song Change v)\nrepeat (60)\n change [brightness v] effect by (-2)\nend\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (Clone Number)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\n\nwhen I start as a clone\nif <(Clone Number) > [1]> then\n set size to (20) %\n go to x: ((-450) + ((150) * (Clone Number))) y: (0)\n forever\n repeat (10)\n change size by (0.5)\n end\n repeat (5)\n change size by (-1)\n end\n end\nelse\n go to x: (-54) y: (87)\n forever\n repeat (40)\n change [brightness v] effect by (1)\n end\n repeat (40)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nbroadcast (Won Game v)\n\nset [brightness v] effect to (-60)\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (patrol antivirus v)\nshow\nstart sound [Enemy_Dies v]\nrepeat until <(costume [number v]) = [6]>\n next costume\n wait (0.01) seconds\nend\nhide\nswitch costume to (costume3 v)\n\ngo to (patrol antivirus v)\nshow\nstart sound [Enemy_Dies v]\nrepeat until <(costume [number v]) = [6]>\n next costume\n wait (0.01) seconds\nend\nhide\nswitch costume to (costume3 v)\n\n@Health Pellet\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (20) %\n\nwhen I receive [next level v]\nhide\nif <(LEVEL) = [8]> then\n go to x: (-197) y: (-138)\n appear\nend\nforever\n if <touching (virus v)?> then\n set health [5]\n hide\n end\nend\n\nwhen I receive [book v]\nrepeat (20)\n change [brightness v] effect by (-3)\nend\n\nwhen I receive [book closed v]\nrepeat (20)\n change [brightness v] effect by (3)\nend\n\ndefine set health (lives)\nset [health v] to (lives)\nstart sound [Find_Item v]\nbroadcast (Heal v)\n\ndefine appear\nset [brightness v] effect to (100)\nwait (2) seconds\nshow\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [game over... v]\nhide\n\nwhen I receive [next level v]\nwait (2.5) seconds\nforever\n repeat (10)\n change [brightness v] effect by (2)\n end\n repeat (10)\n change [brightness v] effect by (-2)\n end\nend\n\n@Notification\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [next level v]\nhide\nif <(LEVEL) = [6]> then\n if <(Lives) = [3]> then\n set [checkpoint v] to [6]\n switch costume to (checkpoint v)\n wait (2) seconds\n appear\n end\nend\nif <(LEVEL) = [10]> then\n switch costume to (boss fight hint v)\n wait (2) seconds\n appear\n wait (20) seconds\n repeat until <([boss health v] of [boss antivirus v]) < [3]>\n switch costume to (boss fight hint v)\n wait (2) seconds\n appear\n wait (23) seconds\n end\nend\n\ndefine appear\ngo to x: (151) y: (143)\nset [pixelate v] effect to (100)\nset [ghost v] effect to (75)\nstart sound [Magic Spell v]\nshow\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-3.75)\nend\nwait (2) seconds\nrepeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen this sprite clicked\nif <(LEVEL) = [10]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (boss fight hint 2 v)\ngo to [front v] layer\nclear graphic effects\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Boss Antivirus\n\nwhen flag clicked\nset [boss health v] to [3]\nhide\nset size to (1200) %\nset rotation style [left-right v]\n\ndefine Walk (steps)\nswitch costume to (1 v)\nrepeat ((4) * (steps))\n if <(costume [number v]) < [8]> then\n next costume\n else\n switch costume to (1 v)\n end\n change x by ((10.5) * (([abs v] of (direction) ) / (direction)))\n wait (.1) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(LEVEL) = [10]> then\n set [boss health v] to [3]\n go to x: (95) y: (-166)\n point in direction (-90)\n set [brightness v] effect to (100)\n switch costume to (1 v)\n set size to (1200) %\n wait (2) seconds\n show\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (1) seconds\n forever\n repeat (2)\n Walk [3]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\n wait (2) seconds\n repeat (2)\n create clone of (flying antivirus v)\n wait (1) seconds\n end\n repeat (2)\n Walk [3]\n wait (1) seconds\n point in direction ((direction) * (-1))\n end\n wait (1) seconds\n Stomp\n wait (.5) seconds\n create clone of (missile v)\n wait (5) seconds\n end\nend\n\ndefine Stomp\nset [boss yv v] to [20]\nrepeat until <<(y position) < [-165]> and <(Boss yV) < [0]>>\n change [boss yv v] by (-1)\n change y by (Boss yV)\nend\nset y to (-166)\nbroadcast (Boss Stomp v)\nstart sound [earthquake v]\n\nwhen I receive [next level v]\nif <(LEVEL) = [10]> then\n forever\n if <touching (virus v)?> then\n broadcast (Hit 2 v)\n change [health v] by (-1)\n if <([x position v] of [virus v]) < (x position)> then\n set [xv v] to [-12]\n else\n set [xv v] to [12]\n end\n set [yv v] to [13]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [boss hit v]\nchange [boss health v] by (-1)\nif <(Boss Health) < [1]> then\n stop [other scripts in sprite v]\n start sound [Enemy_Dies v]\n switch costume to (costume3 v)\n set size to (400) %\n set y to (-96)\n repeat (5)\n next costume\n wait (.01) seconds\n end\n hide\n broadcast (Portal v)\n broadcast (Activated v)\nelse\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\n@Missile\n\nwhen flag clicked\nhide\nset size to (25) %\nset rotation style [all around v]\n\nwhen I start as a clone\nswitch costume to (missile v)\ngo to x: ([x position v] of [boss antivirus v]) y: (-72)\nshow\nreset timer\nrepeat until <(timer) > [4]>\n point towards (virus v)\nend\n\nwhen I start as a clone\nforever\n move (3.5) steps\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat until <touching (_edge_ v)?>\n if <touching (virus v)?> then\n broadcast (Hit 2 v)\n change [health v] by (-1)\n set [xv v] to ((12) * (([abs v] of (direction) ) / (direction)))\n set [yv v] to [12]\n Explode\n end\n if <touching (boss antivirus v)?> then\n broadcast (Boss Hit v)\n Explode\n end\nend\ndelete this clone\n\ndefine Explode\nstart sound [Explosion1 v]\nset size to (100) %\nswitch costume to (missile v)\nrepeat (5)\n next costume\nend\ndelete this clone\n\nwhen I start as a clone\nwait (6) seconds\ndelete this clone\n\n@Quiz\n\nwhen flag clicked\nset [quiz v] to [0]\nhide\n\nwhen I receive [quiz v]\nset [quiz v] to [0]\nset [question number v] to [0]\nswitch costume to (take quiz button v)\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\nswitch costume to (skip button v)\ngo to x: (0) y: (11)\nappear\nrepeat until <(Quiz) > [0]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Quiz Done v)\n set [quiz v] to [1]\n disappear\n stop [this script v]\n end\nend\ndisappear\nset [question number v] to [1]\nwait until <(Question Number) > [20]>\nbroadcast (Quiz Done v)\n\ndefine appear\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nappear\nif <(Quiz) = [0]> then\n repeat until <(Quiz) > [0]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [quiz v] to [2]\n switch costume to (a v)\n go to x: (-100) y: (-4)\n create clone of (_myself_ v)\n switch costume to (b v)\n go to x: (100) y: (-4)\n create clone of (_myself_ v)\n switch costume to (c v)\n go to x: (-100) y: (-73)\n create clone of (_myself_ v)\n switch costume to (d v)\n go to x: (100) y: (-73)\n create clone of (_myself_ v)\n delete this clone\n end\n end\n disappear\nelse\n repeat until <(Question Number) > [20]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(item (Question Number) of [answers v]) = (costume [name v])> then\n repeat (20)\n change [brightness v] effect by (3)\n end\n repeat (20)\n change [brightness v] effect by (-3)\n end\n change [question number v] by (1)\n else\n repeat (20)\n change [color v] effect by (-2)\n change [brightness v] effect by (-1)\n end\n wait (1) seconds\n repeat (20)\n change [color v] effect by (2)\n change [brightness v] effect by (1)\n end\n end\n wait (1) seconds\n end\n end\n delete this clone\nend\n\ndefine disappear\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nbroadcast (Quiz v)\n\nwhen I receive [game over... v]\nhide\ndelete this clone\n\n@Thumbnail\n\ndefine Thumbnail\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen flag clicked\nset [clone id v] to [1]\nset [menu open v] to [0]\nset [on cooldown? v] to [0]\nhide\nclear graphic effects\nswitch costume to (sensor v)\nset size to (60) %\n\nwhen I receive [set up menu v]\nSet Up\n\ndefine Set Up\ngo to x: (56.199) y: (78)\nrepeat (5)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [1]\nset [ghost v] effect to (100)\nset size to (100) %\nshow\ngo to x: (0) y: (150)\nforever\n wait until <<touching (mouse-pointer v)?