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Sky | The Scrolling Platformer v1.5
@Stage\n\nwhen flag clicked\nforever\n set [time v] to (round (timer))\n set [points v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nend\n\nwhen flag clicked\nreset timer\nshow variable [time v]\nshow variable [points v]\nshow variable [level v]\nhide variable [mouse v]\n\nwhen I receive [thx for playing v]\nstop [other scripts in sprite v]\nforever\n play sound [Platformer Scrolling v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Platformer Scrolling v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (RESET v)\n broadcast (Set Up v)\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\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 []\npoint in direction (90)\nset size to (40) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\n switch costume to (left v)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\n switch costume to (right v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n change [sy v] by (6)\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine 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 []\nstart sound [Oops v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\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 Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n start sound [Oops v]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<<(LEVEL) = [5]> and <((x) + (SCROLL X)) > [4500]>> and <((y) + (SCROLL Y)) < [0]>> then\n broadcast (End v) and wait\n stop [this script v]\n end\nend\n\nchange [sx v] by (1)\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 [450] y: [0]\n Clone at x [470] y: [0]\n Clone at x [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [50] y: [260]\n Clone at x [120] y: [200]\n Clone at x [150] y: [90]\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 [500] y: [20]\n Clone at x [400] y: [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x [200] y: [72]\n Clone at x [300] y: [100]\n Clone at x [300] y: [100]\n Clone at x [300] y: [100]\n Clone at x [300] y: [100]\n Clone at x [100] y: [-400]\n Clone at x [300] y: [100]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x [500] y: [100]\n Clone at x [435] y: [-100]\n Clone at x [300] y: [90]\n Clone at x [300] y: [90]\n Clone at x [300] y: [90]\n Clone at x [300] y: [90]\n Clone at x [200] y: [-300]\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\nClone at x [150] y: [90]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [end v]\nswitch costume to (level 5 9 v)\nbroadcast (Thx for playing v)\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 [450] y: [0]\n Clone at x [470] y: [0]\n Clone at x [470] y: [50]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [180] y: [19]\n Clone at x [-225] y: [88]\n Clone at x [190] y: [288]\n Clone at x [150] y: [155]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x [350] y: [0]\n Clone at x [150] y: [0]\n Clone at x [400] y: [50]\n Clone at x [320] y: [100]\n Clone at x [100] y: [0]\n Clone at x [100] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x [400] y: [97]\n Clone at x [450] y: [-100]\n Clone at x [1510] y: [250]\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\nClone at x [150] y: [0]\nClone at x [400] y: [50]\nClone at x [320] y: [100]\nClone at x [100] y: [0]\nClone at x [100] y: [0]\n\nwhen I receive [end v]\nchange [y v] by (99999)\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 start sound [Coin v]\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at x [0] y: [41]\n Clone at x [220] y: [41]\n Clone at x [669] y: [41]\n Clone at x [444] y: [41]\n Clone at x [915] y: [56]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n Clone at x [109] y: [25]\n Clone at x [-41] y: [168]\n Clone at x [16] y: [217]\n Clone at x [-25] y: [305]\n Clone at x [62] y: [444]\n Clone at x [299] y: [560]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n Clone at x [429] y: [-53]\n Clone at x [329] y: [130]\n Clone at x [502] y: [3]\n Clone at x [717] y: [109]\n Clone at x [1087] y: [105]\n Clone at x [1085] y: [226]\n Clone at x [1369] y: [195]\n Clone at x [1269] y: [195]\n else\n if <(LEVEL) = [4]> then\n switch costume to (coin v)\n Clone at x [0] y: [50]\n Clone at x [114] y: [80]\n Clone at x [423] y: [132]\n Clone at x [585] y: [239]\n Clone at x [720] y: [268]\n Clone at x [1024] y: [340]\n Clone at x [1323] y: [434]\n Clone at x [1627] y: [353]\n Clone at x [1726] y: [128]\n else\n if <(LEVEL) = [5]> then\n switch costume to (coin v)\n Clone at x [119] y: [-9]\n Clone at x [238] y: [-9]\n Clone at x [520] y: [80]\n Clone at x [965] y: [-14]\n Clone at x [1234] y: [126]\n Clone at x [1832] y: [295]\n Clone at x [2286] y: [231]\n Clone at x [2286] y: [167]\n Clone at x [2286] y: [104]\n Clone at x [1537] y: [216]\n Clone at x [2220] y: [86]\n Clone at x [2220] y: [40]\n Clone at x [2220] y: [-5]\n Clone at x [2300] y: [86]\n Clone at x [2300] y: [40]\n Clone at x [2300] y: [-5]\n Clone at x [2380] y: [86]\n Clone at x [2380] y: [40]\n Clone at x [2380] y: [-5]\n Clone at x [2440] y: [86]\n Clone at x [2440] y: [40]\n Clone at x [2440] y: [-5]\n end\n end\n end\n end\nend\nset [x v] to [-9999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x [-41] y: [168]\nClone at x [16] y: [217]\nClone at x [-25] y: [305]\nClone at x [62] y: [444]\nClone at x [299] y: [560]\n\nClone at x [329] y: [130]\nClone at x [502] y: [3]\nClone at x [717] y: [109]\nClone at x [1087] y: [105]\nClone at x [1085] y: [226]\nClone at x [1369] y: [195]\nClone at x [1269] y: [195]\n\nClone at x [114] y: [80]\nClone at x [423] y: [132]\nClone at x [585] y: [239]\nClone at x [720] y: [268]\nClone at x [1024] y: [340]\nClone at x [1323] y: [434]\nClone at x [1627] y: [353]\nClone at x [1726] y: [128]\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]\n start sound [Magic Spell v]\nend\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x [1655] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x [620] y: [500]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x [1676] y: [146]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x [2095] y: [243]\n else\n set [x v] to [-99999]\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 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@Figur1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(LEVEL) = [3]> then\n show\n Clone at x [100] y: [-55]\n forever\n if <touching (player v)?> then\n say [Jump immediately when you touch the ground between the spikes]\n else\n say []\n end\n end\n else\n hide\n end\nend\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(LEVEL) = [3]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Figur2\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(LEVEL) = [4]> then\n show\n Clone at x [1520] y: [470]\n forever\n if <touching (player v)?> then\n say [Trust Fall]\n else\n say []\n end\n end\n else\n hide\n end\nend\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(LEVEL) = [4]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Figur3\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nshow\n\n@Figur4\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(LEVEL) = [5]> then\n show\n Clone at x [2192] y: [294]\n forever\n if <touching (player v)?> then\n say [The last Trust Fall]\n else\n say []\n end\n end\n else\n hide\n end\nend\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(LEVEL) = [5]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Figur5\n\ndefine Clone at x (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nset size to (75) %\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nClone at x [2340] y: [120]\nrepeat (100)\n change [ghost v] effect by (-1)\n change size by (0.25)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (0.01) seconds\nforever\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nhide\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (pick random (60) to (160))\nswitch costume to (pick random (1) to (3))\nset size to (80) %\nchange [ghost v] effect by (pick random (25) to (75))\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\n set y to ((y alt) - (SCROLL Y))\n if <(y position) < [-180]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [startgame v]\n\nset [y alt v] to (y position)\n\nset [y alt v] to [100]\n\nset [level v] to [5]\n\n@confetti\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-233) to (233)) y: (180)\nswitch costume to (pick random (1) to (4))\nset [color v] effect to (pick random (0) to (100))\nset size to (pick random (100) to (125)) %\nglide (pick random (0.5) to (2)) secs to x: (x position) y: (-177)\ndelete this clone\n\nwhen I receive [end v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n
ONE OF THE HARDEST PLATFORMER IN THE WORLD!\nIf you managed to pass level 5 comment "ez" and your time. :)\n========================================\nIf YOU want to help me to get this popular just put it in your curated studios. Thank you very much!!!\n=========================================\nArrow-Keys to move; spikes and lava kill you. No wall jump!\n=========================================\nLevel 3 is very hard but please don't go crazy cuz I don't wanna be held responsible for broken screens and keyboards ;)\n=========================================\nEVERY LEVEL IS POSSIBLE !!! My best time is \n70 sec. What's your time? Write a comment
Sunny a Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels-\[www_2conv_com\]2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\ngo to x: (-200) y: (-100)\ngo to [front v] layer\nshow\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) * (0.88))\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 (-4)\n change x by ((0) - (x))\n set [x 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 (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<(x position) > [240]> or <key (s v) pressed?>> then\n hide\n broadcast (Next Level v) and wait\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-120)\n show\n end\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n go to x: (-200) y: (-120)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-175]> then\n go to x: (-200) y: (-120)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (jump pad v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [26]\n else\n set [y v] to [22]\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n set [speed v] to (pick random (3) to (5))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (3.)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (50)\ngo to x: (300) y: (pick random (-150) to (150))\nshow\nrepeat until <(x position) < [-300]>\n change x by ((0) - (Speed))\nend\ndelete this clone\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\nswitch costume to (rays v)\ngo to x: (210) y: (170)\ncreate clone of (_myself_ v)\nforever\n turn right (1) degrees\nend\n\nwhen I start as a clone\nswitch costume to (sun v)\n\nwhen I receive [dead v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\n@Next Level\n\nwhen I start as a clone\nset size to (200) %\nset [ghost v] effect to (25)\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-300) to (300)) y: (300)\n set [random v] to [1]\nelse\n go to x: (pick random (-300) to (300)) y: (-300)\n set [random v] to [2]\nend\nshow\ngo to [front v] layer\nif <(Random) = [1]> then\n repeat until <(y position) < [-190]>\n change y by ((0) - (Speed))\n end\nelse\n repeat until <(y position) > [190]>\n change y by (Speed)\n end\nend\ndelete this clone\n\nwhen I receive [next level v]\nhide\nrepeat (25)\n set [speed v] to (pick random (6) to (8))\n create clone of (_myself_ v)\nend\nchange [level v] by (1)\nrepeat (25)\n set [speed v] to (pick random (6) to (8))\n create clone of (_myself_ v)\nend\n\n@Sign\n\nwhen flag clicked\nset size to (75) %\nhide\nCreate Sign at [0] [-95] on level [1] text [Welcome to Sunnytown, where it is always sunny. Use the arrow keys or WASD to move.]\nCreate Sign at [-100] [-95] on level [2] text [Use the up arrow or W to jump.]\nCreate Sign at [-100] [-95] on level [3] text [Watch out for spikes!]\nCreate Sign at [-100] [-95] on level [4] text [Long Jump.]\nCreate Sign at [-100] [-95] on level [5] text [Trampolines are bouncy!]\nCreate Sign at [-100] [135] on level [6] text [Choose a path.]\n\ndefine Create Sign at (x) (y) on level (level) text (words)\nwait until <(Level) = (level)>\ngo to x: (x) y: (y)\nset [cl v] to (level)\nset [text v] to (words)\nswitch costume to (sign v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (25)\n switch costume to (sign2 v)\n else\n set [brightness v] effect to (0)\n switch costume to (sign v)\n end\n if <<key (space v) pressed?> and <touching (player v)?>> then\n set [touching v] to [1]\n set [so far v] to []\n set [i v] to [1]\n repeat (length of (Text))\n say (join (So far) (letter (i) of (Text)))\n set [so far v] to (join (So far) (letter (i) of (Text)))\n change [i v] by (1)\n wait (0.01) seconds\n end\n else\n if <(Touching) = [0]> then\n say []\n end\n end\n if <not <touching (player v)?>> then\n set [touching v] to [0]\n end\n if <not <(CL) = (Level)>> then\n delete this clone\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Jump Pad\n\nwhen flag clicked\nhide\nCreate Pad at [-40] [-130] on level [5]\nCreate Pad at [-200] [-130] on level [6]\nCreate Pad at [-210] [-130] on level [9]\nCreate Pad at [-150] [-130] on level [10]\nCreate Pad at [0] [-130] on level [10]\nCreate Pad at [150] [-130] on level [10]\nCreate Pad at [-210] [-130] on level [11]\nCreate Pad at [-105] [-130] on level [11]\nCreate Pad at [-7] [-130] on level [11]\nCreate Pad at [93] [-130] on level [11]\n\ndefine Create Pad at (x) (y) on level (level)\nwait until <(Level) = (level)>\nset size to (50) %\nset [clonelevel v] to (level)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (pad1 v)\nforever\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\n if <not <(Level) = (CloneLevel)>> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\nhide\n\n
Use the arrow keys or WASD to move.\n\nSpace to read a sign\n\nAvoid red spikes\n\nPurple Trampolines are bouncy\n\nr to restart
Ice Land - Mobile Friendly Scrolling Platformer
@Stage\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [Super Mario 3D Land OST - Winter Wonderland v] until done\nend\n\n@cube\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (15) %\nset [ghost v] effect to (0)\nwait (2) seconds\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change player x by [8]\nend\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platform v)?>>\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\nwhen [r v] key pressed\nbroadcast (play game v)\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (cube v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@Platform\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nwhen I receive [play game v]\nforever\n if <(costume [name v]) = [END]> then\n broadcast (timerstop v)\n end\nend\n\n@Thumbnail\n\nclear graphic effects\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\n\ngo to [front v] layer\n\n@logomark\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\n@timer\n\nwhen flag clicked\nset [time v] to [0]\nwait (2) seconds\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\nwhen I receive [timerstop v]\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nif <[] = [true]> then\n change [time v] by (0)\nelse\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\n
➡ Long Waited third part of my Scrolling Platformer series is here! \n\n➡ 1 Love = Free golden potato will spawn on your backyard! (it might be invisible or small as atom or both)\n\n➡ Please ❤, ⭐ and follow! I spend hours on making this platformer. Can we get at least 100 loves? That would make me really happy!!!\n\n➡ Comment your best time! My best time is 28 seconds! Can you beat it?\n\n➡ Highly recommended playing first parts before, Green Land and Nuclear Radiation: https://scratch.mit.edu/projects/318976678/ https://scratch.mit.edu/projects/323565560/ \n\n➡ Instructions: To move use arrow keys, on mobile tap around! R to reset game. Don't fall! Go to orange black hole for next level! Full screen recommended. If the timer won't work click the green flag again!\n\n➡ I made completely new platformer engine for this platformer. Sorry there is no wall jump, but I finally fixed ceiling detection! Platform art is pretty simple, because I just simply can't create beatiful art. \n\n➡ Credits: @griffpatch for inspiration and the black hole thing! @pianomanj for platform art inspiration!\n\n➡ Propose this to be featured here: https://scratch.mit.edu/studios/4228481/\n\nMusic: Super Mario 3D Land OST: Winter Wonderland \n\nUpdate log \n29.3 Release, Full version \n30.3 Yeet thx for over 200 views and 40 loves\n31.3 100th on trending XD\n1.4 80th on trending XD\n\n#sushi #sushi10000 #platformer #scrolling #scrollingplatformer #mobile #friendly #mobilefriendly #game #games #ice #land #iceland #love #fave #follow #can #we #get #100 #loves #propose #this #to #be #featured
Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nswitch backdrop to (backdrop4 v)\nforever\n play sound [capitol v] until done\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [levels v]\nhide variable [deaths v]\nhide variable [☁ fastest time v]\nforever\n change [color v] effect by (2)\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (50) %\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop2 v)\n\nwhen backdrop switches to [backdrop1 v]\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [square v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [circle v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [done v]\nswitch backdrop to (backdrop3 v)\n\n@Sprite1\n\ndefine Platform physics (jump height ) (gravity ) (friction ) (movement speed) (wall jump hm) (wall jump vm)\nif <not <touching color (#c40000)?>> then\n change y by (Y vel)\nend\nif <<touching (sprite2 v)?> and <not <touching color (#c40000)?>>> then\n repeat ([abs v] of (Y vel) )\n if <touching (sprite2 v)?> then\n change y by ((-1) * (([abs v] of (Y vel) ) / (Y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space 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)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nif <not <touching color (#c40000)?>> then\n change x by (X vel)\nend\nif <<touching (sprite2 v)?> and <not <touching color (#c40000)?>>> then\n set [old y v] to (y position)\n repeat (([abs v] of (X vel) ) + (1))\n if <<touching (sprite2 v)?> and <not <touching color (#c40000)?>>> then\n change y by (1)\n end\n end\n if <<touching (sprite2 v)?> and <not <touching color (#c40000)?>>> then\n set y to (Old y)\n repeat ([ceiling v] of ([abs v] of (X vel) ) )\n if <<touching (sprite2 v)?> and <not <touching color (#c40000)?>>> then\n change x by ((-1) * (([abs v] of (X vel) ) / (X vel)))\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <(X vel) < [0]> then\n set [x vel v] to [0]\n if <<key (left arrow v) pressed?> or <key (a 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?> or <key (d 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 [game over v]\nhide variable [☁ fastest time v]\nhide variable [deaths v]\nhide variable [time v]\nif <(Time) < (☁ fastest time)> then\n set [☁ fastest time v] to (Time)\nend\nhide\nstop [all v]\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-2)\n change y by (0)\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <not <touching color (#c40000)?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [deaths v]\nshow variable [☁ fastest time v]\nshow variable [time v]\nset [deaths v] to [0]\nforever\n if <touching color (#c40000)?> then\n go to x: (-183) y: (-105)\n change [deaths v] by (1)\n play sound [Disconnect v] until done\n end\nend\n\nwhen flag clicked\nhide variable [☁ fastest time v]\nhide variable [levels v]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen backdrop switches to [backdrop1 v]\nreset timer\ngo to x: (-183) y: (-105)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n Platform physics [12] [-0.5] [0.9] [2] [14] [14]\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-183) y: (-105)\nset [levels v] to [1]\nforever\n if <touching (_edge_ v)?> then\n if <(levels) = [25]> then\n broadcast (game over v)\n else\n go to x: (-183) y: (-105)\n change [levels v] by (1)\n broadcast (level complete v)\n play sound [Connect v] until done\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [circle v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [square v]\nswitch costume to (costume2 v)\nshow\n\nwhen [r v] key pressed\ngo to x: (-183) y: (-105)\n\n@Sprite2\n\nwhen I receive [level complete v]\nnext costume\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nstop [this script v]\n\nwhen I receive [circle v]\nshow\n\nwhen I receive [square v]\nshow\n\nwhen [r v] key pressed\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Circle v)\n\nwhen flag clicked\ngo to x: (-141) y: (-9)\n\nwhen I receive [circle v]\nhide\n\nwhen I receive [square v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Square v)\n\nwhen flag clicked\ngo to x: (144) y: (3)\n\nwhen I receive [circle v]\nhide\n\nwhen I receive [square v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (51) y: (-34)\nshow\n\nforever\nend\n\nrepeat (10)\nend\n\nchange size by (pick random (10) to (20))\nwait (pick random (1) to (3)) seconds\nchange size by (pick random (-10) to (-20))\n\nwhen backdrop switches to [backdrop2 v]\n\nshow\n\n@Sprite6\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (103) y: (-34)\nshow\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\nforever\nend\n\nrepeat (10)\n change size by (pick random (10) to (20))\n wait (pick random (1) to (3)) seconds\n change size by (pick random (-10) to (-20))\nend\n\n@Sprite7\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-2) y: (-34)\nshow\n\nwhen backdrop switches to [backdrop2 v]\n\nforever\nend\n\nrepeat (10)\n change size by (pick random (10) to (20))\n wait (pick random (1) to (3)) seconds\n change size by (pick random (-10) to (-20))\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (1100)\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n change [ghost v] effect by (-2)\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (1100)\ngo to x: (0) y: (-60)\nwait (1) seconds\nforever\n change [ghost v] effect by (-2)\n turn right (10) degrees\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nrepeat (20)\n change size by (-10)\nend\nrepeat (20)\n change size by (10)\nend\nwait (4) seconds\nbroadcast (Done v)\nhide\n\n
Use arrow keys or W,A,S,D press m to mute press u to unmute press r to restart the level\n
Super Wario World Scrolling Platformer
@Stage\n\nwhen flag clicked\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [music v] to [3]\nset [kill v] to [0]\n\nwhen I receive [game start v]\nset [kill v] to [1]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [2000]\nset [scroll y max v] to [0]\nset [boss fight? v] to [0]\nbroadcast (Teleportin v)\nstop all sounds\nwait (.02) seconds\nset [kill v] to [0]\nset volume to (100) %\nforever\n if <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n play sound [Bonus Level v] until done\n else\n play sound [Baby Bowser - Yoshis Island v] until done\n end\n else\n play sound [Super Mario World - Overworld v] until done\n end\nend\n\nwhen I receive [teleportin v]\nset [scroll y min v] to [0]\nset [scroll x min v] to [0]\nset [scroll y min v] to [0]\nset [scroll x max v] to [2720]\n\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nif <(BOSS FIGHT?) = [1]> then\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (10)\n set [scroll y min v] to [0]\n set [scroll x min v] to [0]\n set [scroll y min v] to [0]\n end\n set [scroll x max v] to [550]\nelse\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (10)\n set [scroll y min v] to [0]\n set [scroll x min v] to [0]\n set [scroll y min v] to [0]\n end\n set [scroll x max v] to [3300]\nend\n\nforever\n play sound [Mega Man IV - Dive Man v] until done\nend\n\nset [scroll y min v] to [-4000]\n\nset [scroll x max v] to [5000]\n\nwhen I receive [fortressdoorexplosion\ v]\nset [scroll x max v] to [6000]\n\nwhen I receive [teleportin v]\nset volume to (100) %\nif <(CHECKPOINT #) = [2]> then\n set [music v] to [7]\n stop all sounds\nelse\n if <[] = [1]> then\n set [music v] to [5]\n else\n set [music v] to [3]\n end\n stop all sounds\nend\n\nwhen I receive [bossgate #1 v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [5]\n\nwhen I receive [teleportin v]\nstop all sounds\nrepeat (10)\n change volume by (-10)\nend\nif <[] = [1]> then\n set [music v] to [5]\nelse\n set [music v] to [3]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [grenade man run v]\nset [scroll x min v] to [4560]\nset [scroll x max v] to [20000]\n\nwhen I receive [ghost man fight v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [4]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwait until <([y position v] of [hitbox v]) < [50]>\n\nwhen I receive [die v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [bowser die v]\nrepeat (10)\n change volume by (-10)\nend\n\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll x max v] to [2000]\nwait (1) seconds\nwait until <[] > [4560]>\nif <not <(CHECKPOINT #) = [2]>> then\n set [scroll x min v] to [4560]\n set [scroll x max v] to [8000]\n broadcast (BOSSGATE #1 v)\nend\n\nwhen flag clicked\nwait (.2) seconds\nbroadcast (SetUp v)\nbroadcast (GAME START v)\n\nwhen flag clicked\nforever\n wait until <(Invincibility Frame) = [1]>\n wait (2) seconds\n set [invincibility frame v] to [0]\nend\n\n@ground\n\nwhen I receive [setup v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\nwhen I receive [level loop v]\nforever\n set [ghost v] effect to (100)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - ([ceiling v] of (Scroll Y) ))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [570]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [475]>> then\n hide\n else\n show\n end\nend\n\ndefine Create\nset [level_y v] to [0]\nset [level_x v] to [0]\nswitch costume to (donut v)\nrepeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\ndefine Create\n\nwhen I receive [setup v]\nbroadcast (GAME START v)\nforever\n broadcast (Level Loop v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [bossgate #1 v]\n\nif <(costume [number v]) = [10]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume13 v)\nend\nif <(costume [number v]) = [12]> then\n switch costume to (costume14 v)\nend\n\nwhen I receive [teleportin v]\nif <(costume [number v]) = [13]> then\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\nwhen I receive [grenade man run v]\n\nif <(costume [number v]) = [13]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\nrepeat (6)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\n next costume\nend\nchange [level_y v] by (416)\nswitch costume to (costume4 v)\n\nswitch costume to (costume15 v)\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n next costume\nend\nchange [level_y v] by (450)\nchange [level_x v] by (9999)\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (.01) seconds\nif <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (bonusroom v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n else\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (room1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n end\nelse\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (donut v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (grenade v)\nCreate\nhide\n\ndefine Create\n\nrepeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [510]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Level Loop v)\nend\n\nchange [level_x v] by (480)\n\nchange [level_x v] by (480)\n\nset [level_y v] to [-150]\n\nchange [level_x v] by (540)\n\nchange [level_y v] by (-448)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nwhen I start as a clone\n\nforever\n switch costume to (bgtomahawk5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\nrepeat (20)\n change [brightness v] effect by (.4)\nend\nrepeat (20)\n change [brightness v] effect by (-.4)\nend\n\nwhen I receive [die v]\nset [boss fight? v] to [0]\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (.01) seconds\nif <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (bonusroom v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n else\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (room1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (2)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\n end\nelse\n set [brightness v] effect to (15)\n set size to (200) %\n switch costume to (donut1 v)\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (7)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\n end\n change [level_x v] by (540)\nend\n\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (donut1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\nwhen I receive [screenshake v]\nrepeat (1)\n set [level_y v] to [15]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\nrepeat (1)\n set [level_y v] to [5]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\nrepeat (1)\n set [level_y v] to [2]\n wait (.02) seconds\n set [level_y v] to [0]\n wait (.02) seconds\nend\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nclear graphic effects\nhide\n\nset [brightness v] effect to (-100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [die v]\nwait (4) seconds\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [subworldpipe v]\nwait (0) seconds\nset [boss fight? v] to [1]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [fadeout v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@vile\n\nwhen flag clicked\nbroadcast (INTRO v)\n\nbroadcast (GAME START v)\nbroadcast (SetUp v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (reee v)\npoint in direction (90)\nset size to (100) %\ngo to x: (12) y: (999)\nrepeat (3)\n change y by (-40)\nend\nrepeat (2)\n change y by (-30)\nend\nrepeat (2)\n change y by (-20)\nend\nrepeat (2)\n change y by (-10)\nend\nstart sound [mario_coin_sound v]\nrepeat (3)\n show\n wait (.5) seconds\n hide\n wait (.2) seconds\nend\ndelete this clone\n\nwhen I receive [flame sword v]\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (icon v)\nset size to (150) %\nrepeat (3)\n go to (hitbox v)\n change y by (40)\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\nend\n\nstart sound [Mega Man 5 SFX \(42\) v]\nset volume to (100) %\nstart sound [a-ha-take-on-me-cut-mp3_rnSXv7Z v]\nswitch costume to (vile3 v)\nset size to (250) %\ngo to x: (-225) y: (-43)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change x by (30)\nend\nrepeat (6)\n change x by (15)\nend\nrepeat (4)\n change x by (5)\nend\nswitch costume to (vile1 v)\nstart sound [Mega Man 5 SFX \(21\)3 v]\nwait (.2) seconds\nstart sound [Mega Man 5 SFX \(21\)3 v]\nswitch costume to (vile2 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (vile3 v)\nrepeat (12)\n go to [front v] layer\n change x by (-30)\nend\nrepeat (8)\n change x by (-15)\nend\nrepeat (5)\n change x by (-5)\nend\nhide\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (INTRO v)\n\nwhen I receive [teleportin v]\nwait (.02) seconds\nif <<(BOSS FIGHT?) = [1]> and <(DefeatedBowser?) = [0]>> then\n show\n go to x: (98) y: (-184)\n go to [front v] layer\n clear graphic effects\n set [brightness v] effect to (10)\n forever\n switch costume to (la1 v)\n repeat (3)\n wait (0) seconds\n next costume\n end\n wait (0) seconds\n end\nelse\n hide\nend\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [yay v]\nwait (2) seconds\nif <(HARD MODE?) = [0]> then\n switch costume to (after hardmode v)\n set [hard mode? v] to [1]\nelse\n switch costume to (pre hardmode v)\nend\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\nshow\nforever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\nset [hard mode? v] to [0]\n\n@wario\n\nwhen I receive [bossgate #1 v]\nwait (1) seconds\npoint in direction (90)\nset y to (-113)\nswitch costume to (idlegun v)\nrepeat (3)\n wait (.25) seconds\n point in direction (-90)\n wait (.25) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(CanMove?) = [1]> and <(gotohitbox?) = [1]>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nwhen I start as a clone\nset rotation style [left-right v]\nchange y by (-25)\ngo to [front v] layer\nswitch costume to (smoke1 v)\nshow\nrepeat (3)\n wait (0) seconds\n next costume\nend\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nset [sliding? v] to [0]\nset [flame sword? v] to [0]\nforever\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n if <(Carrying Object?) = [1]> then\n wait (1) seconds\n else\n if <(Mario's Universally acceptable HP) = [3]> then\n set [canmove? v] to [0]\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firecarry3 v)\n else\n switch costume to (firecarry1 v)\n end\n set [fireballdirection v] to (direction)\n create clone of (fireball v)\n wait (.02) seconds\n set [canmove? v] to [1]\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\n end\n if <<(CanMove?) = [1]> and <(You spin me right round) = [1]>> then\n if <(Mario's Universally acceptable HP) = [3]> then\n set [fireballdirection v] to [90]\n create clone of (fireball v)\n wait (.01) seconds\n set [fireballdirection v] to [-90]\n create clone of (fireball v)\n wait until <(You spin me right round) = [0]>\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(animations: editmode>2) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(SLIDING?) = [0]>> then\n if <(Mario's Universally acceptable HP) = [3]> then\n if <(Carrying Object?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (firecarry1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firecarry3 v)\n else\n wait (.05) seconds\n next costume\n end\n end\n wait (.05) seconds\n end\n end\n else\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (fire1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (firejump v)\n else\n wait (0.02) seconds\n next costume\n end\n end\n wait (.02) seconds\n end\n end\n end\n else\n if <(Carrying Object?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (carry1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (carry3 v)\n else\n wait (.05) seconds\n next costume\n end\n end\n wait (.05) seconds\n end\n end\n else\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (m1 v)\n repeat (2)\n if <([falling? v] of [hitbox v]) > [1]> then\n switch costume to (mariojump v)\n else\n wait (0.02) seconds\n next costume\n end\n end\n wait (.02) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nset [you spin me right round v] to [0]\nset rotation style [left-right v]\nforever\n if <(CanMove?) = [1]> then\n if <(Mario's Universally acceptable HP) = [3]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarryduck v)\n else\n switch costume to (fireduck v)\n end\n else\n if <(You spin me right round) = [1]> then\n switch costume to (firespin1 v)\n wait (.02) seconds\n switch costume to (firespin3 v)\n wait (.02) seconds\n switch costume to (firespin2 v)\n wait (.02) seconds\n switch costume to (firespin4 v)\n wait (.02) seconds\n else\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarry3 v)\n else\n if <([speed y v] of [hitbox v]) < [-2]> then\n switch costume to (firefall v)\n else\n switch costume to (firejump v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n Do [Walk]\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (firecarry1 v)\n else\n switch costume to (fire1 v)\n end\n end\n end\n end\n end\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carryduck v)\n else\n switch costume to (mduck v)\n end\n else\n if <(You spin me right round) = [1]> then\n switch costume to (mspin1 v)\n wait (.02) seconds\n switch costume to (mspin3 v)\n wait (.02) seconds\n switch costume to (mspin2 v)\n wait (.02) seconds\n switch costume to (mspin4 v)\n wait (.02) seconds\n else\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carry3 v)\n else\n if <([speed y v] of [hitbox v]) < [-2]> then\n switch costume to (mariofall v)\n else\n switch costume to (mariojump v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n Do [Walk]\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(Carrying Object?) = [1]> then\n switch costume to (carry1 v)\n else\n switch costume to (m1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (jumpgun v)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen I receive [intro over v]\nrepeat (10)\n show\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n move (-10) steps\n end\nend\ndelete this clone\n\ndefine death\nstart sound [smw_death v]\n\nwhen flag clicked\nset [section at v] to [1]\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nwait (5) seconds\nswitch costume to (idle v)\nbroadcast (Teleportin v)\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nwhen I receive [take dmg v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (0) seconds\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n wait (0) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n if <<touching (ghost wall v)?> and <(GHOST MODE?) = [1]>> then\n set [ghost v] effect to (50)\n else\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n end\n wait (.05) seconds\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n set [gotohitbox? v] to [0]\n hide\n wait (.1) seconds\n set [canmove? v] to [0]\n switch costume to (break v)\n show\n set y to (-132)\n set [gotohitbox? v] to [1]\n switch costume to (tele2 v)\n broadcast (blink v)\n change [scroll x v] by (0)\n set [canmove? v] to [1]\nend\n\ngo to [front v] layer\n\nmove (10) steps\n\nif <(costume [number v]) = [18]> then\n forever\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [heal v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.1) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [grenade man flee v]\nset [canmove? v] to [1]\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n wait (3) seconds\n wait until <(y position) < [-180]>\n if <(Mario's Universally acceptable HP) > [0]> then\n broadcast (die v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [bossdie v]\nwait (1) seconds\nset [canmove? v] to [0]\npoint in direction (90)\nswitch costume to (jumpgun v)\nglide (.25) secs to x: (-100) y: (-113)\nswitch costume to (idlegun v)\n\nwhen I receive [kaboom v]\nwait (2) seconds\nstart sound [Mega Man II - Victory v]\nswitch costume to (idle v)\n\nwhen I start as a clone\nset volume to (50) %\n\nwhen flag clicked\nset [gotohitbox? v] to [0]\n\nwhen flag clicked\nset [carrying object? v] to [0]\n\nif <(getting ouched ?) = [1]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (takedmg v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> and <([falling? v] of [hitbox v]) < [2]>> then\n if <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>> then\n if <<(You spin me right round) = [0]> and <(CanMove?) = [1]>> then\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [subworldpipe v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nset [mario's universally acceptable hp v] to [2]\n\nwhen I receive [teleportin v]\nwait (.02) seconds\nif <(ClownCarAlive?) = [0]> then\n set [mario's universally acceptable hp v] to [2]\nend\n\nwhen I receive [firemariotransform v]\nstart sound [powerup v]\nrepeat (3)\n set [mario's universally acceptable hp v] to [2]\n wait (.1) seconds\n set [mario's universally acceptable hp v] to [3]\n wait (.1) seconds\nend\n\nwhen I receive [mario get hurt v]\nif <(Invincibility Frame) = [0]> then\n if <(Mario's Universally acceptable HP) = [1]> then\n broadcast (die v)\n else\n change [mario's universally acceptable hp v] by (-1)\n set [invincibility frame v] to [1]\n start sound [reserved-item v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n end\n set [invincibility frame v] to [0]\nend\nwait (.1) seconds\nclear graphic effects\n\nwhen flag clicked\nset [invincibility frame v] to [0]\n\nwhen I receive [die v]\nset [mario's universally acceptable hp v] to [0]\nset [gotohitbox? v] to [0]\nset [canmove? v] to [0]\nswitch costume to (mariodie v)\nshow\nrepeat (5)\n switch costume to (mariodie v)\n change y by (5)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (10)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (5)\nend\nrepeat (5)\n switch costume to (mariodie v)\n change y by (-10)\nend\nrepeat until <(y position) < [-170]>\n switch costume to (mariodie v)\n change y by (-20)\nend\nhide\n\nwhen I receive [bowser die v]\nset [canmove? v] to [0]\nset [gotohitbox? v] to [0]\nrepeat until <(y position) < [-90]>\n change y by (-10)\nend\nset y to (-101)\nif <(Mario's Universally acceptable HP) = [3]> then\n switch costume to (fire1 v)\nelse\n switch costume to (m1 v)\nend\nwait (3) seconds\nset [clowncaralive? v] to [0]\nplay sound [BowserVictory v] until done\nif <(Mario's Universally acceptable HP) = [3]> then\n switch costume to (firevictory v)\nelse\n switch costume to (victory v)\nend\nset [boss fight? v] to [0]\nwait (1) seconds\nbroadcast (fadeout v)\n\n@hitbox\n\nwhen I receive [you win v]\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n change [speed y v] by (-.7)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<<key (z v) pressed?> and <(falling?) < [3]>> and <(Carrying Object?) = [0]>> then\n set [speed y v] to [10]\n set [you spin me right round v] to [1]\n end\n if <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>> then\n if <<> then\n change [speed x v] by (-2)\n point in direction (-90)\n end\n if <>> then\n change [speed x v] by (2)\n point in direction (90)\n end\n end\n Walk (direction) (speed x)\n set [speed x v] to ((speed x) * (.8))\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<^> and <(falling?) < [3]>> then\n set [speed y v] to [8]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(falling?) < [3]> then\n set [speed y v] to [10]\n if <(You spin me right round) = [0]> then\n start sound [jump v]\n end\n end\n else\n change [speed y v] by (-1)\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <<touching (ghost wall v)?> and <(GHOST MODE?) = [0]>>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nwait until <(Health) < [1]>\nstop [other scripts in sprite v]\nbroadcast (game over v)\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nchange [scroll x v] by (10)\n\nwhen flag clicked\nset [canmove? v] to [0]\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (phase through platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\ndefine Touch Ground <up?>\n\ngo to x: (-172) y: (-81)\n\nchange x by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [knockback v]\nif <(direction) = [90]> then\n repeat (3)\n Walk [90] [-15]\n end\n repeat (3)\n Walk [90] [-8]\n end\nelse\n repeat (3)\n Walk [90] [15]\n end\n repeat (3)\n Walk [90] [8]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ladder v)?> then\n set [climbing on ladder v] to [1]\n else\n set [climbing on ladder v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\n\nwhen I receive [rushjump v]\nset [speed y v] to [25]\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nbroadcast (Teleportin v)\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nhide\nwait (.1) seconds\nif <(CHECKPOINT #) = [1]> then\n set [scroll y v] to [250]\nelse\n set [scroll y v] to [250]\nend\nset [speed y v] to [10]\nrepeat (5)\n if <(CHECKPOINT #) = [1]> then\nend\nset [canmove? v] to [0]\ngo to [front v] layer\nchange y by (0)\nset [ghost v] effect to (100)\nshow\nset y to (-100)\nset x to (0)\nchange y by (25)\nset [canmove? v] to [1]\n\nset y to (0)\n\nwait (.2) seconds\n\nif <(FIGHTSTART?) = [1]> then\n set [scroll y v] to [3810]\nend\n\nbroadcast (Teleportin v)\n\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [sliding? v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?) = [1]> then\n switch costume to (idle2 v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nset [sliding? v] to [0]\nset [slide time v] to [0]\nforever\n if <(slide time) > [13]> then\n set [sliding? v] to [0]\n end\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> then\n if <(slide time) > [0]> then\n change [slide time v] by (-1)\n set [sliding? v] to [0]\n end\n end\nend\n\nwhen I receive [bossgate #1 v]\nset [canmove? v] to [0]\nset y to (-102)\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [moveplatform v]\nchange x by (5)\n\nwhen I receive [moveplatformup v]\nchange y by (5)\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [ghost man fight v]\nset [canmove? v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nset [speed y v] to [5]\n\nset [speed y v] to [10]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwait (1) seconds\nforever\n wait until <(FLAME SWORD?) = [1]>\n set [canmove? v] to [0]\n wait until <(FLAME SWORD?) = [0]>\n set [canmove? v] to [1]\nend\n\nif <(CHECKPOINT #) = [2]> then\n set [scroll x v] to [5100]\nelse\n if <(CHECKPOINT #) = [1]> then\n set [scroll x v] to [4100]\n set [scroll y v] to [-2300]\n end\nend\n\nwhen I receive [slide v]\nif <(falling?) < [3]> then\n start sound [Mega Man 6 SRX \(9\) v]\n set [slide time v] to [1]\n repeat (10)\n set [canmove? v] to [1]\n set [sliding? v] to [1]\n if <(direction) = [90]> then\n Walk (direction) [8]\n else\n Walk (direction) [-8]\n end\n end\n set [canmove? v] to [1]\n set [sliding? v] to [0]\n wait (.2) seconds\n set [slide time v] to [0]\nend\nwait (1) seconds\n\nset [climbing on ladder v] to [1]\n\nset [climbing on ladder v] to [0]\n\nset [speed y v] to [0]\n\nwhen flag clicked\nset [slide time v] to [0]\n\nwhen I receive [we have returned v]\nset [canmove? v] to [0]\n\nforever\n wait until <(falling?) > [3]>\n start sound [jump v]\n wait until <(falling?) < [2]>\nend\n\nwhen flag clicked\nwait (.02) seconds\nforever\n wait until <(You spin me right round) = [1]>\n start sound [spin v]\n wait until <(falling?) > [2]>\n wait until <(falling?) < [3]>\n set [you spin me right round v] to [0]\nend\n\nwhen flag clicked\n\nwhen I receive [extra jump v]\nstart sound [kick v]\nset [speed y v] to [10]\n\nforever\n\nif <(y position) < [-173]> then\n set y to (100)\n set [scroll y v] to [100]\n wait (1) seconds\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <<<(y position) > [-50]> and <(y position) < [50]>> and <<(Scroll X) > [3299]> and <<(x position) > [92]> and <(x position) < [123]>>>>\n set [canmove? v] to [0]\n start sound [pipe v]\n broadcast (SUBWORLDPIPE v)\n wait (5) seconds\nend\n\nwhen I receive [firemariotransform v]\nset [canmove? v] to [0]\nwait (.6) seconds\nset [canmove? v] to [1]\n\nwhen I receive [bowser die v]\nset [canmove? v] to [0]\n\n@Level_Background\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (grenade v)\nCreate\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (hill1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\n create clone of (_myself_ v)\n change [level_x v] by (540)\n next costume\nend\n\nrepeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [510]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Level Loop v)\nend\n\nchange [level_x v] by (480)\n\nchange [level_x v] by (480)\n\nset [level_y v] to [-150]\n\nchange [level_x v] by (540)\n\nchange [level_y v] by (-448)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nswitch costume to (ghsot v)\n\nbroadcast (blink v)\n\nwhen I start as a clone\n\nforever\n switch costume to (bgtomahawk5 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\nrepeat (20)\n change [brightness v] effect by (.4)\nend\nrepeat (20)\n change [brightness v] effect by (-.4)\nend\n\n@enemies\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (koop1 v)\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (koop1 v)\nset [level_y v] to [-131]\nset y to (-131)\nset [level_x v] to [500]\ncreate clone of (_myself_ v)\nset [level_x v] to [1500]\ncreate clone of (_myself_ v)\nset [level_x v] to [2200]\ncreate clone of (_myself_ v)\nswitch costume to (fireflower v)\nset [level_y v] to [-85]\nset [level_x v] to [800]\ncreate clone of (_myself_ v)\nset [level_x v] to [9999]\n\nwhen I receive [level loop v]\nforever\n if <(kil) = [0]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [240]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n hide\n else\n set [onscreen v] to [1]\n show\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (10)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nset [invincible? v] to [0]\nset [oooooooooooof v] to [0]\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n switch costume to (koop1 v)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat until <(oooooooOOooof) = [1]>\n switch costume to (koop1 v)\n if <(oooooooOOooof) = [0]> then\n wait (.15) seconds\n end\n next costume\n if <(oooooooOOooof) = [0]> then\n wait (.15) seconds\n end\n end\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n if <(You spin me right round) = [1]> then\n spindie\n end\n set [invincible? v] to [1]\n broadcast (SpawnShell v)\n switch costume to (koophit v)\n repeat (3)\n if <(direction) = [90]> then\n change [level_x v] by (20)\n else\n change [level_x v] by (-20)\n end\n end\n repeat (6)\n if <(direction) = [90]> then\n change [level_x v] by (10)\n else\n change [level_x v] by (-10)\n end\n end\n repeat (6)\n if <(direction) = [90]> then\n change [level_x v] by (6)\n else\n change [level_x v] by (-6)\n end\n end\n set [invincible? v] to [0]\n repeat (15)\n if <(direction) = [90]> then\n change [level_x v] by (2)\n else\n change [level_x v] by (-2)\n end\n end\n wait (.5) seconds\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (20))> and <(distance to [hitbox v]) < [50]>>\n switch costume to (koop3 v)\n if <(direction) = [90]> then\n change [level_x v] by (5)\n else\n change [level_x v] by (-5)\n end\n wait (.1) seconds\n next costume\n if <(direction) = [90]> then\n change [level_x v] by (5)\n else\n change [level_x v] by (-5)\n end\n wait (.1) seconds\n end\n broadcast (extra jump v)\n if <(You spin me right round) = [1]> then\n spindie\n end\n switch costume to (koop5 v)\n wait (.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (20))> and <(distance to [hitbox v]) < [50]>>\n if <(direction) = [90]> then\n change [level_x v] by (2)\n else\n change [level_x v] by (-2)\n end\n end\n broadcast (extra jump v)\n set [oooooooooooof v] to [1]\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <not <(costume [number v]) = [12]>> then\n repeat until <touching (ground v)?>\n if <(onscreen) = [1]> then\n change [level_y v] by (-1)\n end\n end\n end\nend\n\ndefine spindie\nstop [other scripts in sprite v]\nstart sound [super-stomp v]\nswitch costume to (smoke1 v)\nrepeat (4)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n wait (0) seconds\n next costume\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [subworldpipe v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n switch costume to (fireflower v)\n forever\n point in direction (90)\n wait (.2) seconds\n point in direction (-90)\n wait (.2) seconds\n end\nend\nif <(costume [number v]) = [15]> then\n forever\n switch costume to (coin1 v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n wait (.1) seconds\n wait until <touching (wario v)?>\n broadcast (FireMarioTransform v)\n delete this clone\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (0) seconds\nif <(BOSS FIGHT?) = [0]> then\n Create\nend\nif <<(BOSS FIGHT?) = [1]> and <(DefeatedBowser?) = [1]>> then\n switch costume to (switch1 v)\n set [level_y v] to [-131]\n set [level_x v] to [250]\n create clone of (_myself_ v)\n set [level_x v] to [9999]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait until <touching (fireball v)?>\n spindie\nend\n\nwhen I start as a clone\nset [kil v] to [0]\nwait until <<touching (koopashell v)?> and <not <(costume [number v]) > [11]>>>\nif <(Invincible?) = [0]> then\n set [kil v] to [1]\n stop [other scripts in sprite v]\n start sound [kick v]\n point in direction (-90)\n set rotation style [all around v]\n repeat (3)\n change x by (5)\n change y by (5)\n end\n repeat (3)\n change x by (5)\n change y by (-5)\n end\n repeat (3)\n change x by (5)\n change y by (-10)\n end\n repeat until <touching (_edge_ v)?