> and <<(Menu Open) = [0]> and <(Menu Moving) = [0]>>>\n broadcast (Menu Tab Show v)\n wait (0.5) seconds\n wait until <<not <touching (mouse-pointer v)?>> and <<(Menu Open) = [0]> and <(Menu Moving) = [0]>>>\n broadcast (Menu Tab Gone v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nswitch costume to (Clone Id)\ngo to [front v] layer\nshow\nif <not <(Clone Id) = [3]>> then\n forever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n Click (Clone Id)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [menu tab show v]\nset [menu moving v] to [1]\nif <(Clone Id) > [1]> then\n set [menu yv v] to [-8]\n repeat until <(Menu yV) > [-1]>\n change y by (Menu yV)\n change [menu yv v] by (1)\n end\nend\nset [menu moving v] to [0]\n\nwhen I receive [menu tab gone v]\nset [menu moving v] to [1]\nif <(Clone Id) > [1]> then\n set [menu yv v] to [8]\n repeat until <(Menu yV) < [1]>\n change y by (Menu yV)\n change [menu yv v] by (-1)\n end\n set y to (78)\nend\nset [menu moving v] to [0]\n\ndefine Click (id)\nif <(id) = [2]> then\n if <(Menu Moving) = [1]> then\n wait until <(Menu Moving) = [0]>\n end\n if <(Menu Open) = [0]> then\n broadcast (Menu Open v)\n switch costume to (close menu v)\n else\n broadcast (Menu Close v)\n switch costume to (open menu v)\n end\nend\nif <(id) = [4]> then\n if <(Music On?) = [1]> then\n switch costume to (speaker off v)\n set [music on? v] to [0]\n else\n switch costume to (speaker on v)\n set [music on? v] to [1]\n end\n broadcast (Song Change v)\nend\nif <<(id) = [5]> and <<(On cooldown?) = [0]> and <not <<(LEVEL) = [5]> or <<([book open v] of [book of elon musk v]) = [1]> or <(LEVEL) = [11]>>>>>> then\n set [level v] to (item ((item # of (LEVEL) in [level progression v]) + (1)) of [level progression v])\n broadcast (Next Level v)\n broadcast (No Tip v)\nend\nif <<(id) = [6]> and <<(On cooldown?) = [0]> and <not <<(LEVEL) = [5]> or <(LEVEL) = [0]>>>>> then\n set [on cooldown? v] to [1]\n set [level v] to (item ((item # of (LEVEL) in [level progression v]) + (-1)) of [level progression v])\n broadcast (Next Level v)\nend\n\nwhen I receive [menu open v]\nset [menu moving v] to [1]\nset [menu open v] to [1]\nif <(Clone Id) > [1]> then\n set [menu yv v] to [-10]\n repeat until <(Menu yV) > [-1]>\n change y by (Menu yV)\n change [menu yv v] by (1)\n end\nend\nset [menu moving v] to [0]\n\nwhen I receive [menu close v]\nset [menu moving v] to [1]\nif <(Clone Id) > [1]> then\n set [menu yv v] to [10]\n repeat until <(Menu yV) < [1]>\n change y by (Menu yV)\n change [menu yv v] by (-1)\n end\nend\nset [menu open v] to [0]\nset [menu moving v] to [0]\n\nbroadcast (Menu Tab Show v)\n\nwhen I receive [next level v]\nif <<(Clone Id) = [5]> or <(Clone Id) = [6]>> then\n set [on cooldown? v] to [1]\n set [ghost v] effect to (50)\n wait (3) seconds\n clear graphic effects\n set [on cooldown? v] to [0]\nend\n\n
Use the W, A, and D keys or the corresponding arrow keys to move. Jump on the antivirus' heads to destroy them!\n\nTo skip a level or see other settings, move your mouse to the top and an arrow will appear.\n✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦\nYou are a computer virus traveling through a network with the sole goal of duplicating and infecting computers. Destroy antiviruses, navigate through computers, and show off your skill in this story of self-realization.\n✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦\nCollect the books to unlock the secrets behind the computer network.\n✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦✦\nThis is my first Scratch game. Please Like/Favorite/Follow if you enjoyed <3
Potato draw - a platformer v1.1
@Stage\n\nwhen backdrop switches to [level v]\nwait until <not <mouse down?>>\nerase all\nset [ink v] to [100]\n\nwhen flag clicked\nforever\n play sound [02 Title Screen \(NSMBWii\) v] until done\n wait (1) seconds\n play sound [bensound-endlessmotion v] until done\n wait (1) seconds\nend\n\n@hitbox player\n\nwhen [t v] key pressed\ngo to x: (-192) y: (-147)\nnext backdrop\nerase all\nset [ink v] to [100]\nchange [skips v] by (1)\n\nwhen backdrop switches to [level v]\nswitch costume to (hitbox v)\nset size to (30) %\ngo to x: (-192) y: (-147)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set [can jump? v] to [0]\n set [y v] to (y)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.5)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by (1)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by (1)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by (1)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by (1)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by (-4)\n change x by ((x) * (-2))\n set [x v] to [0]\n set [can jump? v] to [-1]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (plateforms v)?> or <touching color (color)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n change [can jump? v] by (1)\n end\n if <touching (exit v)?> then\n go to x: (-188) y: (-145)\n next backdrop\n set [ink v] to [100]\n erase all\n end\n if <<key (up arrow v) pressed?> and <(can jump?) = [1]>> then\n set [y v] to [12]\n end\n if <(x) > [0]> then\n turn right ([abs v] of (((y) + (x)) * (5)) ) degrees\n else\n turn right (([abs v] of (((y) + (x)) * (5)) ) / (-1)) degrees\n end\n if <<key (r v) pressed?> or <<touching (obstacles v)?> or <(y position) < [-175]>>> then\n set [ink v] to [100]\n erase all\n go to x: (-192) y: (-148)\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@play\n\nwhen flag clicked\ngo to x: (0) y: (-35)\nswitch backdrop to (menu v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (level v)\n\nwhen backdrop switches to [level v]\nhide\n\n@obstacles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level v]\nshow\nforever\n go to x: (0) y: (0)\n go [backward v] (2) layers\n if <(backdrop [number v]) > [6]> then\n switch costume to ((backdrop [number v]) - (6))\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@pen cursor\n\nwhen flag clicked\nerase all\nset [ink v] to [100]\nshow\nset pen size to (6)\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n set [color v] to (((64) * (65336)) + (((114) * (256)) + (64)))\n set pen color to (color)\n go to (mouse-pointer v)\n if <<mouse down?> and <not <touching (no drawing v)?>>> then\n pen down\n change [ink v] by (-1)\n else\n pen up\n end\n if <<(Ink) = [0]> or <(Ink) < [0]>> then\n set [ink v] to [0]\n repeat until <(Ink) > [0]>\n go to (mouse-pointer v)\n pen up\n end\n end\nend\n\n@exit\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level15 v]\nhide\n\nwhen backdrop switches to [level v]\nshow\n\n@plateforms\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to ((backdrop [number v]) - (1))\n go [backward v] (1) layers\nend\n\n@player\n\nwhen backdrop switches to [level v]\nswitch costume to (potato v)\nshow\nforever\n go to [front v] layer\n go to (hitbox player v)\n point in direction ([direction v] of [hitbox player v])\nend\n\nwhen flag clicked\nhide\n\nwhen [e v] key pressed\nnext costume\nif <<<(costume [number v]) > [5]> and <(costume [number v]) < [9]>> and <not <(current [month v]) = [10]>>> then\n repeat until <not <<(costume [number v]) > [5]> and <(costume [number v]) < [9]>>>\n next costume\n end\nend\nif <<<(costume [number v]) > [8]> and <(costume [number v]) < [12]>> and <not <(current [month v]) = [12]>>> then\n repeat until <not <<(costume [number v]) > [8]> and <(costume [number v]) < [12]>>>\n next costume\n end\nend\n\n@no drawing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level v]\nshow\nforever\n go to x: (0) y: (0)\n go [backward v] (3) layers\n if <(backdrop [number v]) > [11]> then\n switch costume to ((backdrop [number v]) - (11))\n show\n else\n hide\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nset [intro v] to [0]\nswitch costume to (b v)\ncreate clone of (_myself_ v)\nerase all\nwait (0.5) seconds\nrepeat (2)\n change [intro v] by (1)\n create clone of (_myself_ v)\nend\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nif <(Intro) = [0]> then\n go to x: (0) y: (0)\n switch costume to (yellow background v)\nend\nif <(Intro) = [1]> then\n switch costume to (half v)\n go to x: (240) y: (0)\n glide (0.75) secs to x: (0) y: (0)\n wait (2.5) seconds\n glide (0.75) secs to x: (240) y: (0)\nend\nif <(Intro) = [2]> then\n switch costume to (half2 v)\n go to x: (-240) y: (0)\n glide (0.75) secs to x: (0) y: (0)\n wait (2.5) seconds\n glide (0.75) secs to x: (-240) y: (0)\nend\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n