>\n change x by (5)\n change y by (-20)\n end\n change x by (5)\n change y by (-20)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<(Level_X) > [2390]> and <(Level_X) < [2405]>> then\n turn right (180) degrees\n change [level_x v] by (-15)\n end\n if <<(Level_X) > [2715]> and <(Level_X) < [2730]>> then\n turn right (180) degrees\n change [level_x v] by (15)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n wait (.5) seconds\n wait until <<([y position v] of [hitbox v]) > ((y position) + (30))> and <(distance to [hitbox v]) < [50]>>\n start sound [switch v]\n switch costume to (switch2 v)\n broadcast (extra jump v)\n broadcast (SCREENSHAKE v)\n broadcast (CoinRain v)\nend\n\nwhen I receive [coinrain v]\nif <(clone) = [0]> then\n switch costume to (coin1 v)\n repeat (300)\n create clone of (_myself_ v)\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n point in direction (90)\n set [level_y v] to [200]\n set [level_x v] to (pick random (150) to (350))\n if <(pick random (1) to (2)) = [1]> then\n repeat until <(Level_Y) < [-140]>\n change [level_x v] by (2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n set [level_y v] to [-150]\n forever\n change [level_x v] by (2)\n end\n else\n repeat until <(Level_Y) < [-140]>\n change [level_x v] by (-2)\n change [level_y v] by (y)\n change [y v] by (-1)\n end\n set [level_y v] to [-150]\n forever\n change [level_x v] by (-2)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n wait until <touching (wario v)?>\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n start sound [coin v]\n repeat (8)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n wait (3) seconds\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\n delete this clone\nend\n\n@phase through platforms\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (-61 v)\nCreate\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (-61 v)\nset [level_y v] to [0]\nset [level_x v] to [540]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nchange [level_x v] by (540)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (3)\n change [level_x v] by (540)\n create clone of (_myself_ v)\n next costume\nend\nchange [level_x v] by (999)\n\nwhen I receive [level loop v]\nforever\n set [ghost v] effect to (100)\n set [level_y v] to (costume [name v])\n set x to ((Level_X) - (Scroll X))\n set y to (0)\n if <([y position v] of [hitbox v]) > (Level_Y)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(BOSS FIGHT?) = [1]>\ndelete this clone\n\nwhen I receive [teleportin v]\nwait (1) seconds\nif <(BOSS FIGHT?) = [0]> then\n Create\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\n@Bowser\n\nwhen flag clicked\nset [defeatedbowser? v] to [0]\nset [clowncaralive? v] to [0]\nhide\n\nwhen I receive [die v]\nwait (.02) seconds\nstop [other scripts in sprite v]\nset [clowncaralive? v] to [0]\nrepeat (20)\n change size by (-10)\nend\nhide\n\nwhen I receive [subworldpipe v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [305]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [245]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [subworldpipe v]\nif <(DefeatedBowser?) = [0]> then\n set [clowncaralive? v] to [1]\n set [level_x v] to [0]\n set [clowncarloop v] to [1]\n set [level_y v] to [500]\n set [clowncar hp v] to [20]\n set size to (200) %\n wait (3) seconds\n set rotation style [left-right v]\n start sound [clowncar-moveout-thenin v]\n point in direction (-90)\n wait (2) seconds\n repeat (90)\n change [level_y v] by (-5)\n end\n forever\n repeat (2)\n set [y v] to [0]\n set [clowncarloop v] to [1]\n repeat (80)\n point towards (wario v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n set [projectile name v] to [mace]\n create clone of (_myself_ v)\n wait (5) seconds\n end\n start sound [clowncar-moveout v]\n repeat (40)\n change size by (-5)\n change [level_y v] by (5)\n end\n broadcast (SCREENSHAKE v)\n start sound [shatter v]\n clear graphic effects\n set [proj x v] to [-200]\n set [proj y v] to [-200]\n set [projectile name v] to [podobo]\n create clone of (_myself_ v)\n repeat (7)\n wait (.25) seconds\n change [proj x v] by (150)\n create clone of (_myself_ v)\n end\n repeat (11)\n wait (.25) seconds\n create clone of (_myself_ v)\n change [proj x v] by (-135)\n end\n wait (1) seconds\n set [level_x v] to (([x position v] of [hitbox v]) + (Scroll X))\n set [level_y v] to [250]\n set [clowncarloop v] to [0]\n set size to (200) %\n set rotation style [left-right v]\n start sound [clowncar-reenter v]\n point in direction (-90)\n repeat (39)\n switch costume to (i am going to kill you then kill you again v)\n change [level_y v] by (-5)\n point towards (wario v)\n end\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (wario v)\n change [y v] by (-3)\n change [level_y v] by (y)\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n if <(x position) > ([x position v] of [hitbox v])> then\n repeat until <(x position) < ([x position v] of [hitbox v])>\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_x v] by (-5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (wario v)\n change [level_x v] by (-5)\n change [y v] by (-3)\n change [level_y v] by (y)\n if <touching (hitbox v)?> then\n broadcast (Mario Get Hurt v)\n end\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n wait (.05) seconds\n end\n else\n repeat until <(x position) > ([x position v] of [hitbox v])>\n set [y v] to [0]\n repeat (5)\n change [y v] by (5)\n change [level_x v] by (5)\n change [level_y v] by (y)\n end\n repeat until <(Level_Y) < [-50]>\n point towards (wario v)\n change [level_x v] by (5)\n change [y v] by (-3)\n change [level_y v] by (y)\n if <touching (hitbox v)?> then\n broadcast (Mario Get Hurt v)\n end\n end\n broadcast (SCREENSHAKE v)\n start sound [bullet v]\n set [level_y v] to [-60]\n wait (.05) seconds\n end\n end\n set [clowncarloop v] to [1]\n set [level_y v] to [-60]\n start sound [clowncar-moveout v]\n repeat (13)\n change [level_y v] by (10)\n end\n set [y v] to [0]\n set [clowncarloop v] to [1]\n repeat (80)\n point towards (wario v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n change [y v] by (1)\n end\n set [clowncarloop v] to [0]\n wait (.06) seconds\n switch costume to (a'ight lets have a look v)\n repeat (2)\n wait (.2) seconds\n next costume\n end\n set [projectile name v] to [saw]\n repeat (2)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n set [projectile name v] to [flower]\n create clone of (_myself_ v)\n wait (.5) seconds\n set [projectile name v] to [saw]\n create clone of (_myself_ v)\n wait (.5) seconds\n set [clowncarloop v] to [1]\n end\nend\nset [level_y v] to [9999]\n\nwhen I receive [subworldpipe v]\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [mace]> then\n set rotation style [all around v]\n switch costume to (mace1 v)\n start sound [unknown1 v]\n set [y v] to [0]\n repeat (6)\n wait (.3) seconds\n next costume\n end\n repeat (11)\n start sound [saw v]\n change [y v] by (3)\n turn right (y) degrees\n switch costume to (mace8 v)\n wait (0) seconds\n turn right (y) degrees\n next costume\n wait (0) seconds\n end\n repeat (6)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [podobo]> then\n set rotation style [all around v]\n forever\n switch costume to (podobo1 v)\n wait (.05) seconds\n switch costume to (podobo2 v)\n wait (.05) seconds\n end\nend\nif <(PROJECTILE NAME) = [saw]> then\n set rotation style [left-right v]\n forever\n start sound [saw v]\n switch costume to (saw1 v)\n wait (.05) seconds\n switch costume to (saw2 v)\n wait (.05) seconds\n end\nend\nif <(PROJECTILE NAME) = [flower]> then\n set rotation style [left-right v]\n forever\n switch costume to (fireflower v)\n wait (.05) seconds\n switch costume to (fireflower2 v)\n wait (.05) seconds\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nif <(PROJECTILE NAME) = [podobo]> then\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\nelse\n if <(PROJECTILE NAME) = [saw]> then\n change [level_y v] by (25)\n end\nend\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [305]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [250]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nwait (.2) seconds\nforever\n if <(costume [number v]) = [33]> then\n wait until <touching (hitbox v)?>\n broadcast (FireMarioTransform v)\n else\n wait until <touching (hitbox v)?>\n broadcast (Mario Get Hurt v)\n repeat (10)\n set [brightness v] effect to (50)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(PROJECTILE NAME) = [flower]> then\n set [y v] to [20]\n point towards (wario v)\n repeat until <(Level_Y) < [-100]>\n change [y v] by (-2)\n change [level_y v] by (y)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n end\n set [level_y v] to [-113]\n wait (1) seconds\n repeat (10)\n set [ghost v] effect to (100)\n wait (.02) seconds\n set [ghost v] effect to (0)\n wait (.02) seconds\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [saw]> then\n set [y v] to [15]\n point towards (wario v)\n repeat until <(Level_Y) < [-110]>\n change [y v] by (-2)\n change [level_y v] by (y)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n end\n set [level_y v] to [-120]\n wait (0) seconds\n if <(x position) > ([x position v] of [hitbox v])> then\n set [y v] to [0]\n repeat (50)\n change [y v] by (-1)\n change [level_x v] by (y)\n end\n else\n set [y v] to [0]\n repeat (50)\n change [y v] by (1)\n change [level_x v] by (y)\n end\n end\n delete this clone\nend\nif <(PROJECTILE NAME) = [podobo]> then\n wait (.02) seconds\n point in direction (90)\n start sound [podoboo v]\n repeat (10)\n change [level_y v] by (25)\n end\n repeat (5)\n change [level_y v] by (15)\n end\n repeat (5)\n change [level_y v] by (5)\n end\n point in direction (-90)\n repeat (5)\n change [level_y v] by (-5)\n end\n repeat (5)\n change [level_y v] by (-20)\n end\n repeat (5)\n change [level_y v] by (-30)\n end\n delete this clone\nend\n\nwhen I receive [subworldpipe v]\nforever\n if <(clowncarloop) = [1]> then\n repeat (10)\n if <(clowncarloop) = [1]> then\n switch costume to (clowncar v)\n repeat (2)\n next costume\n end\n end\n end\n if <(clowncarloop) = [1]> then\n switch costume to (clowncar v)\n repeat (3)\n next costume\n end\n end\n end\nend\n\nwhen I receive [subworldpipe v]\nwait (1) seconds\nforever\n wait until <touching (fireball v)?>\n change [clowncar hp v] by (-1)\n start sound [map-castle-demolish v]\n repeat (15)\n set [ghost v] effect to (50)\n wait (.02) seconds\n set [ghost v] effect to (0)\n wait (.02) seconds\n end\nend\n\nwhen I receive [subworldpipe v]\nwait (1) seconds\nif <(DefeatedBowser?) = [0]> then\n wait until <(ClownCar HP) < [1]>\n broadcast (Bowser Die v)\n set [defeatedbowser? v] to [1]\n stop [other scripts in sprite v]\n repeat (2)\n start sound [map-castle-demolish v]\n switch costume to (die1 v)\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n show\n set [brightness v] effect to (5)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n switch costume to (die2 v)\n start sound [map-castle-demolish v]\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n show\n set [brightness v] effect to (5)\n wait (.02) seconds\n set [brightness v] effect to (0)\n wait (.02) seconds\n end\n end\n start sound [boss-defeat v]\n repeat (20)\n change size by (-5)\n end\n hide\nend\n\nwhen I receive [bowser die v]\ndelete this clone\n\n@fireball\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nset [clone v] to [1]\nstart sound [fireball v]\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen flag clicked\nset [level_x v] to [0]\nset [level_y v] to [999999]\nhide\n\nwhen I receive [level loop v]\nforever\n if <(clone) = [1]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n delete this clone\n else\n set [onscreen v] to [1]\n show\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [level_x v] to (([x position v] of [hitbox v]) + (Scroll X))\nset [level_y v] to (([y position v] of [hitbox v]) + (-15))\nif <(FireBallDirection) = [-90]> then\n point in direction (-105)\nelse\n point in direction (105)\nend\nif <(direction) = [-105]> then\n repeat (50)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <touching (ground v)?> then\n turn left (-30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n turn left (30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n end\n delete this clone\nelse\n repeat (25)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <touching (ground v)?> then\n turn left (30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n repeat (10)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n turn left (-30) degrees\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (bowser v)?>>\nwait (.03) seconds\ndelete this clone\n\n@KoopaShell\n\nwhen flag clicked\nhide\n\nwhen I receive [level loop v]\nforever\n if <(clone) = [1]> then\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [240]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n set [onscreen v] to [0]\n delete this clone\n else\n set [onscreen v] to [1]\n show\n end\n end\nend\n\nwhen I receive [spawnshell v]\nif <(clone) = [0]> then\n switch costume to (shell1 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [level_x v] to (PROJ X)\nset [level_y v] to (PROJ Y)\nset [clone v] to [1]\nset [speed y v] to [1]\nset [being carried? v] to [0]\nforever\n if <not <touching (ground v)?>> then\n if <(Being Carried?) = [1]> then\n set [speed y v] to [1]\n else\n change [speed y v] by (-1)\n end\n end\n change [level_y v] by (speed y)\n if <touching (ground v)?> then\n if <(BOSS FIGHT?) = [1]> then\n if <(DefeatedBowser?) = [1]> then\n set [level_y v] to [-161]\n else\n set [level_y v] to [-130]\n end\n else\n if <<(Level_X) < [2417]> or <(Level_X) > [2707]>> then\n set [level_y v] to [-155]\n else\n set [level_y v] to [-27]\n end\n end\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange [level_x v] by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change [level_y v] by (1)\nend\nif <(slope) = [8]> then\n change y by ((0) - (slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nchange [level_y v] by (1)\n\nchange [level_y v] by (-1)\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n switch costume to (shell1 v)\n wait (.5) seconds\n wait until <<touching (hitbox v)?> and <(Carrying Object?) = [0]>>\n set [carrying object? v] to [1]\n set [being carried? v] to [1]\n repeat until <key (space v) pressed?>\n set [level_y v] to (([y position v] of [hitbox v]) + (-15))\n if <([direction v] of [hitbox v]) = [90]> then\n point in direction (90)\n set [level_x v] to ((([x position v] of [hitbox v]) + (Scroll X)) + (25))\n else\n point in direction (-90)\n set [level_x v] to ((([x position v] of [hitbox v]) + (Scroll X)) + (-25))\n end\n end\n set [carrying object? v] to [0]\n set [being carried? v] to [0]\n start sound [kick v]\n set [speed y v] to [0]\n repeat until <<([y position v] of [hitbox v]) > ((y position) + (35))> and <(distance to [hitbox v]) < [50]>>\n next costume\n if <(direction) = [90]> then\n Walk (direction) [8]\n else\n Walk (direction) [-8]\n end\n if <<(Level_X) > [2390]> and <(Level_X) < [2405]>> then\n turn right (180) degrees\n Walk (direction) [-20]\n end\n if <<(Level_X) > [2715]> and <(Level_X) < [2745]>> then\n point in direction (90)\n Walk (direction) [20]\n end\n end\n broadcast (extra jump v)\n change y by (10)\n start sound [kick v]\nend\n\nturn left (180) degrees\nchange [level_x v] by (speed)\n\nTouch Ground <(speed y) > [0]>\n\nchange [level_x v] by ((0) - (speed))\n\n
#5 when you search Wario? WAAAAAAAAAHT? \n★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move\n\n- Press Space when you have the Fire Flower to throw\n fireballs\n\n- Press Z to spin, which can instant-kill Koopas\n\n- Jump into pipes to use them\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nSuper Wario World for the SNES ported into Scratch as a fun platformer.\n\nThere is open space for you to run around, stomp on Koopa Troopas, and grab a Fire Flower. \n\nTo make the game much less annoying, enemies in the Overworld will not hurt you on contact. However, bosses can still hurt you.\n\nCan you defeat the evil king Bowser to find the Secret Area? Good luck!\n★★★★★★★★★CREDITS★★★★★★★★★\n\nAll credit goes to Nintendo, the creator of Super Mario World\n\nMusic is from Super Mario World and Yoshi's Island\n\n
Adventure || A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\n\nforever\n hide variable [mouse v]\n if <<(username) = [Antz4Ever]> and <key (m v) pressed?>> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (ScrollX)) (join [, ] ((mouse y) + (ScrollY))))\n else\n hide variable [mouse v]\n end\nend\n\nwhen I receive [green flag v]\nhide variable [mouse v]\n\nwhen I receive [intro over v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (normal v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nif <(pick random (1) to (2)) = [2]> then\n forever\n play sound [the piano music v] until done\n play sound [TheFatRat - Windfall v] until done\n play sound [Jim Yosef - Reverse \[End of Time EP\] v] until done\n play sound [Modulation - on the move v] until done\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n end\nelse\n forever\n play sound [Glorious_morning v] until done\n play sound [Vicetone - United We Dance v] until done\n play sound [Modulation - on the move v] until done\n play sound [the piano music v] until done\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n end\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 Test-Background\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [120]\nset [sy v] to [0]\nset [in air v] to [0]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nset [exit v] to []\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n Change player x by [-8]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change player x by [8]\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> 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 [scrollx v] by (round (((x) - (ScrollX)) / (10)))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (ScrollY)) / (10)))\nif <(ScrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [1]> 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) - (ScrollX)) y: ((y) - (ScrollY))\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) > [1]> 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 []\nstart sound [Crunch v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nbroadcast (Reset v)\n\ndefine Test - Die\nif <touching (danger zones v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nstart sound [Teleport v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nbroadcast (Change v)\nwait (1) seconds\nTest-Background\n\ndefine Test-Background\nif <(LEVEL) = [1]> then\n switch backdrop to (normal v)\nelse\n if <(LEVEL) = [2]> then\n switch backdrop to (desert v)\n else\n if <(LEVEL) = [3]> then\n switch backdrop to (giphy v)\n else\n if <(LEVEL) = [4]> then\n switch backdrop to (normal2 v)\n else\n if <(LEVEL) = [5]> then\n switch backdrop to (desert2 v)\n else\n if <(LEVEL) = [6]> then\n switch backdrop to (normal v)\n end\n end\n end\n end\n end\nend\n\ndefine Move On\nhide\nchange [level v] by (1)\nbroadcast (Change v)\nbroadcast (Reset v)\nwait (1) seconds\nTest-Background\nGame On\n\nwhen I receive [next level v]\nMove On\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\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: [475] y: [0] Layers: []\n Clone at x: [550] y: [0] Layers: []\n Clone at x: [590] y: [0] Layers: []\n Clone at x: [700] y: [0] Layers: []\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [615] y: [0] Layers: [0]\n Clone at x: [640] y: [60] Layers: [1]\n Clone at x: [450] y: [-70] Layers: [0]\n Clone at x: [500] y: [-40] Layers: [0]\n Clone at x: [650] y: [20] Layers: [0]\n Clone at x: [400] y: [-5] Layers: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [495] y: [0] Layers: [1]\n Clone at x: [475] y: [0] Layers: [1]\n Clone at x: [640] y: [0] Layers: [1]\n Clone at x: [640] y: [0] Layers: [1]\n Clone at x: [700] y: [0] Layers: [1]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0] Layers: [1]\n Clone at x: [350] y: [200] Layers: [1]\n Clone at x: [550] y: [-250] Layers: [1]\n Clone at x: [500] y: [8] Layers: [1]\n Clone at x: [429] y: [148] Layers: [1]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [485] y: [0] Layers: [0]\n Clone at x: [550] y: [0] Layers: [0]\n Clone at x: [500] y: [0] Layers: [0]\n Clone at x: [820] y: [0] Layers: [0]\n Clone at x: [500] y: [100] Layers: [1]\n Clone at x: [450] y: [-100] Layers: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level end v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) Layers: (#)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\ngo [backward v] (#) layers\nnext costume\n\n@collectables\n\nwhen I start as a clone\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\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [nsmb_coin v]\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Portal Open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (collectable v)\n Clone at x: [75] y: [-54]\n Clone at x: [104] y: [-5]\n Clone at x: [146] y: [30]\n Clone at x: [191] y: [27]\n Clone at x: [191] y: [27]\n Clone at x: [237] y: [12]\n Clone at x: [368] y: [96]\n Clone at x: [418] y: [111]\n Clone at x: [468] y: [105]\n Clone at x: [864] y: [8]\n Clone at x: [864] y: [168]\n Clone at x: [904] y: [168]\n Clone at x: [940] y: [168]\n Clone at x: [1307] y: [14]\n Clone at x: [1267] y: [14]\n Clone at x: [1225] y: [13]\n Clone at x: [1695] y: [33]\n Clone at x: [2554] y: [193]\n Clone at x: [2516] y: [193]\n Clone at x: [2478] y: [193]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (collectable v)\n Clone at x: [60] y: [-49]\n Clone at x: [89] y: [-56]\n Clone at x: [120] y: [-65]\n Clone at x: [710] y: [75]\n Clone at x: [1735] y: [54]\n Clone at x: [1854] y: [20]\n Clone at x: [2407] y: [18]\n Clone at x: [2827] y: [-20]\n Clone at x: [2940] y: [-87]\n Clone at x: [3479] y: [-23]\n else\n if <(LEVEL) = [3]> then\n switch costume to (collectable v)\n Clone at x: [115] y: [-19]\n Clone at x: [160] y: [-19]\n Clone at x: [200] y: [-19]\n Clone at x: [449] y: [32]\n Clone at x: [836] y: [-20]\n Clone at x: [1467] y: [-72]\n Clone at x: [1504] y: [-63]\n Clone at x: [1540] y: [-67]\n Clone at x: [1862] y: [37]\n Clone at x: [2383] y: [-46]\n else\n if <(LEVEL) = [4]> then\n switch costume to (collectable v)\n Clone at x: [188] y: [-66]\n Clone at x: [228] y: [-63]\n Clone at x: [270] y: [-52]\n Clone at x: [843] y: [77]\n Clone at x: [955] y: [152]\n Clone at x: [677] y: [294]\n Clone at x: [634] y: [409]\n Clone at x: [674] y: [409]\n Clone at x: [714] y: [409]\n Clone at x: [1545] y: [-66]\n Clone at x: [1977] y: [18]\n Clone at x: [2143] y: [39]\n Clone at x: [2156] y: [77]\n Clone at x: [2173] y: [110]\n Clone at x: [2144] y: [236]\n Clone at x: [2022] y: [297]\n else\n if <(LEVEL) = [5]> then\n switch costume to (collectable v)\n Clone at x: [70] y: [89]\n Clone at x: [186] y: [150]\n Clone at x: [477] y: [101]\n Clone at x: [762] y: [6]\n Clone at x: [865] y: [118]\n Clone at x: [1258] y: [-127]\n Clone at x: [1399] y: [-22]\n Clone at x: [1401] y: [79]\n Clone at x: [1638] y: [358]\n Clone at x: [2870] y: [202]\n end\n end\n end\n end\n set [x v] to [-999999]\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nClone at x: [] y: []\n\n@Danger Zones\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\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: [475] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [590] y: [0]\n Clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n wait until <(BackgroundReady) = [yes]>\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [-5]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [-8]\n Clone at x: [508] y: [-40]\n Clone at x: [1050] y: [20]\n else\n if <(LEVEL) = [3]> then\n wait until <(BackgroundReady) = [yes]>\n switch costume to (level 3 1 v)\n Clone at x: [495] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [640] y: [0]\n Clone at x: [640] y: [0]\n Clone at x: [700] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [350] y: [200]\n Clone at x: [550] y: [-250]\n Clone at x: [500] y: [8]\n Clone at x: [429] y: [148]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [485] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [820] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [450] y: [-100]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 1 5 v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [485] y: [0] Layers: [0]\nClone at x: [550] y: [0] Layers: [0]\nClone at x: [500] y: [0] Layers: [0]\nClone at x: [820] y: [0] Layers: [0]\nClone at x: [500] y: [100] Layers: [1]\nClone at x: [450] y: [-100] Layers: [0]\n\nrepeat (10)\n change size by (5)\nend\nrepeat (10)\n change size by (-5)\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x: [2679] y: [216]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x: [3639] y: [4]\n else\n if <(LEVEL) = [3]> then\n switch costume to (exit closed v)\n Clone at x: [3037] y: [150]\n else\n if <(LEVEL) = [4]> then\n switch costume to (exit closed v)\n Clone at x: [1903] y: [343]\n else\n if <(LEVEL) = [5]> then\n switch costume to (exit closed v)\n Clone at x: [3479] y: [396]\n else\n if <(LEVEL) = [6]> then\n switch costume to (exit closed v)\n Clone at x: [99999] y: [396]\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [portal open v]\nswitch costume to (exit open v)\n\n@Trees and stuff\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\n\nwhen I receive [setup v]\nset [backgroundready v] to [no]\nset size to (100) %\nTest - BackLayer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Test - BackLayer\n Clone at x: [-210] y: [25] Size: [150] Costume [Mossy Boulders]\n Clone at x: [63] y: [30] Size: [100] Costume [tree]\n Clone at x: [560] y: [80] Size: [85] Costume [tree2]\n Clone at x: [610] y: [60] Size: [70] Costume [tree2]\n Clone at x: [300] y: [0] Size: [100] Costume [bush]\n Clone at x: [2130] y: [-77] Size: [100] Costume [stones]\n Clone at x: [1833] y: [20] Size: [100] Costume [tree3]\n Clone at x: [1385] y: [10] Size: [80] Costume [plants]\n Clone at x: [1475] y: [-18] Size: [100] Costume [Mossy Boulders]\nelse\n if <(LEVEL) = [2]> then\n Test - BackLayer\n Clone at x: [-32] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [411] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [854] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [1297] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [1740] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [2183] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [2626] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [3069] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [3512] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [3955] y: [-50] Size: [80] Costume [dunes]\n Clone at x: [1250] y: [54] Size: [100] Costume [bridge frame]\n Clone at x: [-206] y: [22] Size: [90] Costume [Rock]\n Clone at x: [-73] y: [-30] Size: [40] Costume [Deadbush]\n Clone at x: [-137] y: [40] Size: [80] Costume [Cactus]\n Clone at x: [217] y: [-50] Size: [100] Costume [Palm Tree]\n Clone at x: [624] y: [70] Size: [100] Costume [Cactus2]\n Clone at x: [680] y: [50] Size: [60] Costume [Cactus3]\n Clone at x: [1640] y: [20] Size: [80] Costume [Deadbush]\n Clone at x: [2146] y: [-54] Size: [80] Costume [Cactus3]\n wait (0.5) seconds\n set [backgroundready v] to [yes]\n else\n if <(LEVEL) = [3]> then\n Test - BackLayer\n Clone at x: [-200] y: [20] Size: [150] Costume [Moon boulders]\n Clone at x: [-56] y: [-10] Size: [100] Costume [THE MOON LANDING IS REAL]\n Clone at x: [737] y: [-14] Size: [100] Costume [Moon Dune]\n wait (1) seconds\n set [backgroundready v] to [yes]\n else\n if <(LEVEL) = [4]> then\n Test - BackLayer\n Clone at x: [-197] y: [16] Size: [100] Costume [pine tree]\n Clone at x: [-31] y: [-60] Size: [80] Costume [Deadbush]\n Clone at x: [-126] y: [-50] Size: [80] Costume [Snowman]\n Clone at x: [642] y: [125] Size: [100] Costume [winter tree]\n Clone at x: [786] y: [213] Size: [100] Costume [frozen grass]\n Clone at x: [804] y: [338] Size: [60] Costume [frozen grass]\n Clone at x: [1320] y: [11] Size: [80] Costume [frozen grass]\n Clone at x: [1826] y: [82] Size: [90] Costume [WATCH OUT]\n wait (1) seconds\n set [backgroundready v] to [yes]\n else\n if <(LEVEL) = [5]> then\n Test - BackLayer\n Clone at x: [-118] y: [110] Size: [100] Costume [fallTree]\n Clone at x: [310] y: [121] Size: [100] Costume [canyons]\n Clone at x: [-161] y: [23] Size: [85] Costume [DeadbushSmall]\n Clone at x: [1031] y: [208] Size: [85] Costume [DeadbushSmall]\n Clone at x: [1288] y: [0] Size: [85] Costume [canyons]\n Clone at x: [1606] y: [400] Size: [80] Costume [fallTree3]\n Clone at x: [1633] y: [370] Size: [80] Costume [fallTree4]\n Clone at x: [2138] y: [160] Size: [100] Costume [fallTree2]\n Clone at x: [1816] y: [250] Size: [85] Costume [Cactus]\n Clone at x: [3325] y: [280] Size: [85] Costume [DeadbushSmall]\n Clone at x: [2861] y: [0] Size: [85] Costume [SUN]\n wait (1) seconds\n set [backgroundready v] to [yes]\n else\n if <(LEVEL) = [6]> then\n Test - BackLayer\n Clone at x: [125] y: [-45] Size: [80] Costume [DeadbushSmall]\n Clone at x: [40] y: [30] Size: [100] Costume [tree]\n Clone at x: [-210] y: [25] Size: [150] Costume [Mossy Boulders]\n Clone at x: [-80] y: [100] Size: [100] Costume [thanks for playing]\n wait (1) seconds\n set [backgroundready v] to [yes]\n end\n end\n end\n end\n end\n set [x v] to [-999999]\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ngo to [front v] layer\nset [ghost v] effect to (0)\n\ndefine Clone at x: (x) y: (y) Size: (size) Costume (costume #)\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nswitch costume to (costume #)\ncreate clone of (_myself_ v)\n\ndefine Test - BackLayer\ngo to [back v] layer\n\nClone at x: [-56] y: [-10] Size: [100] Costume [THE MOON LANDING IS REAL]\n\n@Clouds\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (ScrollX)) ((y) - (ScrollY))\n\nwhen I receive [setup v]\nset size to (100) %\nset [ghost v] effect to (50)\nTest - FrontLayer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Test - FrontLayer\n Clone at x: [-197] y: [123] Size: [100] Costume [Cloud]\n Clone at x: [118] y: [72] Size: [100] Costume [Cloud2]\n Clone at x: [343] y: [225] Size: [100] Costume [Cloud3]\n Clone at x: [758] y: [48] Size: [100] Costume [Cloud4]\n Clone at x: [1004] y: [205] Size: [100] Costume [Cloud]\n Clone at x: [1196] y: [87] Size: [80] Costume [Cloud2]\n Clone at x: [1569] y: [97] Size: [100] Costume [Cloud3]\n Clone at x: [1700] y: [63] Size: [80] Costume [Cloud4]\n Clone at x: [2034] y: [40] Size: [100] Costume [Cloud]\n Clone at x: [2283] y: [200] Size: [100] Costume [Cloud2]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [-999999]\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ngo to [front v] layer\nset [ghost v] effect to (0)\n\ndefine Clone at x: (x) y: (y) Size: (size) Costume (costume #)\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nswitch costume to (costume #)\ncreate clone of (_myself_ v)\n\ndefine Test - FrontLayer\ngo to [front v] layer\n\nwhen I start as a clone\n\n@transition\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [change v]\ngo to x: (500) y: (0)\nshow\ngo to [front v] layer\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (-500) y: (0)\nhide\n\n@Reset\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (-214) y: (153)\nswitch costume to (costume1 v)\nset size to (60) %\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Skip\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [green flag v]\ngo to x: (-172) y: (153)\nswitch costume to (costume1 v)\nset size to (60) %\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to [front v] layer\n\n
HOW TO PLAY\nFullscreen highly recommended for better graphics (and maybe less lag?)\nArrow keys or wasd to move\nCollect all the coins before going through the portal\nNOTE: skip or reset buttons do not work in level 1 unless you move forward a bit ¯\_(ツ)_/¯\nMOBILE FRIENDLY\nEnjoy :)\n-------------------------------------------------------------------------\nThis took me about a month and a half \nFirst scrolling platformer
Chernobyl - Mobile Friendly Scrolling Platformer #games #platformer
@Stage\n\n@cube\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (15) %\nset [ghost v] effect to (0)\nwait (2) seconds\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change player x by [8]\nend\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platform v)?>>\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\nwhen [r v] key pressed\nbroadcast (play game v)\n\nGame-die\n\nGame-die\n\nwhen I receive [play game v]\nforever\n if <touching (danger v)?> then\n Game-die\n end\nend\n\nwhen I receive [play game v]\nforever\n play sound [DJ Blyatman - Chernobyl \(Official Music Video\) v] until done\nend\n\n@Platform\n\nif <(level) = [4]> then\nelse\nend\n\nswitch costume to (level 4 1 v)\nclone at x [450] y [0]\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [play game v]\nforever\n if <(costume [name v]) = [END]> then\n broadcast (timerstop v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (cube v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [3]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n else\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@Danger\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [play game v]\nforever\n if <(costume [name v]) = [END]> then\n broadcast (timerstop v)\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n if <(level) = [4]> then\n switch costume to (test v)\n clone at x [450] y [0]\n else\n switch costume to (end 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\nshow\n\n@chernobyl-powerplant-cpp-14 (1)\n\nwhen flag clicked\nshow\nwait (1) seconds\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\n\nclear graphic effects\n\n
Welcome to play Chernobyl - Mobile Friendly Scrolling Platformer \n\n1 Love = Chernobyl radiation decreases 1%\n\n➡ Instructions ⬅\nArrow keys to control cube, on mobile just tap around. \nClick green flag 2-3 times\n\n➡ Please: Love , Favourite , Follow and maybe even propose this to be featured? Can we get at least 100 loves?\n\nMusic: Chernobyl - DJ B***tman \n\n➡ Knowledge ⬅\nChernobyl Nuclear Power Plant is not located in Chernobyl city. It is located on Pripyat city 15km north from Chernobyl city. \n\nOfficial name of Chernobyl Nuclear Power Plant is Vladimir Ilyich Lenin Nuclear Power Plant. \n\nADVERTISEMENT\nJoin Scratcland - Parliament Simulation https://scratch.mit.edu/projects/388553095\n\n➡ Propose this to be featured here: https://scratch.mit.edu/studios/4228481/\n\n➡ Credits: @griffpatch for exit thing on each level. @Mario123554 for power plant desing\n\n➡\n\n###\n#tag #games #game #griffpatch #chernobyl #sushi10000 #sushi #sushi4life #bruh #games #platformer #nuclearpowerplant #scrolling #scrollingplatformer #mobilefriendly #scratch #mario #pripyat #ukraine #ussr
Dogs Platformer
@Stage\n\n@Objeto1\n\nwhen I receive [next level v]\nnext costume\n\n@Objeto2\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 (#4c337e)?> then\n change y by (1)\n end\n if <touching color (#4c337e)?> then\n change y by (1)\n end\n if <touching color (#4c337e)?> then\n change y by (1)\n end\n if <touching color (#4c337e)?> then\n change y by (1)\n end\n if <touching color (#4c337e)?> 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 (#4c337e)?> 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 (#4c337e)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff8181)?> 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\nend\n\n@Objeto3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (0.25) seconds\nhide\n\n
New levels coming soon. All level are possible\nINSTRUCTIONS\n\nArrow keys to move.\n\nMY YT Channel\nhttps://www.youtube.com/channel/UCgidyiUnT3sJkP6w7SfFTLA/?sub_confirmation=1
(RESHARED) I'm sorry - platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [death v] to [0]\n\nwhen I receive [start v]\nstop all sounds\nforever\n if <not <(Level) = [10]>> then\n play sound [Demons v] until done\n end\nend\n\nwhen I receive [animation finished v]\nset [level v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n if <not <(Level) > [0]>> then\n play sound [Menu Music v] until done\n end\nend\n\n@ground\n\nwhen flag clicked\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nadd [and I have been reported because of getting rude] to [say v]\n\nwhen flag clicked\nhide\n\n@player\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen I start as a clone\nshow\ngo to (player v)\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change y by (-1)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nforever\n\nwhen I receive [next level v]\ngo to x: (-207) y: (-106)\n\nwhen I receive [start v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [blocked? v] to [0]\nshow\nbroadcast (next level v)\nforever\n if <<not <touching (lader v)?>> and <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n if <(Blocked?) = [0]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1.2)\n else\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xv v] by (1.2)\n end\n end\n end\n set [xv v] to ((xv) * (.85))\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 <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\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 if <<<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <not <(yv) < [-5]>>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <<touching (lader v)?> or <touching (ground v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>>> and <<<touching (ground v)?> and <not <touching (lader v)?>>> or <<touching (lader v)?> and <not <touching (ground v)?>>>>> then\n change [yv v] by (12)\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <<(y position) < [-179]> or <<touching (trap v)?> or <touching (spikes v)?>>> then\n set [done? v] to [0]\n start sound [Crunch v]\n broadcast (dead v) and wait\n set [done? v] to [1]\n go to x: (-207) y: (-106)\n end\n if <touching (trampoline! v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n set [yv v] to [20]\n end\n if <<not <touching (lader v)?>> and <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (3 v)\n else\n switch costume to (2 v)\n end\nend\n\nwhen I receive [boss fight v]\npoint in direction (90)\ngo to x: (-207) y: (-106)\nstop [other scripts in sprite v]\nswitch costume to (2 v)\n\nwhen I receive [1 v]\nsay [Yes] each [0.01] [1] [] [] []\nbroadcast (2 v) and wait\nsay [So if I will win you, I will be better] each [0.01] [1] [] [] []\nbroadcast (4 v) and wait\n\nwhen I receive [5 v]\nforever\n if <<not <touching (lader v)?>> and <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n if <(Blocked?) = [0]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1.2)\n else\n if <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (1.2)\n end\n end\n end\n set [xv v] to ((xv) * (.85))\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 <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\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 if <<<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <not <(yv) < [-5]>>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (yv)\n if <<touching (lader v)?> or <touching (ground v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <<<touching (ground v)?> and <not <touching (lader v)?>>> or <<touching (lader v)?> and <not <touching (ground v)?>>>>> then\n change [yv v] by (12)\n end\n change y by (1)\n if <touching (trampoline! v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n set [yv v] to [20]\n end\n if <<touching (boss v)?> or <touching (trap v)?>> then\n set [death v] to [1]\n stop [other scripts in sprite v]\n broadcast (dead v)\n broadcast (BOSS FIGHT v)\n stop [this script v]\n end\n if <<not <touching (lader v)?>> and <<<<mouse down?> and <(distance to [mouse-pointer v]) > [10]>> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (3 v)\n else\n switch costume to (2 v)\n end\nend\n\nwhen I receive [6 v]\nsay [I recommend to go away] each [0.01] [1] [] [] []\nbroadcast (7 v) and wait\nbroadcast (win! v)\n\nwhen flag clicked\nhide\n\n@Rain\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [heavy-rain v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <(pick random (1) to (3)) = [3]> then\n broadcast (grom v) and wait\n end\n wait (pick random (1) to (7)) seconds\nend\n\nwhen I receive [grom v]\nstart sound [thunder_strike_ v]\nrepeat (5)\n change [brightness v] effect by (20)\nend\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwhen flag clicked\nhide\n\n@text engine\n\ndefine new line\nset x to (-223)\nchange y by (-20)\n\nwhen I receive [next level v]\nnew line\nset y to (140)\nerase all\ntype (item (Level) of [say v])\n\nwhen flag clicked\nerase all\n\ndefine type (type)\ngo to [back v] layer\nset [count v] to [0]\nshow\nrepeat (length of (type))\n change [count v] by (1)\n if <<<(item (count) of [say v]) = [n]> and <(item ((count) + (1)) of [say v]) = [e]>> and <<<(item ((count) + (2)) of [say v]) = [w]> and <(item ((count) + (3)) of [say v]) = [l]>> and <<(item ((count) + (4)) of [say v]) = [i]> and <<(item ((count) + (5)) of [say v]) = [n]> and <(item ((count) + (6)) of [say v]) = [e]>>>>> then\n new line\n change [count v] by (7)\n end\n if <(letter (count) of (type)) = [a]> then\n switch costume to (a v)\n else\n if <(letter (count) of (type)) = [b]> then\n switch costume to (b v)\n else\n if <(letter (count) of (type)) = [c]> then\n switch costume to (c v)\n else\n if <(letter (count) of (type)) = [d]> then\n switch costume to (d v)\n else\n if <(letter (count) of (type)) = [e]> then\n switch costume to (e v)\n else\n if <(letter (count) of (type)) = [f]> then\n switch costume to (f v)\n else\n if <(letter (count) of (type)) = [g]> then\n switch costume to (g v)\n else\n if <(letter (count) of (type)) = [h]> then\n switch costume to (h v)\n else\n if <(letter (count) of (type)) = [i]> then\n switch costume to (i v)\n else\n if <(letter (count) of (type)) = [j]> then\n switch costume to (j v)\n else\n if <(letter (count) of (type)) = [k]> then\n switch costume to (k v)\n else\n if <(letter (count) of (type)) = [l]> then\n switch costume to (l v)\n else\n if <(letter (count) of (type)) = [m]> then\n switch costume to (m v)\n else\n if <(letter (count) of (type)) = [n]> then\n switch costume to (n v)\n else\n if <(letter (count) of (type)) = [o]> then\n switch costume to (o v)\n else\n if <(letter (count) of (type)) = [p]> then\n switch costume to (p v)\n else\n if <(letter (count) of (type)) = [q]> then\n switch costume to (q v)\n else\n if <(letter (count) of (type)) = [r]> then\n switch costume to (r v)\n else\n if <(letter (count) of (type)) = [s]> then\n switch costume to (s v)\n else\n if <(letter (count) of (type)) = [t]> then\n switch costume to (t v)\n else\n if <(letter (count) of (type)) = [u]> then\n switch costume to (u v)\n else\n if <(letter (count) of (type)) = [v]> then\n switch costume to (v v)\n else\n if <(letter (count) of (type)) = [w]> then\n switch costume to (w v)\n else\n if <(letter (count) of (type)) = [x]> then\n switch costume to (x v)\n else\n if <(letter (count) of (type)) = [y]> then\n switch costume to (y v)\n else\n if <(letter (count) of (type)) = [z]> then\n switch costume to (z v)\n else\n if <(letter (count) of (type)) = [0]> then\n switch costume to (0 v)\n else\n if <(letter (count) of (type)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter (count) of (type)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter (count) of (type)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter (count) of (type)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter (count) of (type)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter (count) of (type)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter (count) of (type)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter (count) of (type)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter (count) of (type)) = [9]> then\n switch costume to (9 v)\n else\n if <(letter (count) of (type)) = [-]> then\n switch costume to (dash v)\n else\n if <(letter (count) of (type)) = [_]> then\n switch costume to (dash2 v)\n else\n if <(letter (count) of (type)) = [ ]> then\n switch costume to (space v)\n else\n if <(letter (count) of (type)) = [.]> then\n switch costume to (. v)\n else\n if <(letter (count) of (type)) = [,]> then\n switch costume to (, v)\n else\n if <(letter (count) of (type)) = [!]> then\n switch costume to (! v)\n else\n if <(letter (count) of (type)) = [?]> then\n switch costume to (? v)\n else\n if <(letter (count) of (type)) = [']> then\n switch costume to (' v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\n set [brightness v] effect to (100)\n stamp\n change x by (12)\nend\nhide\n\nadd [always in front of me traps] to [say v]\n\nadd [I'm really sorry front of people] to [say v]\n\ndelete (1) of [say v]\n\nadd [I'M SORRY] to [say v]\n\n@spikes\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@pieces\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\ngo to (player v)\nclone [1]\n\ndefine clone (times)\nrepeat (times)\n switch costume to (5 v)\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [yv v] to (pick random (10) to (15))\nset [xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (XV)\n change y by (YV)\n turn right (((XV) * ([abs v] of (YV) )) / (2)) degrees\n change [yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n delete this clone\n end\nend\n\n@fake wall\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\n@button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nset [done? v] to [1]\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n go to x: (-93) y: (-16)\n if <<touching (player v)?> and <(done?) = [1]>> then\n create clone of (trap v)\n end\n else\n go to x: (-93) y: (-14)\n end\nend\n\n@trap \n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [done? v] to [0]\nshow\nset y to (180)\nif <(Level) = [6]> then\n set x to (-40)\n point in direction (90)\nelse\n set x to (pick random (-240) to (240))\n set y to (120)\n if <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (costume3 v)\n set size to (150) %\n repeat (5)\n repeat (5)\n change size by (5)\n end\n repeat (5)\n change size by (-5)\n end\n end\nend\nset size to (150) %\nswitch costume to (costume2 v)\nrepeat until <<touching (ground v)?> or <touching (player v)?>>\n change y by (-40)\nend\nif <not <touching (player v)?>> then\n set [done? v] to [1]\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nset y to (140)\n\n@trampoline!\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) < [7]> then\n hide\n else\n if <(Level) = [7]> then\n show\n go to x: (-50) y: (-100)\n else\n if <(Level) = [8]> then\n show\n go to x: (-100) y: (-100)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@BOSS\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait until <(Level) = [10]>\nbroadcast (BOSS FIGHT v)\n\nwhen I receive [boss fight v]\npoint in direction (90)\ngo to x: (200) y: (-108)\nshow\nstop all sounds\nstart sound [good furret vana v]\nif <(death) = [0]> then\n say [So you want to be better right?] each [0.01] [1] [] [] []\n broadcast (1 v) and wait\n say [You will never be better! ] each [0.01] [1] [] [] []\n broadcast (3 v) and wait\n say [Ok,deal!] each [0.01] [1] [] [] []\nend\nsay [FIGHT!] each [0.01] [1] [] [] []\nbroadcast (5 v)\nwait (1) seconds\nrepeat (5)\n repeat (40)\n change x by (((-220) - (x position)) / (6))\n point in direction (90)\n end\n repeat (40)\n change x by (((220) - (x position)) / (6))\n point in direction (-90)\n end\nend\npoint in direction (90)\nsay [So I see you don't want to die ] each [0.01] [1] [] [] []\nsay [ANVILS,FALL!] each [0.01] [1] [] [] []\nrepeat (20)\n repeat (pick random (1) to (3))\n create clone of (trap v)\n end\n wait (pick random (1) to (3)) seconds\nend\nsay [again you won me] each [0.01] [1] [] [] []\nbroadcast (6 v)\n\nwhen I receive [7 v]\npoint in direction (-90)\nglide (1) secs to x: (240) y: (-108)\nhide\n\n@thumbnail\n\nshow\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [win! v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\nshow\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change x by (1)\n end\n repeat (30)\n change x by (-1)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\nshow\ngo to x: (0) y: (-30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n broadcast (start v)\n start sound [Coin v]\n hide\n end\n else\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\n@intro\n\nwhen flag clicked\nstart sound [Short_triumphal_fanfare-John_Stracke-815794903 v]\nset [clone id v] to [1]\nset [i2 v] to [0]\nhide\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nif <(clone ID) = [1]> then\n show\n go to x: (0) y: (0)\n switch costume to (backdrop1 v)\n go to [back v] layer\nelse\n if <(clone ID) = [2]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume4 v)\n go to [front v] layer\n repeat until <(y position) < [19]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n repeat until <(costume [number v]) = [9]>\n next costume\n end\n start sound [Ding v]\n wait (0.5) seconds\n repeat until <(costume [number v]) = [3]>\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (create v)\n wait until <(i2) = [1]>\n switch costume to (costume4 v)\n wait until <(i2) = [2]>\n switch costume to (costume3 v)\n wait until <(i2) = [3]>\n else\n if <(clone ID) = [3]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [i2 v] to [1]\n wait (1) seconds\n repeat (20)\n change x by (((120) - (x position)) / (4))\n end\n set [i2 v] to [2]\n set [clone id v] to [4]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [4]> then\n set [yv v] to [0]\n show\n go to x: (-120) y: (180)\n switch costume to (heart and star v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [clone id v] to [5]\n create clone of (_myself_ v)\n set [clone id v] to [6]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [5]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack! v)\n glide (1) secs to x: (240) y: (0)\n else\n if <(clone ID) = [6]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack!2 v)\n glide (1) secs to x: (-240) y: (0)\n start sound [Thud v]\n broadcast (Animation finished v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [create v]\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [animation finished v]\ndelete this clone\n\n
*WARNING*it may crash some very slow computers so \nI don't recommend to play it on slow computers\n\nuse up arrow to jump\nuse left-right arrow to move left-right\nuse down arrow to crunch\npress button to start playing\ntry to beat boss\nenjoy\n(all levels are possible)\n\n\n\n\nthat's not my best =)\n\n\n\n\n\n\n\n\n\n\n\n\n________________search - tags_________________\n#timo1os#I'm#sorry#platformer#I'm_sorry - platformer#широпосмотри#boss#fight