They are 15 fun levels!\n\n- Click on arrows or WASD keys to move. \n- Avoid spikes and draw to win. \n- Click on R ro reset. \n- If a level is too hard, click on T to skip. \n- Yours drawings are unstable. If you don't stand well, you may fall. \n- Press E to change your potato.\n\n20 levels : 50 loves\n25 levels : 250 loves\n30 levels : 1250 loves
Crush ~ A Platformer
@Stage\n\nwhen I receive [passed level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [20]> then\n broadcast (End Game v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop2 v)\npoint in direction (90)\ngo to x: (-201) y: (33)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ff8cef)?> then\n change y by (1)\n if <touching color (#ff8cef)?> then\n change y by (1)\n if <touching color (#ff8cef)?> then\n change y by (1)\n if <touching color (#ff8cef)?> then\n change y by (1)\n if <touching color (#ff8cef)?> then\n change y by (1)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ff8cef)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff8cef)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<<touching color (#fed7a2)?> or <touching color (#fed7a2)?>> or > then\n go to x: (-193) y: (31)\n broadcast (Passed Level v)\n end\n if <touching color (#000000)?> then\n go to x: (-193) y: (31)\n end\n if <key (r v) pressed?> then\n go to x: (-193) y: (31)\n end\n if <touching color (#2ca5e2)?> then\n set [yv v] to [20]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen I receive [end game v]\nif <(☁ HighScore) > (Time)> then\n set [☁ highscore v] to (Time)\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [20]>\n wait (.1) seconds\n change [time v] by (.1)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nchange [ghost v] effect by (250)\ngo to [front v] layer\n\n
-So like this is my first platformer\n-Hope you like it!\n-There is 19 levels UwU\n-I got 52 secs (I'm so bad!) XD\n-Avoid the black\n-So try and beat the highscores!\n-I worked hard on this \n-Use arrow keys to move her \n-So like all art by me \n-The coding is by: @Dud15\n-I think this is pretty good for my first platformer\n-But like I can relate to this like A LOT \n-Look i know its cringy \n-DEAL WITH IT IF YOU ARE GOING TO PLAY IT!\n-So everyone out there that has a crush please play this \n-This will give you some information on how to deal with it \n-Take my advice! And have fun!\n-Hey! Want draw your OC go here!\nhttps://scratch.mit.edu/projects/336307152/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nUpdates-\n11-15-19- CURATED?! OMG!!! When i heard this project was gonna be CURATED i ran across my house and yelled at my brother "IM GONNA BE ON THE ON THE FRONT PAGE!!!" He looks at me like "you have officially gone nuts" BUT I DONT CARE! So thank you\n@CrimsonROSES34 here is some magic fairy dust! \n(ノ◕ヮ◕)ノ*:・゚✧ Again THANK YOU!!
Micro Scratch! A platformer sequel
@Stage\n\nwhen I receive [clear clones v]\nswitch backdrop to (sky v)\nset volume to (100) %\nforever\n play sound [The Buddy Song v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [you won! v]\nrepeat (15)\n change volume by (((0) - (volume)) / (1.5))\nend\nstop [other scripts in sprite v]\n\n@Thumbnail\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nshow\nset [intro played? v] to [False]\nhide variable [players v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset size to (100) %\nbroadcast (Intro v)\nclear graphic effects\nset [intro set 2 v] to [0]\nset [set v] to [2]\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nset volume to (100) %\nstart sound [Adventure Meme v]\nwait (0.25) seconds\nset [set v] to [0]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset [set v] to [-1]\nbroadcast (Show logo v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(set) = [3]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n show\nelse\n if <(set) = [2]> then\n switch costume to (fade v)\n go to x: (0) y: (0)\n show\n else\n if <(set) = [1]> then\n clear graphic effects\n show\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (presents v)\n else\n if <(set) = [0]> then\n switch costume to (logo v)\n go to [front v] layer\n show\n go to x: (0) y: (40)\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [clear clones v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(set) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (presents v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n start sound [Logo v]\n repeat (5)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [brightness v] effect by (-2)\n end\n wait ((1.51) - ((1) / (3))) seconds\n broadcast (Start v)\nend\nif <(set) = [0]> then\n go to x: (0) y: (1000)\n set [ghost v] effect to (100)\n set [y v] to [0]\n repeat until <<(y position) < [2]> and <(round (Y)) = [0]>>\n change [ghost v] effect by (-10)\n change [y v] by (-1.2)\n if <(y position) < [0]> then\n set volume to (100) %\n start sound [Boing v]\n set [y v] to ((Y) * (-0.3))\n change y by (Y)\n end\n change y by (Y)\n end\n set [intro set 2 v] to [1]\nend\n\nwhen I start as a clone\nif <(set) = [2]> then\n wait until <(Intro set 2) = [1]>\n set [set v] to [1]\n create clone of (_myself_ v)\n set [set v] to [2]\nend\n\nwhen I receive [clear clones v]\nset volume to (100) %\nrepeat (10)\n change volume by (-10)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\nif <not <(Player ID) = [0]>> then\n reset timer\n set [player_shown? v] to [1]\n set [level v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n point in direction (90)\n go to x: (-200) y: (-109)\n show\n forever\n switch costume to (hitbox v)\n if <touching (water v)?> then\n set [accel. speed v] to [0.4]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xvel v] by (Accel. speed)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvel v] by ((Accel. speed) * (-1))\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n else\n change x by ((Xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <touching (death bars v)?> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n go to x: (-200) y: (-109)\n end\n if <(x position) > [238]> then\n change [level v] by (1)\n go to x: (-200) y: (-109)\n end\n if <touching (bounce pad v)?> then\n set [yvel v] to [20]\n end\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < ((mouse y) - (15))>>> then\n if <touching (water v)?> then\n set [yvel v] to [11]\n else\n set [yvel v] to [15]\n end\n end\n end\n change y by (5)\n set [player_x v] to (x position)\n set [player_y v] to (y position)\n set [location v] to (Level)\n switch costume to (Player ID)\n end\nend\n\nwhen I receive [you won! v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Players on cloud\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-200) y: (-109)\npoint in direction (90)\nset [current_x v] to [0]\nset [current_y v] to [-130]\nset [ghost v] to [100]\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n set [current_x v] to (item (1) of [data v])\n set [current_y v] to (item (2) of [data v])\n point in direction (90)\n go to x: (current_x) y: (current_y)\n forever\n get data of player (pID)\n switch costume to (pID)\n if <(item (5) of [data v]) = [1]> then\n change [current_x v] by (((item (1) of [data v]) - (Xpos)) / (3))\n change [current_y v] by (((item (2) of [data v]) - (Ypos)) / (3))\n set [xpos v] to (current_x)\n set [ypos v] to (current_y)\n set size to (400) %\n go to x: (current_x) y: (current_y)\n set size to (25) %\n set rotation style [left-right v]\n if <((item (1) of [data v]) - (Xpos)) > [0]> then\n point in direction (90)\n end\n if <((item (1) of [data v]) - (Xpos)) < [0]> then\n point in direction (-90)\n end\n end\n if <<(item (5) of [data v]) = [1]> and <<(item (6) of [data v]) = [1]> and <(item (7) of [data v]) = (Level)>>> then\n show\n think (item (4) of [data v])\n change [ghost v] by (((0) - (Ghost)) / (3))\n else\n change [ghost v] by (((100) - (Ghost)) / (3))\n if <(round (Ghost)) = [100]> then\n hide\n else\n show\n go to x: (current_x) y: (current_y)\n end\n end\n set [ghost v] effect to (Ghost)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <not <(pID) = (Player ID)>> then\n get data of player (pID)\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n if <not <(length of [players v]) = [1]>> then\n broadcast (Left v)\n end\n end\n forever\n if <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>> then\n broadcast (Join v)\n wait until <not <<(item (5) of [data v]) = [1]> and <(item (6) of [data v]) = [1]>>>\n broadcast (Left v)\n end\n end\nend\n\nwhen flag clicked\nhide variable [players v]\nforever\n delete all of [all players v]\n if <not <(item (4) of [player1 v]) = []>> then\n add (item (4) of [player1 v]) to [all players v]\n end\n if <not <(item (4) of [player2 v]) = []>> then\n add (item (4) of [player2 v]) to [all players v]\n end\n if <not <(item (4) of [player3 v]) = []>> then\n add (item (4) of [player3 v]) to [all players v]\n end\n if <not <(item (4) of [player4 v]) = []>> then\n add (item (4) of [player4 v]) to [all players v]\n end\n if <not <(item (4) of [player5 v]) = []>> then\n add (item (4) of [player5 v]) to [all players v]\n end\n if <not <(item (4) of [player6 v]) = []>> then\n add (item (4) of [player6 v]) to [all players v]\n end\n if <not <(item (4) of [player7 v]) = []>> then\n add (item (4) of [player7 v]) to [all players v]\n end\n if <not <(item (4) of [player8 v]) = []>> then\n add (item (4) of [player8 v]) to [all players v]\n end\n if <not <(item (4) of [player9 v]) = []>> then\n add (item (4) of [player9 v]) to [all players v]\n end\n if <not <(item (4) of [player10 v]) = []>> then\n add (item (4) of [player10 v]) to [all players v]\n end\n set [players v] to (length of [all players v])\nend\n\nwhen I receive [play v]\nshow variable [players v]\nset [pid v] to [0]\nrepeat (10)\n change [pid v] by (1)\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nFind\nclear graphic effects\nshow\nset [level v] to [1]\nforever\n if <(Player ID) = [0]> then\n if <key (right arrow v) pressed?> then\n if <(Level) = ((Total Levels) - (1))> then\n switch costume to (15 v)\n else\n next costume\n end\n end\n if <key (left arrow v) pressed?> then\n if <(Level) = [1]> then\n switch costume to (1 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n else\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n broadcast (You Won! v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n switch costume to (Level)\nend\n\ndefine Find\nswitch costume to (1 v)\nnext costume\nset [total levels v] to [1]\nrepeat until <(costume [name v]) = [1]>\n change [total levels v] by (1)\n next costume\nend\nswitch costume to (1 v)\n\n@You Won!\n\nwhen flag clicked\nhide variable [complete time v]\nif <(Intro played?) = [True]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change y by (((1) - (y position)) / (-1.5))\n go to [front v] layer\n change [ghost v] effect by (10)\n end\nend\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you won! v]\nhide variable [players v]\nset [complete time v] to (timer)\nshow\nset x to (0)\nset y to (-1000)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nset y to (0)\nshow variable [complete time v]\n\nwhen I receive [you won! v]\nplay sound [YOU WON! v] until done\nstop [all v]\n\n@Death bars\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [clear clones v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n if <(Level) = (Total Levels)> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (Level)\nend\n\n@Multiplayer\n\ndefine save list on var\nif <(length of [list v]) = [0]> then\n stop [this script v]\nend\ndelete (all) of [return v]\nset [item v] to [1]\nrepeat (length of [list v])\n set [letter v] to [1]\n repeat (length of (item (item) of [list v]))\n set [symbol v] to [1]\n repeat until <<(letter (symbol) of (characters)) = (letter (letter) of (item (item) of [list v]))> or <(symbol) > (length of (characters))>>\n change [symbol v] by (1)\n end\n if <not <(symbol) > (length of (characters))>> then\n if <not <(symbol) > [26]>> then\n switch costume to (lowercase v)\n switch costume to (letter (letter) of (item (item) of [list v]))\n if <(costume [number v]) = [27]> then\n change [symbol v] by (26)\n end\n end\n if <(length of (symbol)) < [2]> then\n set [symbol v] to (join [0] (symbol))\n end\n add (letter (1) of (symbol)) to [return v]\n add (letter (2) of (symbol)) to [return v]\n end\n change [letter v] by (1)\n end\n add (letter (1) of [0]) to [return v]\n add (letter (1) of [0]) to [return v]\n change [item v] by (1)\nend\nset [var v] to (return)\n\ndefine load (number) to list\ndelete (all) of [list v]\nset [item v] to []\nset [letter v] to [1]\nrepeat ((length of (number)) / (2))\n set [symbol v] to (join (letter (letter) of (number)) (letter ((letter) + (1)) of (number)))\n if <(symbol) = [0]> then\n add (item) to [list v]\n set [item v] to []\n else\n set [item v] to (join (item) (letter (symbol) of (characters)))\n end\n change [letter v] by (2)\nend\n\ndefine connect\nset percent from [0] / [10]\nset [tick v] to [0]\nset [player id v] to [0]\ndelete all of [players v]\ndelete all of [slots v]\nrepeat (10)\n add [0] to [slots v]\nend\nset percent from [0.25] / [10]\n--- [Player 1]\nload player [1]\nset [old-tick v] to (item (3) of [player1 v])\nif <(item (5) of [player1 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [1]\nend\nwait (0.25) seconds\nif <(item (3) of [player1 v]) = (old-tick)> then\n reset player [1]\n if <(Player ID) = [0]> then\n set [player id v] to [1]\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n save player [1]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player1 v]) to [players v]\n replace item (1) of [slots v] with [1]\nend\nset percent from [1] / [10]\n--- [Player 2]\nload player [2]\nset [old-tick v] to (item (3) of [player2 v])\nif <(item (5) of [player2 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [2]\nend\nwait (0.25) seconds\nif <(item (3) of [player2 v]) = (old-tick)> then\n reset player [2]\n if <(Player ID) = [0]> then\n set [player id v] to [2]\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n save player [2]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player2 v]) to [players v]\n replace item (2) of [slots v] with [1]\nend\nset percent from [2] / [10]\n--- [Player 3]\nload player [3]\nset [old-tick v] to (item (3) of [player3 v])\nif <(item (5) of [player3 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [3]\nend\nwait (0.25) seconds\nif <(item (3) of [player3 v]) = (old-tick)> then\n reset player [3]\n if <(Player ID) = [0]> then\n set [player id v] to [3]\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n save player [3]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player3 v]) to [players v]\n replace item (3) of [slots v] with [1]\nend\nset percent from [3] / [10]\n--- [Player 4]\nload player [4]\nset [old-tick v] to (item (3) of [player4 v])\nif <(item (5) of [player4 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [4]\nend\nwait (0.25) seconds\nif <(item (3) of [player4 v]) = (old-tick)> then\n reset player [4]\n if <(Player ID) = [0]> then\n set [player id v] to [4]\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n save player [4]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player4 v]) to [players v]\n replace item (4) of [slots v] with [1]\nend\nset percent from [4] / [10]\n--- [Player 5]\nload player [5]\nset [old-tick v] to (item (3) of [player5 v])\nif <(item (5) of [player5 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [5]\nend\nwait (0.25) seconds\nif <(item (3) of [player5 v]) = (old-tick)> then\n reset player [5]\n if <(Player ID) = [0]> then\n set [player id v] to [5]\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n save player [5]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player5 v]) to [players v]\n replace item (5) of [slots v] with [1]\nend\nset percent from [5] / [10]\n--- [Player 6]\nload player [6]\nset [old-tick v] to (item (3) of [player6 v])\nif <(item (5) of [player6 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [6]\nend\nwait (0.25) seconds\nif <(item (3) of [player6 v]) = (old-tick)> then\n reset player [6]\n if <(Player ID) = [0]> then\n set [player id v] to [6]\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n save player [6]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player6 