Falling - A scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n set [brightness v] effect to (10)\nend\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(life) = [0]> then\n broadcast (GAME OVER v)\n wait (6) seconds\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop1 v)\nwait (0.6) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [shop v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [life v] to [3]\n\n@Sprite2\n\nwhen flag clicked\nshow\nwait (0.5) seconds\nforever\n set size to (100) %\n point in direction ((90) + (([cos v] of ((timer) * (130)) ) * (2)))\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (36) y: (131)\nglide (0.5) secs to x: (36) y: (31)\n\nwhen flag clicked\nforever\n if <(life) = [0]> then\n set volume to (0) %\n wait (6) seconds\n set volume to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [choix du chop:power ups,skin v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nshow\npoint in direction (90)\ngo to x: (36) y: (131)\nglide (0.5) secs to x: (36) y: (31)\nwait (3) seconds\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Vexento - Never Give Up v] until done\nend\n\nset [money v] to [1000]\n\nwhen flag clicked\n\n@slime_boutique rouge\n\nwhen I receive [shop v]\nset [ghost v] effect to (0)\nshow\nset size to (300) %\ngo to x: (189) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [yv2 v] to [0]\nshow\nset size to (100) %\nset [ghost v] effect to (pick random (30) to (70))\nswitch costume to (pick random (1) to (3))\nshow\nshow\ngo to x: (-150) y: (pick random (100) to (175))\nchange [clones v] by (1)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (1) to (2))\nset [yv2 v] to [0]\nrepeat until <(x) > [1999]>\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (BG Effects: Xv)\n change [y v] by (Yv2)\n if <<(x position) > [290]> or <(x position) < [-290]>> then\n hide\n else\n show\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nClone [1]\nforever\n wait (pick random (7) to (10)) seconds\n Clone [1]\nend\n\n@particle\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-260) to (260)) y: (100000)\nshow\n\nwhen I start as a clone\nforever\n go to [back v] layer\n turn right (5) degrees\n change y by (-1)\n if <(y position) < [-150]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nhide\nset size to (150) %\nforever\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (-113) y: (-75)\nset size to (90) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Start v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [choix du chop:power ups,skin v]\nhide\ngo to x: (-113) y: (400)\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nwhen I receive [start v]\nhide\ngo to x: (-113) y: (400)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [menu v]\nshow\ngo to x: (-113) y: (-75)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (108) y: (-75)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (choix du chop:power ups,skin v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (-209) y: (400)\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nwhen I receive [shop v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (108) y: (-75)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [choix du chop:power ups,skin v]\nhide\ngo to x: (-209) y: (400)\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nset [money v] to [50]\n\n@slime_boutique violet\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (-65) y: (0)\nset size to (300) %\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@slime boutique rose\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nset [ghost v] effect to (0)\ngo to x: (64) y: (0)\nshow\nset size to (300) %\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@slime boutique blanc\n\nwhen I receive [shop v]\nset [ghost v] effect to (0)\ngo to x: (-190) y: (0)\nset size to (300) %\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (-203) y: (153)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (choix du chop:power ups,skin v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nshow\n\nwhen I receive [start v]\ngo to x: (-209) y: (-141)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (MENU v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (999) layers\nend\n\nwhen I receive [choix du chop:power ups,skin v]\n\nshow\ngo to x: (-203) y: (153)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (MENU v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [power-ups v]\nshow\ngo to x: (-203) y: (153)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (choix du chop:power ups,skin v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [choix du chop:power ups,skin v]\ngo to x: (400) y: (400)\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-185) y: (-54)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (-185) y: (-54)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [menu v]\ngo to x: (190) y: (400)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (-185) y: (-54)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [shop v]\ngo to x: (-185) y: (-54)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [costume v] to [1]\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-62) y: (3)\nhide\n\nwhen I receive [shop v]\nif <not <(SLIME VIOLET) = [1]>> then\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n if <(SLIME VIOLET) = [1]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [achat slime violet v]\nhide\ngo to x: (500) y: (500)\nstop [other scripts in sprite v]\nstop [this script v]\n\nset [money v] to [1000]\n\n@Sprite9\n\nwhen I receive [achat slime violet v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [costume v] to [2]\n else\n set [costume v] to (costume)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to x: (-57) y: (-54)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (-57) y: (-54)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [49]> then\n broadcast (achat slime violet v)\n set [slime violet v] to [1]\n switch costume to (choose buton2 v)\n start sound [pop v]\n set [costume v] to [2]\n wait (2) seconds\n else\n broadcast (pas assez d'argent v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat slime violet v]\nset [money v] to ((Money) - (50))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nset [money v] to [10000]\n\n@Sprite11\n\nwhen flag clicked\nset [slime violet v] to [0]\nset [slime rose v] to [0]\ngo to x: (68) y: (2)\nhide\n\nwhen I receive [shop v]\nif <not <(Achat slime rose) = [1]>> then\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n forever\n if <(SLIME ROSE) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n show\n end\n end\nend\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset [achat slime rose v] to [0]\n\n@Sprite12\n\nwhen I receive [pas assez d'argent v]\nrepeat (3)\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\nend\n\nwhen I receive [shop v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen flag clicked\nset [slime violet v] to [0]\nset [slime rose v] to [0]\nset [slime rouge v] to [0]\ngo to x: (194) y: (1)\nhide\n\nwhen I receive [shop v]\nif <not <(Achat slime rouge) = [1]>> then\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [ghost v] effect to (0)\n forever\n if <(SLIME ROUGE) = [1]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset [slime rouge v] to [0]\nset [achat slime rouge v] to [0]\n\nset [money v] to [1000]\n\n@slime principal \n\ndefine Platformer\nif <(START) = [1]> then\n switch costume to (hitbox v)\n change [player sy v] by (-1)\n change [falling v] by (1)\n change y by (Player sy)\n Go up\n controls <key (right arrow v) pressed?> <key (left arrow v) pressed?> <key (up arrow v) pressed?>\n Move\n switch costume to (player v)\n change [cam x v] by (round (x position))\n change [cam y v] by (round (y position))\n go to x: (0) y: (0)\nend\n\ndefine controls <right> <left> <jump>\nif <(START) = [1]> then\n if <not <(life) = [0]>> then\n if <not <(Vitesse boost) = [1]>> then\n if <right> then\n change [player sx v] by (3)\n end\n if <left> then\n change [player sx v] by (-3)\n end\n else\n if <right> then\n change [player sx v] by (4)\n end\n if <left> then\n change [player sx v] by (-4)\n end\n end\n if <not <(JUMP boost) = [1]>> then\n if <<jump> and <(falling) = [0]>> then\n change [player sy v] by (13)\n end\n else\n if <<jump> and <(falling) = [0]>> then\n change [player sy v] by (14)\n end\n end\n end\nend\n\ndefine Move\nif <(START) = [1]> then\n if <not <(life) = [0]>> then\n set [player sx v] to ((Player sx) * (0.8))\n change x by (Player sx)\n set [i v] to [0]\n repeat until <<not <<touching color (#33b633)?> or <touching color (#d68e3c)?>>> or <(i) = [8]>>\n change y by (1)\n change [i v] by (1)\n end\n if <(i) = [8]> then\n change x by ((0) - (Player sx))\n change y by (-8)\n set [player sx v] to [0]\n end\n end\nend\n\ndefine Go up\nif <(START) = [1]> then\n set [i v] to [0]\n repeat until <<not <<touching color (#33b633)?> or <touching color (#d68e3c)?>>> or <(i) = [8]>>\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]\n end\nend\n\nwhen flag clicked\nforever\n if <(START) = [1]> then\n if <touching (stars v)?> then\n broadcast (Par v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(START) = [1]> then\n if <touching (trampoline v)?> then\n change [player sy v] by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(START) = [1]> then\n if <touching (spawnpoint v)?> then\n set [spawnpoint v] to [2]\n end\n end\nend\n\nwhen I receive [start v]\nset [cam y v] to [-100]\nset [cam x v] to [-240]\nset [x v] to [0]\nset [y v] to [0]\nset [player sx v] to [0]\nset [player sy v] to [0]\nset [falling v] to [0]\nbroadcast (Tick v) and wait\nset [spawnpoint v] to [1]\nforever\n Platformer\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nset size to (110) %\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow variable [money v]\nforever\n switch costume to (costume)\nend\n\nwhen I receive [start v]\nset [spawnpoint v] to [1]\nforever\n if <(START) = [1]> then\n if <touching color (#f34444)?> then\n if <(Spawnpoint) = [1]> then\n set [cam y v] to [-100]\n set [cam x v] to [-240]\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [money v]\n\nwhen I receive [menu v]\nhide variable [money v]\n\nwhen I receive [shop v]\nrepeat (10)\n show variable [money v]\nend\n\nwhen I receive [start v]\nset [spawnpoint v] to [1]\nforever\n if <touching color (#f34444)?> then\n if <(START) = [1]> then\n set [life v] to ((life) - (1))\n wait until <not <touching color (#f34444)?>>\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(START) = [1]> then\n if <[-999] > (cam y)> then\n set [cam y v] to [-100]\n set [cam x v] to [-240]\n set [life v] to ((life) - (1))\n wait until <not <[-999] > (cam y)>>\n end\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen flag clicked\nset [vitesse boost v] to [0]\n\n@Ground\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\ngo to x: ((0) - (cam x)) y: ((0) - (cam y))\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@Lives2\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nrepeat until <(START) = [1]>\n stop [other scripts in sprite v]\n wait until <(START) = [1]>\n repeat (10)\n show\n end\n go to x: (-156) y: (140)\n forever\n if <(life) > [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nrepeat (10)\n show\nend\ngo to x: (-156) y: (140)\nforever\n if <(life) > [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nset [start v] to [0]\n\nwhen I receive [shop v]\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [menu v]\nhide\nrepeat until <(START) = [1]>\n hide\nend\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Lives4\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nrepeat until <(START) = [1]>\n stop [other scripts in sprite v]\n wait until <(START) = [1]>\n set [life v] to [3]\n show\n repeat (10)\n show\n end\n go to x: (-201) y: (139)\n forever\n if <(life) > [0]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nset [life v] to [3]\nshow\nrepeat (10)\n show\nend\ngo to x: (-201) y: (139)\nforever\n if <(life) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [achat slime rose v]\n\nwhen I receive [menu v]\nset [start v] to [0]\n\nwhen I receive [shop v]\nset [start v] to [0]\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [menu v]\nrepeat until <(START) = [1]>\n hide\nend\nshow\n\n@Border\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\nend\n\n@Game-Over\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nforever\n if <(life) = [0]> then\n go to x: (0) y: (400)\n show\n start sound [Game Over - Kirby s Return to Dream Land2 v]\n glide (1) secs to x: (0) y: (0)\n repeat (110)\n go to x: (0) y: (0)\n end\n set [life v] to [3]\n hide\n wait until <(START) = [1]>\n end\nend\n\n@Lives3\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nrepeat until <(START) = [1]>\n hide\n stop [other scripts in sprite v]\n wait until <(START) = [1]>\n set [life v] to [3]\n repeat (10)\n show\n end\n go to x: (-111) y: (139)\n forever\n if <(life) > [2]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nset [life v] to [3]\nrepeat (10)\n show\nend\ngo to x: (-111) y: (139)\nforever\n if <(life) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nrepeat until <(START) = [1]>\n hide\nend\nshow\n\nwhen I receive [game over v]\nwait (3) seconds\nbroadcast (MENU v)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nset [start v] to [0]\n\n@50€ slime violet\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [shop v]\nif <not <(SLIME VIOLET) = [1]>> then\n go to x: (-58) y: (65)\n wait (0.2) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [menu v]\ngo to x: (190) y: (400)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [achat slime violet v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nhide\n\n@100€ slime rose\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [shop v]\nset [ghost v] effect to (0)\ngo to x: (73) y: (65)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of ((timer) * (130)) ) * (4)))\n end\nend\n\nwhen I receive [menu v]\ngo to x: (190) y: (400)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nforever\n if <not <(MENU) = [1]>> then\n if <not <(SLIME ROSE) = [1]>> then\n go to x: (73) y: (65)\n wait (0.2) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n hide\n end\n end\nend\n\nif then\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nset [money v] to [10000]\n\nwhen flag clicked\nset [achat slime rose v] to [0]\n\nwhen I receive [achat slime rose v]\nset [achat slime rose v] to [1]\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nset [menu v] to [0]\n\nwhen I receive [start v]\nset [menu v] to [1]\n\nwhen I receive [menu v]\nset [menu v] to [1]\n\nwhen flag clicked\nforever\n repeat until <not <(MENU) = [1]>>\n hide\n end\nend\n\n@200 € slime rouge\n\nwhen flag clicked\ngo to x: (198) y: (65)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (198) y: (65)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of ((timer) * (130)) ) * (4)))\n end\nend\n\nwhen I receive [menu v]\nhide\ngo to x: (500) y: (400)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nif <not <(SLIME ROUGE) = [1]>> then\n go to x: (198) y: (65)\n wait (0.2) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nset [money v] to [1000]\n\nwhen I receive [shop v]\nforever\n if <not <(MENU) = [1]>> then\n if <not <(SLIME ROUGE) = [1]>> then\n go to x: (198) y: (65)\n wait (0.2) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [achat slime rouge v]\nset [slime rouge v] to [1]\n\nwhen I receive [achat slime rose v]\nset [slime rose v] to [1]\n\n@Coin\n\nwhen I receive [tick v]\ngo to x: ((-170) - (cam x)) y: ((-126) - (cam y))\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.09) seconds\nend\n\nwhen I receive [start v]\nif <(START) = [1]> then\n show\n wait until <not <(START) = [1]>>\n hide\nend\n\nwhen I receive [game over v]\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <(START) = [1]> then\n if <touching (slime principal v)?> then\n set [la premiere piece touche v] to [1]\n start sound [dink v]\n set [money v] to ((Money) + (10))\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n end\n end\nend\n\nforever\nend\n\nset [money v] to [50]\n\nwhen flag clicked\nset [la premiere piece touche v] to [0]\n\nwhen I receive [game over v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (171) y: (162)\n\nwhen flag clicked\nforever\n go to x: (171) y: (162)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (-209) y: (400)\n\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nwhen I receive [shop v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [menu v]\ngo to x: (400) y: (400)\nhide\n\nwhen I receive [shop v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [choix du chop:power ups,skin v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (-110) y: (-77)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (shop v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [power-ups v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite15\n\nwhen I receive [achat slime rose v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [costume v] to [3]\n else\n set [costume v] to (costume)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to x: (-57) y: (-54)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (70) y: (-54)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [99]> then\n broadcast (achat slime rose v)\n set [achat slime rose v] to [1]\n set [slime rose v] to [1]\n switch costume to (choose buton2 v)\n start sound [pop v]\n wait (2) seconds\n else\n broadcast (pas assez d'argent v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nbroadcast (achat slime violet v)\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat slime rose v]\nset [money v] to ((Money) - (100))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nset [slime rose v] to [0]\n\nset [money v] to [20000]\n\nwhen I receive [achat slime rose v]\nset [costume v] to [3]\n\nset [money v] to [1000]\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [shop v]\nwait (0.2) seconds\ngo to x: (190) y: (-54)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [shop v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [199]> then\n broadcast (ACHAT SLIME ROUGE v)\n set [achat slime rouge v] to [1]\n set [slime rouge v] to [1]\n switch costume to (choose buton2 v)\n start sound [pop v]\n wait (2) seconds\n else\n broadcast (pas assez d'argent v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat slime rouge v]\nset [money v] to ((Money) - (200))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nset [money v] to [1000]\n\nset [money v] to [1000]\n\nwhen I receive [achat slime rouge v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [costume v] to [4]\n else\n set [costume v] to (costume)\n end\n else\n set size to (100) %\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (-209) y: (400)\n\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nwhen I receive [shop v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [menu v]\ngo to x: (400) y: (400)\nhide\n\nwhen I receive [shop v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [choix du chop:power ups,skin v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (120) y: (-77)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Power-ups v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nset [money v] to [200]\n\n@Ground2\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\ngo to x: ((500) - (cam x)) y: ((-2) - (cam y))\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@Ground3\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\ngo to x: ((1000) - (cam x)) y: ((-10) - (cam y))\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@Ground4\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\ngo to x: ((1500) - (cam x)) y: ((-10) - (cam y))\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@Ground5\n\nwhen I receive [tick v]\nswitch costume to (costume1 v)\ngo to x: ((2010) - (cam x)) y: ((-23) - (cam y))\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [choix du chop:power ups,skin v]\nhide\n\nwhen I receive [power-ups v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (60) %\n set [brightness v] effect to (10)\n go to x: (-159) y: (-90)\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [choix du chop:power ups,skin v]\nhide\n\nwhen I receive [power-ups v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (60) %\n set [brightness v] effect to (10)\n go to x: (0) y: (-90)\nend\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nshow\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (999) layers\nend\n\nwhen I receive [choix du chop:power ups,skin v]\nshow\ngo to x: (-203) y: (153)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (MENU v)\n end\n else\n set size to (100) %\n end\nend\n\n@Sprite19\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [power-ups v]\nwait (0.2) seconds\ngo to x: (-155) y: (-162)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [power-ups v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [299]> then\n broadcast (achat jump boost v)\n switch costume to (choose buton2 v)\n set [jump boost v] to [1]\n start sound [pop v]\n wait (2) seconds\n else\n broadcast (pas assez d'argent #2 v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat jump boost v]\nset [money v] to ((Money) - (300))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nset [money v] to [1000]\n\nset [money v] to [1000]\n\nwhen I receive [achat slime rouge v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [costume v] to [4]\n else\n set [costume v] to (costume)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset [jump boost v] to [0]\n\n@Sprite20\n\nwhen I receive [pas assez d'argent #2 v]\nrepeat (3)\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\nend\n\nwhen I receive [shop v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite21\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [power-ups v]\nwait (0.2) seconds\ngo to x: (5) y: (-162)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [power-ups v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [199]> then\n broadcast (achat vitesse boost v)\n switch costume to (choose buton2 v)\n set [vitesse boost v] to [1]\n start sound [pop v]\n wait (2) seconds\n else\n broadcast (pas assez d'argent #2 v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat vitesse boost v]\nset [money v] to ((Money) - (200))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nset [money v] to [1000]\n\nset [money v] to [1000]\n\nwhen I receive [achat slime rouge v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n set [costume v] to [4]\n else\n set [costume v] to (costume)\n end\n else\n show variable [achat slime rose v]\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset [vitesse boost v] to [0]\n\nwhen I receive [power-ups v]\nshow variable [money v]\n\n@Lives5\n\nwhen flag clicked\nhide\n\nwhen I receive [power-ups v]\nshow\n\nwhen I receive [menu v]\nrepeat until <(START) = [1]>\n hide\nend\n\nwhen I receive [game over v]\nwait (3) seconds\nbroadcast (MENU v)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nset [start v] to [0]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [choix du chop:power ups,skin v]\ngo to x: (158) y: (-102)\nhide\n\n@Sprite22\n\nwhen flag clicked\ngo to x: (190) y: (-54)\nhide\n\nwhen I receive [power-ups v]\nwait (0.2) seconds\ngo to x: (154) y: (-162)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [power-ups v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n if <(Money) > [499]> then\n broadcast (ACHat +1 life v)\n switch costume to (choose buton2 v)\n set [+1 life v] to [1]\n start sound [pop v]\n wait (2) seconds\n else\n broadcast (pas assez d'argent #2 v)\n end\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\ngo to x: (-57) y: (400)\nhide\n\nwhen flag clicked\nswitch costume to (choose buton v)\nset [money v] to [0]\n\nwhen I receive [achat vitesse boost v]\nset [money v] to ((Money) - (500))\n\nwhen I receive [shop v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [pop v] until done\n wait (5) seconds\n end\nend\n\nset [money v] to [1000]\n\nset [money v] to [1000]\n\nwhen flag clicked\nset [vitesse boost v] to [0]\n\nwhen I receive [power-ups v]\nshow variable [money v]\n\n@Coin2\n\nwhen I receive [tick v]\ngo to x: ((360) - (cam x)) y: ((-126) - (cam y))\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.09) seconds\nend\n\nwhen I receive [start v]\nif <(START) = [1]> then\n show\n wait until <not <(START) = [1]>>\n hide\nend\n\nwhen I receive [game over v]\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <(START) = [1]> then\n if <touching (slime principal v)?> then\n set [la premiere piece touche v] to [1]\n start sound [dink v]\n set [money v] to ((Money) + (10))\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n end\n end\nend\n\nforever\nend\n\nset [money v] to [50]\n\nwhen flag clicked\nset [la premiere piece touche v] to [0]\n\nwhen I receive [game over v]\nhide\n\n@Coin3\n\nwhen I receive [tick v]\ngo to x: ((1300) - (cam x)) y: ((-126) - (cam y))\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.09) seconds\nend\n\nwhen I receive [start v]\nif <(START) = [1]> then\n show\n wait until <not <(START) = [1]>>\n hide\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <(START) = [1]> then\n if <touching (slime principal v)?> then\n set [la premiere piece touche v] to [1]\n start sound [dink v]\n set [money v] to ((Money) + (10))\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n end\n end\nend\n\nforever\n\nset [money v] to [50]\n\nwhen flag clicked\nset [la premiere piece touche v] to [0]\n\n@Coin4\n\nwhen I receive [tick v]\ngo to x: ((2170) - (cam x)) y: ((52) - (cam y))\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.09) seconds\nend\n\nwhen I receive [start v]\nif <(START) = [1]> then\n show\n wait until <not <(START) = [1]>>\n hide\nend\n\nwhen I receive [game over v]\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n if <(START) = [1]> then\n if <touching (slime principal v)?> then\n set [la premiere piece touche v] to [1]\n start sound [dink v]\n set [money v] to ((Money) + (10))\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n end\n end\nend\n\nforever\n\nset [money v] to [50]\n\nwhen flag clicked\nset [la premiere piece touche v] to [0]\n\nwhen I receive [game over v]\nhide\n\n
------------------------------Instruction-----------------------------\nFrancais/english\n\nFrancais:\nma chaine youtube:https://www.youtube.com/channel/UCMZiOWuAG3q7nvwWJJusufg\n\nAttention c'est très difficile! utilisez les flèches pour vous déplacer.\nVous devez récupérer le maximum de pièce tout en allant au bout du parcour.\n\nMerci à:\nMerci à @Mathias1706 pour les boutons;Play,shop des cadenas et les plateformes!Merci!\nMerci à @haniamatuzsky pour l'idée des slimes!\nMerci à @-dove- pour les nuages et les effets!\n\nLes musiques:Vexento Never give up\nLe game over est de kirby \n\nN'hésitez pas à likez et à vous abonnez!\n\nEnglish:\nMy youtube channel:youtube:https://www.youtube.com/channel/UCMZiOWuAG3q7nvwWJJusufg\n\nWarning!It's extremely difficult!\n\nuse the arrows to move.\nYou must recover the maximum amount of money while going to the end of the journey.\n\nThanks to:\nThanks to @ Mathias1706 for the buttons; Play, padlock and the platform!thanks!\nThanks to @haniamatuzsky for the idea of ​​slimes!\nThanks to @ -dove- for the clouds and the effects!\n\nThe music: Vexento Never give up\nThe game over is kirby\n\nFeel free to like and subscribe!\nfollow me,@cassandraflo,@petitemesange,@aigledor,@LeGnocchi,@jujulescratcheur,@lestrucsrandomdejuju
~IMPALED 2~ {a platformer}
@Stage\n\n@Thumbnail\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (30)\n change [ghost v] effect by (30)\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@INTRO\n\nwhen flag clicked\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to ( v)\nrepeat (90)\n next costume\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (10)\nend\nbroadcast (StartGame v)\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Effect\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nset size to (60) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (60) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\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 if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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 (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\n
~IMPALED 2~-a platformer-\n~BY @Pixel-Lemon\n~ARROW KEYS OR TOUCHSCREEN TO MOVE\n~AVOID SPIKES\n~WALL JUMP\n~Please LOVE,FAVE AND FOLLOW
Epic platformer :)
@Stage\n\nwhen flag clicked\nswitch backdrop to (menu 2 v)\n\n@you\n\nwhen backdrop switches to [level 1 v]\nshow\nchange [lives left v] by (1)\nforever\n if <key (left arrow v) pressed?> then\n change [velocityx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [velocityx v] by (1)\n end\n if <touching color (#000000)?> then\n set [velocityy v] to [0.1]\n if <key (up arrow v) pressed?> then\n change [velocityy v] by (13)\n end\n end\n set [velocityx v] to ((velocityx) * (0.9))\n change x by (velocityx)\n change y by (velocityy)\n change [velocityy v] by (-1)\nend\n\nwhen I receive [start v]\nwait (1000000000000000000000000) seconds\nswitch backdrop to (level 1 v)\ngo to x: (-23) y: (-183)\n\nwhen flag clicked\ngo to x: (-11) y: (-206)\nhide\nswitch backdrop to (menu 2 v)\nforever\n if <touching color (#ff0000)?> then\n change [lives left v] by (-1)\n go to x: (-106) y: (-140)\n end\n if <touching (portal v)?> then\n switch backdrop to (level 2 v)\n change [score: v] by (10)\n go to x: (-119) y: (-116)\n end\n if <touching (portal 2 v)?> then\n switch backdrop to (level 3 v)\n change [score: v] by (10)\n go to x: (-119) y: (-116)\n end\n if <touching (portal 2 v)?> then\n switch backdrop to (level 3 v)\n change [score: v] by (10)\n go to x: (-119) y: (-116)\n end\n if <touching (portal 3 v)?> then\n switch backdrop to (level 4 v)\n change [score: v] by (10)\n go to x: (-119) y: (-116)\n end\n if <touching (portal 5 v)?> then\n switch backdrop to (level 5 v)\n change [score: v] by (10)\n go to x: (-119) y: (-116)\n end\n if <touching (portal 4 v)?> then\n switch backdrop to (level 6 v)\n change [score: v] by (10)\n go to x: (63) y: (-75)\n end\n if <touching (portal 6 v)?> then\n switch backdrop to (level 7 v)\n change [score: v] by (10)\n go to x: (63) y: (-75)\n end\n if <touching (portal 7 v)?> then\n switch backdrop to (level 8 v)\n change [score: v] by (10)\n go to x: (63) y: (-75)\n end\n if <touching (portal 8 v)?> then\n switch backdrop to (finish :\) v)\n change [score: v] by (10)\n go to x: (63) y: (-75)\n end\nend\n\nwhen backdrop switches to [finish :\) v]\nhide\ngo to x: (50) y: (-27)\nrepeat (1)\n change [color v] effect by (25)\n say [Yay finished!!!] for (1) seconds\n say [Please leave a heart and a star if enjoyed :\)] for (2) seconds\n wait (4) seconds\n switch backdrop to (menu 2 v)\n clear graphic effects\nend\n\nwhen I receive [re-start v]\nset [score: v] to [0]\nset [lives left v] to [12]\nwait (1000000000000000000000000) seconds\nswitch backdrop to (level 1 v)\nset [timer v] to [0]\ngo to x: (-106) y: (-140)\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen backdrop switches to [level 1 v]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [y2mate v] until done\nend\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-72) y: (-168)\n\nwhen flag clicked\nset [score: v] to [0]\nset [lives left v] to [12]\n\nwhen flag clicked\nforever\n if <(lives left) = [0]> then\n broadcast (game over v)\n wait (1) seconds\n go to x: (113) y: (-203)\n switch backdrop to (menu 2 v)\n set [score: v] to [0]\n end\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-91) y: (-185)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-147) y: (-168)\n\n@START\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\nswitch backdrop to (level 1 v)\nset [timer v] to [0]\nset [lives left v] to [11]\n\nwhen I receive [re-start v]\nhide\nbroadcast (start v)\nswitch backdrop to (level 1 v)\n\nwhen backdrop switches to [finish :\) v]\nwait (6) seconds\nshow\n\n@instruction 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [re-start v]\nhide\n\n@portal\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nhide\n\n@instruction 2\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen flag clicked\nhide\n\n@portal 2\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nhide\n\n@portal 3\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nhide\n\n@instruction 3\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen flag clicked\nhide\n\n@portal 4\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\n\nwhen backdrop switches to [finish :\) v]\nhide\n\nwhen backdrop switches to [level 6 v]\nhide\n\n@portal 5\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [level 5 v]\nhide\n\n@'press start'\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [finish :\) v]\nwait (7) seconds\nshow\n\n@'game over'\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to x: (2) y: (-51)\nshow\nwait (2) seconds\nhide\n\n@instruction 4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\n@star\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [finish :\) v]\nshow\nsay [please leave star :D] for (2) seconds\nwait (4) seconds\n\n@heart\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [finish :\) v]\nshow\nsay [Please leave a heart :\)] for (2) seconds\nwait (4) seconds\n\n@portal 6\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\n\nwhen backdrop switches to [finish :\) v]\nhide\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@play again\n\nwhen I receive [game over v]\nshow\ngo to x: (-171) y: (-85)\n\nwhen this sprite clicked\nhide\nswitch backdrop to (level 1 v)\nbroadcast (Re-start v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen I receive [re-start v]\nhide\ngo to x: (-171) y: (-85)\n\n@portal 7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [menu 2 v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 7 v]\nshow\n\nwhen backdrop switches to [finish :\) v]\nhide\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@portal 8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen backdrop switches to [finish :\) v]\nhide\n\nwhen backdrop switches to [level 8 v]\nshow\n\nwhen backdrop switches to [menu 2 v]\nhide\n\n
-Arrow keys to move\n-NOT for mobile players sorry :( \n-Only 8 levels so far. Tell me if you want more and if it's too hard!\n-This is my first shared game so please be nice and leave a heart and a star. GREATLY APPRECIATED.\nAnd have lots of fun :D\n-If you can't move, press the green flag twice\n-Comment your time below.\n\n(ignore some weird glitches, i'm trying to fix them)
scrolling platformer v3.2
@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\n\nchange [color v] effect by (1)\nchange [brightness v] effect by (pick random (1.1) to (-1))\nchange [color v] effect by (1)\nchange [brightness v] effect by (pick random (1) to (-1))\n\n@player\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (2)\nset [ghost v] effect to (5)\nrepeat (9)\n change size by (-5)\n change [ghost v] effect by (5)\n change y by (((sy) - ((sy) * (2))) - (2))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (4)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (-4)\n end\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\nset [deaths v] to [0]\nbroadcast (play name v) and wait\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play name 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) = [die]>\n tick\n broadcast (tick v) and wait\n end\n game die\nend\n\ndefine game on\nset [s v] to [16]\nset [x v] to [0]\nset [y v] to [0]\nset [in air v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nshow\n\ndefine tick\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n chance player x by [10]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n chance player x by [-10]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to (s)\n end\nend\nchange [sy v] by (-2)\nchance player y by (sy)\nposition\nset [scrol x v] to (x)\nif <(scrol x) < [0]> then\n set [scrol x v] to [0]\nend\nset [scrol y v] to (y)\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine chance player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\ntest die\nrepeat until <not <touching (sprite1 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) - (scrol x)) y: ((y) - (scrol y))\n\ndefine chance player x by (sx)\nchange [x v] by (sx)\nposition\ntest die\nif <touching (sprite1 v)?> then\n repeat (20)\n change [y v] by (1)\n position\n if <not <touching (sprite1 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-20)\n repeat until <not <touching (sprite1 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\nbroadcast (dood v)\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\nchange [deaths v] by (1)\n\ndefine test die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\nif <touching color (#00ffff)?> then\n if <not <[mensen die het spel gehaalt hebben club v] contains (username)?>> then\n add (username) to [mensen die het spel gehaalt hebben club v]\n end\n broadcast (je zit bij de club v)\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nhide\n\nwhen [timer v] > (0.1)\nhide\n\ngo to x: (0) y: (0)\n\nwhen I receive [je zit bij de club v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [setup v]\nswitch costume to (pick random (1) to (4))\n\nwhen I receive [skins v]\nswitch costume to (pick random (1) to (4))\n\nswitch costume to (4 v)\n\nturn left (15) degrees\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nposition ((X) - (scrol x)) ((Y) - (scrol y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (uiterlijk1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (300)\nchange [y v] by (200)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nchange [y v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-500)\nchange [y v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-500)\nchange [y v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-500)\nchange [y v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (-300)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [dood v]\nchange x by (((scrol x) / (20)) * (-1))\nchange y by (((scrol y) / (20)) * (-1))\n\nwhen I receive [je zit bij de club v]\nforever\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: ((xx) - (scrol x)) y: ((yy) - (scrol y))\n\nwhen I receive [setup v]\nset [coins v] to [0]\nset [xx v] to [360]\nset [yy v] to [60]\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nchange [yy v] by (-20)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nchange [yy v] by (50)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nchange [yy v] by (-40)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nchange [yy v] by (100)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nchange [yy v] by (40)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [xx v] by (360)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nhide variable [☁ user name v]\nposition ((xx) - (scrol x)) ((yy) - (scrol y))\nif <(☁ record coins) < (coins)> then\n set [☁ record coins v] to ((coins) + (☁ user name))\n set [☁ user name v] to (username)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <touching (player v)?> then\n broadcast (got a coin v)\n change [coins v] by (1)\n delete this clone\nelse\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n if <touching (sprite1 v)?> then\n hide\n else\n end\nend\n\nwhen I receive [je zit bij de club v]\nhide\n\n@Sprite3\n\nwhen I receive [tick v]\nposition ((YY) - (scrol x)) ((XX) - (scrol y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <touching (player v)?> then\n change [s v] by (4)\n delete this clone\nelse\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [setup v]\nset [xx v] to [400]\nset [yy v] to [0]\ncreate clone of (_myself_ v)\nchange [xx v] by (400)\n\nwhen flag clicked\nshow\n\nhide\n\n@Sprite4\n\nwhen flag clicked\nmusic on\n\ndefine music on\n\ndefine music of\n\ndefine menu\n\nset [☁ record coins v] to [0]\n\nwhen flag clicked\nset [spel = v] to [niet gewonnen]\nrepeat until <(spel =) = [gewonnen]>\n play sound [Alan Walker - Fade2 v] until done\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n music of\nend\n\n\n\nwhen this sprite clicked\nnext costume\n\nhide\n\nshow\n\nset [muziek aan/uit v] to [aan]\nswitch costume to (uiterlijk2 v)\nstart sound [Dance Celebrate v]\nwait (10) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n music of\n else\n music on\n end\nend\n\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n music of\n end\nend\n\nstop [other scripts in sprite v]\nswitch costume to (uiterlijk3 v)\nstop all sounds\nwait (1) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n music on\n end\nend\n\nwhen I receive [je zit bij de club v]\nstop all sounds\nset [spel = v] to [gewonnen]\nforever\n play sound [OMFG - Hello.mp3 v] until done\nend\n\nwhen [timer v] > (0.1)\nstop all sounds\nplay sound [OMFG - Hello.mp3 v] until done\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-61) y: (23)\nswitch costume to (uiterlijk1 v)\nshow\n\nwhen [timer v] > (0.1)\nhide\n\nwhen this sprite clicked\nbroadcast (skins v)\n\nwhen I receive [je zit bij de club v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nhide\n\ngo to x: (0) y: (0)\n\nwhen [timer v] > (0.1)\nshow list [mensen die het spel gehaalt hebben club v]\nswitch backdrop to (achtergrond2 v)\nswitch costume to (achtergrond1 v)\nshow\n\n@enemy\n\nhide\n\nwhen I receive [green flag v]\n\n@text\n\nwhen I receive [reset v]\nset [brightness v] effect to (100)\npoint in direction (90)\ndelete text\nset [text v] to (join [deaths:] (deaths))\nmake text\n\ndefine make text\ngo to x: (-230) y: (160)\nset [nummer text v] to [1]\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nmove (12) steps\nswitch costume to (letter (nummer text) of (text))\nif <(nummer text) = (length of (text))> then\n set [text = v] to [klaar]\nelse\n change [nummer text v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine delete text\ndelete this clone\n\nwhen flag clicked\nhide\nshow list [mensen die het spel gehaalt hebben club v]\ndelete this clone\n\nwhen I receive [je zit bij de club v]\nset [brightness v] effect to (0)\nswitch backdrop to (achtergrond2 v)\ndelete text\nhide list [mensen die het spel gehaalt hebben club v]\nset [text v] to (join [je zit bij de club! ] [])\nmake text\n\ngo to x: (-230) y: (160)\n\ngo to x: (-230) y: (160)\n\ndefine maak eind test\nset [text = v] to [special]\nturn right (pick random (3) to (-3)) degrees\ngo to x: (-100) y: (140)\nset [nummer text v] to [1]\ncreate clone of (_myself_ v)\ndelete this clone\n\nif then\nend\n\nwait (0.01) seconds\nset [text = v] to [special]\ndelete text\nmaak eind test\nif <(text =) = [special]> then\nelse\nend\n\nbroadcast (je zit bij de club v)\n\nbroadcast (je zit bij de club v)\n\nwhen [timer v] > (0.1)\nhide\n\n@text2\n\ndefine make text\ngo to x: (-230) y: (130)\nset [nummer text2 v] to [1]\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nchange x by (12)\nswitch costume to (letter (nummer text2) of (text2))\nif <(nummer text2) = (length of (text2))> then\nelse\n change [nummer text2 v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine delete text\ndelete this clone\n\nwhen flag clicked\ndelete text\nset [text2 v] to (join [coins:] (coins))\nmake text\n\nwhen I receive [got a coin v]\ndelete text\nset [text2 v] to (join [coins:] (coins))\nmake text\n\nwhen I receive [je zit bij de club v]\nswitch backdrop to (achtergrond2 v)\ndelete text\n\n@text3\n\ndefine make text\ngo to x: (-230) y: (100)\nset [nummer text3 v] to [1]\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [brightness v] effect to (100)\nchange x by (13)\nswitch costume to (letter (nummer text3) of (text3))\nif <(nummer text3) = (length of (text3))> then\n set [text = v] to [klaar]\nelse\n change [nummer text3 v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine delete text\ndelete this clone\n\nwhen flag clicked\ndelete text\nset [text3 v] to (join [record-coins:] (☁ record coins))\nmake text\n\nwhen I receive [je zit bij de club v]\nswitch backdrop to (achtergrond2 v)\ndelete text\n\n@Sprite6\n\nwhen I receive [je zit bij de club v]\ndraai\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine draai\nforever\n turn right (15) degrees\nend\n\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (200)) y: (pick random (-200) to (200))\nrepeat (20)\n glide (((x position) / (150)) + ((y position) / (150))) secs to (random position v)\nend\ndelete this clone\n\nwhen I receive [je zit bij de club v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nbroadcast (je zit bij de club v)\n\n@Sprite7\n\n
lukt het jou om het spel uitte spelen?\n100 fav @foxyscratcher2009\n\nbekijk ook mijn andere projecten :)\nlook at my other projects :)\nhttps://scratch.mit.edu/projects/384905829 https://scratch.mit.edu/projects/379257465\nhttps://scratch.mit.edu/projects/379256038\nhttps://scratch.mit.edu/projects/379094893\nhttps://scratch.mit.edu/projects/380676571\nhttps://scratch.mit.edu/projects/379504645\n\nen kijk ook naar die van andere scratchers die ik volg\nand look too other projects from other scratchers\n\nhttps://scratch.mit.edu/projects/379225009\n\nscroll niet naar beneden!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#sans #hello #no #way #when #there #is #no #doritos\n#music #muziek #games #game #spel #spelletje #spelletjes #undertale #pokemon #pokémon #digimon #dragon ball \n?mode=trending #story #verhalen #animations #animaties\n#lol #:)
Kiki Adventure- World 1- A platformer game