v]) to [players v]\n replace item (6) of [slots v] with [1]\nend\nset percent from [6] / [10]\n--- [Player 7]\nload player [7]\nset [old-tick v] to (item (3) of [player7 v])\nif <(item (5) of [player7 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [7]\nend\nwait (0.25) seconds\nif <(item (3) of [player7 v]) = (old-tick)> then\n reset player [7]\n if <(Player ID) = [0]> then\n set [player id v] to [7]\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n save player [7]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player7 v]) to [players v]\n replace item (7) of [slots v] with [1]\nend\nset percent from [7] / [10]\n--- [Player 8]\nload player [8]\nset [old-tick v] to (item (3) of [player8 v])\nif <(item (5) of [player8 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [8]\nend\nwait (0.25) seconds\nif <(item (3) of [player8 v]) = (old-tick)> then\n reset player [8]\n if <(Player ID) = [0]> then\n set [player id v] to [8]\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n save player [8]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player8 v]) to [players v]\n replace item (8) of [slots v] with [1]\nend\nset percent from [8] / [10]\n--- [Player 9]\nload player [9]\nset [old-tick v] to (item (3) of [player9 v])\nif <(item (5) of [player9 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [9]\nend\nwait (0.25) seconds\nif <(item (3) of [player9 v]) = (old-tick)> then\n reset player [9]\n if <(Player ID) = [0]> then\n set [player id v] to [9]\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n save player [9]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player9 v]) to [players v]\n replace item (9) of [slots v] with [1]\nend\nset percent from [9] / [10]\n--- [Player 10]\nload player [10]\nset [old-tick v] to (item (3) of [player10 v])\nif <(item (5) of [player10 v]) = [1]> then\n wait ((Offline Limit) / (1000)) seconds\n load player [10]\nend\nwait (0.25) seconds\nif <(item (3) of [player10 v]) = (old-tick)> then\n reset player [10]\n if <(Player ID) = [0]> then\n set [player id v] to [10]\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n save player [10]\n add (username) to [players v]\n broadcast (DEMOtick v)\n end\nelse\n add (item (4) of [player10 v]) to [players v]\n replace item (10) of [slots v] with [1]\nend\nset percent from [10] / [10]\n\ndefine --- (label)\n\ndefine reset cloud\nset [c v] to [0]\nrepeat (8)\n change [c v] by (1)\n reset player (c)\n save player (c)\nend\n\ndefine reset player (p)\nif <(p) = [1]> then\n delete all of [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [] to [player1 v]\n add [0] to [player1 v]\n add [0] to [player1 v]\n add [1] to [player1 v]\nelse\n if <(p) = [2]> then\n delete all of [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [] to [player2 v]\n add [0] to [player2 v]\n add [0] to [player2 v]\n add [1] to [player2 v]\n else\n if <(p) = [3]> then\n delete all of [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [] to [player3 v]\n add [0] to [player3 v]\n add [0] to [player3 v]\n add [1] to [player3 v]\n else\n if <(p) = [4]> then\n delete all of [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [] to [player4 v]\n add [0] to [player4 v]\n add [0] to [player4 v]\n add [1] to [player4 v]\n else\n if <(p) = [5]> then\n delete all of [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [] to [player5 v]\n add [0] to [player5 v]\n add [0] to [player5 v]\n add [1] to [player5 v]\n else\n if <(p) = [6]> then\n delete all of [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [] to [player6 v]\n add [0] to [player6 v]\n add [0] to [player6 v]\n add [1] to [player6 v]\n else\n if <(p) = [7]> then\n delete all of [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [] to [player7 v]\n add [0] to [player7 v]\n add [0] to [player7 v]\n add [1] to [player7 v]\n else\n if <(p) = [8]> then\n delete all of [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [] to [player8 v]\n add [0] to [player8 v]\n add [0] to [player8 v]\n add [1] to [player8 v]\n else\n if <(p) = [9]> then\n delete all of [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [] to [player9 v]\n add [0] to [player9 v]\n add [0] to [player9 v]\n add [1] to [player9 v]\n else\n if <(p) = [10]> then\n delete all of [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [] to [player10 v]\n add [0] to [player10 v]\n add [0] to [player10 v]\n add [1] to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (p)\n\ndefine save player (p)\nset [i v] to [0]\ndelete all of [list v]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [list v]\n end\n save list on var\n set [☁ p1 v] to (var)\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [list v]\n end\n save list on var\n set [☁ p2 v] to (var)\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [list v]\n end\n save list on var\n set [☁ p3 v] to (var)\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [list v]\n end\n save list on var\n set [☁ p4 v] to (var)\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [list v]\n end\n save list on var\n set [☁ p5 v] to (var)\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [list v]\n end\n save list on var\n set [☁ p6 v] to (var)\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [list v]\n end\n save list on var\n set [☁ p7 v] to (var)\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [list v]\n end\n save list on var\n set [☁ p8 v] to (var)\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [list v]\n end\n save list on var\n set [☁ p9 v] to (var)\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [list v]\n end\n save list on var\n set [☁ p10 v] to (var)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine load player (p)\nset [i v] to [0]\nif <(p) = [1]> then\n load (☁ p1) to list\n delete all of [player1 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player1 v]\n end\nelse\n if <(p) = [2]> then\n load (☁ p2) to list\n delete all of [player2 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player2 v]\n end\n else\n if <(p) = [3]> then\n load (☁ p3) to list\n delete all of [player3 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player3 v]\n end\n else\n if <(p) = [4]> then\n load (☁ p4) to list\n delete all of [player4 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player4 v]\n end\n else\n if <(p) = [5]> then\n load (☁ p5) to list\n delete all of [player5 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player5 v]\n end\n else\n if <(p) = [6]> then\n load (☁ p6) to list\n delete all of [player6 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player6 v]\n end\n else\n if <(p) = [7]> then\n load (☁ p7) to list\n delete all of [player7 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player7 v]\n end\n else\n if <(p) = [8]> then\n load (☁ p8) to list\n delete all of [player8 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player8 v]\n end\n else\n if <(p) = [9]> then\n load (☁ p9) to list\n delete all of [player9 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player9 v]\n end\n else\n if <(p) = [10]> then\n load (☁ p10) to list\n delete all of [player10 v]\n repeat (length of [list v])\n change [i v] by (1)\n add (item (i) of [list v]) to [player10 v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Update\nif <(Player ID) = [1]> then\n replace item (1) of [player1 v] with (round (player_x))\n replace item (2) of [player1 v] with (round (player_y))\n replace item (3) of [player1 v] with (tick)\n replace item (4) of [player1 v] with (username)\n replace item (5) of [player1 v] with [1]\n replace item (6) of [player1 v] with (player_shown?)\n replace item (7) of [player1 v] with (Location)\nelse\n if <(Player ID) = [2]> then\n replace item (1) of [player2 v] with (round (player_x))\n replace item (2) of [player2 v] with (round (player_y))\n replace item (3) of [player2 v] with (tick)\n replace item (4) of [player2 v] with (username)\n replace item (5) of [player2 v] with [1]\n replace item (6) of [player2 v] with (player_shown?)\n replace item (7) of [player2 v] with (Location)\n else\n if <(Player ID) = [3]> then\n replace item (1) of [player3 v] with (round (player_x))\n replace item (2) of [player3 v] with (round (player_y))\n replace item (3) of [player3 v] with (tick)\n replace item (4) of [player3 v] with (username)\n replace item (5) of [player3 v] with [1]\n replace item (6) of [player3 v] with (player_shown?)