@Stage\n\nwhen flag clicked\nwait (5) seconds\nset volume to (60) %\nchange [pitch v] effect by (-10)\nplay sound [Danimal Cannon & Zef - Corrupted v] until done\nforever\n play sound [Danimal Cannon & Zef - Corrupted3 v] until done\nend\n\nwhen I receive [reeeeeeee v]\nswitch backdrop to (backdrop1 v)\nif <(lv) = [10]> then\n repeat (10)\n change volume by (-6)\n end\n set volume to (0) %\n wait (9) seconds\n stop all sounds\n set [pitch v] effect to (10)\n set volume to (60) %\nend\n\n@hitbox1\n\ndefine gravity (a)\nchange [gravity v] by ((A) * (a))\nchange y by (gravity)\nif <touching (stage v)?> then\n repeat until <not <touching (stage v)?>>\n if <touching (stage v)?> then\n change y by (([abs v] of (gravity) ) / ((gravity) / (-1)))\n end\n if <touching (stage v)?> then\n change y by (([abs v] of (gravity) ) / ((gravity) / (-1)))\n end\n end\n if <<(gravity) > [10]> or <[-10] > (gravity)>> then\n start sound [Crunch2 v]\n broadcast (off v)\n else\n if <<(gravity) > [3]> or <[-3] > (gravity)>> then\n start sound [Crunch v]\n end\n end\n if <<((A) * (gravity)) < [0]> and <key (up arrow v) pressed?>> then\n start sound [Low Whoosh v]\n set [gravity v] to ((A) * (10))\n else\n set [gravity v] to [0]\n end\nend\n\ndefine move\nif <not <touching (stage v)?>> then\n set [x move v] to ((x move) * (0.7))\n if <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n set [x move v] to [5]\n end\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n set [x move v] to [-5]\n end\n change x by (x move)\nend\nif <touching (stage v)?> then\n change x by ((0) - ((x move) + (([abs v] of (x move) ) / (x move))))\n change y by (1)\n if <touching (stage v)?> then\n change y by (-1)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (99)\nshow\nwait (5) seconds\nset [gravity v] to [0]\nforever\n gravity [-0.5]\n move\n a\nend\n\ndefine a\nif <[238] < (x position)> then\n start sound [pop v]\n set x to (-237)\nend\nif <(x position) < [-238]> then\n start sound [pop v]\n set x to (237)\nend\nif <(y position) < [-178]> then\n start sound [pop v]\n set y to (177)\nend\nif <[178] < (y position)> then\n start sound [pop v]\n set y to (-177)\nend\nif <(A) = [1]> then\n if <(gravity) < [-15]> then\n set [gravity v] to [-15]\n end\nelse\n if <[15] < (gravity)> then\n set [gravity v] to [15]\n end\nend\n\nset [a v] to [1]\n\nset [a v] to [-1]\n\nwhen I receive [reeeeeeee v]\nset [gravity v] to [0]\nset [x move v] to [0]\nif <(lv) = [1]> then\n go to x: (-197) y: (-89)\nelse\n if <(lv) = [2]> then\n go to x: (-197) y: (-89)\n else\n if <(lv) = [3]> then\n go to x: (-147) y: (-62)\n else\n if <(lv) = [4]> then\n go to x: (-197) y: (-89)\n else\n if <(lv) = [5]> then\n go to x: (111) y: (-50)\n else\n if <(lv) = [6]> then\n go to x: (-143) y: (105)\n else\n if <(lv) = [7]> then\n go to x: (-220) y: (32)\n else\n if <(lv) = [8]> then\n go to x: (-185) y: (-69)\n else\n if <(lv) = [9]> then\n go to x: (-220) y: (87)\n else\n if <(lv) = [10]> then\n go to x: (215) y: (-9)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (10)\n\nwhen flag clicked\nset [lv v] to [1]\nbroadcast (reeeeeeee v)\nforever\n wait (1) seconds\n wait until <touching (sprite2 v)?>\n change [lv v] by (1)\n start sound [Collect v]\n broadcast (reeeeeeee v)\nend\n\n@hitbox2 / body\n\nwhen flag clicked\nset [color v] to [1]\nshow\ngo to [front v] layer\nforever\n wait until <key (space v) pressed?>\n start sound [Suction Cup v]\n turn left (60) degrees\n if <(color) = [1]> then\n set [color v] to [2]\n else\n set [color v] to [1]\n end\n repeat (4)\n change [color v] effect by (25)\n turn left (60) degrees\n end\n turn left (60) degrees\n wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [hitbox1 v]) y: ((round (([cos v] of ((timer) * (444)) ) * (1.4))) + ([y position v] of [hitbox1 v]))\nend\n\n@eye\n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [front v] layer\nforever\n wait until <key (space v) pressed?>\n turn right (30) degrees\n repeat (4)\n turn right (30) degrees\n end\n turn right (30) degrees\n wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [hitbox1 v]) + ((x move) / (1.5))) y: ((2) + ((round (([cos v] of ((timer) * (90)) ) * (1.4))) + ([y position v] of [hitbox1 v])))\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (backdrop2 v)\n wait (pick random (1) to (10)) seconds\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (backdrop4 v)\n wait (0) seconds\n else\n switch costume to (pick random (2) to (3))\n wait (1) seconds\n end\nend\n\nwhen I receive [off v]\nswitch costume to (backdrop3 v)\nwait (0.2) seconds\nswitch costume to (backdrop2 v)\n\n@stage\n\nwhen I receive [reeeeeeee v]\nshow\nswitch costume to (lv)\n\n@backdrops\n\ngo to [back v] layer\n\nwhen I receive [reeeeeeee v]\nshow\nswitch costume to (lv)\n\n@leg,ear\n\nwait until <not <key (a v) pressed?>>\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nforever\n change [yyyyyyyyyyy v] by (((gravity) - (yyyyyyyyyyy)) / (11111))\n go to x: ([x position v] of [hitbox1 v]) y: ([y position v] of [hitbox1 v])\n if <<([abs v] of (x move) ) > [1]> and <touching (stage v)?>> then\n next costume\n else\n switch costume to (backdrop2 v)\n end\n point in direction ((90) * (([abs v] of (x move) ) / (x move)))\nend\n\nwhen I start as a clone\n\n@Sprite1\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\ngo to x: (-197) y: (-27)\n\ndefine a (x) (y) (color)\ngo to x: (x) y: (y)\nswitch costume to (color)\ncreate clone of (_myself_ v)\n\nwhen I receive [reeeeeeee v]\nif <(lv) = [4]> then\n a [-98] [-27] [2]\n a [-98] [5] [2]\n a [-98] [37] [2]\n a [67] [-27] [1]\n a [67] [5] [1]\n a [67] [37] [1]\nelse\n if <(lv) = [5]> then\n a [-221] [-47] (pick random (1) to (2))\n a [0] [158] (pick random (1) to (2))\n else\n if <(lv) = [6]> then\n a [-224] [108] [1]\n a [-208] [108] [2]\n a [-192] [108] [1]\n a [-224] [132] [2]\n a [-208] [132] [1]\n a [-192] [132] [2]\n a [-224] [156] [1]\n a [-208] [156] [2]\n a [-192] [156] [1]\n a [-224] [-160] [1]\n a [-208] [-160] [2]\n a [-192] [-160] [1]\n a [-85] [-160] [2]\n a [-65] [-160] [2]\n a [-45] [-160] [2]\n a [-25] [-160] [2]\n a [-5] [-160] [2]\n a [15] [-160] [1]\n a [35] [-160] [1]\n a [55] [-160] [1]\n a [75] [-160] [1]\n a [95] [-160] [2]\n a [115] [-160] [2]\n a [149] [-119] [1]\n a [-54] [12] [1]\n a [-172] [-71] [2]\n else\n if <(lv) = [7]> then\n a [-160] [0] [1]\n a [-120] [0] (pick random (1) to (2))\n a [-80] [0] [2]\n a [-40] [0] (pick random (1) to (2))\n a [0] [0] [1]\n a [40] [0] (pick random (1) to (2))\n a [80] [0] [2]\n a [120] [0] (pick random (1) to (2))\n a [160] [0] [1]\n else\n if <(lv) = [8]> then\n a [-24] [-60] [1]\n a [-24] [-20] [1]\n a [-24] [20] [1]\n a [-24] [60] [2]\n a [20] [-20] [2]\n a [20] [20] [2]\n a [20] [60] [1]\n a [63] [20] [2]\n a [63] [60] [2]\n a [63] [100] [1]\n a [105] [60] [1]\n a [105] [105] [2]\n else\n if <(lv) = [9]> then\n a [-210] [-44] [2]\n a [-161] [100] [1]\n a [-161] [0] [1]\n a [-161] [-100] [1]\n a [61] [-46] [1]\n a [109] [100] [2]\n a [109] [0] [2]\n a [109] [-100] [2]\n end\n end\n end\n end\n end\nend\n\ngo to x: (-197) y: (33)\n\nwhen I start as a clone\nshow\nwait (0.5) seconds\nwait until <touching (hitbox2 / body v)?>\nif <(costume [number v]) = (color)> then\n start sound [pop v]\n repeat (5)\n change size by (25)\n change [ghost v] effect by (20)\n end\n delete this clone\nelse\n start sound [Crunch v]\n broadcast (reeeeeeee v)\nend\n\nbroadcast (reeeeeeee v)\n\n@hat\n\nwhen flag clicked\nshow\nswitch costume to (backdrop4 v)\nforever\n go to x: ([x position v] of [hitbox1 v]) y: ((round (([cos v] of ((timer) * (444)) ) * (2))) + ((4) + ([y position v] of [hitbox1 v])))\nend\n\nwhen [1 v] key pressed\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nforever\n point in direction ((90) + ((10) * ([cos v] of ((timer) * (333)) )))\nend\n\nwhen I receive [reeeeeeee v]\nshow\nif <(lv) = [1]> then\n go to x: (200) y: (-100)\nelse\n if <(lv) = [2]> then\n go to x: (205) y: (-55)\n else\n if <(lv) = [3]> then\n go to x: (-33) y: (83)\n else\n if <(lv) = [4]> then\n go to x: (200) y: (-100)\n else\n if <(lv) = [5]> then\n go to x: (52) y: (106)\n else\n if <(lv) = [6]> then\n go to x: (19) y: (-9)\n else\n if <(lv) = [7]> then\n go to x: (222) y: (-32)\n else\n if <(lv) = [8]> then\n go to x: (216) y: (41)\n else\n if <(lv) = [9]> then\n go to x: (215) y: (-9)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@boss\n\nwhen flag clicked\nhide\n\nwhen I receive [reeeeeeee v]\nhide\npoint in direction (90)\nif <(lv) = [10]> then\n wait (3) seconds\n set [.boss hp v] to [15]\n go to x: (0) y: (125)\n switch costume to (costume2 v)\n set size to (0) %\n show\n repeat (10)\n change y by (-1)\n change size by (7)\n end\n repeat (10)\n change y by (-0.5)\n change size by (2)\n end\n repeat (10)\n change size by (1)\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat (2)\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.3) seconds\n end\n wait (4) seconds\n a\nend\n\ndefine a\npoint in direction ((90) + ((180) * (((pick random (1) to (2)) * (2)) + (-3))))\nrepeat until <(.boss hp) < [8]>\n repeat (pick random (60) to (120))\n move (6) steps\n if on edge, bounce\n end\n if <[1] = (pick random (1) to (4))> then\n 0\n else\n if <[1] = (pick random (1) to (6))> then\n repeat (10)\n move (4) steps\n if on edge, bounce\n end\n repeat (10)\n move (2) steps\n if on edge, bounce\n end\n 6\n wait (1.5) seconds\n else\n if <[1] = (pick random (1) to (5))> then\n 5\n else\n if <[1] = (pick random (1) to (4))> then\n 1\n else\n if <[1] = (pick random (1) to (3))> then\n repeat (10)\n move (4) steps\n if on edge, bounce\n end\n repeat (10)\n move (2) steps\n if on edge, bounce\n end\n 2\n else\n if <[1] = (pick random (1) to (2))> then\n 3\n else\n repeat (10)\n move (4) steps\n if on edge, bounce\n end\n repeat (10)\n move (2) steps\n if on edge, bounce\n end\n 4\n end\n end\n end\n end\n end\n end\nend\nrepeat until <(.boss hp) < [1]>\n repeat (pick random (20) to (50))\n move (6) steps\n if on edge, bounce\n end\n if <[1] = (pick random (1) to (4))> then\n 0\n else\n if <[1] = (pick random (1) to (6))> then\n repeat (7)\n move (4) steps\n if on edge, bounce\n end\n repeat (7)\n move (2) steps\n if on edge, bounce\n end\n 6\n wait (0.8) seconds\n else\n if <[1] = (pick random (1) to (5))> then\n 5\n else\n if <[1] = (pick random (1) to (4))> then\n 1\n else\n if <[1] = (pick random (1) to (3))> then\n repeat (7)\n move (4) steps\n if on edge, bounce\n end\n repeat (7)\n move (2) steps\n if on edge, bounce\n end\n 2\n else\n if <[1] = (pick random (1) to (2))> then\n 3\n else\n repeat (7)\n move (4) steps\n if on edge, bounce\n end\n repeat (7)\n move (2) steps\n if on edge, bounce\n end\n 4\n end\n end\n end\n end\n end\n end\nend\nrepeat (50)\n move (6) steps\n if on edge, bounce\nend\nrepeat (10)\n start sound [Alien Creak2 v]\n change x by (5)\n wait (0) seconds\n change y by (5)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\nend\nrepeat (10)\n change x by (5)\n change size by (-5)\n wait (0) seconds\n change y by (5)\n wait (0) seconds\n change y by (-5)\n change size by (-5)\n wait (0) seconds\n change x by (-5)\n wait (0) seconds\nend\nhide\nwait (1) seconds\nbroadcast (yay v)\n\ndefine 1\nset [n v] to [1]\nrepeat (80)\n if <(.boss hp) > [0]> then\n if on edge, bounce\n move (6) steps\n create clone of (_myself_ v)\n wait (0) seconds\n if on edge, bounce\n move (6) steps\n end\nend\n\ndefine 2\nset [n v] to [2]\nrepeat (10)\n if <(.boss hp) > [0]> then\n repeat (pick random (3) to (9))\n move (12) steps\n if on edge, bounce\n end\n repeat (5)\n move (6) steps\n if on edge, bounce\n end\n repeat (5)\n move (3) steps\n if on edge, bounce\n end\n repeat (5)\n move (1) steps\n if on edge, bounce\n end\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(n) = [1]> then\n point in direction (pick random (90) to (270))\n switch costume to (pick random (3) to (4))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (4) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [pitch v] effect to (pick random (-20) to (30))\nset size to (0) %\nrepeat (pick random (7) to (12))\n change size by (4)\nend\nrepeat (3)\n change size by (2)\nend\nrepeat (3)\n change size by (1)\nend\n\nwhen I start as a clone\nif <(n) = [2]> then\n switch costume to (pick random (3) to (4))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (6) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(n) = [3]> then\n point towards (hitbox2 / body v)\n turn right (pick random (-10) to (10)) degrees\n switch costume to (pick random (3) to (4))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (6) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine 3\nset [n v] to [3]\nrepeat (59)\n if <(.boss hp) > [0]> then\n if on edge, bounce\n move (6) steps\n create clone of (_myself_ v)\n wait (0) seconds\n if on edge, bounce\n move (6) steps\n end\nend\n\ndefine 4\nset [n v] to [4]\nrepeat (10)\n if <(.boss hp) > [0]> then\n set [nn v] to (pick random (1) to (2))\n repeat (pick random (3) to (9))\n move (12) steps\n if on edge, bounce\n end\n repeat (5)\n move (6) steps\n if on edge, bounce\n end\n repeat (5)\n move (3) steps\n if on edge, bounce\n end\n repeat (5)\n move (1) steps\n if on edge, bounce\n end\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(n) = [4]> then\n switch costume to ((2) + (nn))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (6) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine 5\nset [n v] to [5]\nrepeat (60)\n if <(.boss hp) > [0]> then\n if on edge, bounce\n move (7) steps\n create clone of (_myself_ v)\n wait (0) seconds\n if on edge, bounce\n move (7) steps\n end\nend\n\nwhen I start as a clone\nif <(n) = [5]> then\n point in direction (pick random (0) to (360))\n switch costume to (pick random (3) to (4))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (4) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine 6\nset [n v] to [6]\nif <(x position) > ([x position v] of [hitbox2 / body v])> then\n point in direction (180)\n repeat (25)\n create clone of (_myself_ v)\n end\n repeat (45)\n if <(.boss hp) > [0]> then\n turn left (-1) degrees\n create clone of (_myself_ v)\n turn left (-1) degrees\n create clone of (_myself_ v)\n end\n end\nelse\n point in direction (180)\n repeat (25)\n create clone of (_myself_ v)\n end\n repeat (45)\n if <(.boss hp) > [0]> then\n turn left (1) degrees\n create clone of (_myself_ v)\n turn left (1) degrees\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nif <(n) = [6]> then\n turn right (pick random (-10) to (10)) degrees\n switch costume to (pick random (3) to (4))\n show\n repeat until <<touching (hitbox2 / body v)?> or <touching (_edge_ v)?>>\n move (9) steps\n end\n if <<[1] > (z)> and <<not <(costume [name v]) = (color)>> and <touching (hitbox2 / body v)?>>> then\n set [z v] to [100]\n change [hp v] by (-1)\n start sound [Crunch v]\n end\n start sound [A Bass3 v]\n repeat (5)\n change size by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine 0\nset [n v] to [4]\nrepeat (3)\n wait (0.8) seconds\n set [nn v] to (pick random (1) to (2))\n repeat (3)\n if <(.boss hp) > [0]> then\n turn right (10) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n end\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\nshow\ngo to (random position v)\ngo to [back v] layer\nset [ghost v] effect to (80)\nforever\n go to (random position v)\n switch costume to (pick random (1) to (2))\n set size to (pick random (100) to (150)) %\n repeat (3)\n change size by (-8)\n end\n repeat (3)\n change size by (-4)\n end\n repeat (3)\n change size by (-2)\n end\n repeat (3)\n change size by (-1)\n end\n if <(lv) = [10]> then\n wait (0) seconds\n else\n wait (0.6) seconds\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I receive [reeeeeeee v]\ngo to (random position v)\n\n@Sprite4\n\nwhen I receive [reeeeeeee v]\nset size to (100) %\nhide\nswitch costume to (costume1 v)\nif <(lv) = [10]> then\n wait (9) seconds\n repeat (7)\n go to x: (-155) y: (-24)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <touching (hitbox2 / body v)?>\n hide\n create clone of (_myself_ v)\n wait (2) seconds\n go to x: (155) y: (-24)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <touching (hitbox2 / body v)?>\n hide\n create clone of (_myself_ v)\n wait (2) seconds\n end\n go to x: (0) y: (-76)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <touching (hitbox2 / body v)?>\n hide\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen I start as a clone\nstart sound [Ring Tone2 v]\nshow\nrepeat until <<(y position) > [90]> and <touching (boss v)?>>\n point towards (boss v)\n move (8) steps\nend\nstart sound [A Piano v]\nchange [.boss hp v] by (-1)\nswitch costume to (costume2 v)\nrepeat (5)\n change size by (40)\nend\nrepeat (5)\n change size by (20)\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (10)\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (5)\nend\ndelete this clone\n\n@Sprite5\n\nwhen I receive [reeeeeeee v]\nset [hp v] to [5]\nif <<(n) = [0]> and <(lv) = [10]>> then\n wait (7) seconds\n set [n v] to [1]\n wait (0.1) seconds\n create clone of (_myself_ v)\n set [n v] to [2]\n wait (0.1) seconds\n create clone of (_myself_ v)\n set [n v] to [3]\n wait (0.1) seconds\n create clone of (_myself_ v)\n set [n v] to [4]\n wait (0.1) seconds\n create clone of (_myself_ v)\n set [n v] to [5]\n wait (0.1) seconds\n create clone of (_myself_ v)\n set [n v] to [0]\n repeat until <(hp) < [1]>\n if <[0] < (z)> then\n change [z v] by (-1)\n end\n end\n broadcast (reeeeeeee v)\nend\n\nwhen flag clicked\nhide\nset [n v] to [0]\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\nwhen I start as a clone\nshow\nstart sound [pop v]\nswitch costume to (costume1 v)\ngo to x: ((-250) + ((n) * (30))) y: (150)\nset size to (150) %\nset [brightness v] effect to (100)\nwait (0) seconds\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume2 v)\nwait until <(n) > (hp)>\nchange [gravity v] by (7)\nbroadcast (off v)\nrepeat (5)\n change [brightness v] effect by (20)\n change size by (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nchange [hp v] by (-1)\n\n@Sprite6\n\nwhen I receive [reeeeeeee v]\nhide\nset [hp v] to [5]\nif <<(n) = [0]> and <(lv) = [10]>> then\n wait (8) seconds\n set [n v] to [0.5]\n repeat (30)\n create clone of (_myself_ v)\n change [n v] by (0.5)\n end\n set [n v] to [0]\n go to x: (-225) y: (-145)\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <[1] > (.boss hp)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\nend\n\nwhen flag clicked\nhide\nset [n v] to [0]\n\nwhen I receive [reeeeeeee v]\ndelete this clone\n\nwhen I start as a clone\nset [pitch v] effect to ((-40) + ((n) * (2.5)))\nstart sound [pop v]\nswitch costume to (costume1 v)\ngo to x: ((-230) + ((n) * (14))) y: (-167)\nshow\nset size to (150) %\nset [brightness v] effect to (100)\nwait (0) seconds\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (-10)\nend\nwait until <(n) > (.boss hp)>\nrepeat (5)\n change [brightness v] effect by (20)\n change size by (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Sprite7\n\nwhen I receive [reeeeeeee v]\nhide\nif <(lv) = [10]> then\n forever\n if <(z) > [0]> then\n go to (hitbox1 v)\n set [ghost v] effect to ((50) + ((20) * ([cos v] of ((timer) * (400)) )))\n show\n else\n clear graphic effects\n hide\n end\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\nend\n\nwhen I receive [reeeeeeee v]\nhide\nset [ghost v] effect to (100)\nif <(lv) = [2]> then\n switch costume to (costume3 v)\n show\n repeat (10)\n change [ghost v] effect by (-7)\n end\nelse\n if <(lv) = [3]> then\n switch costume to (costume4 v)\n show\n repeat (10)\n change [ghost v] effect by (-7)\n end\n else\n if <(lv) = [4]> then\n switch costume to (costume5 v)\n show\n repeat (10)\n change [ghost v] effect by (-7)\n end\n else\n if <(lv) = [5]> then\n switch costume to (costume6 v)\n show\n repeat (10)\n change [ghost v] effect by (-7)\n end\n else\n end\n end\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [yay v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nplay sound [Win v] until done\n\n
~ Kiki Adventure- World 1 ~\n\n The game already has Instructions so I don't think I need say it here.\n Btw you can change your "hat" by press ''1"\n\n
Upside~Down: A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [yvelocity v] to [-0]\ngo to x: (-212) y: (120)\nset size to (50) %\nforever\n if <<touching color (#00ff1a)?> or <touching color (#d7ff66)?>> then\n set [yvelocity v] to [-0]\n if <key (down arrow v) pressed?> then\n set [yvelocity v] to [-10]\n end\n end\n change y by (yvelocity)\n change [yvelocity v] by (1)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\nend\n\nwhen flag clicked\nerase all\nswitch backdrop to (neon tunnel v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (150)\n erase all\n end\n if <touching color (#00f0ff)?> then\n go to x: (-212) y: (150)\n switch backdrop to (next backdrop v)\n erase all\n end\nend\n\nwhen flag clicked\nturn right (180) degrees\nforever\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [1]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (50) y: (127)\nforever\n if <(backdrop [number v]) = [3]> then\n show\n forever\n glide (5) secs to x: (150) y: (127)\n glide (5) secs to x: (-50) y: (127)\n end\n end\n if <not <(backdrop [number v]) = [3]>> then\n hide\n end\n if <(backdrop [name v]) = [neon tunnel]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\nif <(backdrop [number v]) = [4]> then\n show\nend\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\n\n
Platformer
@Stage\n\nwhen I receive [end screen v]\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@platformer guy\n\nwhen flag clicked\nswitch costume to (cube v)\nset size to (400) %\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n broadcast (level 2 v)\n go to x: (item (2) of [spawn position x v]) y: (item (2) of [spawn position y v])\n forever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [2]> and <touching (portal v)?>> then\n broadcast (level 3 v)\n change [level v] by (1)\n go to x: (item (3) of [spawn position x v]) y: (item (3) of [spawn position y v])\n end\n if <<(level) = [3]> and <touching (portal v)?>> then\n broadcast (level 4 v)\n change [level v] by (1)\n go to x: (item (4) of [spawn position x v]) y: (item (4) of [spawn position y v])\n end\n if <<(level) = [4]> and <touching (portal v)?>> then\n broadcast (level 5 v)\n change [level v] by (1)\n go to x: (item (5) of [spawn position x v]) y: (item (5) of [spawn position y v])\n end\n if <<(level) = [5]> and <touching (portal v)?>> then\n broadcast (level 6 v)\n change [level v] by (1)\n go to x: (item (6) of [spawn position x v]) y: (item (6) of [spawn position y v])\n end\n if <<(level) = [6]> and <touching (portal v)?>> then\n broadcast (level 7 v)\n change [level v] by (1)\n go to x: (item (7) of [spawn position x v]) y: (item (7) of [spawn position y v])\n set size to (400) %\n end\n if <<(level) = [7]> and <touching (portal v)?>> then\n broadcast (level 8 v)\n change [level v] by (1)\n go to x: (item (8) of [spawn position x v]) y: (item (8) of [spawn position y v])\n set size to (400) %\n end\n if <<(level) = [8]> and <touching (portal v)?>> then\n broadcast (level 9 v)\n change [level v] by (1)\n go to x: (item (9) of [spawn position x v]) y: (item (9) of [spawn position y v])\n set size to (400) %\n end\n if <<(level) = [9]> and <touching (portal v)?>> then\n broadcast (level 10 \(last level\) v)\n change [level v] by (1)\n go to x: (item (10) of [spawn position x v]) y: (item (10) of [spawn position y v])\n set size to (400) %\n end\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset size to (900) %\ngo to x: (37) y: (12)\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nshow variable [level v]\n\nwhen flag clicked\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n if <(level) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9b00)?> then\n set size to (200) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ee00ff)?> then\n set [yv v] to [15]\n end\n if <touching color (#ff0000)?> then\n go to x: (item (level) of [spawn position x v]) y: (item (level) of [spawn position y v])\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0f6ff)?> then\n set size to (900) %\n go to x: (51) y: (13)\n end\nend\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nset size to (400) %\nforever\n forever\n forever\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n wait (1) seconds\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nset size to (400) %\nforever\n forever\n forever\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nset size to (400) %\nforever\n forever\n forever\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n wait (1) seconds\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nset size to (400) %\nforever\n forever\n forever\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (item (1) of [spawn position x v]) y: (item (1) of [spawn position y v])\nset size to (400) %\nset size to (400) %\nforever\n forever\n forever\n if <<(level) = [10]> and <touching (portal v)?>> then\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n go to x: (37) y: (12)\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n set size to (900) %\n broadcast (End screen v)\n wait (1) seconds\n stop [all v]\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [goal position x v]\nshow list [goal position y v]\n\n@level\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-35) y: (7)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n forever\n switch costume to (costume2 v)\n show\n end\n end\nend\n\nwhen I receive [level 3 v]\nforever\n switch costume to (costume3 v)\n show\nend\n\nwhen flag clicked\nforever\n switch costume to (start screen v)\n show\nend\n\nwhen I receive [level 4 v]\nforever\n switch costume to (costume4 v)\n show\nend\n\nwhen I receive [level 5 v]\nforever\n switch costume to (costume5 v)\n show\nend\n\nwhen I receive [level 6 v]\nforever\n switch costume to (costume6 v)\n show\nend\n\nwhen I receive [level 7 v]\nforever\n switch costume to (costume7 v)\n show\nend\n\nwhen I receive [level 8 v]\nforever\n switch costume to (costume8 v)\n show\nend\n\nwhen I receive [level 9 v]\nforever\n switch costume to (costume9 v)\n show\nend\n\nwhen I receive [level 10 \(last level\) v]\nforever\n switch costume to (costume10 v)\n show\nend\n\nwhen I receive [end screen v]\nforever\n set [end v] to [1]\n go to x: (-35) y: (7)\n switch costume to (end screen v)\n show\n hide variable [level v]\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n show\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n forever\n switch costume to (costume2 v)\n show\n end\n end\nend\n\nwhen flag clicked\nhide variable [end v]\nset [end v] to [0]\n\n@portal\n\nwhen flag clicked\nshow\nforever\n go to x: (item (level) of [goal position x v]) y: ((item (level) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 2 v]\nforever\n go to x: (item (2) of [goal position x v]) y: ((item (2) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 3 v]\nforever\n go to x: (item (3) of [goal position x v]) y: ((item (3) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 4 v]\nforever\n go to x: (item (4) of [goal position x v]) y: ((item (4) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 5 v]\nforever\n go to x: (item (5) of [goal position x v]) y: ((item (5) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 6 v]\nforever\n go to x: (item (6) of [goal position x v]) y: ((item (6) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 7 v]\nforever\n go to x: (item (7) of [goal position x v]) y: ((item (7) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 8 v]\nforever\n go to x: (item (8) of [goal position x v]) y: ((item (8) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 9 v]\nforever\n go to x: (item (9) of [goal position x v]) y: ((item (9) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [level 10 \(last level\) v]\nforever\n go to x: (item (10) of [goal position x v]) y: ((item (10) of [goal position y v]) + ((5) * ([cos v] of (((timer) - (1)) * (200)) )))\nend\n\nwhen I receive [end screen v]\nhide\n\n@yesssss triangle2\n\nwhen I receive [level 3 v]\ngo to x: (21) y: (25)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-41) y: (45)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (35) y: (-149)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (104) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [end screen v]\ngo to x: (-98) y: (-94)\nshow\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (-64) y: (16)\nshow\n\nwhen flag clicked\nhide\nhide\ngo to x: (0) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\n@yesssss triangle5\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (25) y: (-92)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (-57) y: (-149)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (-110) y: (-45)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (-138) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (20) y: (-36)\nshow\n\nwhen I receive [end screen v]\ngo to x: (-66) y: (-94)\nshow\n\nwhen flag clicked\nhide\nhide\ngo to x: (-31) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\n@yesssss triangle3\n\nwhen I receive [level 3 v]\ngo to x: (137) y: (-96)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (57) y: (-92)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (98) y: (-149)\nshow\n\nwhen I receive [level 8 v]\nhide\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [end screen v]\ngo to x: (-33) y: (-94)\nshow\n\nwhen flag clicked\nhide\nhide\ngo to x: (27) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\n@yesssss triangle4\n\nwhen flag clicked\nhide\nhide\ngo to x: (27) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (137) y: (-96)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-7) y: (-92)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (66) y: (-149)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (180) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (59) y: (-92)\nshow\n\n@yesssss triangle6\n\nwhen flag clicked\nhide\nhide\ngo to x: (0) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (21) y: (25)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-41) y: (45)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (5) y: (-149)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (27) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (144) y: (-92)\nshow\n\n@yesssss triangle7\n\nwhen flag clicked\nhide\nhide\ngo to x: (0) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (21) y: (25)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-41) y: (45)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (-25) y: (-149)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (-55) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (101) y: (-92)\nshow\n\n@yesssss triangle8\n\nwhen flag clicked\nhide\nhide\ngo to x: (0) y: (-95)\nforever\n if <(level) = [2]> then\n show\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (21) y: (25)\nshow\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-41) y: (45)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (-25) y: (-149)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (-55) y: (-109)\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (95) y: (39)\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\ngo to x: (-103) y: (-139)\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-103) y: (-139)\nshow\n\nwhen I receive [level 10 \(last level\) v]\nhide\n\nwhen I receive [end screen v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (-55) y: (-35)\nshow\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 8 v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (-55) y: (-35)\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 v]\ngo to x: (-156) y: (-52)\nshow\n\nwhen I receive [level 10 \(last level\) v]\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (-144) y: (-128)\nshow\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 v]\nswitch costume to (costume1 v)\ngo to x: (108) y: (39)\nshow\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (-39) y: (-58)\nnext costume\nshow\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [level 9 v]\ngo to x: (-41) y: (79)\nshow\n\nwhen I receive [level 10 \(last level\) v]\nhide\n\nwhen I receive [level 6 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (120) y: (-24)\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (195) y: (51)\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 \(last level\) v]\ngo to x: (195) y: (51)\nshow\n\nwhen I receive [end screen v]\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (0)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n
------------------------PLEASE READ----------------------\nThis is my first platformer, I am very excited to share it with everyone! Arrow keys to move. If there are any glitches please tell me about them, also sorry if it is short I just wanted to see if it would be good. If it is good please consider giving it a love ❤️ and a favourite ⭐. Maybe a follow? If you give it a love AND a favourite or you follow me please tell me I will follow you back. Also, F4F if you want.
Gravity | a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (your turn v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [7]>> then\n next costume\nend\n\nwhen I receive [intro finished v]\nswitch costume to (earth v)\nforever\n play sound [TheFatRat - Monody \(Trimmed\) v] until done\nend\n\n@Platforms\n\nwhen flag clicked\nhide variable [jump height v]\nhide variable [speed \(if this is a negative number, the left and right key will reverse\) v]\nhide variable [gravity v]\nswitch costume to (earth v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [7]>> then\n next costume\nend\nif <(costume [number v]) = [1]> then\n set [gravity v] to [-0.5]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [1]\n set [jump height v] to [10]\nend\nif <(costume [number v]) = [2]> then\n set [gravity v] to [-0.8]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [0.9]\n set [jump height v] to [9]\nend\nif <(costume [number v]) = [3]> then\n set [gravity v] to [-0.45]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [1.1]\n set [jump height v] to [10.5]\nend\nif <(costume [number v]) = [4]> then\n set [gravity v] to [-0.9]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [0.65]\n set [jump height v] to [7]\nend\nif <(costume [number v]) = [5]> then\n set [gravity v] to [-0.45]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [1.3]\n set [jump height v] to [14]\nend\nif <(costume [number v]) = [6]> then\n set [gravity v] to [-0.01]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [1.5]\n set [jump height v] to [5]\nend\nif <(costume [number v]) = [7]> then\n set [gravity v] to [-0.5]\n set [speed \(if this is a negative number, the left and right key will reverse\) v] to [1]\n set [jump height v] to [10]\n show variable [gravity v]\n show variable [jump height v]\n show variable [speed \(if this is a negative number, the left and right key will reverse\) v]\nend\n\nwhen flag clicked\nhide\nset [gravity v] to [-0.5]\nset [speed \(if this is a negative number, the left and right key will reverse\) v] to [1]\nset [jump height v] to [10]\n\nwhen I receive [intro finished v]\nshow\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-204) y: (-60)\n set [ghost v] effect to (0)\n set [yvelocity v] to [0]\n broadcast (XD v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#67c8ff)?> then\n set [ghost v] effect to (50)\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\ngo to x: (-204) y: (-120)\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (bouncy v)?> then\n set [y v] to [15]\n end\nend\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\nset size to (pick random (35) to (50)) %\ngo [backward v] (50) layers\nshow\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [20]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <touching color (#67c8ff)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (flag v)?>\n broadcast (Next level v)\n wait until <not <touching (flag v)?>>\nend\n\nwhen I receive [next level v]\nrepeat (5)\n go to x: (-204) y: (-60)\nend\n\nwhen I receive [intro finished v]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-204) y: (-60)\nforever\n change [y v] by (Gravity)\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n change [x v] by ((Speed \(If this is a negative number, the left and right key will reverse\)) * (-1))\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [x v] by (Speed \(If this is a negative number, the left and right key will reverse\))\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to (Jump Height)\n change x by ((x) * (-1))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platforms 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 (platforms v)?> and <key (up arrow v) pressed?>> then\n set [y v] to (Jump Height)\n end\n change y by (0.5)\n if <key (down arrow v) pressed?> then\n if <(Gravity) < [0.1]> then\n set [y v] to ((Jump Height) * (-1))\n end\n end\nend\n\n@Items\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (earth v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [7]>> then\n next costume\nend\n\nwhen I receive [intro finished v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [clone v] to [1]\nset [intro: velocity v] to [0]\nswitch costume to (glow v)\nset size to (10) %\nhide\nstart sound [Teleport2 v]\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\n change [clone v] by (1)\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n show\n repeat (70)\n set [intro: velocity v] to ((((60) - (size)) * (0.1)) + ((Intro: velocity) * (0.8)))\n change size by (Intro: velocity)\n end\n wait (1) seconds\n repeat (13)\n change size by ((((10) + (timer)) * (0.3)) * (-1))\n change [ghost v] effect by (8)\n end\n delete this clone\nend\nif <(clone) = [2]> then\n show\n repeat (70)\n set [intro: velocity v] to ((((60) - (size)) * (0.1)) + ((Intro: velocity) * (0.8)))\n change size by (Intro: velocity)\n end\n wait (0.9) seconds\n repeat (13)\n change size by ((((10) + (timer)) * (0.3)) * (-1))\n change [ghost v] effect by (8)\n end\n delete this clone\nend\nif <(clone) = [3]> then\n show\n repeat (70)\n set [intro: velocity v] to ((((60) - (size)) * (0.1)) + ((Intro: velocity) * (0.8)))\n change size by (Intro: velocity)\n end\n wait (0.8) seconds\n repeat (13)\n change size by ((((10) + (timer)) * (0.3)) * (-1))\n change [ghost v] effect by (8)\n end\n wait (1) seconds\n broadcast (Intro Finished v)\n delete this clone\nend\n\n
Grassland "A platformer"
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n set [ply v] to (y position)\n set [plx v] to (x position)\nend\n\nwait (0.05) seconds\nnext costume\n\nwhen [space v] key pressed\n\nhide\n\nwhen flag clicked\ngo to x: (-175) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nset size to (20) %\nshow\nset [brightness v] effect to (-5)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nforever\n if <touching (water v)?> then\n change [playery v] by (-0.05)\n else\n change [playery v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [playerx v] by (0.7)\n point in direction (-90)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [playerx v] by (-0.7)\n point in direction (90)\n end\n end\n set [playerx v] to ((PlayerX) * (0.9))\n change x by (PlayerX)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change x by ((PlayerX) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching color (#00ff55)?>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [0]\n else\n set [playerx v] to [0]\n end\n if <touching (water v)?> then\n change [playery v] by (2)\n else\n set [playery v] to [8]\n end\n end\n else\n set [playerx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (PlayerY)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<touching (levelhit v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [playery v] to [10]\n end\n end\n if <<(PlayerX) > [2]> or <(PlayerX) < [-2]>> then\n if <not <<(PlayerY) > [0.7]> or <(PlayerY) < [-0.7]>>> then\n switch costume to ((Costume) + (3))\n if <not <(Costume) > [7]>> then\n change [costume v] by (1)\n else\n set [costume v] to [0]\n end\n else\n if <(PlayerY) > [0.5]> then\n switch costume to (jump v)\n else\n if <(PlayerY) < [-0.5]> then\n switch costume to (fall v)\n end\n end\n end\n else\n switch costume to (stand v)\n end\n if <<touching (obstacles v)?> or <<(y position) < [-175]> and <touching (_edge_ v)?>>> then\n broadcast (pl has died lol v)\n start sound [oooooff! v]\n go to x: (-188) y: (-146)\n go to x: (-175) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n end\n if <<touching (trampolines v)?> or <<touching (trampolines2 v)?> or <touching (trampolines3 v)?>>> then\n set [playery v] to [15]\n end\n if <touching (boss v)?> then\n set [playery v] to [7]\n end\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n go to x: (-188) y: (-146)\n go to x: (-232) y: (-37)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n broadcast (next level v)\n end\n change y by (1)\nend\n\nif <touching color (#00cc44)?> then\n change y by (100)\nend\n\nswitch costume to (hitbox v)\n\nset [playery v] to [8]\n\n\n\n\nnext costume\n\n switch costume to ((Costume) - (1))\nend\n\n\n\nchange [playery v] by (0.7)\n\nnext costume\n\n\n\nwhen I start as a clone\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nplay sound [oooooff! v] until done\n\nset size to (20) %\nset [ghost v] effect to (0)\nrepeat (15)\n turn right (3) degrees\n change [ghost v] effect by ((100) / (15))\n change size by (((20) / (15)) * (-1))\nend\ndelete this clone\n\nwhen I receive [player die v]\nstart sound [oooooff! v]\ngo to x: (-188) y: (-146)\ngo to x: (-175) y: (0)\nset [playerx v] to [0]\nset [playery v] to [0]\npoint in direction (90)\n\nwhen flag clicked\nforever\n play sound [Happy and Fun Pop Background Music For Videos v] until done\nend\n\n@LevelHIT\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@FrontART\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@BackART\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Obstacles\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds2\n\nwhen flag clicked\nrepeat (4)\n create clone of (_myself_ v)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (3) layers\nforever\n if <not <(level) = [14]>> then\n switch costume to (pick random (1) to (5))\n go to x: (300) y: (pick random (0) to (110))\n set [ghost v] effect to (70)\n show\n glide (10) secs to x: (-300) y: (y position)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [8]> then\n show\n else\n if <(level) = [9]> then\n show\n else\n hide\n end\n end\nend\n\nhide\n\nwhen I receive [next level v]\nrepeat (10)\n if <(level) = [8]> then\n show\n go to x: (-120) y: (-130)\n else\n if <(level) = [9]> then\n show\n go to x: (-120) y: (-130)\n else\n hide\n end\n end\nend\n\ndefine Moving Platform physics\nforever\n repeat until <touching (levelhit v)?>\n change x by (3)\n end\n change x by (-3)\n repeat until <touching (levelhit v)?>\n change x by (-3)\n end\n change x by (3)\nend\n\nwhen flag clicked\nMoving Platform physics\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [9]> then\n show\n else\n if <(level) = [12]> then\n show\n else\n hide\n end\n end\nend\n\nhide\n\nwhen I receive [next level v]\nrepeat (10)\n if <(level) = [9]> then\n show\n go to x: (0) y: (-50)\n else\n if <(level) = [12]> then\n show\n go to x: (0) y: (-133)\n else\n hide\n end\n end\nend\n\ndefine Moving Platform physics\nforever\n repeat until <touching (levelhit v)?>\n change x by (3)\n end\n change x by (-3)\n repeat until <touching (levelhit v)?>\n change x by (-3)\n end\n change x by (3)\nend\n\nwhen flag clicked\nMoving Platform physics\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\ngo to x: (0) y: (-100)\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n show\n reset timer\nend\n\nwhen [timer v] > (0.3)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Trampolines\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n go to x: (-160) y: (-112)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (costume1 v)\n end\nend\n\nnext costume\n\ngo to x: (-120) y: (-93)\n\nif <(level) = [6]> then\n show\n go to x: (-120) y: (-93)\nelse\n if <(level) = [8]> then\n show\n go to x: (0) y: (-93)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\nbroadcast (ghostmessage v)\nswitch costume to (costume1 v)\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nforever\n\nwhen I receive [win v]\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [ghostmessage v]\nstop all sounds\nclear sound effects\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\nstop [all v]\n\nwhen I receive [ghostmessage v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(level) = [15]> then\n broadcast (win v)\n stop [this script v]\n end\nend\n\nset volume to (0) %\n\n
Story: ...You've escaped the Dungeon, but its still a long way home...\n\nPart1: https://scratch.mit.edu/projects/378473895\nPart2 of my platformer series\nPart3: https://scratch.mit.edu/projects/382880543\n----------------------------Grassland-------------------------\ninstructions:\nRefresh the page then:\nSpam the flag \n∆  arrow keys or touchscreen to move \n∆ don't touch spikes or the bottom of the screen \n∆ get to the end of the level\n--------------------------------∆-------------------------------
outdated pen platformer engine
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v) and wait\nforever\n play sound [bensound v] until done\nend\n\n@Pen\n\ndefine change player x by (sx)\nchange [x v] by (sx)\ncollisiontest [10]\nif <(touching platform?) = [1]> then\n repeat until <not <(touching platform?) = [1]>>\n collisiontest [10]\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n set [xv v] to [0]\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\ncollisiontest [10]\nif <(touching platform?) = [1]> then\n repeat until <not <(touching platform?) = [1]>>\n collisiontest [10]\n if <(touching platform?) = [1]> then\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 set [sy v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [sj.thick.vel v] to [0]\nset [sy v] to [0]\nset [died? v] to [0]\nset [xv v] to [0]\nset [xv v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [100]\nset [scroll y v] to [100]\nset [touching obstacle? v] to [0]\nset [touching sj? v] to [0]\nset [level v] to [1]\nforever\n change [sj.thick.vel v] by ((sj.thick.vel) / (-10))\n Reset\n Draw player at ((x) - (scroll x)) ((y) - (scroll y))\n Draw obstacles\n Draw sj\n Draw Platforms\n collisiontest [10]\n Movement\n if <<(touching obstacle?) = [1]> or <(y) < [-100]>> then\n set [y v] to [0]\n set [x v] to [0]\n set [died? v] to [1]\n reset timer\n end\nend\n\ndefine Draw line from (x1) (y1) to (x2) (y2) color (color) trans (trans) saett (saett) hell (hell) dicke (dicke) to (x3) (y3) to (x4) (y4) filled? (f)\nset pen (color v) to (color)\nset pen (saturation v) to (saett)\nset pen (transparency v) to (trans)\nset pen (brightness v) to (hell)\nset pen size to (dicke)\npen up\ngo to x: (x1) y: (y1)\nif <<[-240] > (x1)> and <<[-240] > (x2)> and <<(x3) > [240]> and <(x4) > [240]>>>> then\n if <not <<([abs v] of (y1) ) > [180]> and <<([abs v] of (y2) ) > [180]> and <<([abs v] of (y3) ) > [180]> and <([abs v] of (y4) ) > [180]>>>>> then\n pen down\n go to x: (x2) y: (y2)\n go to x: (x3) y: (y3)\n go to x: (x4) y: (y4)\n go to x: (x1) y: (y1)\n if <(f) = [1]> then\n set [o v] to (dicke)\n set [pen size v] to ((x3) - (x1))\n if <((y2) - (y1)) < (pen size)> then\n set [pen size v] to ((y2) - (y1))\n end\n pen up\n repeat (5)\n set pen size to (pen size)\n set [pen size v] to ((pen size) / (2))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen down\n go to x: ((x2) + (pen size)) y: ((y2) - (pen size))\n go to x: ((x3) - (pen size)) y: ((y3) - (pen size))\n go to x: ((x4) - (pen size)) y: ((y4) + (pen size))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen up\n end\n end\n end\nend\nif <<[-180] > (y1)> and <<(y3) > [180]> and <<(y2) > [180]> and <[-180] > (y4)>>>> then\n if <not <<([abs v] of (x1) ) > [240]> and <<([abs v] of (x2) ) > [240]> and <<([abs v] of (x3) ) > [240]> and <([abs v] of (x4) ) > [240]>>>>> then\n pen down\n go to x: (x2) y: (y2)\n go to x: (x3) y: (y3)\n go to x: (x4) y: (y4)\n go to x: (x1) y: (y1)\n if <(f) = [1]> then\n set [o v] to (dicke)\n set [pen size v] to ((x3) - (x1))\n if <((y2) - (y1)) < (pen size)> then\n set [pen size v] to ((y2) - (y1))\n end\n pen up\n repeat (5)\n set pen size to (pen size)\n set [pen size v] to ((pen size) / (2))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen down\n go to x: ((x2) + (pen size)) y: ((y2) - (pen size))\n go to x: ((x3) - (pen size)) y: ((y3) - (pen size))\n go to x: ((x4) - (pen size)) y: ((y4) + (pen size))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen up\n end\n end\n end\nend\nif <not <<([abs v] of (x1) ) > [240]> and <<([abs v] of (x2) ) > [240]> and <<([abs v] of (x3) ) > [240]> and <([abs v] of (x4) ) > [240]>>>>> then\n if <not <<([abs v] of (y1) ) > [180]> and <<([abs v] of (y2) ) > [180]> and <<([abs v] of (y3) ) > [180]> and <([abs v] of (y4) ) > [180]>>>>> then\n pen down\n go to x: (x2) y: (y2)\n go to x: (x3) y: (y3)\n go to x: (x4) y: (y4)\n go to x: (x1) y: (y1)\n pen up\n go to x: (x1) y: (y1)\n if <(f) = [1]> then\n set [o v] to (dicke)\n set [pen size v] to ((x3) - (x1))\n if <((y2) - (y1)) < (pen size)> then\n set [pen size v] to ((y2) - (y1))\n end\n pen up\n repeat (5)\n set pen size to (pen size)\n set [pen size v] to ((pen size) / (2))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen down\n go to x: ((x2) + (pen size)) y: ((y2) - (pen size))\n go to x: ((x3) - (pen size)) y: ((y3) - (pen size))\n go to x: ((x4) - (pen size)) y: ((y4) + (pen size))\n go to x: ((x1) + (pen size)) y: ((y1) + (pen size))\n pen up\n end\n end\n end\nend\npen up\n\ndefine Draw player at (x) (y)\nset pen (transparency v) to (0)\nif <(died?) = [0]> then\n set pen color to (#d0ffc7)\nelse\n if <[0.25] > ((timer) mod (0.5))> then\n set pen color to (#ecbaba)\n if <(timer) > [1.5]> then\n set [died? v] to [0]\n end\n else\n set pen color to (#d2ffc9)\n if <(timer) > [1.5]> then\n set [died? v] to [0]\n end\n end\nend\nset pen size to (10)\ngo to x: ((x) - (5)) y: ((y) - (5))\npen down\ngo to x: ((x) - (-5)) y: ((y) - (5))\ngo to x: ((x) - (-5)) y: ((y) - (-5))\ngo to x: ((x) - (5)) y: ((y) - (-5))\ngo to x: ((x) - (5)) y: ((y) - (5))\nif <(y) < [110]> then\n pen up\n go to x: (x) y: (y)\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n set pen color to (#ffffff)\n set pen size to (5)\n pen down\n pen up\nelse\n if <(x) > [2675]> then\n pen up\n go to x: (x) y: (y)\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n set pen color to (#ffffff)\n set pen size to (5)\n pen down\n pen up\n else\n pen up\n go to x: ((x) / (0.95)) y: ((y) / (0.95))\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n set pen color to (#ffffff)\n set pen size to (5)\n pen down\n pen up\n end\nend\n\ndefine collisiontest (erlaubt)\nset [i v] to [0]\nrepeat ((length of [platform-type v]) - (0))\n change [i v] by (1)\n if <(y) > ((item (i) of [platform-y v]) - (erlaubt))> then\n if <(x) > ((item (i) of [platform-x v]) - (erlaubt))> then\n if <not <(x) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (erlaubt))>> then\n if <not <(y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (erlaubt))>> then\n if <(item (i) of [platform-type v]) = [0]> then\n set [touching platform? v] to [1]\n set [touching obstacle? v] to [0]\n set [touching sj? v] to [0]\n stop [this script v]\n else\n if <(item (i) of [platform-type v]) = [1]> then\n set [touching platform? v] to [0]\n set [touching sj? v] to [0]\n set [touching obstacle? v] to [1]\n stop [this script v]\n else\n set [touching obstacle? v] to [0]\n set [touching platform? v] to [0]\n set [touching sj? v] to [1]\n stop [this script v]\n end\n end\n else\n set [touching platform? v] to [0]\n set [touching obstacle? v] to [0]\n set [touching sj? v] to [0]\n end\n else\n set [touching platform? v] to [0]\n set [touching obstacle? v] to [0]\n set [touching sj? v] to [0]\n end\n else\n set [touching platform? v] to [0]\n set [touching obstacle? v] to [0]\n set [touching sj? v] to [0]\n end\n else\n set [touching platform? v] to [0]\n set [touching obstacle? v] to [0]\n set [touching sj? v] to [0]\n end\nend\nset [i v] to [0]\n\ndefine Movement\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n set [xv v] to [6]\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n set [xv v] to [-6]\n end\nend\nchange player x by (xv)\nset [xv v] to ((xv) * (0.8))\nchange [y v] by (-1)\ncollisiontest [10]\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [10]>>> then\n if <(touching platform?) = [1]> then\n set [sy v] to [23]\n end\nend\nif <(touching sj?) = [1]> then\n set [sy v] to [35]\n set [sj.thick.vel v] to [-30]\nend\nchange [y v] by (1)\nchange [sy v] by (-2)\nchange player y by (sy)\ncollisiontest [10]\n\ndefine Draw Platforms\nif <(Level) = [2]> then\n New square @ [-100] [-70] length [200] height [40] filled? [1] br [100]\nend\nif <(Level) = [1]> then\n New square @ [-50] [-70] length [100] height [40] filled? [1] br [90]\n New square @ [50] [-70] length [100] height [90] filled? [1] br [95]\n New square @ [150] [-70] length [70] height [140] filled? [1] br [100]\n New square @ [300] [-70] length [30] height [220] filled? [1] br [95]\n New square @ [416] [-70] length [325] height [190] filled? [1] br [100]\n New square @ [410] [-70] length [20] height [270] filled? [1] br [100]\n New square @ [1100] [0] length [100] height [100] filled? [1] br [100]\n New square @ [700] [-70] length [400] height [270] filled? [1] br [100]\n New square @ [550] [100] length [200] height [100] filled? [1] br [100]\n New square @ [680] [180] length [20] height [100] filled? [1] br [100]\n New square @ [800] [0] length [20] height [280] filled? [1] br [100]\n New square @ [920] [0] length [20] height [280] filled? [1] br [100]\n New square @ [1040] [0] length [20] height [280] filled? [1] br [100]\n New square @ [1100] [-100] length [300] height [200] filled? [1] br [95]\n New square @ [1200] [0] length [50] height [430] filled? [1] br [95]\n New square @ ((([sin v] of ((timer) * (23)) ) * (250)) + (1700)) [-160] length [100] height [215] filled? [0] br [0]\n New square @ ((([sin v] of ((timer) * (23)) ) * (250)) + (1670)) [-160] length [30] height [220] filled? [1] br [100]\n New square @ ((([sin v] of ((timer) * (23)) ) * (250)) + (1800)) [-160] length [30] height [220] filled? [1] br [100]\n New square @ [2200] [-120] length [200] height [215] filled? [0] br [0]\n New square @ [2170] [-120] length [30] height [220] filled? [1] br [100]\n New square @ [2375] [-120] length [30] height [220] filled? [1] br [100]\n New square @ [2500] [-100] length [30] height [250] filled? [1] br [100]\nend\n\ndefine New square @ (x) (y) length (l) height (h) filled? (filled) br (br)\nset [thickness v] to [1]\ninsert [0] at (1) of [platform-type v] \ninsert ((x) - (thickness)) at (1) of [platform-x v] \ninsert ((y) - (thickness)) at (1) of [platform-y v] \ninsert ((l) + ((thickness) * (1.5))) at (1) of [platform-length v] \ninsert ((h) + ((thickness) * (1.5))) at (1) of [platform-height v] \nDraw line from ((x) - (scroll x)) ((y) - (scroll y)) to ((x) - (scroll x)) (((y) + (h)) - (scroll y)) color [64] trans [0] saett [5] hell (br) dicke (thickness) to (((x) + (l)) - (scroll x)) (((y) + (h)) - (scroll y)) to (((x) + (l)) - (scroll x)) ((y) - (scroll y)) filled? (filled)\nDraw line from ((x) - (scroll x)) ((((y) + (h)) - (scroll y)) - (7)) to (((x) + (l)) - (scroll x)) ((((y) + (h)) - (scroll y)) - (7)) color [64] trans [0] saett [5] hell [60] dicke ((thickness) + (10)) to (((x) + (l)) - (scroll x)) ((((y) + (h)) - (scroll y)) - (7)) to (((x) + ()) - (scroll x)) ((((y) + (h)) - (scroll y)) - (7)) filled? (filled)\nDraw line from ((x) - (scroll x)) ((((y) + (h)) - (scroll y)) - (5)) to (((x) + (l)) - (scroll x)) ((((y) + (h)) - (scroll y)) - (5)) color [64] trans [0] saett [5] hell [80] dicke ((thickness) + (10)) to (((x) + (l)) - (scroll x)) ((((y) + (h)) - (scroll y)) - (5)) to (((x) + ()) - (scroll x)) ((((y) + (h)) - (scroll y)) - (5)) filled? (filled)\n\ndefine Draw obstacles\nif <(Level) = [1]> then\n New obstacle @ [416] [100] filled? [1] length [150] height ((([sin v] of ((timer) * (300)) ) * (10)) + (80))\n New obstacle @ [700] [200] filled? [1] length [100] height ((([cos v] of ((timer) * (300)) ) * (10)) + (60))\n New obstacle @ [820] [200] filled? [1] length [100] height ((([sin v] of ((timer) * (300)) ) * (10)) + (60))\n New obstacle @ [940] [200] filled? [1] length [100] height ((([cos v] of ((timer) * (300)) ) * (10)) + (60))\nend\n\ndefine New obstacle @ (x) (y) filled? (f) length (l) height (h)\nset [thickness v] to [1]\nadd [1] to [platform-type v]\nadd ((x) - (thickness)) to [platform-x v]\nadd ((y) - (thickness)) to [platform-y v]\nadd ((l) + ((thickness) * (1.5))) to [platform-length v]\nadd ((h) + ((thickness) * (1.5))) to [platform-height v]\nDraw line from ((x) - (scroll x)) ((y) - (scroll y)) to ((x) - (scroll x)) ((((y) + (h)) - (scroll y)) + ()) color [200] trans [0] saett ((([cos v] of ((timer) * (300)) ) * (5)) + (56)) hell [92] dicke (thickness) to (((x) + (l)) - (scroll x)) ((((y) + (h)) - (scroll y)) + ()) to (((x) + (l)) - (scroll x)) ((y) - (scroll y)) filled? (f)\n\ndefine Reset\ndelete all of [platform-type v]\nset [x v] to (round (x))\nchange [scroll x v] by ((round ((x) - (scroll x))) / (10))\nchange [scroll y v] by ((round ((y) - (scroll y))) / (10))\nif <(scroll y) < [110]> then\n set [scroll y v] to [110]\nend\ndelete all of [platform-length v]\ndelete all of [platform-height v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nhide\nerase all\n\ndefine New sj (sj means super jump) @ (x) (y) length (l) height (h) fill (f)\nset [thickness v] to [1]\nadd [2] to [platform-type v]\nadd ((x) - (thickness)) to [platform-x v]\nadd ((y) - (thickness)) to [platform-y v]\nadd ((l) + ((thickness) * (1.5))) to [platform-length v]\nadd ((h) + ((thickness) * (1.5))) to [platform-height v]\nDraw line from ((x) - (scroll x)) ((y) - (scroll y)) to ((x) - (scroll x)) ((((y) + (h)) + (sj.thick.vel)) - (scroll y)) color [15] trans [10] saett [56] hell [92] dicke (thickness) to (((x) + (l)) - (scroll x)) ((((y) + (h)) + (sj.thick.vel)) - (scroll y)) to (((x) + (l)) - (scroll x)) ((y) - (scroll y)) filled? (f)\nDraw line from ((x) - (scroll x)) ((y) - (scroll y)) to ((x) - (scroll x)) ((((y) + (((h) / (3)) * (2))) + (sj.thick.vel)) - (scroll y)) color [15] trans [10] saett [48] hell [92] dicke (thickness) to (((x) + (l)) - (scroll x)) ((((y) + (((h) / (3)) * (2))) + (sj.thick.vel)) - (scroll y)) to (((x) + (l)) - (scroll x)) ((y) - (scroll y)) filled? (f)\nDraw line from ((x) - (scroll x)) ((y) - (scroll y)) to ((x) - (scroll x)) ((((y) + ((h) / (3))) + (sj.thick.vel)) - (scroll y)) color [15] trans [10] saett [40] hell [92] dicke (thickness) to (((x) + (l)) - (scroll x)) ((((y) + ((h) / (3))) + (sj.thick.vel)) - (scroll y)) to (((x) + (l)) - (scroll x)) ((y) - (scroll y)) filled? (f)\n\ndefine Draw sj\nif <(Level) = [1]> then\n New sj (sj means super jump) @ [1100] [90] length [100] height [90] fill [1]\nend\n\ndefine Levelfin\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [20]\nchange [level v] by (1)\n\n
100% pen\n\nNo <if touching color ()> blocks used!