\n replace item (7) of [player3 v] with (Location)\n else\n if <(Player ID) = [4]> then\n replace item (1) of [player4 v] with (round (player_x))\n replace item (2) of [player4 v] with (round (player_y))\n replace item (3) of [player4 v] with (tick)\n replace item (4) of [player4 v] with (username)\n replace item (5) of [player4 v] with [1]\n replace item (6) of [player4 v] with (player_shown?)\n replace item (7) of [player4 v] with (Location)\n else\n if <(Player ID) = [5]> then\n replace item (1) of [player5 v] with (round (player_x))\n replace item (2) of [player5 v] with (round (player_y))\n replace item (3) of [player5 v] with (tick)\n replace item (4) of [player5 v] with (username)\n replace item (5) of [player5 v] with [1]\n replace item (6) of [player5 v] with (player_shown?)\n replace item (7) of [player5 v] with (Location)\n else\n if <(Player ID) = [6]> then\n replace item (1) of [player6 v] with (round (player_x))\n replace item (2) of [player6 v] with (round (player_y))\n replace item (3) of [player6 v] with (tick)\n replace item (4) of [player6 v] with (username)\n replace item (5) of [player6 v] with [1]\n replace item (6) of [player6 v] with (player_shown?)\n replace item (7) of [player6 v] with (Location)\n else\n if <(Player ID) = [7]> then\n replace item (1) of [player7 v] with (round (player_x))\n replace item (2) of [player7 v] with (round (player_y))\n replace item (3) of [player7 v] with (tick)\n replace item (4) of [player7 v] with (username)\n replace item (5) of [player7 v] with [1]\n replace item (6) of [player7 v] with (player_shown?)\n replace item (7) of [player7 v] with (Location)\n else\n if <(Player ID) = [8]> then\n replace item (1) of [player8 v] with (round (player_x))\n replace item (2) of [player8 v] with (round (player_y))\n replace item (3) of [player8 v] with (tick)\n replace item (4) of [player8 v] with (username)\n replace item (5) of [player8 v] with [1]\n replace item (6) of [player8 v] with (player_shown?)\n replace item (7) of [player8 v] with (Location)\n else\n if <(Player ID) = [9]> then\n replace item (1) of [player9 v] with (round (player_x))\n replace item (2) of [player9 v] with (round (player_y))\n replace item (3) of [player9 v] with (tick)\n replace item (4) of [player9 v] with (username)\n replace item (5) of [player9 v] with [1]\n replace item (6) of [player9 v] with (player_shown?)\n replace item (7) of [player9 v] with (Location)\n else\n if <(Player ID) = [10]> then\n replace item (1) of [player10 v] with (round (player_x))\n replace item (2) of [player10 v] with (round (player_y))\n replace item (3) of [player10 v] with (tick)\n replace item (4) of [player10 v] with (username)\n replace item (5) of [player10 v] with [1]\n replace item (6) of [player10 v] with (player_shown?)\n replace item (7) of [player10 v] with (Location)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nsave player (Player ID)\n\ndefine Tick\nchange [tick v] by (1)\nif <(tick) > [9]> then\n set [tick v] to [0]\nend\n\ndefine Update Players\nif <not <(Player ID) = [1]>> then\n load player [1]\nend\nif <not <(Player ID) = [2]>> then\n load player [2]\nend\nif <not <(Player ID) = [3]>> then\n load player [3]\nend\nif <not <(Player ID) = [4]>> then\n load player [4]\nend\nif <not <(Player ID) = [5]>> then\n load player [5]\nend\nif <not <(Player ID) = [6]>> then\n load player [6]\nend\nif <not <(Player ID) = [7]>> then\n load player [7]\nend\nif <not <(Player ID) = [8]>> then\n load player [8]\nend\nif <not <(Player ID) = [9]>> then\n load player [9]\nend\nif <not <(Player ID) = [10]>> then\n load player [10]\nend\n\ndefine set percent from (1) / (2)\nset [connect-percent v] to ((1) / ((2) / (100)))\n\nwhen I receive [play v]\nset [player_shown? v] to [1]\nforever\n wait (0.1) seconds\n Update\n Measure Memory\nend\n\nwhen I receive [play v]\nforever\n Tick\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\nforever\n Update Players\nend\n\ndefine Measure Memory\nif <(Player ID) = [1]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p1)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p1)) [ of 128])) [\)]))\nelse\n if <(Player ID) = [2]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p2)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p2)) [ of 128])) [\)]))\n else\n if <(Player ID) = [3]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p3)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p3)) [ of 128])) [\)]))\n else\n if <(Player ID) = [4]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p4)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p4)) [ of 128])) [\)]))\n else\n if <(Player ID) = [5]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p5)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p5)) [ of 128])) [\)]))\n else\n if <(Player ID) = [6]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p6)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p6)) [ of 128])) [\)]))\n else\n if <(Player ID) = [7]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p7)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p7)) [ of 128])) [\)]))\n else\n if <(Player ID) = [8]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p8)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p8)) [ of 128])) [\)]))\n else\n if <(Player ID) = [9]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p9)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p9)) [ of 128])) [\)]))\n else\n if <(Player ID) = [10]> then\n set [memory v] to (join (join ([floor v] of (((length of (☁ p10)) / (128)) * (100)) ) [% ]) (join (join [\(] (join (length of (☁ p10)) [ of 128])) [\)]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [demotick v]\nforever\n Tick\n Update\n Update Players\n Measure Memory\n wait (0.5) seconds\nend\n\ndefine check player (p)\nload player (p)\nif <(item (5) of [list v]) = [0]> then\n if <not <(item (4) of [list v]) = []>> then\n reset player (p)\n end\n stop [this script v]\nend\nif <(p) = [1]> then\n set [ot1 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot1)> then\n reset player (p)\n end\nelse\n if <(p) = [2]> then\n set [ot2 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot2)> then\n reset player (p)\n end\n else\n if <(p) = [3]> then\n set [ot3 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot3)> then\n reset player (p)\n end\n else\n if <(p) = [4]> then\n set [ot4 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot4)> then\n reset player (p)\n end\n else\n if <(p) = [5]> then\n set [ot5 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot5)> then\n reset player (p)\n end\n else\n if <(p) = [6]> then\n set [ot6 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot6)> then\n reset player (p)\n end\n else\n if <(p) = [7]> then\n set [ot7 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot7)> then\n reset player (p)\n end\n else\n if <(p) = [8]> then\n set [ot8 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot8)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot9 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot9)> then\n reset player (p)\n end\n else\n if <(p) = [9]> then\n set [ot10 v] to (item (3) of [list v])\n wait ((Offline Limit) / (1000)) seconds\n load player (p)\n if <(item (3) of [list v]) = (ot10)> then\n reset player (p)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [3]>> then\n check player [3]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [4]>> then\n check player [4]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [5]>> then\n check player [5]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [6]>> then\n check player [6]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [7]>> then\n check player [7]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [8]>> then\n check player [8]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [1]>> then\n check player [1]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [2]>> then\n check player [2]\n end\nend\n\ndefine get data of player (p)\ndelete all of [data v]\nset [i v] to [0]\nif <(p) = [1]> then\n repeat (length of [player1 v])\n change [i v] by (1)\n add (item (i) of [player1 v]) to [data v]\n end\nelse\n if <(p) = [2]> then\n repeat (length of [player2 v])\n change [i v] by (1)\n add (item (i) of [player2 v]) to [data v]\n end\n else\n if <(p) = [3]> then\n repeat (length of [player3 v])\n change [i v] by (1)\n add (item (i) of [player3 v]) to [data v]\n end\n else\n if <(p) = [4]> then\n repeat (length of [player4 v])\n change [i v] by (1)\n add (item (i) of [player4 v]) to [data v]\n end\n else\n if <(p) = [5]> then\n repeat (length of [player5 v])\n change [i v] by (1)\n add (item (i) of [player5 v]) to [data v]\n end\n else\n if <(p) = [6]> then\n repeat (length of [player6 v])\n change [i v] by (1)\n add (item (i) of [player6 v]) to [data v]\n end\n else\n if <(p) = [7]> then\n repeat (length of [player7 v])\n change [i v] by (1)\n add (item (i) of [player7 v]) to [data v]\n end\n else\n if <(p) = [8]> then\n repeat (length of [player8 v])\n change [i v] by (1)\n add (item (i) of [player8 v]) to [data v]\n end\n else\n if <(p) = [9]> then\n repeat (length of [player9 v])\n change [i v] by (1)\n add (item (i) of [player9 v]) to [data v]\n end\n else\n if <(p) = [10]> then\n repeat (length of [player10 v])\n change [i v] by (1)\n add (item (i) of [player10 v]) to [data v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connect & start v]\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789~`!@#$%^&*\(\)-_=+\[\]{}/\|;:'",.<>? ]\nset [offline limit v] to [1500]\nset [player id v] to [0]\nconnect\nsay []\nbroadcast (Clear clones v)\nif <(Player ID) = [0]> then\n broadcast (Game full! v) and wait\nelse\n if <(length of [players v]) = [1]> then\n broadcast (Playing alone v)\n else\n broadcast (Found active game v)\n end\nend\nstop [other scripts in sprite v]\nbroadcast (play v)\n\nwhen flag clicked\nbroadcast (connect & start v)\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [9]>> then\n check player [9]\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <(Player ID) = [10]>> then\n check player [10]\n end\nend\n\n@Progress Bar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(Progress Bar: ID) = [Light]> then\n switch costume to (progress bar v)\n set x to ((-480) + (((480) / (100)) * (connect-percent)))\n forever\n set size to (400) %\n change x by ((((-480) + (((480) / (100)) * (connect-percent))) - (x position)) / (1.5))\n set y to (-178)\n set size to (100) %\n end\nelse\n if <(Progress Bar: ID) = [Dark]> then\n switch costume to (progress bar dark v)\n go to x: (0) y: (-178)\n else\n delete this clone\n end\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nset [connect-percent v] to [0]\nset [progress bar: id v] to [Dark]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Light]\ncreate clone of (_myself_ v)\nset [progress bar: id v] to [Main]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game full! v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [clear clones v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Join/Left messages2\n\nwhen I receive [playing alone v]\nstop [other scripts in sprite v]\nswitch costume to (alone v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [found active game v]\nstop [other scripts in sprite v]\nswitch costume to (someone is in! v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [spectator mode v]\nstop [other scripts in sprite v]\nswitch costume to (spectating v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [join v]\nstop [other scripts in sprite v]\nbroadcast (Join message v)\nswitch costume to (joined v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen I receive [left v]\nstop [other scripts in sprite v]\nbroadcast (Left message v)\nswitch costume to (left v)\nshow\ngo to x: (0) y: (1000)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (2.5))\nend\nclear graphic effects\nset y to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (((-1) - (y position)) / (-1.25))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [join message v]\nplay sound [Join v] until done\nstart sound [A player has joined the game \(HQ\) v]\n\nwhen I receive [left message v]\nplay sound [Left v] until done\nstart sound [A player has left the game \(HQ\) v]\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (connecting v)\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game full! v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nswitch costume to (game full! v)\nset [brightness v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [brightness v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (Spectator Mode v)\n\n@Clouds\n\nwhen I start as a clone\nset size to (600) %\ngo to x: (350) y: (pick random (20) to (150))\nset [ghost v] effect to (pick random (50) to (90))\nset [size v] to (pick random (100) to (300))\nset size to (Size) %\nset [speed v] to ((0) - ((Size) / (150)))\nshow\nrepeat until <(x position) < [-270]>\n set size to (600) %\n change x by (speed)\n set size to (Size) %\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (7)) seconds\nend\n\n
How to Make A Better Platformer
@Stage\n\nwhen I receive [tick v]\nchange [color v] effect by (0.1)\n\nwhen flag clicked\nclear graphic effects\nforever\n play sound [Happy Music v] until done\nend\n\n@Sprite1\n\ndefine Next\nif <not <(costume [number v]) = [21]>> then\n create clone of (_myself_ v)\n next costume\n go to x: (100000) y: (0)\nend\n\nwhen I receive [tick v]\nset y to (([sin v] of ((timer) * (300)) ) * (5))\n\ndefine Next Slide\nrepeat (1)\n delete this clone\nend\nNext\nrepeat (50)\n change x by (((0) - (x position)) / (15))\n set [ghost v] effect to ([abs v] of ((x position) / (4)) )\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nforever\n broadcast (Tick v)\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (50)\n change x by (((-408) - (x position)) / (15))\n set [ghost v] effect to ([abs v] of ((x position) / (4)) )\nend\ndelete this clone\n\nwhen [space v] key pressed\n\nwhen flag clicked\nforever\n wait until <<key (right arrow v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>>\n Next Slide\n wait until <not <<key (right arrow v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>>>\nend\n\nwhen flag clicked\nforever\n wait until <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>\n Previous Slide\n wait until <not <<key (right arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>>\nend\n\ndefine Previous\nif <not <(costume [number v]) = [1]>> then\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\n go to x: (100000) y: (0)\nend\n\ndefine Previous Slide\nrepeat (1)\n delete this clone\nend\nPrevious\nrepeat (50)\n change x by (((0) - (x position)) / (15))\n set [ghost v] effect to ([abs v] of ((x position) / (4)) )\nend\n\nwhen flag clicked\nforever\n change x by (((0) - (x position)) / (15))\n set [ghost v] effect to ([abs v] of ((x position) / (4)) )\nend\n\n@Like this\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n else\n change size by (((60) - (size)) / (3))\n set [ghost v] effect to (60)\n end\n if <([costume # v] of [sprite1 v]) = [18]> then\n show\n else\n hide\n end\nend\n\n@Toenail (XD)\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Particle Effects\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (80)\nset size to (pick random (20) to (80)) %\nset [speed v] to (pick random (5) to (5))\nset [rotation v] to (pick random (-5) to (5))\nshow\npoint in direction (pick random (-180) to (180))\ngo to (random position v)\nset y to (-180)\nrepeat until <(y position) > [150]>\n turn right (Rotation) degrees\n change y by (Speed)\nend\ndelete this clone\n\n@Mouse Effects\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nshow\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (0) to (6))\nset size to (pick random (50) to (100)) %\nset [color v] effect to (pick random (0) to (200))\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (pick random (60) to (80))\nset [turn v] to (pick random (-5) to (5))\nrepeat until <touching (_edge_ v)?>\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [yv v] by (-1)\n turn right (Turn) degrees\n change [ghost v] effect by (1)\n if <mouse down?> then\n change [xv v] by (((mouse x) - (x position)) / (5))\n change [yv v] by (((mouse y) - (y position)) / (5))\n end\nend\ndelete this clone\n\n
I made this tutorial on how to make a better platformer!\nEnjoy! If you like it please love, fave and follow!