Grass(A Mobile Friendly Platformer)
@Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop2 v)\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [bbbeginnn v]\nforever\n set [brightness v] effect to (asdf)\nend\n\nwhen I receive [win v]\nswitch backdrop to (backdrop2 v)\nclear graphic effects\nstop [other scripts in sprite v]\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Game On\nwait until <(Stage: x) = [0]>\nset [scrolling done? v] to [no]\nif <(Level) = [2]> then\n set [x v] to [-50]\nelse\n if <(Level) = [5]> then\n set [x v] to [48]\n else\n set [x v] to [0]\n end\nend\nset [y v] to [80]\nset [v y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (90) %\nset [ghost v] effect to (0)\nshow\n\ndefine Gravity (y speed)\nchange [y v] by (y speed)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(y speed) > [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 [v y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Change x (x speed)\nchange [x v] by (x speed)\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 <(x speed) > [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\nstart sound [Crunch v]\nwait (1) seconds\nset [exit v] to []\nhide\n\ndefine Touching - Die\n\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\nbroadcast (Win v)\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine Check - Scrolling\nif <(ScrollY) = [0]> then\n set [scrolling done? v] to [yes]\n set [colletctable? v] to [yes]\nend\n\nwhen I receive [win v]\nif <(Level) = [1]> then\n\ndefine Repeat\nbroadcast (Go To Palyer v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change x [8]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n Change x [-8]\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(In Air) < [4]> then\n if <not <touching (bouncy stuff v)?>> then\n set [v y v] to [16]\n end\n end\nend\nif <touching (water v)?> then\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n set [v y v] to [-2]\n else\n set [v y v] to [10]\n end\nend\nif <touching (bouncy stuff v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [v y v] to [20]\n else\n set [v y v] to [30]\n end\nend\nchange [v y v] by (-2)\nGravity (V y)\nTouching - Die\nchange [scrollx v] by (round (((x) - (ScrollX)) / (3)))\nif <(ScrollX) < [-90]> then\n set [scrollx v] to [-90]\nend\nCheck - Scrolling\nif <(Scrolling done?) = [yes]> then\n change [scrolly v] by (round (((y) - (ScrollY)) / (10)))\nelse\n set [scrolly v] to (y)\nend\nif <(ScrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (spike v)?> then\n set [exit v] to [die]\nend\nif <(Level) = [5]> then\n if <<(ScrollY) < [10]> and <<(ScrollX) > [38]> and <(ScrollX) < [52]>>> then\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bbbeginnn v]\nhide\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n broadcast (timer v)\n repeat until <(Exit) > []>\n Repeat\n broadcast (Repeat v) and wait\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [bbbeginnn v]\nforever\n set [asdf v] to ((x) * (-0.01))\nend\n\nwhen I receive [bbbeginnn v]\nGame - Die\nhide\n\nwhen [r v] key pressed\nGame - Die\nhide\n\nwhen flag clicked\nset [my variable v] to [0]\n\nif <(my variable) = [0]> then\n set [exit v] to []\n wait (0.1) seconds\n set [my variable v] to [1]\nend\n\n@Platforms\n\nwhen I receive [bbbeginnn v]\nhide\ngo to [front v] layer\nbroadcast (Setup v)\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [space v]\nbroadcast (bbbeginnn v)\n\n@Portal\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bbbeginnn v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [3608] y: [35]\n switch costume to (closed v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <not <(Level) = [5]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (84)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n repeat (40)\n turn right (0.3) degrees\n end\n repeat (40)\n turn right (-0.3) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [space v]\nhide\n\nwhen I receive [bbbeginnn v]\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nforever\n if <touching (sprite2 v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [win v]\npoint in direction (84)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n repeat (40)\n turn right (0.3) degrees\n end\n repeat (40)\n turn right (-0.3) degrees\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n hide\n broadcast (space v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (-10) y: (0)\nset size to (80) %\nswitch costume to (costume1 v)\ngo to [back v] layer\npoint in direction (84)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <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 [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#1d8000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#1d8000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (messege2 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching color (#ff0000)?>> then\n reset\n end\n if <touching color (#003aff)?> then\n set [yv v] to [20]\n end\n if <touching color (#006622)?> then\n set [xv v] to [15]\n set [yv v] to [5]\n end\nend\n\ndefine reset\ngo to x: (-200) y: (0)\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n repeat (40)\n turn right (0.3) degrees\n end\n repeat (40)\n turn right (-0.3) degrees\n end\nend\n\nwhen I receive [space v]\nhide\n\nwhen I receive [win v]\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n hide\n broadcast (space v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\ngo to x: (-10) y: (0)\nset size to (80) %\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (84)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change y by (1)\n if <touching color (#1d8000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <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 [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#1d8000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#1d8000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (messege2 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching color (#ff0000)?>> then\n reset\n end\n if <touching color (#003aff)?> then\n set [yv v] to [20]\n end\n if <touching color (#006622)?> then\n set [xv v] to [15]\n set [yv v] to [5]\n end\nend\n\nwhen I receive [win v]\nforever\n repeat (40)\n turn right (0.3) degrees\n end\n repeat (40)\n turn right (-0.3) degrees\n end\nend\n\n@Sprite3\n\nwhen flag clicked\npoint in direction (96)\ngo to x: (0) y: (0)\nshow\nforever\n repeat (40)\n turn right (-0.3) degrees\n end\n repeat (40)\n turn right (0.3) degrees\n end\nend\n\nwhen I receive [space v]\nhide\n\nwhen I receive [win v]\npoint in direction (96)\ngo to x: (0) y: (0)\nshow\nforever\n repeat (40)\n turn right (-0.3) degrees\n end\n repeat (40)\n turn right (0.3) degrees\n end\nend\n\n@Water\n\nwhen I receive [bbbeginnn v]\nhide\nset [ghost v] effect to (30)\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\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 start as a clone\nforever\n set [brightness v] effect to (asdf)\nend\n\n@Spike\n\nwhen I receive [bbbeginnn v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\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@Bouncy Stuff\n\nwhen I receive [bbbeginnn v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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@Fake\n\nwhen I receive [bbbeginnn v]\nclear graphic effects\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (30)\n else\n clear graphic effects\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (130)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [setup v]\ngo to x: (0) y: (130)\n\n@Sprite5\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (pick random (0) to (-20))\nshow\ngo to x: (240) y: (pick random (50) to (180))\nglide (pick random (10) to (15)) secs to x: (-240) y: (y position)\ndelete this clone\n\n@Coin\n\nset [counter v] to [1]\nrepeat (9)\n Clone at x: [75] y: ((8) * (Counter))\n change [counter v] by (4)\nend\n\nwhen flag clicked\nforever\n set [orbs v] to (join ((Collected) * (2.5)) [%])\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bbbeginnn v]\nshow\nset [counter v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <(Colletctable?) = [yes]> then\n if <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <<(Collected) = (Collected Max)> and <(key) = [yes]>> then\n broadcast (Open Portal v)\n end\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [126] y: [0]\n Clone at x: [593] y: [150]\n Clone at x: [772] y: [40]\n Clone at x: [1315] y: [-35]\n Clone at x: [1555] y: [49]\n Clone at x: [1777] y: [120]\n Clone at x: [1990] y: [49]\n Clone at x: [2210] y: [-50]\n Clone at x: [2385] y: [50]\n Clone at x: [2560] y: [150]\n Clone at x: [2767] y: [150]\n Clone at x: [3030] y: [200]\n Clone at x: [2930] y: [-80]\n Clone at x: [3206] y: [155]\n Clone at x: [3425] y: [155]\nend\nset [x v] to [-9999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\nswitch costume to (dot v)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Fake2\n\nwhen I receive [bbbeginnn v]\nclear graphic effects\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\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 (1a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n clear graphic effects\n end\nend\n\n@key\n\nset [counter v] to [1]\nrepeat (9)\n Clone at x: [75] y: ((8) * (Counter))\n change [counter v] by (4)\nend\n\nwhen flag clicked\nforever\n set [orbs v] to (join ((Collected) * (2.5)) [%])\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bbbeginnn v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <(key) = [0]> then\n if <touching (player v)?> then\n start sound [Coin v]\n set [key v] to [yes]\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nhide\nset [key v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [3000] y: [24]\nend\nset [x v] to [-9999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\nswitch costume to (key v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Sprite6\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\n\n
Let's get 200 loves!\n****************************************************\nArrow keys or tap to move.\nAvoid spikes.\nJump on the trampoline.\nCollect all coins and the hidden key to goal.\nGood luck!\nLove, fave, follow for more platformers like this!\nThanks to TheFatRat for the music.\n****************************************************\n#platformer #game #mobile #grass #starwater \n#fun
Survival-A platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [volume v]\nforever\n if <([costume # v] of [volume v]) = [1]> then\n set volume to (100) %\n end\n if <([costume # v] of [volume v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Vicetone - United We Dance2 v] until done\n\nwhen I receive [1iaaxshow v]\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\n play sound [JJD - Adventure \[NCS Release\] \(1\) v] until done\n play sound [TheFatRat - Unity v] until done\n play sound [Vicetone - United We Dance v] until done\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\n play sound [Mountains v] until done\nend\n\n@You\n\ndefine Walk (speed) Wall Jump (x) (y)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#000000)?> or <touching (_edge_ v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or > then\n if <<<<key (right arrow v) pressed?> or <key (a v) pressed?>> or <<key (left arrow v) pressed?> or <key (d v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(speed) < [0]> then\n set [sx v] to (x)\n else\n set [sx v] to ((0) - (x))\n end\n set [sy v] to (y)\n end\n end\n repeat until <not <<touching color (#000000)?> or <touching (_edge_ v)?>>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine Respawn\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling? v] to [10]\nset size to (70) %\ngo to x: (-196) y: (-144)\nshow\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#000000)?> or <touching (_edge_ 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 [sy v] to [0]\nend\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [start v]\nbroadcast (levelchange v)\nset [level v] to [1]\nRespawn\nwait (0.4) seconds\nforever\n change [sy v] by (-1.5)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n set [sx v] to ((SX) * (0.8))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (1.5)\n end\n if <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n start sound [Ricochet v]\n set [ghost v] effect to (0)\n Respawn\n end\n if <touching color (#6e00ff)?> then\n change [level v] by (1)\n broadcast (levelchange v)\n Respawn\n end\nend\n\nwhen flag clicked\ngo to x: (-219) y: (-145)\n\nwhen I receive [levelxchange v]\nbroadcast (levelchange v)\nRespawn\n\nwhen I receive [respawn v]\nRespawn\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen I receive [1iaaxshow v]\nshow\n\nwhen flag clicked\nswitch costume to (you v)\n\nwhen [space v] key pressed\nchange [color v] effect by (5)\n\nwhen [c v] key pressed\nnext costume\n\nset [sy v] to [14]\n\nwhen flag clicked\nforever\n if <touching color (#fcff00)?> then\n set [sy v] to [27]\n end\nend\n\nwhen I receive [up v]\n\nwhen I receive [left v]\n\nwhen I receive [right v]\n\nif then\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (1.5)\nend\nif <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] > (mouse y)> and <mouse down?>>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\n end\nelse\n set [jump key v] to [0]\nend\nif <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n start sound [Ricochet v]\n set [ghost v] effect to (0)\n Respawn\nend\nif <touching color (#6e00ff)?> then\n change [level v] by (1)\n broadcast (levelchange v)\n Respawn\nend\n\nwhen I receive [left v]\nchange [sx v] by (-1.5)\n\nif then\nend\n\nwhen I receive [right v]\nchange [sx v] by (1.5)\n\nwhen I receive [up v]\nif <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [sy v] to [14]\n set [falling? v] to [6]\nelse\n set [jump key v] to [0]\nend\n\nwhen I receive [wall jump v]\nif <not <(SX) = [0]>> then\n Walk (SX) Wall Jump (10) (11)\nend\n\n@Platform\n\nwhen I receive [levelchange v]\nnext costume\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen flag clicked\ngo to x: (4) y: (-170)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (Ending v)\n start sound [Tada v]\n hide variable [level v]\n end\nend\n\nwhen I receive [1iaaxshow v]\nshow\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [0]\n\nwhen I receive [levelchange v]\nshow variable [level v]\nchange [level v] by (1)\nchange [level v] by (-1)\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (my variable)\nbroadcast (STOP v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n set [my variable v] to ((timer) + (.1))\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nhide variable [time v]\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (start v)\nhide\n\nwhen I receive [1iaaxshow v]\nshow\n\n@vie\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [1iaaxshow v]\nshow\n\n@volume\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen this sprite clicked\nplay sound [mouse click v] until done\nnext costume\nbroadcast (Volume v)\n\nwhen flag clicked\nforever\n go to x: (-220) y: (160)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset volume to (100) %\n\n\n\nwhen I receive [1iaaxshow v]\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (217) y: (160)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (Levelxchange v)\nchange [level v] by (1)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [ending v]\nhide\n\nwhen flag clicked\nset [time v] to [0]\n\n@Heart\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [ending v]\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I receive [ending v]\nstop [all v]\n\n@Star\n\nwhen I receive [ending v]\nshow variable [time v]\nshow\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen flag clicked\nhide variable [time v]\n\n@Sprite4\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [start v]\nhide\n\nchange [color v] effect by (25)\n\nwhen I receive [1iaaxshow v]\nshow\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\nend\n\n@Cloud2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\nend\n\n@retry\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (20)\n change [ghost v] effect by (25)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-20)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (Respawn v)\n\nwhen I receive [ending v]\nhide\n\n@bB\n\nwhen flag clicked\ngo to x: (17) y: (-93)\nhide\nforever\n go to x: (-75) y: (-100)\n change x by (pick random (-2) to (4))\n change x by (pick random (-2) to (4))\n change y by (pick random (-2) to (4))\n change y by (pick random (-2) to (4))\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [1iaaxshow v]\nshow\n\n@Sprite6\n\n@Sprite2\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nglide (1) secs to x: (-163) y: (0)\nbroadcast (Okdokie v)\nrepeat (72)\n turn left (5) degrees\nend\nrepeat (3)\n set size to (110) %\n wait (01) seconds\n set size to (100) %\n wait (1) seconds\nend\nbroadcast (1iaaxshow v)\nhide\n\n@Sprite7\n\nwhen I receive [okdokie v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [1iaaxshow v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [okdokie v]\nshow\n\nwhen I receive [1iaaxshow v]\nhide\n\n@Sprite9\n\nwhen I receive [start v]\nshow\nforever\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\nend\n\n@Mobile\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (Mobile v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ending v]\nhide\n\n@Sprite5\n\nwhen I receive [ending v]\nhide\n\nwhen flag clicked\ngo to x: (-16) y: (73)\nhide\n\nwhen I receive [mobile v]\nshow\nset drag mode [draggable v]\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Up v)\n end\nend\n\n@Sprite10\n\nwhen I receive [ending v]\nhide\n\nwhen I receive [mobile v]\nshow\nset drag mode [draggable v]\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Left v)\n end\nend\n\nwhen flag clicked\ngo to x: (-60) y: (31)\nhide\n\n@Sprite11\n\nwhen I receive [ending v]\nhide\n\nwhen flag clicked\ngo to x: (26) y: (34)\nhide\n\nwhen I receive [mobile v]\nshow\nset drag mode [draggable v]\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Right v)\n end\nend\n\n@Sprite12\n\nwhen I receive [ending v]\nhide\n\nwhen I receive [mobile v]\nset drag mode [draggable v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (-15) y: (29)\nhide\n\n@Close\n\nwhen flag clicked\nhide\n\nwhen I receive [help v]\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (close v)\nhide\n\n@Help\n\nwhen this sprite clicked\nstart sound [mouse click v]\nbroadcast (Help v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [1iaaxshow v]\nshow\n\nwhen I receive [close v]\nshow\n\nwhen I receive [start v]\nhide\n\nshow\n\n@Tab\n\nwhen flag clicked\nhide\n\nwhen I receive [help v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [close v]\nhide\n\n@Text/Guide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (level0 v)\nhide\n\nwhen I receive [levelchange v]\nnext costume\n\n
Scroll down or hit the question button for instructions!\nADDED IN-GAME TEXT/GUIDE FOR 600 VIEWS.\nNEW MOBILE MODE! HIT THE MOBILE BUTTON ON TOP OF THE SCREEN AND HOT THE KEYS TO MOVE!(You can drag the keys)\nAdded 4 new levels.\nADDED BOUNCE PADS AND NEW LEVELS!\nHit space to change your colour\nHit 'c' to change skin\nADDED NEW LEVELS VARIABLE!\nCheck out my new games: https://scratch.mit.edu/projects/381219319/\nhttps://scratch.mit.edu/projects/382268404/\nhttps://scratch.mit.edu/projects/384268131/\nCheck out my new animation(my first one):\nhttps://scratch.mit.edu/projects/382595378/\n----------------------------UPDATE~3-----------------------------\n Added more new levels! new guide and new end - game thumbnail!\n-------------------------INSTRUCTIONS-------------------------\nArrow keys to move, touch the purple portal to go to the next level. Red is lava so don't touch red(lava) or you die. Yellow is the bounce pad so jump higher by touching yellow!\n-------------------------------------------------------------------------\nI hope we can get this in featured!\n----------------------------KEYBINDS------------------------------\nPress "m" to mute.(sound EFFECTS)\nPress "u" to unmute(sound EFFECTS) \nPress the button on the top left corner to mute ONLY music.\nPress the button on the top-center to reset\nPress the button on top right to skip.\nGame can now be played on mobile!\nKnown bugs:\nNOTE:There is a bug in people using mobile when they tap right, the player goes left. To avoid it, reset the player by clicking the reset button at the top of the screen.(I know it does not affect anything but just try)\nWall jump does not work on mobile:(
Shadow Forest || Platformer
@Stage\n\nwhen I receive [begin game v]\nstop all sounds\nset volume to (60) %\nforever\n play sound [Firefly Lullaby v] until done\nend\n\nwhen I receive [end game v]\nrepeat (20)\n change volume by (-3)\nend\nstop all sounds\n\n@Screen\n\ngo [backward v] (15) layers\n\nwhen flag clicked\nhide\nclear graphic effects\nset [ghost v] effect to (0)\n\nhide\n\nwhen I receive [end game v]\ngo to [front v] layer\nswitch costume to (end v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nshow\nclear graphic effects\nset [ghost v] effect to (30)\nswitch costume to (shadow1 v)\nwait (0) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\n\nbroadcast (Begin game v)\n\nwhen I receive [intro done v]\nclear graphic effects\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nswitch costume to (black v)\nset size to (100) %\nwait (0) seconds\ngo to [front v] layer\nclear graphic effects\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (19) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (12) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (shadow1 v)\n\ngo to [front v] layer\n\nwhen I receive [intro done v]\nset [ghost v] effect to (0)\nclear graphic effects\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\n set [ghost v] effect to (0)\nend\n\nwhen I receive [intro done v]\nrepeat (10)\n go to [front v] layer\nend\n\n@Art\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\nswitch costume to (costume1 v)\n\nwhen I receive [intro done v]\nshow\n\n@BG Art\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\n\n@Particle\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\ngo to (random position v)\nrepeat (10)\n set [ghost v] effect to (pick random (0) to (50))\n wait (0) seconds\nend\ndelete this clone\n\nwhen I receive [begin game v]\nwait (0.1) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Death\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Semisolid\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Vine\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Player\n\nwhen flag clicked\n\ndefine Platformer (type)\nset [costume v] to (costume [name v])\nswitch costume to (idle v)\nif <not <(type) = [shadepoppy]>> then\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\nif <(type) = [free]> then\n change x by (Xspeed)\n if <touching (vine2 v)?> then\n set [position v] to (join [vine] ((Xspeed) / ([abs v] of (Xspeed) )))\n set [keytrack v] to [1]\n end\n if <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>> then\n repeat (8)\n if <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>> then\n change y by (-8)\n repeat until <not <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>>>\n change x by ((0) - ((Xspeed) / ([abs v] of (Xspeed) )))\n end\n set [xspeed v] to [0]\n end\n end\n change y by (Yspeed)\n set [semisolid2 v] to [0]\n if <<touching (vine v)?> and <<not < (Position) contains [vine]?>> and <(Yspeed) > [0]>>> then\n set [position v] to [vineabove]\n set [keytrack v] to [1]\n end\n set [costuming assistance v] to [0]\n if <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>> then\n set [costuming assistance v] to [1]\n if <touching (ground v)?> then\n set [semisolid2 v] to [2]\n end\n repeat until <not <<touching (ground v)?> or <<<<touching (vine v)?> and <(Yspeed) < [0]>> and <not < (Position) contains [vine]?>>> or <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (semisolid v)?>>>>>\n change y by ((0) - ((Yspeed) / ([abs v] of (Yspeed) )))\n end\n if <<key (up arrow v) pressed?> and <(Yspeed) < [0]>> then\n set [yspeed v] to [10]\n else\n set [yspeed v] to [0]\n end\n end\n repeat ([abs v] of (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) )\n if < (Costume) contains [Walk]?> then\n set [costume v] to (join [Walk] ((letter (5) of (Costume)) + (1)))\n if <(Costume) = [Walk7]> then\n set [costume v] to [Walk1]\n end\n else\n set [costume v] to [Walk1]\n end\n end\n change [xspeed v] by ((2) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\n change [xspeed v] by ((1) * (<[0] > (Xspeed)> - <(Xspeed) > [0]>))\n change [xspeed v] by ((0) - ((<(Xspeed) > [3]> * ((Xspeed) mod (3))) + (((Xspeed) mod (-3)) * <[-3] > (Xspeed)>)))\n if <(Xspeed) = [0]> then\n set [costume v] to [Idle]\n end\n if then\n set [costume v] to [Air]\n end\n change [yspeed v] by (-1)\n if <<<(Semisolid) = [0]> and <(Yspeed) < [0]>> and <touching (bounce v)?>> then\n set [yspeed v] to [14]\n end\n if <<(Semisolid2) = [2]> or <touching (semisolid v)?>> then\n set [semisolid v] to [1]\n else\n set [semisolid v] to [0]\n end\nend\nif <(type) = [vine1]> then\n point in direction (90)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n if <not <key (right arrow v) pressed?>> then\n set [keytrack v] to [0]\n end\n repeat until <not <touching (vine2 v)?>>\n change x by (-1)\n end\n repeat (8)\n if <not <touching (vine2 v)?>> then\n change x by (1)\n end\n end\n if <not <touching (vine2 v)?>> then\n change x by (-8)\n set [position v] to [free]\n end\n change y by ((1) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\n if < (Costume) contains [Grab]?> then\n repeat ([abs v] of (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) )\n set [costume v] to (join [Grab] ((letter (5) of (Costume)) + (1)))\n if <(Costume) = [Grab9]> then\n set [costume v] to [Grab1]\n end\n end\n else\n set [costume v] to [Grab1]\n end\n change y by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * ((0) - <touching (ground v)?>))\n if <key (space v) pressed?> then\n change x by (-10)\n if <touching (ground v)?> then\n change x by (10)\n else\n set [position v] to [free]\n if <key (up arrow v) pressed?> then\n set [yspeed v] to [6]\n end\n end\n end\n if <<key (right arrow v) pressed?> and <(Keytrack) = [0]>> then\n repeat until <not <touching (vine2 v)?>>\n change x by (1)\n end\n if <touching (ground v)?> then\n change x by (-1)\n repeat until <not <touching (vine2 v)?>>\n change x by (-1)\n end\n else\n set [position v] to [vine-1]\n end\n end\nend\nif <(type) = [vine-1]> then\n point in direction (-90)\n if <not <key (left arrow v) pressed?>> then\n set [keytrack v] to [0]\n end\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n repeat until <not <touching (vine2 v)?>>\n change x by (1)\n end\n repeat (8)\n if <not <touching (vine2 v)?>> then\n change x by (-1)\n end\n end\n if <not <touching (vine2 v)?>> then\n change x by (8)\n set [position v] to [free]\n end\n change y by ((1) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\n if < (Costume) contains [Grab]?> then\n repeat ([abs v] of (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) )\n set [costume v] to (join [Grab] ((letter (5) of (Costume)) + (1)))\n if <(Costume) = [Grab9]> then\n set [costume v] to [Grab1]\n end\n end\n else\n set [costume v] to [Grab1]\n end\n change y by ((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * ((0) - <touching (ground v)?>))\n if <key (space v) pressed?> then\n change x by (10)\n if <touching (ground v)?> then\n change x by (-10)\n else\n set [position v] to [free]\n if <key (up arrow v) pressed?> then\n set [yspeed v] to [6]\n end\n end\n end\n if <<key (left arrow v) pressed?> and <(Keytrack) = [0]>> then\n repeat until <not <touching (vine2 v)?>>\n change x by (-1)\n end\n if <touching (ground v)?> then\n change x by (1)\n repeat until <not <touching (vine2 v)?>>\n change x by (1)\n end\n else\n set [position v] to [vine1]\n end\n end\nend\nif <(type) = [vineabove]> then\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n if <not <key (up arrow v) pressed?>> then\n set [keytrack v] to [0]\n end\n repeat until <not <touching (vine v)?>>\n change y by (-1)\n end\n repeat (8)\n if <not <touching (vine v)?>> then\n change y by (1)\n end\n end\n if <not <touching (vine v)?>> then\n change y by (-8)\n set [position v] to [free]\n end\n change x by ((1) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\n if < (Costume) contains [Hang]?> then\n repeat ([abs v] of (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) )\n set [costume v] to (join [Hang] ((letter (5) of (Costume)) + (1)))\n if <(Costume) = [Hang6]> then\n set [costume v] to [Hang1]\n end\n end\n else\n set [costume v] to [Hang1]\n end\n change x by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * ((0) - <touching (ground v)?>))\n if <key (space v) pressed?> then\n change y by (-10)\n set [position v] to [free]\n end\n if <<key (up arrow v) pressed?> and <(Keytrack) = [0]>> then\n repeat until <not <touching (vine v)?>>\n change y by (1)\n end\n set [position v] to [free]\n end\nend\nif <(type) = [orb]> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n show\n go to [front v] layer\n go to x: (-219) y: (-111)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [position v] to [free]\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\nend\nif <(type) = [vineNaN]> then\n set [position v] to [vine1]\nend\nif <(type) = [shadepoppy]> then\n set [costume v] to [Shadepoppy]\n turn right (70) degrees\n change x by (10)\n if <touching (ground v)?> then\n change x by (-10)\n end\n if <touching (vine2 v)?> then\n change x by (-10)\n set [position v] to [vine1]\n else\n set [position v] to [free]\n set [yspeed v] to [-2]\n end\nend\nif <<touching (death v)?> or <(y position) < [-187]>> then\n show\n go to [front v] layer\n go to x: (-219) y: (-111)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [position v] to [free]\nend\nif <<touching (goal v)?> or <<key (s v) pressed?> and <(username) = [geckos121]>>> then\n wait until <not <<key (s v) pressed?> and <(username) = [geckos121]>>>\n show\n go to [front v] layer\n go to x: (-219) y: (-111)\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [position v] to [free]\n if <([costume # v] of [art v]) = [5]> then\n broadcast (End Game v)\n hide\n else\n broadcast (Next Level v)\n end\nend\nif <touching (portal v)?> then\n show\n go to [front v] layer\n go to x: (item (1) of [portalout coordinates v]) y: (item (2) of [portalout coordinates v])\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [position v] to [free]\nend\nswitch costume to (Costume)\n\nwhen I receive [orb v]\nset [position v] to [orb]\n\nwhen I receive [begin game v]\nset rotation style [left-right v]\nshow\ngo to [front v] layer\ngo to x: (-219) y: (-111)\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [position v] to [free]\nforever\n if <<touching (shadepoppies v)?> and <key (space v) pressed?>> then\n set rotation style [all around v]\n set [position v] to [shadepoppy]\n else\n set rotation style [left-right v]\n end\n Platformer (Position)\nend\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\nshow\ngo to [front v] layer\ngo to x: (-219) y: (-111)\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [position v] to [free]\n\n@glow\n\nwhen flag clicked\nhide\n\nwhen I receive [orb v]\nrepeat (10)\n change [ghost v] effect by (2)\nend\nrepeat (10)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [begin game v]\nshow\nset size to (200) %\nset [ghost v] effect to (80)\nforever\n go to (player v)\nend\n\n@Vine2\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Goal\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Portal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\ndelete all of [all portal data v]\nadd [148] to [all portal data v]\nadd [-119] to [all portal data v]\nadd [-122] to [all portal data v]\nadd [130] to [all portal data v]\nadd [0] to [all portal data v]\nadd [0] to [all portal data v]\nadd [-152] to [all portal data v]\nadd [108] to [all portal data v]\nadd [148] to [all portal data v]\nadd [-119] to [all portal data v]\ndelete all of [portalout coordinates v]\nadd (item (1) of [all portal data v]) to [portalout coordinates v]\ndelete (1) of [all portal data v]\nadd (item (1) of [all portal data v]) to [portalout coordinates v]\ndelete (1) of [all portal data v]\n\nwhen I receive [next level v]\nnext costume\ndelete all of [portalout coordinates v]\nadd (item (1) of [all portal data v]) to [portalout coordinates v]\ndelete (1) of [all portal data v]\nadd (item (1) of [all portal data v]) to [portalout coordinates v]\ndelete (1) of [all portal data v]\n\nwhen I receive [begin game v]\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin game v]\n\n@Shadow Orb\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [next level v]\nshow\nset [collected? v] to [0]\nrepeat (10)\n go to x: (item (1) of [all orb data v]) y: (item (2) of [all orb data v])\nend\ndelete (1) of [all orb data v]\ndelete (1) of [all orb data v]\n\nwhen I receive [begin game v]\nshow\ndelete all of [all orb data v]\nadd [102] to [all orb data v]\nadd [-111] to [all orb data v]\nadd [-193] to [all orb data v]\nadd [25] to [all orb data v]\nadd [-46] to [all orb data v]\nadd [-61] to [all orb data v]\nadd [205] to [all orb data v]\nadd [166] to [all orb data v]\nadd [-177] to [all orb data v]\nadd [81] to [all orb data v]\nset pen size to (30)\nset pen (transparency v) to (0)\nset pen color to (#66f8ff)\nforever\n erase all\n pen down\nend\n\nwhen I receive [begin game v]\nshow\ngo to x: (item (1) of [all orb data v]) y: (item (2) of [all orb data v])\ndelete (1) of [all orb data v]\nset [collected? v] to [0]\ndelete (1) of [all orb data v]\nforever\n if <(Collected?) = [1]> then\n glide (0.1) secs to (player v)\n else\n if <touching (player v)?> then\n set [collected? v] to [1]\n broadcast (Orb v)\n repeat (10)\n change [ghost v] effect by (10)\n change pen (transparency v) by (10)\n end\n go to x: (-219) y: (-111)\n repeat (10)\n change [ghost v] effect by (-10)\n change pen (transparency v) by (-10)\n end\n end\n end\nend\n\n@Shadepoppies\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [art v]) = [4]> then\n go to x: (-179) y: (-148)\n create clone of (_myself_ v)\n repeat (5)\n change x by (15)\n create clone of (_myself_ v)\n end\n change x by (13)\n create clone of (_myself_ v)\n repeat (5)\n change x by (15)\n create clone of (_myself_ v)\n end\nend\nif <([costume # v] of [art v]) = [5]> then\n go to x: (-110) y: (-158)\n create clone of (_myself_ v)\n go to x: (-97) y: (-162)\n create clone of (_myself_ v)\n go to x: (-83) y: (-161)\n create clone of (_myself_ v)\n go to x: (-70) y: (-160)\n create clone of (_myself_ v)\n go to x: (-58) y: (-162)\n create clone of (_myself_ v)\n go to x: (-46) y: (-163)\n create clone of (_myself_ v)\n go to x: (-32) y: (-160)\n create clone of (_myself_ v)\n go to x: (-17) y: (-160)\n create clone of (_myself_ v)\n go to x: (-7) y: (-161)\n create clone of (_myself_ v)\n go to x: (6) y: (-163)\n create clone of (_myself_ v)\n go to x: (20) y: (-160)\n create clone of (_myself_ v)\n go to x: (33) y: (-159)\n create clone of (_myself_ v)\n go to x: (45) y: (-162)\n create clone of (_myself_ v)\n go to x: (59) y: (-164)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif <(Shadepoppy effects) = [1]> then\n set size to (160) %\n switch costume to (poppy v)\n set [shadepoppy effects v] to [2]\n set [shadepoppy spin v] to [0]\n forever\n if <<touching (player v)?> and <key (space v) pressed?>> then\n set [shadepoppy spin v] to [50]\n create clone of (_myself_ v)\n end\n turn right (Shadepoppy spin) degrees\n change [shadepoppy spin v] by ((0) - <(Shadepoppy spin) > [0]>)\n end\nend\nif <(Shadepoppy effects) = [2]> then\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\n set size to (pick random (50) to (150)) %\n switch costume to (sparkle v)\n repeat (10)\n change size by (10)\n turn right (15) degrees\n end\n delete this clone\nend\n\nwhen I receive [begin game v]\nset [shadepoppy effects v] to [1]\nhide\n\n@Animation\n\nwhen flag clicked\n\nbroadcast (Begin game v)\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [intro done v]\nwait until <mouse down?>\nbroadcast (Begin game v)\n\nwhen I receive [intro done v]\nset volume to (100) %\nstart sound [5 Minute Calm Down - Relaxing Music for Panic Attacks.mp3 v]\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (intro1 v)\nwait (13) seconds\nrepeat (3)\n next costume\n wait (0.2) seconds\nend\nwait (8) seconds\nrepeat (3)\n next costume\nend\nwait (0.2) seconds\nrepeat (2)\n next costume\nend\nwait (0.6) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (0.3) seconds\nnext costume\nwait (3.25) seconds\nnext costume\nrepeat (3)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nrepeat (11)\n next costume\nend\nwait (0.5) seconds\nnext costume\nwait (4) seconds\nnext costume\nwait (8) seconds\nrepeat (30)\n change volume by (-3)\nend\nhide\nbroadcast (Begin game v)\n\n@New Intro\n\nwhen flag clicked\nset volume to (5) %\nstart sound [Minoru - Reckless v]\nset [canitype v] to [1]\nhide\ncreate clone of (_myself_ v)\nchange [canitype v] by (1)\ncreate clone of (_myself_ v)\nchange [canitype v] by (1)\ncreate clone of (_myself_ v)\nchange [canitype v] by (1)\ncreate clone of (_myself_ v)\nhide\nwait (3) seconds\nchange [canitype v] by (2)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1.4) seconds\nchange [canitype v] by (1)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nchange [canitype v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (CAniType)\nif <(CAniType) = [1]> then\n set size to (10000) %\n show\n go to x: (0) y: (0)\n point in direction (-60)\n move (100) steps\n set [canitype v] to [1]\n repeat (50)\n go to [front v] layer\n move (CAniType) steps\n change [canitype v] by (2)\n end\n delete this clone\nend\nif <(CAniType) = [2]> then\n set size to (10000) %\n show\n go to x: (0) y: (0)\n point in direction (-60)\n set [canitype v] to [1]\n wait (0.3) seconds\n repeat (50)\n move (CAniType) steps\n change [canitype v] by (2)\n end\n delete this clone\nend\nif <(CAniType) = [3]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n go to [back v] layer\n forever\n Shaking\n end\nend\nif <(CAniType) = [4]> then\n show\n go to [back v] layer\n go to x: (-100) y: (50)\n point in direction (45)\n repeat (19)\n repeat (10)\n move (7) steps\n end\n move (-70) steps\n end\n delete this clone\nend\nif <(CAniType) = [5]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n repeat (10)\n change size by (15)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(CAniType) = [6]> then\n show\n go to [front v] layer\n go [backward v] (8) layers\n go to x: (0) y: (0)\n point in direction (90)\n set size to (1000) %\n repeat (10)\n change size by (-30)\n end\n delete this clone\nend\nif <(CAniType) = [7]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set size to (1) %\n set [canitype v] to [1]\n repeat (60)\n switch costume to (9 v)\n change size by (CAniType)\n change [canitype v] by (4)\n switch costume to (7 v)\n end\n delete this clone\nend\nif <(CAniType) = [8]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set size to (1) %\n set [canitype v] to [1]\n repeat (58)\n switch costume to (9 v)\n change size by (CAniType)\n change [canitype v] by (4)\n switch costume to (8 v)\n end\n stop all sounds\n broadcast (Intro done v)\n delete this clone\nend\n\ndefine Shaking\nwait (0.01) seconds\nset size to (100) %\nturn right (5) degrees\nwait (0.01) seconds\nchange x by (10)\nwait (0.01) seconds\nchange y by (10)\nwait (0.01) seconds\nchange y by (-10)\nwait (0.01) seconds\nchange x by (-10)\nwait (0.01) seconds\nchange size by (2)\nturn left (10) degrees\nwait (0.01) seconds\nchange x by (10)\nwait (0.01) seconds\nchange y by (10)\nwait (0.01) seconds\nchange y by (-10)\nwait (0.01) seconds\nchange x by (-10)\nwait (0.01) seconds\nchange size by (-4)\nturn right (5) degrees\nwait (0.01) seconds\nchange x by (10)\nwait (0.01) seconds\nchange y by (10)\nwait (0.01) seconds\nchange y by (-10)\nwait (0.01) seconds\nchange x by (-10)\nwait (0.01) seconds\nchange size by (-4)\n\nwhen I start as a clone\nif <(CAniType) = [3]> then\n wait (1.2) seconds\n change [canitype v] by (2)\n repeat (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (10)\n turn right (36) degrees\n end\n wait (0.5) seconds\n repeat (10)\n turn right (36) degrees\n end\n wait (1) seconds\n set [canitype v] to [5]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [intro done v]\ndelete this clone\n\nwhen flag clicked\n\nbroadcast (Intro done v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\n
This is not your normal platformer. It includes many... unusual elements. \n⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈\n•Arrows to move\n•Arrows to climb up/down/left/right on vines\n•Arrows to switch sides when climbing a vine, either vertically or horizontally.\n•<SPACE> to drop from vines (hold up arrow while pressing <SPACE> to jump off)\n•<SPACE> to interact with shadepoppies (little purple flowers)\n• [R] to restart a level if you glitch out (If you have an orb, you won't lose it)\n•Get to the tunnel at the end of the level to advance\n•Explore! Almost everything is interactive.\n⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈⏈\nCollect the glowing blue Shadow Orb on each level for an extra challenge!
Astronaut Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(backdrop [number v]) = [21]> then\n broadcast (win v)\n stop [this script v]\n end\nend\n\nwhen I receive [before start v]\nswitch backdrop to (stars v)\nforever\n play sound [Nintendo Wii - Mii Channel Theme v] until done\nend\n\n@guy\n\nwhen flag clicked\nhide\n\ndefine collision\nrepeat until <not <touching color (#dc5b1d)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine Collision\nrepeat until <not <touching color (#dc5b1d)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [before start v]\nset [ded v] to [0]\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-80)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nforever\n change [y v] by (-0.4)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (1)\n if <touching color (#dc5b1d)?> then\n change y by (-6)\n Collision\n if <key (up arrow v) pressed?> then\n set [y v] to [8]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#dc5b1d)?> then\n collision\n if <<key (up arrow v) pressed?> and <(y) < [0]>> then\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [240]> then\n next backdrop\n point in direction (90)\n start sound [Ricochet v]\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [ded v] to [1]\n create clone of (_myself_ v)\n start sound [Bonk v]\n hide\n wait (0.5) seconds\n point in direction (90)\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n set [ded v] to [0]\n show\n end\n if <touching color (#7b00cb)?> then\n set [y v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset [yy v] to [20]\nset [xx v] to (pick random (-5) to (5))\nset rotation style [all around v]\nrepeat (35)\n turn right (15) degrees\n change y by (yy)\n change x by (xx)\n change [yy v] by (-1)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [before start v]\nforever\n if <<key (s v) pressed?> and <not <(backdrop [number v]) = [21]>>> then\n next backdrop\n point in direction (90)\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Magic Spell v]\n wait (1) seconds\n end\nend\n\n@cool guy trail\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nset size to (100) %\ngo to [back v] layer\nclear graphic effects\nforever\n if <(ded) = [0]> then\n go to (guy v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [color v] effect to ((1) / (0))\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\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@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n
[Arrow Keys] - Move\n[S] - Skip\n\nPlay this platformer: https://scratch.mit.edu/projects/383478653/
Infection || A Platformer
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\ndefine Tick\ngo to [front v] layer\nset rotation style [left-right v]\nif <(x position) > [233]> then\n change [level v] by (1)\n Reset\nend\nif <<touching (danger v)?> or <(y position) < [-179]>> then\n broadcast (Death v)\n hide\n wait (1) seconds\n Reset\nend\nif <touching (bounce v)?> then\n set y to (y position)\n set [y vel v] to [25]\nend\nswitch costume to (hitbox v)\n\nwhen flag clicked\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Reset\ngo to x: (-183) y: (-80)\nset [x vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [redo v]\nReset\n\nwhen I receive [skip v]\nchange [level v] by (1)\nReset\n\nwhen I receive [start v]\nhide\nReset\nforever\n platform physics (12) (-1) (.8) (1) (10) (6)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n Tick\nend\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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x 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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\n@ground\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\ngo to x: (0) y: (0)\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nset [me v] to [1]\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nforever\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (10)) - (5))\nend\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\ngo to [back v] layer\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (50) layers\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (97)\nend\n\n@Background particles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (10000) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-135))\nset size to (pick random (40) to (130)) %\nset [ghost v] effect to (pick random (70) to (90))\nset [speed v] to (pick random (4) to (10))\n\nwhen I receive [tick v]\nmove (speed) steps\nif <(x position) < [-200]> then\n delete this clone\nend\n\n@Particle Engine\n\ndefine Create Clone (starting x) (starting y) (xvel) (yvel)\nhide\ngo to x: (starting x) y: (starting y)\nset [xvel v] to (xvel)\nset [yvel v] to (yvel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [backward v] (1) layers\nswitch costume to (pick random (1) to (3))\nshow\nrepeat until <touching (_edge_ v)?>\n change [yvel v] by (-1)\n change x by (Xvel)\n change y by (Yvel)\nend\ndelete this clone\n\nwhen I receive [death v]\nInt\n\ndefine Int\nrepeat (10)\n Create Clone ([x position v] of [player v]) ([y position v] of [player v]) (pick random (-10) to (10)) (pick random (10) to (-10))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n Create Clone ([x position v] of [player v]) ([y position v] of [player v]) (pick random (-5) to (5)) (pick random (10) to (1))\nend\n\n@Back decor\n\nwhen I receive [tick v]\ngo to [back v] layer\nswitch costume to (LEVEL)\n\n@Sprite1\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (2) seconds\nbroadcast (Menu v)\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprite3\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Menu\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n go [backward v] (1) layers\n switch costume to (costume3 v)\n glide (.5) secs to x: (-156) y: (155)\nelse\n switch costume to (costume2 v)\n glide (.5) secs to x: (-188) y: (155)\nend\n\nwhen I receive [reset menu v]\nset [open v] to [0]\nif <[0] < (clone id)> then\n glide (1) secs to x: (-218) y: (155)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skip v) and wait\n end\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (redo v) and wait\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [start v]\nshow\nbroadcast (reset clones v)\ngo to x: (-218) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(open) = [0]> then\n broadcast (reset clones v)\n set [clone id v] to [0]\n set [open v] to [1]\n repeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [clone id v] to [0]\n else\n broadcast (reset menu v) and wait\n end\n end\n else\n clear graphic effects\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [menu v]\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n if <mouse down?> then\n broadcast (Start v) and wait\n end\n else\n change size by (((100) - (size)) / (10))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\nforever\n point in direction ((90) + (([sin v] of (((timer) + ((#) / (10))) * (100)) ) * (10)))\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n
Part Two - https://scratch.mit.edu/projects/381523055\nNote - This Virus is not Joke\n\nWelcome to Infection. Try to escape the Bio Lab by using the Arrow Keys, WASD, and Mobile touch.
Rice || A Cute Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (pink v)\nforever\n play sound [thefatrat-xenogenesis-256kbps-cbr-SDSQAgWYr2 v] until done\nend\n\n@Rice\n\nwhen flag clicked\nswitch costume to (rice v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-202) y: (-91)\nset size to (20) %\nforever\n Physics\nend\n\npoint in direction (90)\n\npoint in direction (-90)\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n switch costume to (rice v)\n change [xmovement v] by (2)\nelse\n if <key (left arrow v) pressed?> then\n switch costume to (rice2 v)\n change [xmovement v] by (-2)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching color (#ffc4ef)?> then\n change y by (1)\nend\nif <touching color (#ffc4ef)?> then\n change y by (1)\nend\nif <touching color (#ffc4ef)?> then\n change y by (1)\nend\nif <touching color (#ffc4ef)?> then\n change y by (1)\nend\nif <touching color (#ffc4ef)?> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#ffc4ef)?> 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 color (#ffc4ef)?>> then\n set [yv v] to [15]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\nend\nif <(y position) < [-179]> then\n go to x: (-202) y: (-91)\nend\nif <touching color (#e5c4ff)?> then\n set [yv v] to [26]\nend\nif <touching color (#ffc4c4)?> then\n go to x: (-202) y: (-91)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-202) y: (-91)\n\nhide\n\n@Levels\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@Detector?\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n
Update: Chopsticks have been removed!\n\n~~~~~~~~~~Rice: A short cute platformer~~~~~~~~~~\n\n Use the arrow keys to move\n All other instructions ingame\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\n@--Sidewinder-- for platformer engine edited by me\n\n@TimMcCool for love and fave detector\n\n@-EmeraldWolf- for the rest!\n\nMusic is Xenogenisis by TheFatRat\n\nHave fun!\n\nSome Hashtags: #games #platformer #cute
Platformer YouTube Tutorial
@Stage\n\n@Pico Walking\n\nwhen flag clicked\nset [yv v] to [0]\nforever\n if <touching color (#515151)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (yv)\n change [yv v] by (-1)\n end\n set [going up v] to [0]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-196) y: (-10)\npoint in direction (90)\nset size to (60) %\nforever\n if <<not <touching color (#515151)?>> and <(going up) = [0]>> then\n change y by (yv)\n change [yv v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n next costume\n end\n if <key (left arrow v) pressed?> then\n move (10) steps\n set rotation style [left-right v]\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [set start v]\ngo to x: (-196) y: (0)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (crystal v)?> then\n broadcast (next level v)\n end\nend\n\nwhen [a v] key pressed\nset [size change v] to [0]\nrepeat (10)\n change size by (size change)\n change [size change v] by (-1)\nend\nset [size change v] to [0]\nrepeat (10)\n change size by (size change)\n change [size change v] by (1)\nend\n\ndefine hgjhgj\nrepeat ([abs v] of (yv) )\n change y by (([abs v] of (yv) ) / (yv))\n if <<touching (ground v)?> or <touching (levels v)?>> then\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n set [yv v] to [0]\n stop [this script v]\n end\nend\n\n@Ground\n\n@levels\n\nwhen flag clicked\nset [score v] to [100]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [score v] by (50)\nnext costume\nbroadcast (set start v)\nbroadcast (update score v)\n\n@Crystal\n\nwhen flag clicked\nswitch costume to (crystal-a v)\n\nwhen I receive [next level v]\nnext costume\n\n@numbers\n\nwhen I receive [update score v]\nset [count v] to [1]\nerase all\nshow\nrepeat (3)\n switch costume to (letter (count) of (score))\n stamp\n move (20) steps\n change [count v] by (1)\nend\nmove (-60) steps\nhide\n\nwhen flag clicked\nset [count v] to [1]\nerase all\nshow\nrepeat (3)\n switch costume to (letter (count) of (score))\n stamp\n move (20) steps\n change [count v] by (1)\nend\nmove (-60) steps\nhide\n\n
Hi all, \n\nI made this platformer ONLY TO MAKE TUTORIALS for it on YouTube. So it is NOT a perfect game, levels or other stuff associated with it. However, it is a good starting point for your own projects as you can remix and make awesome stuff. You can watch all the tutorials here:\n\nPart 1:\nhttps://youtu.be/7gkSbtpmpXI\n\nPart 2:\nhttps://youtu.be/TzIQCqrnWZ8\n\nPart 3:\nhttps://youtu.be/Qxo1rgP7IH4\n\nPart 4:\nhttps://youtu.be/p9WkgqGwmO4
night ~ a mobile platformer
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n start sound [Collect v]\n go to x: (-225) y: (-40)\n broadcast (next level v)\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (-2)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [6]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-4))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n clear graphic effects\n change y by (-3)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y move v] to [7]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> then\n change y by (-1)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> then\n change y by (-1)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> then\n change y by (-1)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> then\n change y by (-1)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> then\n change y by (-1)\n if <not <<touching (real platformer v)?> or <touching (moving platform v)?>>> 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 (y move)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by (-2)\n if <<touching (real platformer v)?> or <touching (moving platform v)?>> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2200)?> or <touching color (#c41a00)?>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x move v] by (-.7)\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 move v] by (.7)\n point in direction (90)\n end\nend\n\n@real platformer \n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nwait until <(level) = [11]>\nbroadcast (THE END :\) v)\n\n@deco\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@moving platform\n\nwhen flag clicked\ngo to x: (0) y: (-35)\nhide\n\nwhen I receive [go v]\nwait until <(level) = [4]>\nshow\nrepeat until <(level) = [5]>\n go to x: (-20) y: (-35)\n repeat (63)\n change x by (3)\n end\n repeat (63)\n change x by (-3)\n end\nend\nhide\nwait until <(level) = [9]>\nshow\nrepeat until <(level) = [10]>\n go to x: (-45) y: (77)\n repeat (57)\n change x by (3)\n end\n repeat (57)\n change x by (-3)\n end\nend\nhide\n\nwhen I receive [go v]\nforever\n if <not <<(level) = [4]> or <(level) = [9]>>> then\n hide\n end\nend\n\n@blinking stars\n\nwhen flag clicked\nhide\nset size to (90) %\ngo to [back v] layer\nrepeat (75)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nforever\n repeat (12)\n change size by (3)\n end\n repeat (12)\n change size by (-3)\n end\nend\n\n@introduction \n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen I receive [go v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n next costume\nend\nswitch costume to (costume17 v)\nrepeat (16)\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat (6)\n wait (.0003) seconds\n next costume\nend\nwait (6) seconds\nbroadcast (go v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (3) seconds\nforever\n repeat (10)\n change size by (3)\n end\n repeat (3)\n change size by (-3)\n end\nend\n\nwhen I receive [the end :\) v]\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\n@loves, favs\n\nwhen I receive [the end :\) v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nbroadcast (THE END :\) v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n
--------------------------------NIGHT-----------------------------\n\nHow to play: WASD or arrow keys to move, if you're on the mobile press then drag. Don't touch the red or you lose. Get to the right side of the screen to proceed to the next level. Try not to clip into the moving objects!\n\n ❤️, ⭐️, and Follow for more games!! \n\n@Thepugmen: scripts, sprites, and decoration\n@ScratchinJoJoMusic: music\n\nMy studio!! https://scratch.mit.edu/studios/5214316/\n-------------------------------------------------------------------------#Games #GAME #fun #Fun #Hard? #cool #Cool #Thepugmen #Fine #play #followme #i'mcool #Desert #platfomer #Mobile #gamewithname\n
Mars - A platformer (MOBILE ONLY)
@Stage\n\nwhen I receive [play v]\nwait until <<(Mobile mode y/n) = [y]> or <(Mobile mode y/n) = [n]>>\nbroadcast (Play 2 v)\n\nwhen I receive [next v]\nchange [level v] by (1)\n\n@intro\n\nwhen flag clicked\nstart sound [Vicetone - United We Dance3 v]\nswitch costume to (j v)\nhide\nswitch backdrop to (backdrop1 v)\nset size to (75) %\nset size to (2) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (2.3) seconds\nshow\nrepeat until <(size) > [85]>\n change size by (10)\nend\nwait (1) seconds\nglide (1) secs to x: (-110) y: (0)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (22)\n turn right (12) degrees\n change x by (10)\nend\nbroadcast (Intro1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nbroadcast (Animation finished v)\nswitch backdrop to (backdrop2 v)\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (j2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change y by (5)\n end\n wait (.7) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nelse\n switch costume to (j3 v)\n go to x: (-110) y: (-55)\n go to [back v] layer\n glide (.7) secs to x: (115) y: (-55)\nend\n\nwhen flag clicked\nset [cloneid v] to [0]\nset volume to (100) %\ngo to [front v] layer\nclear graphic effects\nforever\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (-2.5)\n end\nend\n\nwhen I receive [intro1 v]\ndelete this clone\n\nwhen I receive [intro1 v]\nforever\n turn right (12) degrees\n change x by (10)\nend\n\n@Title\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\ngo to x: (-110) y: (117)\nset [timer v] to [0]\nhide\n\nwhen I receive [animation finished v]\nrepeat (7)\n create clone of (_myself_ v)\n change [timer v] by (1)\n change x by (35)\n next costume\n wait (.5) seconds\nend\ngo to x: (236) y: (-183)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n set y to ((110) - (([sin v] of (((timer) - ((timer) * (3))) * (275)) ) * (7)))\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [music v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [costumes v]\nhide\n\n@thx\n\nwhen I receive [outro v]\nshow\npoint in direction (90)\nset size to (100) %\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set y to ((-70) + (([sin v] of ((timer) * (275)) ) * (7)))\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (1) y: (-56)\npoint in direction (90)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nbroadcast (Play v)\n\n@Cloud\n\nwhen flag clicked\nset [random variable1 v] to [0]\nswitch costume to (costume1 v)\nset size to (250) %\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (50) y: (-144)\npoint in direction (90)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Cloud v)\n\nwhen I receive [back v]\nset size to (250) %\ngo to x: (50) y: (-144)\nset [random variable1 v] to [0]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nset [random variable1 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-40)\nforever\n set size to (190) %\n point in direction (90)\nend\n\nwhen I receive [back v]\ndelete this clone\n\n@Back button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (207) y: (146)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [cloud v]\nshow\n\nwhen this sprite clicked\nbroadcast (Back v)\n\n@Musics\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-100) y: (-56)\npoint in direction (90)\nset [music v] to []\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [animation finished v]\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen this sprite clicked\nbroadcast (Music v)\n\nwhen I receive [play 2 v]\nset [volume v] to [100]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (13)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [Marshmello - Alone \(Official Music Video\).mp3 v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [TheFatRat - Windfall v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [the piano music v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [Disfigure - Blank.mp3 v] until done\n end\n else\n if <(MUSIC) = [5]> then\n forever\n play sound [Modulation - on the move v] until done\n end\n else\n if <(MUSIC) = [6]> then\n forever\n play sound [COMA NA DANÇA v] until done\n end\n else\n if <(MUSIC) = [7]> then\n forever\n play sound [TheFatRat - Time Lapse v] until done\n end\n else\n if <(MUSIC) = [8]> then\n forever\n play sound [Vexento - We Are One v] until done\n end\n else\n if <(MUSIC) = [9]> then\n forever\n play sound [Revenge v] until done\n end\n else\n if <(MUSIC) = [10]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n if <(MUSIC) = [11]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [12]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [13]> then\n forever\n play sound [Never gonna give you up v] until done\n end\n else\n forever\n play sound [Avicii - Levels v] until done\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [unpased v]\nset volume to (Volume) %\n\nwhen I receive [paused v]\nset volume to (0) %\n\nwhen [m v] key pressed\nset volume to (0) %\nset [volume v] to [0]\n\nwhen [u v] key pressed\nset volume to (100) %\nset [volume v] to [100]\n\n@Marshmello - Alone\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [1]\nbroadcast (Back v)\n\n@TheFatRat - Windfall\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [2]\nbroadcast (Back v)\n\n@??\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [3]\nbroadcast (Back v)\n\n@Disfigure - Blank\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [4]\nbroadcast (Back v)\n\n@Modulation - On the move\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [5]\nbroadcast (Back v)\n\n@???\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [6]\nbroadcast (Back v)\n\n@Instructions\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-58) y: (-144)\nset [random variable2 v] to [0]\nset size to (250) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costumes v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\nwhen I receive [instructions v]\nset [random variable2 v] to [1]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [back v]\nset size to (250) %\nset [random variable2 v] to [0]\nswitch costume to (costume1 v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [back v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen I start as a clone\nforever\n set size to (100) %\n point in direction (90)\n go to x: (-50) y: (0)\nend\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [animation finished v]\npoint in direction (90)\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@TheFatRat - Time Lapse\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [7]\nbroadcast (Back v)\n\n@Vexento - We Are One\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [8]\nbroadcast (Back v)\n\n@Revenge\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [9]\nbroadcast (Back v)\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (0)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [10]\nbroadcast (Back v)\n\n@Lights [Dream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-207) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [11]\nbroadcast (Back v)\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-107) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [12]\nbroadcast (Back v)\n\n@Never gonna give you up\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-7) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [13]\nbroadcast (Back v)\n\n@Avicii - Levels\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (93) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to [14]\nbroadcast (Back v)\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (193) y: (-87)\nhide\n\nwhen I receive [animation finished v]\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nset [music v] to []\nbroadcast (Back v)\n\n@Mobile mode y/n\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nset [cloneid v] to [0]\nset [mobile mode y/n v] to []\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nwait (.1) seconds\nshow\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [mobile mode y/n v] to []\n\nwhen I start as a clone\nshow\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (50) y: (-65)\nelse\n switch costume to (costume3 v)\n go to x: (-50) y: (-65)\nend\n\nwhen I receive [play 2 v]\nhide\n\nwhen I receive [play 2 v]\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [y]\nelse\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n set [mobile mode y/n v] to [n]\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\n@Costume selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (109) y: (-56)\npoint in direction (90)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (Costumes v)\n\nwhen I receive [costumes v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [cloud v]\nhide\n\nwhen I receive [animation finished v]\npoint in direction (90)\nwait (4.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\nend\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Arrow2\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable 2) = [0]> then\n broadcast (Change costume +1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [7]> then\n set [my variable 2 v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable 2 v] to [0]\n clear graphic effects\n end\nend\n\n@Arrow\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-62) y: (0)\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nif <(My variable) = [0]> then\n broadcast (Change costume -1 v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [costumes selection v]) = [1]> then\n set [my variable v] to [1]\n set [ghost v] effect to (80)\n else\n set [my variable v] to [0]\n clear graphic effects\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Costumes selection\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [costumes v]\nshow\n\nwhen I receive [change costume +1 v]\nnext costume\n\nwhen I receive [change costume -1 v]\nswitch costume to ((costume [number v]) - (1))\n\n@Player\n\nwhen flag clicked\nwait (0.001) seconds\nset [trans. v] to [0]\nhide\n\nwhen I receive [play 2 v]\nswitch costume to ([costume # v] of [costumes selection v])\nReset\nset [dead? v] to [0]\nclear graphic effects\nshow\nwait (.2) seconds\nforever\n if <(Paused? y/n) = [n]> then\n if <(Trans.) = [0]> then\n if <(Dead?) = [0]> then\n if <(Mobile mode y/n) = [n]> then\n if <<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 (-5)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (5)\n if <touching (level v)?> then\n change y by (5)\n if <touching (level v)?> then\n change y by (5)\n if <touching (level v)?> then\n change y by (5)\n if <touching (level v)?> then\n change y by (5)\n if <touching (level v)?> then\n change x by ((x) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [30]\n end\n set [y v] to [30]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (18.5)\n end\n end\n change y by (2)\n else\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [x v] by (1)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-2)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (level v)?> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n change [y v] by (15)\n end\n end\n change y by (2)\n end\n end\n end\n end\nend\n\ndefine Reset\ngo to x: (-205) y: (-90)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [play 2 v]\nforever\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n "Animation"1\n Reset\n "Animation"2\n end\n if <<(x position) > [225]> and <not <(Level) = [11]>>> then\n broadcast (Trans. v) and wait\n end\nend\n\ndefine "Animation"1\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change [pixelate v] effect by (4)\nend\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-4)\n change [pixelate v] effect by (-4)\nend\nset [dead? v] to [0]\n\nwhen I receive [next v]\nReset\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\n@Text engine\n\nwhen flag clicked\nwait (.001) seconds\nhide\n\nwhen I receive [cloud v]\nwait (.3) seconds\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (400) %\n go to x: (((digits) * (40)) - (88)) y: (-45)\n if <(length of (☁ Cloud)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (☁ Cloud))\n end\nend\n\nwhen I receive [back v]\nhide\ndelete this clone\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play button v)?> then\n switch costume to (play game v)\nelse\n if <touching (vexento - masked heroes v)?> then\n switch costume to (modulation- on the move v)\n else\n if <touching (musics v)?> then\n switch costume to (music v)\n else\n if <touching (modulation - on the move v)?> then\n switch costume to (modulation- on the move v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[dream trance\] v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n if <touching (thefatrat - windfall v)?> then\n switch costume to (thefatrat - windfall v)\n else\n if <<touching (?? v)?> or <touching (??? v)?>> then\n switch costume to (??? v)\n else\n if <touching (disfigure - blank v)?> then\n switch costume to (disfigure - blank v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (avicii - levels v)?> then\n switch costume to (avicii - levels v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (highscore v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costume selection v)\n else\n if <(LOL variable) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n else\n if <<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> then\n switch costume to (pause v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (-100)\nset [timer v] to [0]\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nset [timer v] to [0]\nrepeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n go to [front v] layer\n change [timer v] by (.097)\nend\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\nset [level v] to [1]\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play 2 v]\nshow\ngo to [back v] layer\nclear graphic effects\nforever\n switch costume to (Level)\nend\n\nwhen I receive [paused v]\nset [brightness v] effect to (-50)\n\nwhen I receive [unpased v]\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [play 2 v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [play 2 v]\nforever\n if <(Dead?) = [1]> then\n broadcast (message1 v) and wait\n end\nend\n\nwhen I receive [message1 v]\n"Animation"1\n"Animation"2\n\ndefine "Animation"2\nrepeat (25)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-2)\nend\n\ndefine "Animation"1\nrepeat (25)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\n@Trans.\n\nwhen flag clicked\nwait (0.002) seconds\ngo to x: (-310) y: (0)\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [trans. v]\nset [trans. v] to [1]\nshow\nswitch costume to (costume2 v)\nclear graphic effects\nset x to (-310)\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat until <(round (x position)) = [0]>\n if <(Paused? y/n) = [n]> then\n change x by ((x position) * ((.2) * (-1)))\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\nbroadcast (Next v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset x to (310)\nrepeat until <(round (x position)) = [0]>\n if <(Paused? y/n) = [n]> then\n change x by ((x position) * ((.2) * (-1)))\n else\n wait until <(Paused? y/n) = [n]>\n end\nend\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [trans. v] to [0]\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Pause/Play button\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-208) y: (-160)\nswitch costume to (costume1 v)\nset [lol variable v] to [0]\nset [cloneid v] to [0]\nset [paused? y/n v] to [n]\nset size to (175) %\nhide\n\nwhen I receive [play 2 v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-65)\n switch costume to (costume2 v)\n set size to (350) %\n go to [front v] layer\n set [paused? y/n v] to [y]\n broadcast (Paused v)\n go to [front v] layer\n repeat until <(Paused? y/n) = [n]>\n if <touching (mouse-pointer v)?> then\n set [lol variable v] to [1]\n else\n set [lol variable v] to [0]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n set [lol variable v] to [0]\n go to x: (-208) y: (-160)\n switch costume to (costume1 v)\n set size to (175) %\n set [paused? y/n v] to [n]\n clear graphic effects\n broadcast (Unpased v)\n end\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [1]> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n set [ghost v] effect to (50)\n go to [back v] layer\nelse\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (costume4 v)\n clear graphic effects\nend\n\nwhen I receive [unpased v]\ndelete this clone\n\nwhen I receive [paused v]\nset [cloneid v] to [0]\nrepeat (2)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ClOnEID) = [2]> then\n repeat until <(Paused? y/n) = [n]>\n go to [front v] layer\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (18) y: (133)\nhide\nwait (20) seconds\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\n\n
Arrow Keys to move dont touch spikes Have Fun enjoy!\nFollow@JS_Coder and @KiwigamerHD :D\nOMG 1k visits in 3 days\n2000k In eight days:0\n25 loves!!\n50 Favs!!!!!!!\n75 FAVS!!:D WOW\n\n
Don't give up! - A Platformer
@Stage\n\nwhen flag clicked\nplay sound [Alan Walker Fade NCS - from YouTube.mp3 v] until done\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (1.5) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@1\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-160) y: (-50)\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n wait (0.25) seconds\n repeat (20)\n change [ghost v] effect by (2.5)\n end\n go to x: (-160) y: (-50)\n repeat (5)\n change [ghost v] effect by (-10)\n end\n broadcast (Die v)\n end\n if <touching (_edge_ v)?> then\n go to x: (-160) y: (-50)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n switch costume to (003 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (3 v) pressed?> then\n switch costume to (005 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n switch costume to (006 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (5 v) pressed?> then\n switch costume to (007 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (6 v) pressed?> then\n switch costume to (008 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (7 v) pressed?> then\n switch costume to (009 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (8 v) pressed?> then\n switch costume to (010 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n switch costume to (011 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0800ff)?> then\n set x to (209)\n end\nend\n\nwhen [s v] key pressed\nwait (0.3) seconds\nbroadcast (next level v)\ngo to x: (-160) y: (-50)\n\nwhen I receive [next level v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [die v]\nset [x v] to [0]\nset [y v] to [0]\n\n@download (5)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
Arrow keys to move\nGreen flag to start\nS key to skip\nPress the keys 1-9 to change your character ( 8 & 9 are special )\nDon't give up!!\nPlease love and favourite, it means a lot to me!! (If this gets 100 loves and 100 favs or gets featured I will add more levels) You can propose this to be featured here: https://scratch.mit.edu/studios/4228481/\n\nCan we get 1k loves? That would make me so happy! And me happy = better projects!\n\nIf you enjoyed please consider giving a follow!!\n\nRemix ideas:\nDifferent costumes/backdrop\nAdding a storyline\nMaking more/different levels\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags: #platformer #game #games #fun #inspiration #don't #give #up #platform #platforming #cool #nice #spikes #art #red #black #white #hope #easy #medium #hard #extreme #awesome #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #s #y #z #darkness #light #code #coding #life #death #square #blue #green #brown #quality #wall #wall-jump #ground #sky #movement #jump #fall #dots #text #anti #bullies #haters #line #box #music #Alan #walker #faded #ghost #effect #right #left #up #down #player #1 #teleport #Scythe_Lucifer #best #play #challenge #fading #bright #colorful #color #drag #you #down #need #player #playing #tags #lava #dirt #grass #everything #Games #Platformer #Platformers #free #play #lava #ground #vector #flat #design #adventure #cube #square #run #sprint #walk #jog #leap #vector #art #move #short #long
✧Night A Platformer✧
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-213) y: (-93)\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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\n if <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nrepeat (15)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [227]> then\n go to x: (-213) y: (-93)\n change [level costumes v] by (1)\n end\nend\n\nwhen flag clicked\nset [level costumes v] to [0]\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching (spikes v)?>> then\n go to x: (-213) y: (-93)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (deadline v)?> then\n go to x: (-213) y: (-93)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n if <(Level Costumes) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Level Costumes) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Level Costumes) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Level Costumes) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Level Costumes) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Level Costumes) = [6]> then\n switch costume to (costume7 v)\n end\n if <(Level Costumes) = [7]> then\n switch costume to (costume8 v)\n end\n if <(Level Costumes) = [8]> then\n switch costume to (costume9 v)\n end\n if <(Level Costumes) = [9]> then\n switch costume to (costume10 v)\n end\n if <(Level Costumes) = [10]> then\n switch costume to (costume11 v)\n end\n if <(Level Costumes) = [11]> then\n switch costume to (costume12 v)\n end\n if <(Level Costumes) = [12]> then\n switch costume to (costume13 v)\n end\n if <(Level Costumes) = [13]> then\n switch costume to (costume14 v)\n end\n if <(Level Costumes) = [14]> then\n switch costume to (costume15 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level Costumes) = [1]> then\n show\n switch costume to (costume2 v)\n go to x: (-40) y: (-118)\n end\n if <(Level Costumes) = [3]> then\n show\n switch costume to (costume3 v)\n go to x: (-40) y: (-107)\n end\n if <(Level Costumes) = [7]> then\n show\n switch costume to (costume4 v)\n go to x: (-62) y: (-8)\n end\n if <(Level Costumes) = [9]> then\n show\n switch costume to (costume5 v)\n go to x: (-161) y: (-110)\n end\n if <(Level Costumes) = [11]> then\n show\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n end\n if <(Level Costumes) = [13]> then\n show\n switch costume to (costume7 v)\n go to x: (106) y: (18)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Costumes) = [2]> then\n hide\n end\n if <(Level Costumes) = [4]> then\n hide\n end\n if <(Level Costumes) = [8]> then\n hide\n end\n if <(Level Costumes) = [10]> then\n hide\n end\n if <(Level Costumes) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nhide\nwait until <(Level Costumes) = [11]>\nshow\ngo to x: (38) y: (-34)\nwait until <(Level Costumes) = [12]>\nhide\n\n@Thumbnail \n\nwhen flag clicked\ngo to x: (30) y: (6)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Moon\n\nwhen flag clicked\ngo to x: (184) y: (131)\n\nwhen I receive [start v]\nforever\n show\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Moon particle \n\nwhen I start as a clone\nshow\nturn right (pick random (0) to (360)) degrees\nset [ghost v] effect to (pick random (30) to (75))\nrepeat (8)\n move (15) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n go to (moon v)\n create clone of (_myself_ v)\nend\n\n@clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (150) to (50))\nforever\n wait (0.01) seconds\n go to [back v] layer\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\nwhen I receive [snow v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\ngo to x: (223) y: (0)\nrepeat (12)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [times dead v] to [0]\nset [levels passed without death v] to [0]\nshow\nreset timer\nset [my variable v] to [0]\nset size to (100) %\nwait (.45) seconds\nbroadcast (1 v)\nrepeat (10)\n change [my variable v] by (1)\n change size by (my variable)\nend\nrepeat until <(timer) > [4]>\n repeat (20)\n change [my variable v] by (-1)\n change size by (my variable)\n end\n repeat (20)\n change [my variable v] by (1)\n change size by (my variable)\n end\nend\nbroadcast (2 v)\n\nwhen I start as a clone\nrepeat (50)\n change size by (5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nset [my variable v] to [0]\nset size to (100) %\nwait (.45) seconds\nstart sound [Fingerdash v]\nwait until <(timer) > [9.5]>\nrepeat (16)\n change volume by (-5)\nend\nrepeat (20)\n change volume by (-1)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nset [everything unlocked code: v] to [1111111111011111011111111111]\n\nwhen I receive [start v]\nset [#playing v] to [0]\n\nwhen I receive [level setup v]\nset [#playing v] to [1]\n\nwhen I receive [start2 v]\nset [#playing v] to [0]\n\n@Intro2\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (10)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [2 v]\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (3))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (-20) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro3\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nglide (.3) secs to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat (10)\n change size by (6)\nend\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (-6)\n end\n repeat (10)\n change size by (6)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Love\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level Costumes) = [14]> then\n show\n go to x: (-197) y: (37)\n end\nend\n\n@Favorite \n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level Costumes) = [14]> then\n show\n go to x: (-30) y: (37)\n end\nend\n\n@Follow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level Costumes) = [14]> then\n show\n go to x: (130) y: (37)\n end\nend\n\n@Deadline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (5)\nset [ghost v] effect to (99)\n\n
Welcome to another Platformer. There’s 15 levels. All levels are possible. This took about 5 or 4 hours straight, so please leave a ❤️, ⭐️ and a follow :)\n—————————————————————————\nAvoid spikes and also lava, don’t fall in holes. ENJOY!!!!\nShoutout:\n@SuperCanon20 because he’s one of my best friends on scratch, he’s nice also. Go follow him!
Falling- A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Mysterious Sleeper v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [previous level v]\nswitch backdrop to ((backdrop [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n broadcast (DONE v)\n end\nend\n\n@Player\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [previous level v]\ngo to x: (-216) y: (-59)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen I receive [start v]\nshow\nset [yy v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-59)\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (hello3 v)\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (hello2 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n change [y v] by (-0.6)\n change y by (y)\n go to [front v] layer\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-8)\n change x by ((x) * (-1))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (level v)?>> then\n switch costume to (hello4 v)\n set [y v] to [9]\n end\n change y by (1)\n set [level v] to ([x position v] of [level v])\n if <<touching (spikes v)?> or <<touching (saw v)?> or <touching (sprite1 v)?>>> then\n repeat (10)\n wait (0.001) seconds\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-216) y: (-59)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<<touching (_edge_ v)?> and <(x position) > [220]>> and <(backdrop [number v]) < [9]>> then\n set [done v] to [10]\n wait (0.1) seconds\n set [done v] to [0]\n go to x: (216) y: (-59)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-161]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-216) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (zoom v)?> then\n wait (0.01) seconds\n change [x v] by (5)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-59)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen I receive [restart v]\ngo to x: (-216) y: (-59)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <<touching (trampoline v)?> or <<touching (trampoline2 v)?> or <<touching (trampoline3 v)?> or <<touching (trampoline4 v)?> or <touching (trampoline5 v)?>>>>> then\n wait (0.01) seconds\n change [y v] by (10)\n end\nend\n\n\n\nwhen I receive [done v]\ngo to x: (0) y: (-59)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n wait (4.5) seconds\n broadcast (Blinkity v)\nend\n\nwhen I receive [blinkity v]\nswitch costume to (hello v)\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nswitch costume to (hello v)\n\nwhen flag clicked\nforever\n if <<<touching (_edge_ v)?> and <[-220] > (x position)>> and <(backdrop [number v]) = [9]>> then\n set [done v] to [10]\n wait (0.1) seconds\n set [done v] to [0]\n go to x: (216) y: (-59)\n broadcast (Next Level v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n repeat (10)\n go to x: (-23) y: (-96)\n end\n end\n if <(costume [number v]) = [1]> then\n repeat (10)\n go to x: (-33) y: (-87)\n end\n end\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start v]\nshow\n\nwhen I receive [stop v]\nhide\n\n@Menu\n\nwhen flag clicked\ngo to x: (203) y: (141)\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Open MENU v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Restart\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (Restart v)\nset [brightness v] effect to (0)\n\nwhen I receive [open menu v]\ngo to x: (146) y: (93)\nshow\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Last Level\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [open menu v]\ngo to x: (202) y: (92)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Previous level v)\n\nwhen I receive [delete all clones v]\n\n@Sound\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [open menu v]\ngo to x: (204) y: (39)\nshow\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nend\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\n\nwhen I receive [start v]\nforever\n play sound [Overwatch - Time is Running Out!.mp3 v] until done\nend\n\n@Close menu\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [open menu v]\ngo to x: (150) y: (39)\nshow\n\nwhen this sprite clicked\nbroadcast (Close MENU v)\n\nwhen flag clicked\nhide\n\nwhen I receive [close menu v]\nhide\n\n@Spikes\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [number v]) = [1]> then\n go to x: (-38) y: (-115)\n end\n if <(backdrop [number v]) = [2]> then\n go to x: (-38) y: (-115)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nhide\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [open menu v]\ngo to x: (124) y: (142)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set [color v] effect to (0)\n end\nend\n\n@Particles1\n\nwhen I receive [stop v]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (75))\nshow\ngo to x: (pick random (200) to (-200)) y: (151)\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [accel v] to [8]\nset [t v] to [0]\nset [timestep v] to ((1) / (10))\nset [velocity v] to (pick random (-70) to (-10))\nset [angle v] to (pick random (-10) to (10))\nset [x vel v] to ((Velocity) * ([sin v] of (Angle) ))\nset [y vel v] to ((Velocity) * ([cos v] of (Angle) ))\nrepeat until <(y position) < [-165]>\n change [t v] by (Timestep)\n change x by ((X Vel) * (Timestep))\n change y by (((Y Vel) * (Timestep)) - ((Accel) * ((T) * (Timestep))))\nend\nset y to (-164)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [rotation v] to (pick random (5) to (20))\nforever\n repeat (pick random (1) to (10))\n turn right (Rotation) degrees\n end\n repeat (pick random (1) to (10))\n turn left (Rotation) degrees\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\n@Light\n\nwhen I receive [stop v]\nhide\n\nwhen flag clicked\nforever\n go to (player v)\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Trampoline\n\nwhen I receive [stop v]\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (-135) y: (-108)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@saw\n\nwhen flag clicked\nforever\n if <(level2) = [46]> then\n go to x: (-82) y: (16)\n glide (2) secs to x: (-82) y: (86)\n wait (.5) seconds\n glide (2) secs to x: (-82) y: (16)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [49]> then\n go to x: (152) y: (-9)\n glide (3) secs to x: (-127) y: (-9)\n glide (3) secs to x: (152) y: (-9)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [50]> then\n go to x: (175) y: (-75)\n glide (3) secs to x: (-96) y: (-75)\n glide (3) secs to x: (175) y: (-75)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [3]> then\n go to x: (184) y: (-110)\n show\n repeat until <not <(backdrop [number v]) = [3]>>\n glide (1) secs to x: (-5) y: (-150)\n glide (1) secs to x: (184) y: (-150)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n next costume\nend\n\n@Trampoline2\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (14) y: (-108)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@Intro\n\nwhen flag clicked\nset [intro? v] to [1]\nIntro\n\nhide\nwait until <(Intro?) = [0]>\nshow\n\ndefine Intro\nerase all\npen up\nstart sound [-Xaf- Inferno v]\nreset timer\nhide\npoint in direction (90)\ngo to x: (0) y: (400)\nset size to (100) %\nswitch costume to (bk v)\ncreate clone of (_myself_ v)\nswitch costume to (tnunderlay v)\ncreate clone of (_myself_ v)\nswitch costume to (tntext v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\ngo to x: (0) y: (0)\nset [intro? v] to [2]\nwait (.4) seconds\nswitch costume to (timmccool v)\ncreate clone of (_myself_ v)\nParticles\nset [θ v] to [0]\nset [j v] to [0]\nrepeat (50)\n change [j v] by (((75) - (j)) / (5))\n change [θ v] by (((300) - (ϴ)) / (5))\n Box W (ϴ) H (j) R [10]\nend\nwait (.75) seconds\nset [intro? v] to [2.5]\nrepeat (15)\n change [j v] by (((5) - (j)) / (5))\n change [θ v] by (((0) - (ϴ)) / (5))\n Box W (ϴ) H (j) R [10]\nend\nFill\nset [intro? v] to [3]\nset [θ v] to [0]\nset size to (0) %\nswitch costume to (logo1 v)\ncreate clone of (_myself_ v)\nParticles\nset [j v] to [0]\nrepeat (50)\n change [j v] by (((360) - (j)) / (5))\n Ellipse Start [0] Length (round (j)) Size [75]\nend\nFill\nset [intro? v] to [4]\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(costume [name v]) = [BK]> then\n show\n repeat until <(Intro?) = [2]>\n change y by (((0) - (y position)) / (3))\n end\n wait (.4) seconds\n hide\n wait until <(Intro?) = [4]>\n show\n erase all\n repeat until <(y position) > [200]>\n change y by (((300) - (y position)) / (3))\n end\n set [intro? v] to [0]\n delete this clone\nelse\n if <(costume [name v]) = [TNtext]> then\n go to x: (-400) y: (0)\n show\n repeat until <(Intro?) = [2]>\n change x by (((0) - (x position)) / (5))\n end\n repeat until <(y position) > [170]>\n change y by (((300) - (y position)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [TNunderlay]> then\n go to x: (400) y: (0)\n show\n repeat until <(Intro?) = [2]>\n change x by (((0) - (x position)) / (5))\n end\n repeat until <(y position) > [170]>\n change y by (((300) - (y position)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [Logo1]> then\n show\n repeat until <(Intro?) = [4]>\n set [θ v] to (((ϴ) * (.65)) + (((150) - (size)) / (5)))\n change size by (ϴ)\n end\n repeat until <(y position) > [170]>\n change size by (((0) - (size)) / (3))\n change y by (((200) - (y position)) / (5))\n end\n delete this clone\n else\n if <(costume [name v]) = [TimMcCool]> then\n set size to (0) %\n show\n set [θ v] to [0]\n repeat until <(Intro?) = [2.5]>\n set [θ v] to (((ϴ) * (.7)) + (((60) - (size)) / (5)))\n change size by (ϴ)\n end\n repeat until <[12] > (size)>\n change size by (((0) - (size)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [Particle]> then\n show\n set size to (100) %\n set [j v] to (pick random (-10) to (10))\n set [θ v] to [5]\n set [ghost v] effect to (80)\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (j)\n change y by (ϴ)\n change [θ v] by (-2)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nif <not <(Intro?) = [0]>> then\n stop [other scripts in sprite v]\n set [intro? v] to [0]\nend\n\nset [intro? v] to []\n\ndefine @Save\nshow\ngo to [front v] layer\nset [intro? v] to [1]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (tn v)\nstop [all v]\n\n@Save\n\ndefine Box W (width) H (height) R (radius)\nFill\nset pen color to (#ffffff)\nset pen size to ((radius) * (2))\ngo to x: ((radius) - ((width) / (2))) y: ((radius) - ((height) / (2)))\npen down\ngo to x: (((width) / (2)) - (radius)) y: ((radius) - ((height) / (2)))\ngo to x: (((width) / (2)) - (radius)) y: (((height) / (2)) - (radius))\ngo to x: ((radius) - ((width) / (2))) y: (((height) / (2)) - (radius))\ngo to x: ((radius) - ((width) / (2))) y: ((radius) - ((height) / (2)))\nif <(height) > ((radius) * (4))> then\n pen up\n set pen size to ((radius) * (4))\n go to x: (((radius) * (2)) - ((width) / (2))) y: (0)\n pen down\n go to x: (((width) / (2)) - ((radius) * (2))) y: (0)\nend\npen up\n\ndefine Ellipse Start (start) Length (length) Size (size)\nFill\nset pen color to (#ffffff)\nset pen size to (10)\nset [θ v] to (start)\ngo to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\npen down\nrepeat (((length) * (4)) - (1))\n go to [front v] layer\n change [θ v] by (.25)\n go to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\nend\nset [θ v] to ((length) + (start))\ngo to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\npen up\n\ndefine Fill\ngo to x: (0) y: (0)\nerase all\nset pen color to (#0090ff)\nset pen size to (999)\npen down\npen up\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Zoom\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (24) y: (85)\n else\n hide\n end\nend\n\n@Trampoline3\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (160) y: (-108)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@Trampoline4\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\nforever\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (-108) y: (-108)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@Sprite1\n\nwhen I receive [stop v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n go to x: (221) y: (161)\n show\n repeat until <not <(backdrop [number v]) = [7]>>\n show\n go to x: (221) y: (161)\n point towards (player v)\n repeat (30)\n wait (0.001) seconds\n move (15) steps\n end\n end\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@sb\n\nwhen flag clicked\nforever\n set [sb v] to <touching (mouse-pointer v)?>\nend\n\nwhen this sprite clicked\nbroadcast (STOP v)\n\n@saw2\n\nwhen flag clicked\nforever\n if <(level2) = [46]> then\n go to x: (-82) y: (16)\n glide (2) secs to x: (-82) y: (86)\n wait (.5) seconds\n glide (2) secs to x: (-82) y: (16)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [49]> then\n go to x: (152) y: (-9)\n glide (3) secs to x: (-127) y: (-9)\n glide (3) secs to x: (152) y: (-9)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [50]> then\n go to x: (175) y: (-75)\n glide (3) secs to x: (-96) y: (-75)\n glide (3) secs to x: (175) y: (-75)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n go to x: (89) y: (13)\n show\n repeat until <not <(backdrop [number v]) = [9]>>\n glide (1) secs to x: (89) y: (-109)\n glide (1) secs to x: (89) y: (13)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n next costume\nend\n\nshow\n\n@saw3\n\nwhen flag clicked\nforever\n if <(level2) = [46]> then\n go to x: (-82) y: (16)\n glide (2) secs to x: (-82) y: (86)\n wait (.5) seconds\n glide (2) secs to x: (-82) y: (16)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [49]> then\n go to x: (152) y: (-9)\n glide (3) secs to x: (-127) y: (-9)\n glide (3) secs to x: (152) y: (-9)\n end\nend\n\nwhen flag clicked\nforever\n if <(level2) = [50]> then\n go to x: (175) y: (-75)\n glide (3) secs to x: (-96) y: (-75)\n glide (3) secs to x: (175) y: (-75)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (-17) y: (5)\n repeat until <not <(backdrop [number v]) = [9]>>\n glide (1) secs to x: (-17) y: (-109)\n glide (1) secs to x: (-17) y: (5)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n next costume\nend\n\n@Trampoline5\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (192) y: (-103)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\n@signs\n\nwhen flag clicked\nhide\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\nend\nwait (1.5) seconds\nsay []\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(backdrop [number v]) = [1]>> then\n say [Use Mobile, WASD, or Arrow keys to move. Avoid saws, spikes, and projectiles.]\n wait (5) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n
------FALLING-------\nControls: WASD, Arrow Keys, and Mobile mode.\nSelect the menu button. Menu buttons:\nBottom-Right- Sound. Click to turn sound on and off.\nBottom-Left- Click to close menu\nMiddle-Right- Click to go back a level\nMiddle-Left- Click to restart\nTop-Left- Click to skip\nDifficulty- Easy\nGo follow duoof!\nChangelog: 4/1/20 shared!