glowy || a mobile platformer
@Stage\n\n@player\n\ndefine engine\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<(y position) < [-170]> or <<touching color (#0037ff)?> or <touching color (#002094)?>>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [8]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-8))\n else\n set [m v] to [wallslide]\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [8]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (vy)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffac39)?> then\n set [vy v] to [15]\nend\nif <touching color (#77fff5)?> then\n set [vx v] to [35]\nend\nif <touching color (#be00ff)?> then\n set [vx v] to [-35]\nend\n\nclones\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [start v]\nset [done? v] to [0]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nif <not <(sellected?) = [1]>> then\n repeat until <(done?) = [1]>\n go to x: (0) y: (75)\n set size to (400) %\n end\nend\nset size to (150) %\ngo to x: (-200) y: (-139)\nshow\nforever\n if <(level) = [14]> then\n hide\n else\n engine\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-100)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n go to [back v] layer\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nturn right (15) degrees\n\nif <touching color (#c3ff36)?> then\n set [vy v] to [-3]\nend\nif <[-230] > (x position)> then\n set x to (-230)\nend\n\n@color choose\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to x: (-75) y: (-200)\nif <(whichcolor?) = [1]> then\n set [color v] effect to (0)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (redinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [2]> then\n set [color v] effect to (20)\n go to x: (-50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (orangeinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [3]> then\n set [color v] effect to (30)\n go to x: (-25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (yellowinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [4]> then\n set [color v] effect to (40)\n go to x: (0) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (greeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [5]> then\n set [color v] effect to (70)\n go to x: (25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkgreeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkgreen v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [6]> then\n set [color v] effect to (100)\n go to x: (50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (blueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [7]> then\n set [color v] effect to (120)\n go to x: (75) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkblueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkblue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I receive [start v]\nset [whichcolor? v] to [0]\nhide\ngo to x: (1000) y: (1000)\nif <not <(sellected?) = [1]>> then\n repeat (7)\n create clone of (_myself_ v)\n change [whichcolor? v] by (1)\n wait (0.1) seconds\n end\n change [sellected? v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <(done?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [sellected? v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (4)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nbroadcast (to start v)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\nset volume to (75) %\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (3) seconds\nrepeat (100)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\n change volume by (-1)\nend\nhide\npoint in direction (90)\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (n v)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\ndelete this clone\n\n@outro\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [14]>\nstop all sounds\nshow\nstart sound [Zaza - Be Together v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nswitch costume to (n v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nwait (2) seconds\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (luv fav fuloe v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait (1) seconds\nforever\n set size to ((100) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [n]> then\n switch costume to (n v)\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n repeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n go to x: (0) y: (0)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-50)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n wait (1) seconds\n forever\n set size to ((75) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\nend\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n switch costume to ((level) + (1))\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nset [ghost v] effect to (0)\n\n@Figur1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (300) %\nshow\nforever\n go to [back v] layer\n if <(level) = [14]> then\n hide\n else\n go to (player v)\n end\nend\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (60) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (-150) y: (150)\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (150) y: (150)\ncreate clone of (_myself_ v)\n\n@Sprite2\n\nwhen flag clicked\nhide\nset size to (60) %\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (150) y: (150)\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n repeat (50)\n change size by (0.2)\n change [color v] effect by (0.1)\n end\n repeat (50)\n change size by (-0.2)\n change [color v] effect by (-0.1)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (-150) y: (150)\nforever\n go to [back v] layer\n repeat (50)\n change size by (0.2)\n change [color v] effect by (0.1)\n end\n repeat (50)\n change size by (-0.2)\n change [color v] effect by (-0.1)\n end\nend\n\n
WASD, arrow keys / press x to skip a level\n
Prison Escape - A platformer
@Stage\n\nwhen I receive [green flag v]\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [20]> then\n switch backdrop to (books2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Play v)\ngo to [front v] layer\nset [level v] to [0]\nbroadcast (Green flag v)\nset size to (30) %\n\nwhen I receive [play v]\nNext level\nshow\nswitch costume to (costume1 v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <<(Level) = [17]> or <<(Level) = [19]> or <(Level) = [18]>>> then\n else\n change [y v] by (0)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n Die\n end\n if <key (r v) pressed?> then\n Die\n end\n if <<<(x position) = [241]> or <(x position) > [241]>> and <(Level) < [20]>> then\n if <(Level) = [1]> then\n broadcast (Level 1 v)\n Die\n end\n end\n if <<not <(Level) = [1]>> and <<<(x position) = [241]> or <(x position) > [241]>> and <(Level) < [20]>>> then\n Next level\n end\n create clone of (_myself_ v)\n if <(Level) = [9]> then\n if <touching (trap v)?> then\n broadcast (Trapped v)\n end\n end\n if <<(Level) < [20]> and <<not <(Level) = [1]>> and <key (x v) pressed?>>> then\n Skip level\n end\n if <<(Level) = [17]> or <<(Level) = [19]> or <(Level) = [18]>>> then\n set size to (10) %\n else\n set size to (30) %\n end\nend\n\ndefine Die\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide variable [level v]\ngo to x: (-204) y: (-156)\nset [x v] to [0]\nset [y v] to [0]\nshow\nclear graphic effects\n\ndefine Skip level\nchange [level v] by (1)\nhide variable [level v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nclear graphic effects\nnext backdrop\nif <(Level) = [12]> then\n go to x: (-241) y: (136)\nelse\n go to x: (-204) y: (-156)\nend\nbroadcast (Next level v)\nwait (0.5) seconds\n\ndefine Next level\nchange [level v] by (1)\nhide variable [level v]\ngo to x: (-204) y: (-156)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nclear graphic effects\nbroadcast (Next level v)\nif <(Level) = [12]> then\n go to x: (-241) y: (136)\nelse\n go to x: (-204) y: (-156)\nend\nbroadcast (Next level v)\nwait (0.5) seconds\n\nwhen I start as a clone\nrepeat (20)\n switch costume to (costume2 v)\n change size by (-1)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [trapped v]\ngo to x: (39) y: (-156)\nwait (5) seconds\n\nwhen I receive [trapped \(part 3\) v]\nDie\ngo to [front v] layer\nDie\n\n@Prison door\n\nwhen I receive [green flag v]\nshow\npoint in direction (90)\ngo to x: (-13) y: (0)\n\nwhen I receive [play v]\nwait (3) seconds\nrepeat (45)\n turn left (2) degrees\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Light\n\nwhen I receive [play v]\nwait (3.1) seconds\nrepeat until <not <(Level) = [1]>>\n switch costume to (prion3 v)\n wait (0.7) seconds\n switch costume to (prion2 v)\n wait (0.7) seconds\nend\n\nwhen I receive [green flag v]\nhide\ngo to x: (18) y: (37)\nset size to (20) %\n\nwhen I receive [play v]\nswitch costume to (prion v)\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\n@City background\n\nwhen I receive [play v]\nset [pixelate v] effect to (0)\nset size to (100) %\ngo to [back v] layer\nforever\n if <<(Level) = [1]> or <<(Level) = [20]> or <(Level) = [11]>>> then\n hide\n else\n show\n end\n if <<(Level) = [17]> or <<(Level) = [19]> or <(Level) = [18]>>> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\n@Level\n\nwhen I receive [play v]\ngo to [front v] layer\nforever\n if <(Level) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [level 1 v]\nset [level v] to [2]\nswitch costume to (costume1 v)\n\nwhen I receive [trapped v]\nswitch costume to (costume9 v)\nwait (1) seconds\nbroadcast (Trapped \(Part 2\) v)\n\nwhen I receive [trapped \(part 3\) v]\nset [level v] to [11]\nswitch costume to (costume10 v)\nwait (3) seconds\nset [level v] to [11]\nswitch costume to (costume10 v)\n\n@Trap\n\nwhen I receive [play v]\nforever\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n show\n else\n if <not <(Level) = [10]>> then\n hide\n end\n end\nend\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\ngo to x: (89) y: (-93)\nhide\n\nwhen I receive [trapped v]\nswitch costume to (costume2 v)\nshow\nset [level v] to [10]\n\n@Sprite1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [trapped \(part 2\) v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Trapped \(Part 3\) v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [play v]\nhide\ngo to [back v] layer\nforever\n if <<(Level) = [1]> or <(Level) = [20]>> then\nend\n\nwhen I start as a clone\nset [pixelate v] effect to (0)\nset size to (pick random (30) to (90)) %\nshow\nset [ghost v] effect to (pick random (40) to (90))\ngo to x: (273) y: (pick random (-83) to (190))\nforever\n go to [back v] layer\n change x by (-5)\n if <(x position) < [-240]> then\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n change [ghost v] effect by (3)\n end\nend\n\n
Arrow keys or WASD to move\nALL LEVELS ARE POSSIBLE though I even think some of the levels are too hard.\nX to skip a level\nR to restart