Happy little Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\nforever\n play sound [Eggs v] until done\nend\n\n@Sprite1\n\nwhen [right arrow v] key pressed\npoint in direction (90)\nmove (5) steps\nnext costume\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\nmove (5) steps\nnext costume\n\nwhen flag clicked\ngo to x: (-189) y: (108)\ngo to [front v] layer\nforever\n wait (pick random (1) to (10)) seconds\n play sound (pick random (1) to (2)) until done\nend\n\nwhen [right arrow v] key pressed\nplay sound [Footsteps v] until done\n\nwhen [left arrow v] key pressed\nplay sound [Footsteps v] until done\n\n@Clouds\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nglide (pick random (4) to (8)) secs to x: (-500) y: (y position)\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n change [ghost v] effect by (((0) - (x position)) / (54))\nend\n\nsay (((0) - (x position)) / (4.8))\n\nwhen flag clicked\nhide\nforever\n go to x: (500) y: (pick random (-138) to (-85))\n switch costume to (dot v)\n create clone of (_myself_ v)\n wait (pick random (1.7) to (5)) seconds\nend\n\n@Sprite2\n\nwhen this sprite clicked\nplay sound [Rip v] until done\n\ngo to [back v] layer\n\nwhen this sprite clicked\nbroadcast (message1 v) and wait\n\nhide\n\nwhen flag clicked\nshow\n\n@Grasshopper\n\nwhen I receive [message1 v]\nstart sound [Cricket v]\nshow\ngo to x: (-152) y: (86)\nrepeat (pick random (1) to (4))\n start sound [Cricket v]\n repeat (6)\n wait (.1) seconds\n next costume\n move (10) steps\n end\n wait (pick random (0) to (2)) seconds\nend\nwait (1) seconds\nhide\n\nturn right (15) degrees\n\npoint in direction (90)\n\nwhen flag clicked\nhide\ngo to x: (-152) y: (86)\n\n
Walk around in this happy little world as a happy (a little bit chubby) cat using your happy little arrow keys to move, and enjoy your happy little life. \n\n:)\n\nYou can click on some of the bushes to interact with them.
BURGER {a platformer}
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (60) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\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 if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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 (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen flag clicked\nhide\nbroadcast (StartGame v)\n\nwhen I receive [startgame v]\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\n@Effect\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nset size to (60) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n go to (player v)\n go to [back v] layer\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\nend\n\n@Level\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\n if <(Level) = [8]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (30)\n change [ghost v] effect by (30)\nend\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n
arrow keys to move or touchscreen\n-I did this for this contest\nhttps://scratch.mit.edu/studios/25924700/\nDont touch the chips however hard that may be\nall levels 100% possible
TheCodeMaster654 - A Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nshow\ngo to x: (-193) y: (10)\nswitch backdrop to (level 1 v)\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 (#b4b4b4)?> then\n change y by (1)\n if <touching color (#b4b4b4)?> then\n change y by (1)\n if <touching color (#b4b4b4)?> then\n change y by (1)\n if <touching color (#b4b4b4)?> then\n change y by (1)\n if <touching color (#b4b4b4)?> then\n change y by (1)\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#b4b4b4)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b4b4b4)?> 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 (#b4b4b4)?> 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 if <touching color (#000000)?> then\n go to x: (-193) y: (10)\n end\n if <(y position) < [-180]> then\n go to x: (-193) y: (10)\n end\n if <(x position) > [220]> then\n go to x: (-193) y: (10)\n next backdrop\n end\n if <touching color (#0077ff)?> then\n set [yv v] to [20]\n end\nend\n\nhide\n\nwhen I receive [done v]\nforever\n play sound [Request#26\(Heroica\) v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite2\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to [front v] layer\npoint in direction (90)\nshow\nstart sound [Dubstep v]\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (3)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-5)\n end\nend\nrepeat (4)\n glide (0.5) secs to x: (100) y: (0)\n glide (0.5) secs to x: (-100) y: (0)\nend\ngo to x: (0) y: (0)\nchange size by (200)\nchange [ghost v] effect by (50)\nwait (0.2) seconds\nhide\nbroadcast (Done v) and wait\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nshow\n\n
\nINSTRUCTIONS\n==========================================\n^ = Go Up\n> = Go Right\n< = Go Left\nDon't touch red.\nBlue is Jump pad\n\nNOTES\n==========================================\nPlease Leave a heart, star, and a follow because if I get 10 heart and stars, I will make a part two.
80% pen platformer! (mobile friendly!)
@Stage\n\nwhen flag clicked\nforever\n play sound [Hyper Potions & Nokae - Expedition \[Monstercat Release\] v] until done\nend\n\n@Pen\n\nwhen I receive [next level v]\nerase all\nrender\n\nchange [level v] by (1)\n\ndefine line (x) (y) (x2) (y2) (platformer color)\npen up\ngo to x: (x) y: (y)\nif <(platformer color) = [green]> then\n set pen color to (#00f828)\nend\nif <(platformer color) = [Light Blue]> then\n set pen color to (#3deaff)\nend\nif <(platformer color) = [Red]> then\n set pen color to (#ec1c2c)\nend\nif <(platformer color) = [W]> then\n set pen color to (#00f828)\nend\nif <(platformer color) = [dirt]> then\n set pen color to (#f88400)\nend\nif <(platformer color) = [white]> then\n set pen color to (#f8f8f8)\nend\nif <(platformer color) = [blue]> then\n set pen color to (#008cf8)\nend\nif <(platformer color) = [yellow]> then\n set pen color to (#f8d600)\nend\nif <(platformer color) = [Purple]> then\n set pen color to (#a100f8)\nend\npen down\ngo to x: (x2) y: (y2)\n\ndefine render\nset pen size to (10)\nif <(level) = [1]> then\n set pen size to (10000)\n line (-240) (-200) (240) (-200) [light blue]\n set pen size to (10)\n line (-240) (-150) (240) (-150) [green]\n set pen size to (60)\n line (-240) (-200) (240) (-200) [dirt]\n set pen size to (10)\n set pen size to (30)\n line (60) (100) (190) (100) [white]\n set pen size to (30)\n line (80) (120) (200) (120) [white]\n set pen size to (30)\n line (-90) (100) (0) (100) [white]\n set pen size to (30)\n line (-75) (120) (10) (120) [white]\n set pen size to (30)\n line (-230) (100) (-150) (100) [white]\n set pen size to (30)\n line (-220) (120) (-140) (120) [white]\n set pen size to (30)\nend\nif <(level) = [2]> then\n set pen size to (10000)\n line (-240) (-200) (240) (-200) [light blue]\n set pen size to (10)\n line (-240) (-150) (240) (-150) [green]\n set pen size to (60)\n line (-240) (-200) (240) (-200) [dirt]\n set pen size to (10)\n line (0) (-150) (0) (0) [W]\n set pen size to (30)\n line (60) (100) (190) (100) [white]\n set pen size to (30)\n line (80) (120) (200) (120) [white]\n set pen size to (30)\n line (-90) (100) (0) (100) [white]\n set pen size to (30)\n line (-75) (120) (10) (120) [white]\n set pen size to (30)\n line (-230) (100) (-150) (100) [white]\n set pen size to (30)\n line (-220) (120) (-140) (120) [white]\nend\nif <(level) = [3]> then\n set pen size to (10000)\n line (-240) (-200) (240) (-200) [light blue]\n set pen size to (10)\n line (-240) (-150) (240) (-150) [green]\n set pen size to (60)\n line (-240) (-200) (240) (-200) [dirt]\n set pen size to (10)\n line (100) (-150) (100) (0) [W]\n set pen size to (10)\n line (-100) (-150) (-100) (0) [W]\n set pen size to (30)\n line (60) (100) (190) (100) [white]\n set pen size to (30)\n line (80) (120) (200) (120) [white]\n set pen size to (30)\n line (-90) (100) (0) (100) [white]\n set pen size to (30)\n line (-75) (120) (10) (120) [white]\n set pen size to (30)\n line (-230) (100) (-150) (100) [white]\n set pen size to (30)\n line (-220) (120) (-140) (120) [white]\nend\nif <(level) = [4]> then\n set pen size to (10000)\n line (-240) (-200) (240) (-200) [light blue]\n set pen size to (10)\n line (-240) (-150) (240) (-150) [green]\n set pen size to (60)\n line (-240) (-200) (240) (-200) [dirt]\n set pen size to (30)\n line (60) (100) (190) (100) [white]\n set pen size to (30)\n line (80) (120) (200) (120) [white]\n set pen size to (30)\n line (-90) (100) (0) (100) [white]\n set pen size to (30)\n line (-75) (120) (10) (120) [white]\n set pen size to (30)\n line (-230) (100) (-150) (100) [white]\n set pen size to (30)\n line (-220) (120) (-140) (120) [white]\n set pen size to (10)\n line (30) (-145) (-30) (-145) [Red]\nend\nif <(level) = [5]> then\n basic things in platformer\n set pen size to (10)\n line (90) (-145) (-90) (-145) [Red]\nend\nif <(level) = [6]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (90) (-145) (-90) (-145) [Red]\n line (-300) (-20) (150) (-20) [green]\n line (250) (110) (235) (-145) [green]\n line (90) (-15) (-90) (-15) [Red]\n line (300) (120) (-150) (120) [green]\n line (-250) (200) (-250) (-145) [green]\nend\nif <(level) = [7]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (30) (-145) (-30) (-145) [blue]\nend\nif <(level) = [7]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (30) (-145) (-30) (-145) [blue]\nend\nif <(level) = [8]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (-10) (-145) (40) (-145) [blue]\n line (50) (-145) (50) (90) [green]\n line (50) (90) (300) (90) [green]\nend\nif <(level) = [9]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (-10) (-145) (40) (-145) [blue]\n line (-140) (-145) (-90) (-145) [blue]\n line (120) (-145) (170) (-145) [blue]\n set pen size to (300)\n line (-300) (300) (300) (300) [red]\nend\nif <(level) = [10]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (90) (-145) (140) (-145) [blue]\n line (-140) (-145) (-90) (-145) [red]\n line (150) (-145) (150) (100) [green]\n line (150) (100) (300) (100) [green]\nend\nif <(level) = [11]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (300) (-145) (300) (100) [green]\n line (180) (-145) (230) (-145) [blue]\n line (140) (0) (-300) (0) [green]\n line (-40) (5) (40) (5) [red]\n line (300) (100) (-145) (100) [green]\n line (-40) (-145) (40) (-145) [red]\nend\nif <(level) = [12]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (-40) (-115) (40) (-115) [yellow]\nend\nif <(level) = [13]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (-120) (-115) (-40) (-115) [yellow]\n set pen size to (20)\n line (20) (-145) (100) (-145) [red]\nend\nif <(level) = [14]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (-120) (-115) (-40) (-115) [yellow]\n set pen size to (20)\n line (20) (-145) (100) (-145) [red]\n set pen size to (10)\n line (180) (-145) (230) (-145) [blue]\n line (300) (-145) (300) (100) [green]\n line (140) (0) (-300) (0) [green]\n line (300) (100) (-145) (100) [green]\n line (-40) (5) (40) (5) [red]\nend\nif <(level) = [15]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (0) (-120) (0) (300) [Purple]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\nend\nif <(level) = [16]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (0) (-120) (0) (300) [Purple]\n line (-120) (-120) (-120) (300) [Purple]\n line (120) (-120) (120) (300) [Purple]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\nend\nif <(level) = [17]> then\n erase all\n basic things in platformer\n set pen size to (450)\n line (-300) (300) (300) (300) [purple]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\nend\nif <(level) = [17]> then\n erase all\n basic things in platformer\n set pen size to (450)\n line (-300) (300) (300) (300) [purple]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\nend\nif <(level) = [18]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (-120) (-115) (-40) (-115) [yellow]\n line (40) (-120) (40) (300) [Purple]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\n line (300) (-300) (300) (50) [red]\n line (150) (-145) (230) (-145) [blue]\nend\nif <(level) = [19]> then\n erase all\n basic things in platformer\n set pen size to (60)\n line (-120) (-115) (-40) (-115) [yellow]\n line (120) (-120) (120) (300) [Purple]\n set pen size to (10)\n line (300) (-300) (300) (50) [red]\n line (-130) (-145) (230) (-145) [red]\n set pen size to (10)\n line (300) (300) (-300) (300) [red]\nend\nif <(level) = [20]> then\n erase all\n basic things in platformer\n set pen size to (10)\n line (300) (-300) (300) (300) [green]\n line (-130) (-145) (230) (-145) [blue]\nend\n\n\n\nwhen flag clicked\nset [level v] to [1]\nerase all\nrender\n\nbroadcast (next level v)\n\nset pen size to (30)\n\nset pen size to (10)\nline (100) (-150) (100) (0) [W]\nset pen size to (10)\nline (-100) (-150) (-100) (0) [W]\n\ndefine pen type: (bright) (saturation ) (transparency )\nset pen (brightness v) to (bright)\nset pen (saturation v) to (transparency )\nset pen (transparency v) to (saturation )\n\nforever\nend\n\ndefine basic things in platformer\nset pen size to (10000)\nline (-240) (-200) (240) (-200) [light blue]\nset pen size to (10)\nline (-240) (-150) (240) (-150) [green]\nset pen size to (60)\nline (-240) (-200) (240) (-200) [dirt]\nset pen size to (30)\nline (60) (100) (190) (100) [white]\nset pen size to (30)\nline (80) (120) (200) (120) [white]\nset pen size to (30)\nline (-90) (100) (0) (100) [white]\nset pen size to (30)\nline (-75) (120) (10) (120) [white]\nset pen size to (30)\nline (-230) (100) (-150) (100) [white]\nset pen size to (30)\nline (-220) (120) (-140) (120) [white]\n\nline (90) (-145) (-90) (-145) [blue]\n\nline (0) (-145) (300) (145) [green]\n\nerase all\n\nline (50) (-145) (50) (90) [green]\nline (50) (90) (300) (90) [green]\n\nline (-140) (-145) (-90) (-145) [blue]\nline (120) (-145) (170) (-145) [blue]\nset pen size to (300)\n\nset [level v] to [8]\nrender\n\nline (-10) (-145) (40) (-145) [blue]\n\nline (150) (-145) (150) (100) [green]\nline (150) (100) (300) (100) [green]\n\nset [level v] to [14]\n\nline (180) (-145) (230) (-145) [blue]\n\nline (300) (100) (-145) (100) [green]\nline (-40) (-145) (40) (-145) [red]\n\nline (140) (0) (-300) (0) [green]\n\nline (300) (-300) (300) (300) [green]\nline (-130) (-145) (230) (-145) [blue]\n\nset pen size to (10)\n\nline (300) (300) (-300) (300) [red]\nset pen size to (60)\n\nset pen size to (450)\nline (-300) (300) (300) (300) [purple]\n\nline (120) (-120) (120) (300) [Purple]\n\nset pen size to (10)\nline (300) (-300) (300) (100) [red]\nline (-130) (-145) (230) (-145) [red]\n\nline (-130) (-145) (230) (-145) [red]\n\n@Sprite1\n\nwhen I start as a clone\nswitch costume to (hitbox2 v)\nchange [brightness v] effect by (25)\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (4.9)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [level 1 v]\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (hitbox4 v)\ngo to x: (-204) y: (-90)\nset [y v] to [0]\nshow\nforever\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n change [x v] by (-0.87)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n change [x v] by (0.87)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> then\n change y by (1)\n if <touching color (#00f928)?> 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)>>> then\n create clone of (_myself_ v)\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#00f928)?> 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 (#00f928)?> and <<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 create clone of (_myself_ v)\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [240]> then\n broadcast (next level v)\n go to x: (-204) y: (-90)\n change [level v] by (1)\n set [x v] to [0]\n erase all\n end\n if <touching color (#eb1c2b)?> then\n go to x: (-204) y: (-90)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#008cf8)?> then\n start sound [Boing v]\n set [y v] to [15]\n end\n if <<touching color (#008cf8)?> and <<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 start sound [Boing v]\n set [y v] to [18]\n end\n if <key (r v) pressed?> then\n go to x: (-204) y: (-90)\n end\n if <touching color (#f8d600)?> then\n change [x v] by (6)\n end\n if <touching color (#a100f8)?> then\n change [y v] by (1)\n end\n create clone of (_myself_ v)\nend\n\nif <touching (spikes v)?> then\n stop [this script v]\nend\n\nif <not <touching (sprite3 v)?>> then\n\nchange x by (10)\nif <not <touching (sprite2 v)?>> then\n change y by (-1)\nend\n\nhide\n\nrepeat (10)\n\nset volume to (100) %\n\ncreate clone of (_myself_ v)\n\ngo to x: (-204) y: (-90)\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nturn right (15) degrees\n\n
*************Welcome to 80% pen platformer*************\n-Make sure to love and favorite and a follow for more AMAZING projects\n -Instructions-\nUse arrows keys or w,a,s,d or click if you are using mobile to move\nColors meaning:\nRed=lava=death\nblue=jump\ngreen=ground\nYellow= fast speed\nTip:\nIf you did touch the blue color and press up arrow or W or click (In mobile mode) you will be able to jump higher!\n4/1/2020 TOP LOVED!
Adventure, a scrolling platformer
@Stage\n\nwhen [f v] key pressed\nshow variable [collected v]\nshow variable [target v]\nshow variable [save code v]\nshow variable [player exit v]\nshow variable [scroll x v]\nshow variable [scroll y v]\nshow variable [fps v]\nshow variable [mouse v]\nshow variable [currentskin v]\nshow variable [collected max v]\nshow variable [level v]\nshow variable [menu v]\nwait (0.1) seconds\nwait until <key (f v) pressed?>\nhide variable [collected v]\nhide variable [target v]\nhide variable [save code v]\nhide variable [player exit v]\nhide variable [mouse v]\nhide variable [fps v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [currentskin v]\nhide variable [collected max v]\nhide variable [level v]\nhide variable [menu v]\n\nwhen flag clicked\ndelete all of [levels v]\nset [$ v] to [0]\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [$ v]\nset [level v] to [0]\nDo sounds and variables\nwait (1.4) seconds\nswitch backdrop to (menu level 1 v)\nif <(username) = [maxb196]> then\n set [currentskin v] to [7]\nend\n\nwhen I receive [play game v]\nstop all sounds\n\nwhen I receive [menu open v]\nwait (.1) seconds\nstop all sounds\nwait until <(MENU) = [False]>\n\nwhen I receive [credits v]\nswitch backdrop to (credits v)\nstop all sounds\n\nwhen flag clicked\nforever\n if <(MENU) = [True]> then\n switch backdrop to (menu level 1 v)\n play sound [Main Menu v] until done\n else\n if <(LEVEL) = [1]> then\n play sound [Level 1 v] until done\n end\n if <(LEVEL) = [2]> then\n play sound [Level 2 v] until done\n end\n if <(LEVEL) = [3]> then\n play sound [Level 3 v] until done\n end\n if <(LEVEL) = [4]> then\n play sound [Level 4 v] until done\n end\n if <(LEVEL) = [5]> then\n play sound [Level 5 v] until done\n end\n if <(LEVEL) = [6]> then\n play sound [Level 6 v] until done\n end\n if <(LEVEL) = [7]> then\n play sound [Level 7 v] until done\n end\n if <(LEVEL) = [8]> then\n play sound [Level 8 v] until done\n end\n end\n if <(LEVEL) = [Credits]> then\n play sound [Credits Music v] until done\n end\nend\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [tick v]\nDo sounds and variables\n\ndefine Do sounds and variables\nset [display collected v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\nset [display target v] to (join (TARGET) (join [ / ] [8]))\nif <(MENU) = [True]> then\n switch backdrop to (join [Menu Level ] (LevelHover))\n set volume to (Background Music Volume) %\nelse\n if <(LEVEL) = [1]> then\n switch backdrop to (level1 v)\n end\n if <(LEVEL) = [2]> then\n switch backdrop to (level2 v)\n end\n if <(LEVEL) = [3]> then\n switch backdrop to (level3 v)\n end\n if <(LEVEL) = [4]> then\n switch backdrop to (level4 v)\n end\n if <(LEVEL) = [5]> then\n switch backdrop to (level5 v)\n end\n if <(LEVEL) = [6]> then\n switch backdrop to (level6 v)\n end\n if <(LEVEL) = [7]> then\n switch backdrop to (level7 v)\n end\n if <(LEVEL) = [8]> then\n switch backdrop to (level8 v)\n end\nend\nif <(LEVEL) = [Credits]> then\n switch backdrop to (credits v)\nend\n\nwait (.1) seconds\n\n@Empty\n\n@Credits\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [credits v]\nswitch costume to (programming credits v)\nrepeat (25)\n create clone of (_myself_ v)\n next costume\n wait (1) seconds\nend\nwait (6.5) seconds\nbroadcast (Menu Open v)\nset [menu v] to [True]\nbroadcast (Menu Update v)\nset [level v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to x: (0) y: (-180)\nrepeat (15)\n change y by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (2)\n go to [front v] layer\nend\nrepeat (5)\n change y by (2)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ndelete this clone\n\n@To menu\n\nwhen flag clicked\ngo to x: (203) y: (170)\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen this sprite clicked\nbroadcast (Menu Open v)\nbroadcast (Menu Update v)\nset [menu v] to [True]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change size by (-1)\n end\n set size to (50) %\n end\n go to [front v] layer\nend\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [credits v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail new v)\nshow\nwait (1.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\n\nwhen I receive [play game v]\nclear graphic effects\nshow\nswitch costume to (thumbnail new v)\nwait (0.6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (thumbnail new v)\n\nwhen flag clicked\nbroadcast (Menu Open v)\n\n@Player\n\nwhen flag clicked\nset [currentskin v] to [1]\nhide\nhide variable [mouse v]\n\ndefine Game On\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [player exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nset [scroll x v] to (CheckX)\nset [scroll y v] to (CheckY)\nset [x v] to (CheckX)\nset [y v] to (CheckY)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nrepeat until <(MENU) = [False]>\n Tick\n broadcast (Tick v) and wait\nend\nforever\n if <not <(LEVEL) = [Credits]>> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n end\n repeat until <(Player EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Player EXIT) = [win]> then\n Game - Win\n end\n if <(Player EXIT) = [die]> then\n Game - Die\n end\nend\n\ndefine Tick\nswitch costume to (join [normal] (CurrentSkin))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n switch costume to (join [left] (CurrentSkin))\n point in direction (90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\n switch costume to (join [right] (CurrentSkin))\n point in direction (90)\nend\nif <(LEVEL) = [2]> then\n set [sx v] to ((sx) * (0.84))\nelse\n set [sx v] to ((sx) * (0.8))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [75]>>> then\n if <<(IN AIR) < [4]> or <touching (bounce point v)?>> then\n set [sy v] to [18]\n end\n if <touching (bounce point v)?> then\n set [sx v] to ((sx) * (1.5))\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [5]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (9)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(MENU) = [False]> then\n if <(y) < [-180]> then\n set [player exit v] to [die]\n end\nend\nif <(CurrentSkin) = [7]> then\n change [color v] effect by (.5)\nelse\n if <(CurrentSkin) = [6]> then\n change [color v] effect by (.3)\n else\n set [color v] effect to (0)\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\ndefine Position\nif <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nelse\n hide\nend\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 if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nif <not <(LEVEL) = [Credits]>> then\n start sound [Lose v]\n repeat (4)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n wait (0.5) seconds\n set [player exit v] to []\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [player exit v] to [die]\nend\nif <touching (attackthingboss v)?> then\n set [player exit v] to [die]\n broadcast (stop boss fight v)\nend\n\ndefine Game - Win\ngo to [front v] layer\nset [sy v] to [0]\nclear graphic effects\nrepeat (50)\n change x by ((([x position v] of [next levels v]) - (x position)) / (4))\n change y by (sy)\n change [ghost v] effect by (2)\n change [sy v] by (0.3)\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n end\nend\nhide\nclear graphic effects\nwait (1) seconds\nif <not <(LEVEL) = [8]>> then\n add ((LEVEL) + (1)) to [levels v]\n set [menu v] to [True]\n broadcast (Menu Open v)\n broadcast (Menu Update v)\nend\n\nwhen flag clicked\nset [counter v] to [0]\nreset timer\nforever\n change [counter v] by (1)\n if <(timer) > [1]> then\n if <(DEBUG SCREEN) = [True]> then\n reset timer\n end\n set [fps v] to ((Counter) / (2))\n set [counter v] to [0]\n end\nend\n\nwhen [f v] key pressed\nshow variable [checkx v]\nshow variable [checky v]\nshow variable [x v]\nshow variable [y v]\nshow variable [sx v]\nshow variable [sy v]\nshow variable [in air v]\nshow variable [debug screen v]\nset [debug screen v] to [True]\nwait (0.1) seconds\nwait until <key (f v) pressed?>\nhide variable [in air v]\nhide variable [x v]\nhide variable [y v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [checkx v]\nhide variable [checky v]\nhide variable [debug screen v]\nset [debug screen v] to [False]\n\nwhen I receive [setup v]\nset volume to (Sound Effects Volume) %\nwait (0.7) seconds\ngo to [front v] layer\n\nwhen [r v] key pressed\nbroadcast (Manual Reset v) and wait\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\ndelete this clone\n\nwhen I receive [credits v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nset [prevcostume v] to (costume [name v])\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\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]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [-300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [360] y: [0]\n repeat (6)\n switch costume to (((pick random (24) to (26)) * (2)) + (1))\n Clone at x: [360] y: [0]\n Clone at x: [370] y: [0]\n end\n switch costume to (level 7 10 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 8 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]\nend\nset [prevcostume v] to (costume [name v])\n\ndefine position (x) (y)\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (prevCostume)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\nif <<(dissapear frames) = [-1]> and <(letter (length of (costume [name v])) of (costume [name v])) = [x]>> then\n change y by (2)\n if <touching (player v)?> then\n set [dissapear frames v] to [75]\n end\n change y by (-2)\nend\nif <(dissapear frames) > [-1]> then\n change [dissapear frames v] by (-1)\n if <(dissapear frames) < [51]> then\n set [ghost v] effect to ([abs v] of ((100) - ((dissapear frames) * (2))) )\n if <(dissapear frames) < [0]> then\n delete this clone\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [dissapear frames v] to [-1]\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ngo to [front v] layer\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(MENU) = [False]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Boss Bar\n\ndefine position (x) (y)\nif <<(MENU) = [False]> and <(LEVEL) = [8]>> then\n set [prev size v] to (size)\n go to x: (x) y: (y)\n set size to (10000000000000000000) %\n set size to (Prev Size) %\nelse\n hide\nend\n\nwhen I receive [boss fight v]\nset [x v] to [1446]\nset [y v] to [30]\nset [color v] effect to (80)\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [targetet v]\nchange [color v] effect by (-10)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\n\n@Extra\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]\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\nif <(LEVEL) = [6]> then\n switch costume to (level 8 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [-300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 5 1 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 4 1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu open v]\nhide\n\n@Background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (2.5)) (((y) - (SCROLL Y)) / (2.5))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nset [costume v] to (LEVEL)\nClone at x: [-200] y: [0]\nrepeat (15)\n Clone at x: [900] y: [0]\nend\n\ndefine position (x) (y)\nswitch costume to (empty v)\nset size to (10000000000000000000) %\ngo to x: (x) y: (y)\nswitch costume to (join [level] (costume))\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(MENU) = [False]> then\n show\n else\n hide\n end\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [credits v]\nhide\ndelete this clone\n\n@Skins\n\nwhen I receive [menu open v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen flag clicked\nset [menu v] to [True]\nhide\ngo to x: (159) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\nbroadcast (Open Skins v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nif <[levels v] contains [1]?> then\n switch costume to (level v)\nelse\n switch costume to (lock v)\nend\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Next Levels\n\nwhen I receive [open portal v]\nset volume to (Sound Effects Volume) %\nif <(LEVEL) = [1]> then\n switch costume to (open - snowy v)\nend\nif <(LEVEL) = [2]> then\n switch costume to (open - cave v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (open - desert v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (open - clouds v)\nend\nif <(LEVEL) = [5]> then\n switch costume to (open - jungle v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (open - mountains v)\nend\nif <(LEVEL) = [7]> then\n switch costume to (open - lava v)\nend\nchange [$ v] by (round ((LEVEL) * (1.5)))\nstart sound [Win v]\nbroadcast (Game - Win v)\n\nwhen I receive [menu open v]\nhide\ndelete this clone\n\nwhen I receive [portal v]\nset [portal open v] to [2]\nswitch costume to (open - done v)\nClone at x: [1447] y: [90]\nset size to (1) %\nrepeat (5)\n change size by (10)\nend\n\nwhen I receive [credits v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [portal open v] to [1]\nset [effect? v] to [0]\nset [credits v] to [False]\n\ndefine Effect clone\nhide\nset [effect? v] to [1]\ncreate clone of (_myself_ v)\nset [effect? v] to [0]\nshow\n\nwhen I start as a clone\nhide\nset [ghost v] effect to (pick random (75) to (85))\nchange x by (pick random (-25) to (25))\nchange y by (10)\ngo to [front v] layer\nswitch costume to (((LEVEL) * (2)) + (4))\nshow\n\nwhen I receive [reset v]\nset [portal open v] to [1]\ndelete this clone\n\nwhen I receive [play game v]\nset volume to (Sound Effects Volume) %\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\nif <(MENU) = [False]> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n if <(Effect?) = [0]> then\n set [credits v] to [False]\n end\nend\n\nwhen I receive [setup v]\nset [portal open v] to [1]\nswitch costume to (closed 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: [4629] y: [90]\nend\nif <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [5211] y: [29]\nend\nif <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [6072] y: [-85]\nend\nif <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2965] y: [-32]\nend\nif <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [4934] y: [217]\nend\nif <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [4303] y: [-93]\nend\nif <(LEVEL) = [7]> then\n switch costume to (closed v)\n Clone at x: [4918] y: [-30]\nend\nif <(LEVEL) = [8]> then\n switch costume to (closed v)\n Clone at x: [-9999] y: [-9999]\nend\ngo to [front v] layer\ndelete this clone\n\ndefine position (x) (y)\nif <(Effect?) = [0]> then\n if <not <(letter (1) of (costume [name v])) = [c]>> then\n Effect clone\n end\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n go to [front v] layer\n go [backward v] (3) layers\n show\n else\n hide\n end\n else\n hide\n end\n if <(Portal Open) > [1]> then\n if <(size) < [100]> then\n change size by (1)\n end\n if <touching (player v)?> then\n set [level v] to [Credits]\n broadcast (Credits v)\n set [credits v] to [True]\n end\n else\n if <<(costume [number v]) > [1]> and <touching (player v)?>> then\n set [player exit v] to [win]\n end\n end\nelse\n switch costume to (((LEVEL) * (2)) + (4))\n change [ghost v] effect by (1)\n change y by (10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <(CREDITS) = [True]> then\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Mini-Portals\n\nwhen I receive [menu open v]\nhide\n\nwhen I start as a clone\nLoop through dots\n\ndefine Loop through dots\nset [dot loop v] to [1]\nrepeat (length of [collected dots x v])\n if <<(item (dot loop) of [collected dots x v]) = (x)> and <(item (dot loop) of [collected dots y v]) = (y)>> then\n set [deleteable v] to [1]\n end\n change [dot loop v] by (1)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\ndelete all of [collected dots x v]\ndelete all of [collected dots y v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (dot v)\nif <(LEVEL) = [1]> then\n Clone at x: [389] y: [25]\n Clone at x: [1080] y: [-101]\n Clone at x: [1080] y: [10]\n Clone at x: [2101] y: [-112]\n Clone at x: [2568] y: [146]\n Clone at x: [2972] y: [179]\n Clone at x: [3980] y: [-53]\n Clone at x: [4055] y: [-7]\n Clone at x: [4055] y: [-53]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [292] y: [18]\n Clone at x: [528] y: [60]\n Clone at x: [375] y: [144]\n Clone at x: [518] y: [244]\n Clone at x: [937] y: [-116]\n Clone at x: [1936] y: [-110]\n Clone at x: [2098] y: [86]\n Clone at x: [3008] y: [75]\n Clone at x: [3239] y: [22]\n Clone at x: [3598] y: [59]\n Clone at x: [3946] y: [132]\n Clone at x: [4314] y: [180]\n Clone at x: [4671] y: [213]\n Clone at x: [5027] y: [136]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [239] y: [44]\n Clone at x: [598] y: [-77]\n Clone at x: [1084] y: [121]\n Clone at x: [1725] y: [110]\n Clone at x: [1821] y: [-110]\n Clone at x: [2136] y: [-4]\n Clone at x: [2579] y: [54]\n Clone at x: [2776] y: [-79]\n Clone at x: [2987] y: [20]\n Clone at x: [3240] y: [-94]\n Clone at x: [4216] y: [122]\n Clone at x: [4641] y: [37]\n Clone at x: [5139] y: [109]\n Clone at x: [5594] y: [68]\n Clone at x: [5714] y: [-14]\n Clone at x: [5888] y: [-93]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [1129] y: [503]\n Clone at x: [1186] y: [505]\n Clone at x: [767] y: [620]\n Clone at x: [526] y: [371]\n Clone at x: [178] y: [482]\n Clone at x: [611] y: [580]\n Clone at x: [168] y: [249]\n Clone at x: [1067] y: [-96]\n Clone at x: [1424] y: [153]\n Clone at x: [2138] y: [-91]\n Clone at x: [2092] y: [423]\n Clone at x: [2708] y: [-16]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [362] y: [148]\n Clone at x: [1466] y: [245]\n Clone at x: [2109] y: [219]\n Clone at x: [1270] y: [-147]\n Clone at x: [2985] y: [352]\n Clone at x: [3777] y: [128]\n Clone at x: [5744] y: [-99]\n Clone at x: [5744] y: [0]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [2600] y: [-25]\n Clone at x: [2800] y: [-25]\n Clone at x: [3000] y: [-25]\n Clone at x: [3200] y: [-25]\n Clone at x: [3772] y: [432]\n Clone at x: [3444] y: [216]\n Clone at x: [2383] y: [100]\n Clone at x: [2383] y: [0]\n Clone at x: [2383] y: [-100]\n Clone at x: [1827] y: [471]\n Clone at x: [1627] y: [146]\n Clone at x: [360] y: [80]\n Clone at x: [945] y: [77]\n Clone at x: [576] y: [217r]\nend\nif <(LEVEL) = [7]> then\n set [# v] to [1]\n repeat (6)\n Clone at x: (((#) * (720)) + (-520)) y: [-30]\n change [# v] by (1)\n end\nend\nif <(LEVEL) = [8]> then\n Clone at x: [-99] y: [-99]\n set [collected max v] to [0]\nend\nset [x v] to [-99999]\nwait (.1) seconds\ndelete all of [collected dots x v]\ndelete all of [collected dots y v]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\nset y to (((y) - (SCROLL Y)) + (([cos v] of (((timer) - (3)) * (400)) ) * (3)))\nif <touching (player v)?> then\n set size to (100) %\n clear graphic effects\n change [collected v] by (1)\n hide\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n add (x) to [collected dots x v]\n add (y) to [collected dots y v]\n delete this clone\nend\nif <(Deleteable) > [0]> then\n change [deleteable v] by (1)\n if <(Deleteable) > [15]> then\n add (x) to [collected dots x v]\n add (y) to [collected dots y v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\n end\nend\nLoop through dots\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\nset [deleteable v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [game - win v]\ndelete this clone\n\n@Read Signs\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nSay\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (15) layers\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 7 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 8 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [-300]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (level 5 1 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (level 4 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]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu open v]\nhide\n\ndefine Say\nif <touching (player v)?> then\n if <(LEVEL) = [1]> then\n if <(costume [name v]) = [level 1 1]> then\n say [Welcome to adventure: a scrolling platformer! Use arrow keys or w,a,d to move!]\n end\n if <(costume [name v]) = [level 1 2]> then\n say [Collect all of the mini-portals to open the big portal at the end! You can see your progress left-hand corner.]\n end\n if <(costume [name v]) = [level 1 4]> then\n say [Mini-portals are not always easy to find...]\n end\n if <(costume [name v]) = [level 1 5]> then\n say [This is a checkpoint! Make it green to save your progress on a level when you die; like standing in the red lava over there...]\n end\n if <(costume [name v]) = [level 1 7]> then\n say [Collect blue coins to buy stuff in the shop! Blue coins are not required to open the portal at the end! And if you complete a level, you get even more coins!]\n end\n if <(costume [name v]) = [level 1 8]> then\n say [Pillar jumping!]\n end\n if <(costume [name v]) = [level 1 13]> then\n say [Almost there...]\n end\n end\n if <(LEVEL) = [4]> then\n if <(costume [name v]) = [level 2 1]> then\n say [A lot of mini-portals are everywhere... Should you go up?]\n end\n if <(costume [name v]) = [level 2 4]> then\n say [Tricky jump... And a lot of mini-portals!]\n end\n if <(costume [name v]) = [level 2 5]> then\n say [You made it to the top! Congrats!]\n end\n if <(costume [name v]) = [level 2 7]> then\n say [A tricky jump with lava!]\n end\n if <(costume [name v]) = [level 2 11]> then\n say [A loooooong jump!]\n end\n end\n if <(LEVEL) = [2]> then\n if <(costume [name v]) = [level 3 1]> then\n say [Welcome to winter wonderland! Watch out, it's slippery!]\n end\n if <(costume [name v]) = [level 3 2]> then\n say [Lots of mini-portals to collect in this level!]\n end\n if <(costume [name v]) = [level 3 4]> then\n say [There are lots of hard jumps in this level as well!]\n end\n if <(costume [name v]) = [level 3 6]> then\n say [Hint: There is a hidden mini-portal nearby...]\n end\n if <(costume [name v]) = [level 3 9]> then\n say [Did you remember the pillar jumping from level 1? Harder version here...]\n end\n if <(costume [name v]) = [level 3 14]> then\n say [Do you see the next platform?]\n end\n end\n if <(LEVEL) = [8]> then\n if <(costume [name v]) = [level 4 1]> then\n say [It doesn't seem to be peaceful here... I think something is going to happen!]\n end\n if <(costume [name v]) = [level 4 2]> then\n say [Tricky jumps!]\n end\n if <(costume [name v]) = [level 4 3]> then\n say [You are going to fight the boss: go to it's weak points to destroy him! Dodge his attacks though... Many adventurers like you passed away here...]\n end\n end\n if <(LEVEL) = [7]> then\n if <(costume [name v]) = [level 5 1]> then\n say [Finally... A peaceful level with no lava. After all your adventures so far, you've finally come across some high mountains.]\n end\n end\n if <(LEVEL) = [3]> then\n if <(costume [name v]) = [level 6 2]> then\n say [Some say that the deep caves contain a lot of voids...]\n end\n if <(costume [name v]) = [level 6 6]> then\n say [Lava is all around here! Be careful!]\n end\n if <(costume [name v]) = [level 6 10]> then\n say [Those rumors about a deep void were true... Watch out!]\n end\n if <(costume [name v]) = [level 6 15]> then\n say [Almost there, just a few more lava pools. Again, be careful!]\n end\n end\n if <(LEVEL) = [5]> then\n if <(costume [name v]) = [level 7 1]> then\n say [It's very cloudy here! I hope that the clouds will last long enough for you to stand up on...]\n end\n if <(costume [name v]) = [level 7 3]> then\n say [Watch out! Some other platforms might also be disappearing!]\n end\n if <(costume [name v]) = [level 7 6]> then\n say [There's a secret portal in the opposite way you'd expect... \(go left\).]\n end\n if <(costume [name v]) = [level 7 8]> then\n say [Tricky disappearing platform stairs...]\n end\n end\n if <(LEVEL) = [6]> then\n if <(costume [name v]) = [level 8 1]> then\n say [These blobs give you an extra jump while being in the air! The closer you are in the center, the more boost you will get.]\n end\n if <(costume [name v]) = [level 8 8]> then\n say [You made it down here... Nice!]\n end\n if <(costume [name v]) = [level 8 9]> then\n say [Searching skills: 10/10]\n end\n if <(costume [name v]) = [level 8 10]> then\n say [Bouncy parkour: bouncekour?]\n end\n end\nelse\n say []\nend\n\n@Level Select\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n if <[levels v] contains (ID)?> then\n switch costume to (join [Level] (ID))\n if <touching (mouse-pointer v)?> then\n set [levelhover v] to (ID)\n change size by (((85) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n switch backdrop to (join [Menu Level ] (ID))\n else\n point in direction (90)\n change size by (((73) - (size)) / (3))\n end\n else\n switch costume to (join [Lock] (ID))\n end\n if <<(LEVEL) = [Credits]> and <(MENU) = [False]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [menu update v]\nif <(ID) = [0]> then\n Create Level Icons\nend\n\nwhen I receive [menu update v]\ndelete this clone\n\nwhen flag clicked\nset [id v] to [0]\nwait (0.1) seconds\nadd [1] to [levels v]\nCreate Level Icons\n\nwhen this sprite clicked\nif <[levels v] contains (ID)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [level v] to (ID)\n broadcast (Green Flag v)\n broadcast (Play Game v)\nend\n\nwhen I receive [play game v]\ndelete this clone\n\ndefine Create Level Icons\nset [id v] to [0]\nset size to (73) %\ngo to x: (-35) y: (45)\nrepeat (4)\n set x to (-105)\n repeat (2)\n change [id v] by (1)\n change x by (70)\n create clone of (_myself_ v)\n end\n change y by (-55)\nend\nset [id v] to [0]\n\n@Load\n\nwhen flag clicked\nswitch costume to (level v)\nset [menu v] to [True]\nhide\ngo to x: (-159) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nask [Please enter your save code.] and wait\nset [loop_# v] to [11]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (succes v)\nset [ghost v] effect to (100)\nset size to (150) %\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nwait (pick random (0.5) to (2)) seconds\ndelete all of [levels v]\nrepeat until <(letter (loop_#) of (answer)) = [/]>\n add (letter (loop_#) of (answer)) to [levels v]\n change [loop_# v] by (1)\nend\nset [$ v] to []\nchange [loop_# v] by (1)\nrepeat until <(letter (loop_#) of (answer)) = [/]>\n set [$ v] to (join ($) (letter (loop_#) of (answer)))\n change [loop_# v] by (1)\nend\ndelete all of [skins unlocked v]\nrepeat (6)\n add [0] to [skins unlocked v]\nend\nset [# v] to [1]\nchange [loop_# v] by (1)\nrepeat until <(letter (loop_#) of (answer)) = [/]>\n replace item (#) of [skins unlocked v] with (letter (loop_#) of (answer))\n change [loop_# v] by (1)\n change [# v] by (1)\nend\nrepeat (7)\n change [ghost v] effect by (10)\nend\nbroadcast (Menu Update v)\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (-159) y: (-30)\nshow\nswitch costume to (level v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nswitch costume to (level v)\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [level]>> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@Save\n\nwhen flag clicked\nswitch costume to (level v)\nshow list [save code v]\nset [menu v] to [True]\nhide\ngo to x: (-159) y: (25)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nswitch costume to (generating... v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (150) %\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nwait (pick random (0.5) to (2)) seconds\nrepeat (7)\n change [ghost v] effect by (10)\nend\nswitch costume to (level v)\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (-159) y: (25)\nset [save code v] to [SAVE_CODE/]\nset [loop_var v] to [1]\nrepeat (length of [levels v])\n set [save code v] to (join (SAVE CODE) (loop_var))\n change [loop_var v] by (1)\nend\nset [save code v] to (join (SAVE CODE) (join [/] (join ($) (join [/] (join (Skins Unlocked) [/])))))\nreplace item (2) of [save code v] with (SAVE CODE)\nhide list [save code v]\nwait (1) seconds\nwait until <mouse down?>\nshow list [save code v]\nshow\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [level]>> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@AttackThingBoss\n\nwhen I receive [attack 2 v]\nset [x v] to ([x v] of [end boss v])\nset [y v] to (([y v] of [end boss v]) - (35))\nshow\nset [ghost v] effect to (50)\nswitch costume to (explosion v)\nset size to (0) %\ngo to (end boss v)\nstart sound [Boom Cloud v]\nset [attack type v] to [1]\nset [attack state v] to [1]\nset [attack tick v] to [0]\nset [attack finish v] to [50]\n\nwhen flag clicked\nhide\nclear graphic effects\n\ndefine position (x) (y)\nif <<(MENU) = [False]> and <(LEVEL) = [8]>> then\n set [prev size v] to (size)\n set size to (10000000000000000000) %\n go to x: (x) y: (y)\n set size to (Prev Size) %\nelse\n hide\n clear graphic effects\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [attack 1 v]\ngo to [back v] layer\nset [x v] to ([x v] of [end boss v])\nset [y v] to (([y v] of [end boss v]) * (2))\npoint in direction (0)\nshow\nclear graphic effects\nset [ghost v] effect to (25)\nswitch costume to (laser v)\nset size to (100) %\nset [attack type v] to [2]\nset [attack state v] to [1]\nset [attack tick v] to [0]\nset [attack finish v] to [235]\n\nwhen I receive [attack 3 v]\ngo to [back v] layer\nset [x v] to ((([x position v] of [end boss v]) + (SCROLL X)) + (pick random (-150) to (150)))\nset [y v] to [500]\npoint in direction (90)\nshow\nclear graphic effects\nset [ghost v] effect to (25)\nswitch costume to (fireball v)\nset size to (45) %\nset [attack type v] to [3]\nset [attack state v] to [1]\nset [attack tick v] to [0]\nset [attack finish v] to [50]\n\nwhen I receive [targetet v]\nhide\nclear graphic effects\nReset Attack Variables\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [credits v]\nhide\nReset Attack Variables\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nReset Attack Variables\n\nwhen I receive [stop boss fight v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tick v]\nDo Tick\n\ndefine Do Tick\nchange [attack tick v] by (1)\nif <(Attack Type) = [1]> then\n if <(Attack State) = [1]> then\n change size by (10)\n if <(Attack Tick) > [15]> then\n change [attack state v] by (1)\n end\n end\n if <(Attack State) = [2]> then\n change size by (7)\n if <(Attack Tick) > [30]> then\n change [attack state v] by (1)\n end\n end\n if <(Attack State) = [3]> then\n change size by (3)\n if <(Attack Tick) > [40]> then\n change [attack state v] by (1)\n end\n end\n if <(Attack State) = [4]> then\n change [ghost v] effect by (10)\n change [attack tick v] by (1)\n if <(Attack Tick) > [43]> then\n set size to (0) %\n hide\n clear graphic effects\n end\n if <(Attack Tick) > [49]> then\n Reset Attack Variables\n set size to (0) %\n hide\n clear graphic effects\n end\n end\nend\nif <(Attack Type) = [2]> then\n if <(Attack State) = [1]> then\n change [y v] by (-4)\n if <(Attack Tick) > [55]> then\n change [attack state v] by (1)\n end\n end\n if <(Attack State) = [2]> then\n turn right (2) degrees\n if <(pick random (1) to (3)) = [3]> then\n hide\n else\n show\n end\n if <(Attack Tick) > [235]> then\n hide\n Reset Attack Variables\n end\n end\nend\nif <(Attack Type) = [3]> then\n if <(Attack State) = [1]> then\n change [y v] by (-20)\n if <(Attack Tick) > [49]> then\n Reset Attack Variables\n end\n end\nend\nif <(Player EXIT) = [die]> then\n Reset Attack Variables\n hide\n delete this clone\nend\n\ndefine Reset Attack Variables\nhide\nset size to (1) %\ngo to x: (-100000) y: (-100000)\nset [attack type v] to [0]\nset [attack state v] to [0]\nset [attack tick v] to [0]\nset [attack finish v] to [0]\n\nwhen I receive [play game v]\nset volume to (Sound Effects Volume) %\n\n@Settings\n\nwhen flag clicked\nset [menu v] to [True]\nhide\ngo to x: (159) y: (25)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\nbroadcast (Open Settings v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nif <[levels v] contains [1]?> then\n switch costume to (level v)\nelse\n switch costume to (lock v)\nend\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@End Boss\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nif <(LEVEL) = [8]> then\n if <(MENU) = [False]> then\n set [prev size v] to (size)\n set size to (10000000000000000000) %\n go to x: (x) y: (y)\n set size to (Prev Size) %\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nif <(LEVEL) = [8]> then\n broadcast (again v)\n Clone at x: [1446] y: [123]\nend\n\ndefine say aggresive random things\nsay [Hello, adventurer. You know who I am.] for (2) seconds\nsay [After your long journy, this is where your adventure ends.] for (2) seconds\nsay [You can't go back!] for (2) seconds\nsay [YOU ARE GOING TO GET DESTROYED!] for (2) seconds\nwait (1) seconds\n\ndefine attack 1\nwait (1) seconds\nbroadcast (Attack 1 v) and wait\n\ndefine attack 2\nwait (1) seconds\nrepeat (10)\n change [y v] by (2)\nend\nrepeat (10)\n change [y v] by (-2)\nend\nbroadcast (Attack 2 v)\n\nwhen I receive [boss fight v]\nsay aggresive random things\nrepeat until <<(TARGET) > [7]> or <(EXIT) = [die]>>\n if <([attack tick v] of [attackthingboss v]) > ([attack finish v] of [attackthingboss v])> then\n set [attack v] to (pick random (1) to (3))\n if <(Attack) = [1]> then\n attack 1\n end\n if <(Attack) = [2]> then\n attack 2\n end\n if <(Attack) = [3]> then\n attack 3\n end\n end\nend\n\ndefine attack 3\nwait (1) seconds\nbroadcast (Attack 3 v) and wait\n\nwhen I receive [targetet v]\nif <(TARGET) > [7]> then\n hide\n repeat (3)\n wait (0.2) seconds\n show\n wait (0.2) seconds\n hide\n end\n broadcast (portal v)\nelse\n show\n set [ghost v] effect to (50)\n repeat (3)\n wait (0.2) seconds\n clear graphic effects\n wait (0.2) seconds\n set [ghost v] effect to (50)\n end\n clear graphic effects\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [again v]\nwait (1) seconds\nwait until <<(LEVEL) = [8]> and <(EXIT) = [die]>>\nhide\nclear graphic effects\nbroadcast (again v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [again v]\nhide\nclear graphic effects\nwait (5) seconds\nwait until <<<(LEVEL) = [8]> and <(distance to [player v]) < [30]>> and <(MENU) = [False]>>\nwait (3) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-50)\nend\nclear graphic effects\nbroadcast (boss fight v)\n\nwhen I receive [stop boss fight v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Menu Stuff\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nif <(#) = [0]> then\n if <(item (ID) of [skins unlocked v]) = [0]> then\n if <(costume [number v]) = [1]> then\n if <($) > [9]> then\n hide\n replace item (1) of [skins unlocked v] with [1]\n set [currentskin v] to [2]\n change [$ v] by (-10)\n else\n show\n end\n end\n if <(costume [number v]) = [2]> then\n if <($) > [14]> then\n hide\n replace item (2) of [skins unlocked v] with [1]\n set [currentskin v] to [3]\n change [$ v] by (-10)\n else\n show\n end\n end\n if <(costume [number v]) = [3]> then\n if <($) > [24]> then\n hide\n replace item (3) of [skins unlocked v] with [1]\n set [currentskin v] to [4]\n change [$ v] by (-10)\n else\n show\n end\n end\n if <(costume [number v]) = [4]> then\n if <($) > [14]> then\n hide\n replace item (4) of [skins unlocked v] with [1]\n set [currentskin v] to [5]\n change [$ v] by (-15)\n else\n show\n end\n end\n if <(costume [number v]) = [5]> then\n if <($) > [74]> then\n hide\n replace item (5) of [skins unlocked v] with [1]\n set [currentskin v] to [6]\n change [$ v] by (-75)\n else\n show\n end\n end\n if <(costume [number v]) = [6]> then\n if <($) > [99]> then\n hide\n replace item (6) of [skins unlocked v] with [1]\n set [currentskin v] to [7]\n change [$ v] by (-99)\n else\n show\n end\n end\n else\n set [currentskin v] to ((costume [number v]) + (1))\n end\nend\nif <(ID) = [0]> then\n if <(costume [name v]) = [Default]> then\n set [currentskin v] to [1]\n end\n if <(costume [name v]) = [Button]> then\n set [currentskin v] to ((#) + (1))\n end\nend\nshow\n\nwhen I receive [close menus v]\nhide\ndelete this clone\n\nwhen flag clicked\ndelete all of [skins unlocked v]\ngo to [front v] layer\nhide\nrepeat (6)\n add [0] to [skins unlocked v]\nend\n\nwhen I receive [open skins v]\nset size to (300) %\ngo to x: (-159) y: (0)\nswitch costume to (circle skin \(2\) v)\ngo to [front v] layer\nshow\nwait (0.1) seconds\ngo to x: (-160) y: (20)\nset [# v] to [0]\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (160)\n next costume\nend\ngo to x: (-160) y: (-80)\nswitch costume to (triangleskin \(4\) v)\nset [id v] to [4]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (160)\n next costume\nend\nhide\nset [id v] to [0]\nset [# v] to [0]\ngo to x: (-160) y: (-25)\nrepeat (3)\n change [# v] by (1)\n switch costume to (button v)\n create clone of (_myself_ v)\n change x by (160)\nend\nset [# v] to [3]\ngo to x: (-160) y: (-125)\nrepeat (3)\n change [# v] by (1)\n switch costume to (button v)\n create clone of (_myself_ v)\n change x by (160)\nend\nswitch costume to (default v)\ngo to x: (0) y: (70)\ngo to [front v] layer\nshow\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) < [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((270) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((250) - (size)) / (3))\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [7]> then\n if <<touching (mouse-pointer v)?> and <(item (ID) of [skins unlocked v]) = [0]>> then\n change size by (((270) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((200) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) > [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((270) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((200) - (size)) / (3))\n end\n set [ghost v] effect to (#)\n if <(item (#) of [skins unlocked v]) = [1]> then\n show\n if <(CurrentSkin) = ((#) + (1))> then\n switch costume to (equipped v)\n else\n switch costume to (button v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [open upgrades v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (wall jump 1 v)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\n@Menu\n\nwhen I receive [open skins v]\ngo to x: (0) y: (0)\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [$ v]\nshow\nswitch costume to (skins v)\n\nwhen I receive [close menus v]\nhide variable [$ v]\nhide variable [background music volume v]\nhide variable [sound effects volume v]\nset [size v] to [0]\nwait (0.25) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [size v] to [0]\n\nwhen I receive [open settings v]\ngo to x: (0) y: (0)\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [background music volume v]\nshow variable [sound effects volume v]\nshow\nswitch costume to (settings v)\n\nwhen I receive [open upgrades v]\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [$ v]\nshow\nswitch costume to (upgrades v)\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [green flag v]\nstop [other scripts in sprite v]\n\nwhen I receive [menu open v]\nforever\n change size by (((Size) - (size)) / (3))\nend\n\n@Close Menu\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (normal v)\nset size to (70) %\ngo to x: (212) y: (119)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (normal v)\n end\nend\n\nwhen I receive [open skins v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Close Menus v)\nhide\n\nwhen I receive [open settings v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [open upgrades v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [open shop v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\n@Target\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (2) degrees\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <not <(TARGET) > [8]>> then\n broadcast (targetet v)\n change [target v] by (1)\n set [pos v] to (pick random (1) to (6))\n if <(pos) = [1]> then\n Clone at x: [1441] y: [-104]\n end\n if <(pos) = [2]> then\n Clone at x: [1615] y: [-9]\n end\n if <(pos) = [3]> then\n Clone at x: [1274] y: [-9]\n end\n if <(pos) = [4]> then\n Clone at x: [1654] y: [189]\n end\n if <(pos) = [5]> then\n Clone at x: [1214] y: [189]\n end\n if <(pos) = [6]> then\n Clone at x: [1438] y: [260]\n end\n else\n hide\n set [target v] to [8]\n end\nend\n\nwhen I receive [setup v]\nset [target v] to [0]\nset [boss fight v] to [False]\nset size to (40) %\nset [ghost v] effect to (50)\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (target v)\nif <not <(LEVEL) = [8]>> then\n set [x v] to [-99999]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<<(MENU) = [False]> and <(boss fight) = [True]>> and <(TARGET) < [8]>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [boss fight v]\nwait (8) seconds\nset [target v] to [0]\nshow\nset [boss fight v] to [True]\nset [pos v] to (pick random (1) to (6))\nif <(pos) = [1]> then\n Clone at x: [1441] y: [-104]\nend\nif <(pos) = [2]> then\n Clone at x: [1615] y: [-9]\nend\nif <(pos) = [3]> then\n Clone at x: [1274] y: [-9]\nend\nif <(pos) = [4]> then\n Clone at x: [1654] y: [189]\nend\nif <(pos) = [5]> then\n Clone at x: [1214] y: [189]\nend\nif <(pos) = [6]> then\n Clone at x: [1438] y: [260]\nend\n\n@Coins\n\nwhen I receive [menu open v]\nhide\n\nwhen flag clicked\nset volume to (Sound Effects Volume) %\ndelete all of [collected coins x v]\ndelete all of [collected coins y v]\n\nwhen I receive [green flag v]\ndelete all of [collected coins x v]\ndelete all of [collected coins y v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n start sound [Low Whoosh v]\nend\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset y to (((y) - (SCROLL Y)) + (([cos v] of (((timer) - (3)) * (400)) ) * (3)))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (dot v)\nif <(LEVEL) = [1]> then\n Clone at x: [34] y: [54]\n Clone at x: [1402] y: [26]\n Clone at x: [2082] y: [176]\n Clone at x: [3220] y: [21]\n Clone at x: [3472] y: [-12]\n Clone at x: [3521] y: [10]\n Clone at x: [3570] y: [22]\n Clone at x: [3617] y: [10]\n Clone at x: [3662] y: [-12]\n Clone at x: [4635] y: [150]\n Clone at x: [4635] y: [200]\n Clone at x: [4635] y: [250]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [754] y: [-3]\n Clone at x: [1101] y: [119]\n Clone at x: [2726] y: [7]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-165] y: [-55]\n Clone at x: [-165] y: [-5]\n Clone at x: [-165] y: [45]\n Clone at x: [715] y: [110]\n Clone at x: [1336] y: [58]\n Clone at x: [1892] y: [-15]\n Clone at x: [2289] y: [54]\n Clone at x: [3368] y: [4]\n Clone at x: [3858] y: [77]\n Clone at x: [4310] y: [110]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-50] y: [-59]\n Clone at x: [-100] y: [-59]\n Clone at x: [-150] y: [-59]\n Clone at x: [1000] y: [604]\n Clone at x: [1050] y: [604]\n Clone at x: [1100] y: [604]\n Clone at x: [1150] y: [604]\n Clone at x: [1200] y: [604]\n Clone at x: [1352] y: [43]\n Clone at x: [2027] y: [131]\n Clone at x: [2288] y: [192]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [0] y: [0]\n Clone at x: [1868] y: [207]\n Clone at x: [1964] y: [64]\n Clone at x: [2095] y: [-40]\n Clone at x: [2432] y: [287]\n Clone at x: [4266] y: [78]\n Clone at x: [5089] y: [96]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [577] y: [239]\n Clone at x: [1490] y: [279]\n Clone at x: [1527] y: [-69]\n Clone at x: [2042] y: [170]\n Clone at x: [2107] y: [321]\n Clone at x: [3554] y: [305]\nend\nif <(LEVEL) = [7]> then\n set [# v] to [1]\n repeat (6)\n Clone at x: (((#) * (720)) + (-580)) y: [-30]\n change [# v] by (1)\n end\nend\nif <(LEVEL) = [8]> then\n Clone at x: [-999] y: [-999]\nend\nset [x v] to [-9999]\nwait (.2) seconds\ndelete all of [collected coins x v]\ndelete all of [collected coins y v]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\nif <touching (player v)?> then\n add (x) to [collected coins x v]\n add (y) to [collected coins y v]\n set volume to (Sound Effects Volume) %\n change [$ v] by (1)\n delete this clone\nend\nif <(Deleteable) > [0]> then\n change [deleteable v] by (1)\n if <(Deleteable) > [10]> then\n add (x) to [collected coins x v]\n add (y) to [collected coins y v]\n delete this clone\n end\nend\nLoop through dots\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nset [deleteable v] to [0]\ncreate clone of (_myself_ v)\n\ndefine Loop through dots\nset [dot loop v] to [1]\nrepeat (length of [collected coins x v])\n if <<(item (dot loop) of [collected coins x v]) = (x)> and <(item (dot loop) of [collected coins y v]) = (y)>> then\n set [deleteable v] to [1]\n end\n change [dot loop v] by (1)\nend\n\nwhen I start as a clone\nLoop through dots\n\n@Checkpoints\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [green flag v]\nset [checkx v] to [0]\nset [checky v] to [0]\nhide\n\nwhen I receive [tick v]\nif <<(CheckX) = (x)> and <(CheckY) = (y)>> then\n switch costume to (20 v)\nend\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(costume [number v]) < [20]> then\n if <(costume [number v]) = [1]> then\n start sound [Bell Toll v]\n next costume\n else\n next costume\n end\n else\n set [checkx v] to (x)\n set [checky v] to (y)\n end\nend\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [1368] y: [-19]\n Clone at x: [3098] y: [-19]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [1800] y: [40]\n Clone at x: [3900] y: [104]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2040] y: [33]\n Clone at x: [3516] y: [78]\n Clone at x: [5150] y: [82]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [500] y: [569]\n Clone at x: [2372] y: [225]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [1481] y: [200]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [2462] y: [224]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [3083] y: [-15]\nend\nif <(LEVEL) = [8]> then\n Clone at x: [-9999] y: [-9999]\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 if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\nwhen I start as a clone\nset volume to (Sound Effects Volume) %\n\n@Credits Buttton\n\nwhen flag clicked\nset [menu v] to [True]\nhide\ngo to x: (203) y: (171)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\nset [menu v] to [False]\nset [level v] to [Credits]\nbroadcast (Credits v)\nhide\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nif <[levels v] contains [1]?> then\n switch costume to (level v)\nelse\n switch costume to (lock v)\nend\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((50) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@Bounce Point\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\nif <(LEVEL) = [6]> then\n set [x v] to [360]\n set [y v] to [-6]\n set [state v] to [normal]\n go to [front v] layer\n go [backward v] (15) layers\n switch costume to (level 1 1 v)\n Clone at x: [775] y: [54]\n Clone at x: [775] y: [306]\n Clone at x: [1052] y: [270]\n Clone at x: [1285] y: [209]\n Clone at x: [1870] y: [-34]\n Clone at x: [2264] y: [-40]\n Clone at x: [2264] y: [60]\n Clone at x: [2264] y: [160]\n Clone at x: [2264] y: [260]\n Clone at x: [2600] y: [-100]\n Clone at x: [2800] y: [-100]\n Clone at x: [3000] y: [-100]\n Clone at x: [3200] y: [-100]\n Clone at x: [2600] y: [25]\n Clone at x: [2800] y: [25]\n Clone at x: [3000] y: [25]\n Clone at x: [3200] y: [25]\n Clone at x: [2600] y: [150]\n Clone at x: [2800] y: [150]\n Clone at x: [3000] y: [150]\n Clone at x: [3200] y: [150]\n Clone at x: [3804] y: [-8]\nelse\n set [x v] to [-9999]\n set [y v] to [-9999]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\nif <(state) = [normal]> then\n switch costume to (normal v)\n change [color v] effect by (.5)\nend\nif <(state) = [use]> then\n switch costume to (use v)\n change [color v] effect by (20)\nend\nif <<(state) = [used]> or <(state) = [charge]>> then\n change [color v] effect by (3)\n switch costume to (join [Used ] (used state frame))\n if <(state) = [used]> then\n change [used state frame v] by (1)\n else\n change [used state frame v] by (-1)\n end\nend\nif <touching (player v)?> then\n set [state v] to [use]\nend\nif <<not <touching (player v)?>> and <(state) = [use]>> then\n set [state v] to [used]\n set [used state frame v] to [0]\nend\nif <<(used state frame) > [9]> and <(state) = [used]>> then\n set [state v] to [charge]\n set [used state frame v] to [9]\nend\nif <<(used state frame) < [0]> and <(state) = [charge]>> then\n set [state v] to [normal]\n switch costume to (between-frame v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [menu open v]\nhide\n\n@Level Display\n\nwhen I start as a clone\nset size to (120) %\nshow\nswitch costume to ( v)\n\ndefine setup\nset [score display v] to []\nhide\nswitch costume to ( v)\nset size to (120) %\ngo to x: (-225) y: (160)\nset [index v] to [1]\nset [self? v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (10))\n change [index v] by (1)\nend\nset [self? v] to [1]\nswitch costume to ( v)\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\nend\nif <(costume) = []> then\n switch costume to ( v)\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nchange costume to (letter (index) of (SCORE DISPLAY))\nset x to (((index) - (0.5)) * ((size) / (10)))\nchange size by ((0.2) * ((120) - (size)))\nchange x by (-225)\nif <(MENU) = [False]> then\n show\nelse\n hide\nend\ngo to [front v] layer\nif <(LEVEL) = [8]> then\n set [score display v] to (DISPLAY TARGET)\nelse\n set [score display v] to (DISPLAY COLLECTED)\nend\n\nwhen I receive [reset v]\nwait (.01) seconds\nif <(self?) = [1]> then\n setup\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [self? v] to [1]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nwait (.5) seconds\nif <(self?) = [1]> then\n setup\nelse\n delete this clone\nend\n\nwhen I receive [menu open v]\ndelete this clone\n\n@Skin trail particles\n\nwhen flag clicked\nhide\nset [self? v] to [1]\n\nwhen I receive [tick v]\nTick\n\nwhen I start as a clone\nset [x v] to ([x v] of [player v])\nset [y v] to (([y v] of [player v]) - (10))\nif <(self?) = [4]> then\n switch costume to (water trail v)\n set [color v] effect to (0)\n set [clone frames v] to [5]\nend\nif <(self?) = [6]> then\n switch costume to (small star trail v)\n set [color v] effect to (pick random (1) to (100))\n set [clone frames v] to [5]\nend\nif <(self?) = [7]> then\n switch costume to (star trail v)\n set [color v] effect to (pick random (1) to (100))\n set [clone frames v] to [20]\nend\nset size to (pick random (1) to (100)) %\n\ndefine Tick\nif <(MENU) = [False]> then\n if <(self?) = [1]> then\n hide\n if <(CurrentSkin) = [4]> then\n set [self? v] to [4]\n create clone of (_myself_ v)\n set [self? v] to [1]\n end\n if <(CurrentSkin) = [6]> then\n set [self? v] to [6]\n create clone of (_myself_ v)\n set [self? v] to [1]\n end\n if <(CurrentSkin) = [7]> then\n set [self? v] to [7]\n create clone of (_myself_ v)\n set [self? v] to [1]\n end\n end\n if <(self?) = [4]> then\n show\n change [ghost v] effect by (20)\n change [clone frames v] by (-1)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <(clone frames) < [0]> then\n delete this clone\n end\n if <<not <touching (player v)?>> and <not <touching (platforms v)?>>> then\n change [y v] by (-10)\n end\n end\n if <(self?) = [6]> then\n show\n change [color v] effect by (5)\n change [ghost v] effect by (20)\n change [clone frames v] by (-1)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <(clone frames) < [0]> then\n delete this clone\n end\n if <<not <touching (player v)?>> and <not <touching (platforms v)?>>> then\n change [y v] by (-5)\n end\n end\n if <(self?) = [7]> then\n show\n change [color v] effect by (5)\n change [ghost v] effect by (5)\n change [clone frames v] by (-1)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <(clone frames) < [0]> then\n delete this clone\n end\n end\nelse\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [play game v]\ndelete this clone\n\nwhen I receive [green flag v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n
Troll | A Platformer
@Stage\n\n@td1\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nswitch costume to (td1 v)\ngo to x: (0) y: (0)\nforever\n wait (0.071) seconds\n next costume\nend\n\nwhen I receive [trololololo v]\n\nwhen I receive [trololololo v]\nforever\n play sound [trololol v] until done\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [just start v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (trololololo v)\n\n@!?!\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [trololololo v]\nshow\n\n
WOOHOO!! New Platformer!!\n================The Story===================\nYou are a troll getting trolled. Simple eh?\n\n================Controls====================\n\nArrow keys or WASD to move.
Pen Platformer v1.9.6
@Stage\n\n@Engine\n\nwhen flag clicked\nset [mode v] to [s]\nrepeat (10)\n set [lp2 v] to [0]\nend\nset [screen x v] to [0]\nset [screen y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [y change v] to [0]\nset [roland v] to [0]\nset [x change v] to [0]\nhide\nset [gates v] to [1]\nwait (1) seconds\nforever\n pen up\n if <not <(Mode) = [c]>> then\n if <not <(Mode) = [a]>> then\n set [screen x v] to ((screen x) * (0.9))\n set [screen y v] to ((screen y) * (0.9))\n change [screen x v] by (x change)\n change [screen y v] by ((0) - (y change))\n change [scroll x v] by (x change)\n change [scroll y v] by (y change)\n change [y change v] by (0.3)\n set [x change v] to ((x change) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x change v] by (0.5)\n end\n if <key (right arrow v) pressed?> then\n change [x change v] by (-0.5)\n end\n if <(y change) > [5]> then\n set [y change v] to [5]\n end\n if <[200] < (Scroll y)> then\n Dead\n end\n end\n end\n if <(Mode) = [a]> then\n repeat until <not <(Mode) = [a]>>\n change [screen x v] by (x change)\n change [screen y v] by (y change)\n set [y change v] to ((y change) * (0.9))\n set [x change v] to ((x change) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x change v] by (1)\n end\n if <key (right arrow v) pressed?> then\n change [x change v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change [y change v] by (-1)\n end\n if <key (down arrow v) pressed?> then\n change [y change v] by (1)\n end\n end\n end\nend\n\ndefine Create Blocks from: (x) (y) to: (x2) (y2) type: (type) jump to level: (level)\nswitch costume to (bühnenbild1 v)\npen up\nset pen size to (((Zoom %) / (100)) * (5))\nif <(type) = [0]> then\n set pen color to (#2682de)\nend\nif <(type) = [1]> then\n set pen color to (#bababa)\nend\nif <(type) = [2]> then\n set pen color to (#da5e5e)\nend\nif <(type) = [3]> then\n set pen color to (#2682de)\n set pen size to (((Zoom %) / (100)) * (8))\nend\nif <(type) = [4]> then\n set pen color to (#505050)\n set pen size to (((Zoom %) / (100)) * (8))\nend\nif <(type) = [5]> then\n set pen color to (#505050)\n set pen size to (((Zoom %) / (100)) * (8))\nend\nif <(type) = [6]> then\n set pen color to (#ffcb79)\n set pen size to (((Zoom %) / (100)) * (8))\nend\nif <not <(type) = [5]>> then\n if <not <(type) = [0]>> then\n if <<((y) + (Scroll y)) > [-10]> and <((y2) + (Scroll y)) < [10]>> then\n if <not <(Mode) = [a]>> then\n if <(y change) < [0]> then\n if <((y) + (Scroll y)) > [15]> then\n if <<((x) + (Scroll x)) < [10]> and <((x2) + (Scroll x)) > [-10]>> then\n if <((y2) + (Scroll y)) < [10]> then\n if <(type) = [2]> then\n Dead\n else\n set [y change v] to [0.5]\n set [scroll y v] to (((0) - (y2)) + (15))\n if <(type) = [6]> then\n set [y change v] to [10]\n end\n end\n end\n end\n end\n end\n end\n end\n if <<((y) + (Scroll y)) > [-10]> and <((y2) + (Scroll y)) < [10]>> then\n if <<((x) + (Scroll x)) < [15]> and <((x2) + (Scroll x)) > [0]>> then\n if <not <(Mode) = [a]>> then\n if <(type) = [2]> then\n Dead\n else\n set [scroll x v] to (((0) - (x)) + (15))\n set [x change v] to [0]\n end\n end\n end\n if <<((x2) + (Scroll x)) > [-15]> and <((x) + (Scroll x)) < [0]>> then\n if <not <(Mode) = [a]>> then\n if <(type) = [2]> then\n Dead\n else\n set [scroll x v] to (((0) - (x2)) + (-15))\n set [x change v] to [0]\n end\n end\n end\n end\n if <<((x) + (Scroll x)) < [10]> and <((x2) + (Scroll x)) > [-10]>> then\n if <[0] < (y change)> then\n if <((y) + (Scroll y)) > [-15]> then\n if <((y2) + (Scroll y)) < [-15]> then\n if <not <(Mode) = [a]>> then\n if <(type) = [2]> then\n Dead\n else\n set [y change v] to [0]\n set [scroll y v] to ((-15) - (y))\n if <(type) = [3]> then\n set [checkpoint v] to (level)\n broadcast (t2 v)\n end\n if <(type) = [6]> then\n set [y change v] to [-10]\n end\n if <<key (up arrow v) pressed?> or <(toch jump) = [ja]>> then\n if <not <(type) = [6]>> then\n set [y change v] to [-7]\n end\n end\n set [touch ground v] to [ja]\n if <(type) = [4]> then\n broadcast (touch v)\n broadcast (Gates v)\n end\n if <<key (down arrow v) pressed?> or <(Spectade) = [ja]>> then\n set [spectade v] to [ja]\n set [mode v] to [a]\n end\n end\n end\n end\n end\n end\n end\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n pen down\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y2) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x2) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y2) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x2) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n else\n go to x: (((Zoom %) / (100)) * ((x) + (screen x))) y: (((Zoom %) / (100)) * ((y) + (screen y)))\n pen down\n go to x: (((Zoom %) / (100)) * ((x) + (screen x))) y: (((Zoom %) / (100)) * ((y2) + (screen y)))\n go to x: (((Zoom %) / (100)) * ((x2) + (screen x))) y: (((Zoom %) / (100)) * ((y2) + (screen y)))\n go to x: (((Zoom %) / (100)) * ((x2) + (screen x))) y: (((Zoom %) / (100)) * ((y) + (screen y)))\n go to x: (((Zoom %) / (100)) * ((x) + (screen x))) y: (((Zoom %) / (100)) * ((y) + (screen y)))\n end\nelse\n if <<((y) + (Scroll y)) > [-10]> and <(((y2) + (Scroll y)) + (Move Gates)) < [10]>> then\n if <(y change) < [0]> then\n if <((y) + (Scroll y)) > [15]> then\n if <<((x) + (Scroll x)) < [10]> and <((x2) + (Scroll x)) > [-10]>> then\n if <(((y2) + (Scroll y)) + (Move Gates)) < [10]> then\n if <not <(Mode) = [a]>> then\n set [y change v] to [0.5]\n set [scroll y v] to ((((0) - (y2)) + (15)) - (Move Gates))\n end\n end\n end\n end\n end\n end\n if <<((y) + (Scroll y)) > [-10]> and <(((y2) + (Scroll y)) + (Move Gates)) < [10]>> then\n if <<((x) + (Scroll x)) < [15]> and <((x2) + (Scroll x)) > [0]>> then\n if <not <(Mode) = [a]>> then\n set [scroll x v] to (((0) - (x)) + (15))\n set [x change v] to [0]\n end\n end\n if <<((x2) + (Scroll x)) > [-15]> and <((x) + (Scroll x)) < [0]>> then\n if <not <(Mode) = [a]>> then\n set [scroll x v] to (((0) - (x2)) + (-15))\n set [x change v] to [0]\n end\n end\n end\n if <<((x) + (Scroll x)) < [10]> and <((x2) + (Scroll x)) > [-10]>> then\n if <[0] < (y change)> then\n if <((y) + (Scroll y)) > [-15]> then\n if <(((y2) + (Scroll y)) + (Move Gates)) < [-15]> then\n if <not <(Mode) = [a]>> then\n set [scroll y v] to ((-15) - (y))\n set [y change v] to [0]\n end\n end\n end\n end\n end\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n pen down\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((y2) + (Move Gates)) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x2) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((y2) + (Move Gates)) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x2) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n go to x: (((Zoom %) / (100)) * (((x) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((y) + (Scroll y)) + (screen y)))\n pen up\n if <(Gates) = [1]> then\n set pen color to (#d07773)\n end\n if <(Gates) = [2]> then\n set pen color to (#86d073)\n end\n if <(Move Gates) = [0]> then\n set pen color to (#7398d0)\n end\n if <(Move Gates) = [80]> then\n set pen color to (#d0c873)\n end\n go to x: (((Zoom %) / (100)) * (((((x2) + (x)) / (2)) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((y) - (5)) + (Scroll y)) + (screen y)))\n pen down\nend\n\nwhen flag clicked\nerase all\nset [checkpoint v] to [1]\nwait (1) seconds\nforever\n erase all\n Create Blocks from: [30] [35] to: [100] [25] type: [1] jump to level: [-]\n Create Blocks from: [-30] [-30] to: [30] [-38] type: [3] jump to level: [1]\n Create Blocks from: [-250] [90] to: [-70] [80] type: [1] jump to level: [-]\n Create Blocks from: [10] [170] to: [210] [160] type: [1] jump to level: [-]\n Create Blocks from: [230] [169] to: [290] [161] type: [3] jump to level: [2]\n broadcast (map1 v)\nend\n\nwhen flag clicked\nforever\n wait until <(Gates) = [2]>\n wait (5) seconds\n set [gates v] to [1]\nend\n\nwhen I receive [gates v]\nset [gates v] to [2]\nwait (5) seconds\nset [gates v] to [1]\n\nwhen flag clicked\nset [zoom % v] to [100]\nforever\n change [move gates v] by ((((Gates) * (2)) - (3)) / (0.5))\n if <(Move Gates) > [80]> then\n set [move gates v] to [80]\n end\n if <[0] > (Move Gates)> then\n set [move gates v] to [0]\n end\nend\n\nwhen flag clicked\nset [move gates v] to [0]\nset [change gates 2 v] to [0]\nset [stand2 v] to [0]\nset [change gates v] to [0]\nset [zoom % v] to [100]\nset [stand v] to [0]\nforever\n wait until <(stand) = [1]>\n repeat (20)\n change [change gates v] by (-0.1)\n change [zoom % v] by (change gates)\n end\n repeat (20)\n change [change gates v] by (0.1)\n change [zoom % v] by (change gates)\n end\n wait until <(stand) = [0]>\n repeat (20)\n change [change gates v] by (0.1)\n change [zoom % v] by (change gates)\n end\n repeat (20)\n change [change gates v] by (-0.1)\n change [zoom % v] by (change gates)\n end\nend\n\nwhen I receive [touch v]\nzoom\n\ndefine zoom\nif <not <(Mode) = [c]>> then\n if <not <(Mode) = [t]>> then\n set [stand v] to [1]\n wait (0.2) seconds\n set [stand v] to [0]\n end\nend\n\nwhen I receive [t2 v]\nzoom2\n\ndefine zoom2\nif <not <(Mode) = [c]>> then\n if <not <(Mode) = [t]>> then\n set [stand2 v] to [1]\n wait (0.2) seconds\n set [stand2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(stand2) = [1]>\n repeat (20)\n change [change gates 2 v] by (0.1)\n change [zoom % v] by (Change gates 2)\n end\n repeat (20)\n change [change gates 2 v] by (-0.1)\n change [zoom % v] by (Change gates 2)\n end\n wait until <(stand2) = [0]>\n repeat (20)\n change [change gates 2 v] by (-0.1)\n change [zoom % v] by (Change gates 2)\n end\n repeat (20)\n change [change gates 2 v] by (0.1)\n change [zoom % v] by (Change gates 2)\n end\nend\n\ndefine Dead\nif <not <(Mode) = [c]>> then\n if <not <(Mode) = [t]>> then\n set [screen x v] to ((Scroll x) - (item (Checkpoint) of [respawn x v]))\n set [screen y v] to ((Scroll y) - (item (Checkpoint) of [respawn y v]))\n set [scroll x v] to (item (Checkpoint) of [respawn x v])\n set [scroll y v] to (item (Checkpoint) of [respawn y v])\n set [x change v] to [0]\n set [y change v] to [0]\n start sound [Dead v]\n end\nend\n\nwhen flag clicked\nwait until <<not <(Move Gates) = [80]>> and <not <(Move Gates) = [0]>>>\nforever\n if <<not <(Move Gates) = [0]>> and <not <(Move Gates) = [80]>>> then\n play sound [Machine3 v] until done\n end\n if <<(Move Gates) = [80]> or <(Move Gates) = [0]>> then\n start sound [Machine v]\n wait until <<not <(Move Gates) = [80]>> and <not <(Move Gates) = [0]>>>\n end\nend\n\nplay sound [Machine v] until done\n\nwhen flag clicked\nwait (3.5) seconds\nforever\n play sound [Chill v] until done\nend\n\nwhen flag clicked\nset [my slot v] to [0]\nset [next v] to [0]\nset [found gameslot v] to [no]\nwait (5) seconds\nbroadcast (check v)\n\nwhen flag clicked\nset [fast chat v] to [00]\nset [stoppuhr v] to [0]\nwait until <(found gameslot) = [ja]>\nforever\n repeat until <(Stoppuhr) > [1]>\n set [check x v] to (round ((Scroll x) + (1000)))\n set [check y v] to (round ((Scroll y) + (1000)))\n if <(length of (check x)) < [4]> then\n set [check x v] to (join [0] (check x))\n if <(length of (check x)) < [4]> then\n set [check x v] to (join [0] (check x))\n if <(length of (check x)) < [4]> then\n set [check x v] to (join [0] (check x))\n end\n end\n end\n if <(length of (check y)) < [4]> then\n set [check y v] to (join [0] (check y))\n if <(length of (check y)) < [4]> then\n set [check y v] to (join [0] (check y))\n if <(length of (check y)) < [4]> then\n set [check y v] to (join [0] (check y))\n end\n end\n end\n if <(Spectade) = [ja]> then\n set [fast chat v] to [14]\n end\n if <(Spectade) = [no]> then\n if <(fast chat) = [14]> then\n set [fast chat v] to [00]\n end\n end\n if <(my slot) = [1]> then\n set [☁ player1 v] to (join (join (next) (join (fast chat) (join (check x) (check y)))) (# code))\n end\n if <(my slot) = [2]> then\n set [☁ player2 v] to (join (join (next) (join (fast chat) (join (check x) (check y)))) (# code))\n end\n if <(my slot) = [3]> then\n set [☁ player3 v] to (join (join (next) (join (fast chat) (join (check x) (check y)))) (# code))\n end\n if <(my slot) = [4]> then\n set [☁ player4 v] to (join (join (next) (join (fast chat) (join (check x) (check y)))) (# code))\n end\n end\n set [stoppuhr v] to [0]\n change [next v] by (1)\n if <(next) = [3]> then\n set [next v] to [1]\n end\nend\n\ndefine Create Name\nset [# insgesamt id v] to (length of (username))\nset [# code v] to []\nset [# next v] to [0]\nif <not <(username) = []>> then\n repeat until <(# next) = (# insgesamt ID)>\n change [# next v] by (1)\n if <(letter (# next) of (username)) = [A]> then\n set [# code v] to (join (# code) [01])\n end\n if <(letter (# next) of (username)) = [B]> then\n set [# code v] to (join (# code) [02])\n end\n if <(letter (# next) of (username)) = [C]> then\n set [# code v] to (join (# code) [03])\n end\n if <(letter (# next) of (username)) = [D]> then\n set [# code v] to (join (# code) [04])\n end\n if <(letter (# next) of (username)) = [E]> then\n set [# code v] to (join (# code) [05])\n end\n if <(letter (# next) of (username)) = [F]> then\n set [# code v] to (join (# code) [06])\n end\n if <(letter (# next) of (username)) = [G]> then\n set [# code v] to (join (# code) [07])\n end\n if <(letter (# next) of (username)) = [H]> then\n set [# code v] to (join (# code) [08])\n end\n if <(letter (# next) of (username)) = [I]> then\n set [# code v] to (join (# code) [09])\n end\n if <(letter (# next) of (username)) = [J]> then\n set [# code v] to (join (# code) [10])\n end\n if <(letter (# next) of (username)) = [K]> then\n set [# code v] to (join (# code) [11])\n end\n if <(letter (# next) of (username)) = [L]> then\n set [# code v] to (join (# code) [12])\n end\n if <(letter (# next) of (username)) = [M]> then\n set [# code v] to (join (# code) [13])\n end\n if <(letter (# next) of (username)) = [N]> then\n set [# code v] to (join (# code) [14])\n end\n if <(letter (# next) of (username)) = [O]> then\n set [# code v] to (join (# code) [15])\n end\n if <(letter (# next) of (username)) = [P]> then\n set [# code v] to (join (# code) [16])\n end\n if <(letter (# next) of (username)) = [Q]> then\n set [# code v] to (join (# code) [17])\n end\n if <(letter (# next) of (username)) = [R]> then\n set [# code v] to (join (# code) [18])\n end\n if <(letter (# next) of (username)) = [S]> then\n set [# code v] to (join (# code) [19])\n end\n if <(letter (# next) of (username)) = [T]> then\n set [# code v] to (join (# code) [20])\n end\n if <(letter (# next) of (username)) = [U]> then\n set [# code v] to (join (# code) [21])\n end\n if <(letter (# next) of (username)) = [V]> then\n set [# code v] to (join (# code) [22])\n end\n if <(letter (# next) of (username)) = [W]> then\n set [# code v] to (join (# code) [23])\n end\n if <(letter (# next) of (username)) = [X]> then\n set [# code v] to (join (# code) [24])\n end\n if <(letter (# next) of (username)) = [Y]> then\n set [# code v] to (join (# code) [25])\n end\n if <(letter (# next) of (username)) = [Z]> then\n set [# code v] to (join (# code) [26])\n end\n if <(letter (# next) of (username)) = [1]> then\n set [# code v] to (join (# code) [27])\n end\n if <(letter (# next) of (username)) = [2]> then\n set [# code v] to (join (# code) [28])\n end\n if <(letter (# next) of (username)) = [3]> then\n set [# code v] to (join (# code) [29])\n end\n if <(letter (# next) of (username)) = [4]> then\n set [# code v] to (join (# code) [30])\n end\n if <(letter (# next) of (username)) = [5]> then\n set [# code v] to (join (# code) [31])\n end\n if <(letter (# next) of (username)) = [6]> then\n set [# code v] to (join (# code) [32])\n end\n if <(letter (# next) of (username)) = [7]> then\n set [# code v] to (join (# code) [33])\n end\n if <(letter (# next) of (username)) = [8]> then\n set [# code v] to (join (# code) [34])\n end\n if <(letter (# next) of (username)) = [9]> then\n set [# code v] to (join (# code) [35])\n end\n if <(letter (# next) of (username)) = [0]> then\n set [# code v] to (join (# code) [36])\n end\n if <(letter (# next) of (username)) = [_]> then\n set [# code v] to (join (# code) [37])\n end\n if <(letter (# next) of (username)) = [-]> then\n set [# code v] to (join (# code) [38])\n end\n end\nend\n\nwhen flag clicked\nset [# code v] to []\nCreate Name\nwait (0.5) seconds\nrepeat until <not <(# code) = [0]>>\n Create Name\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(Mode) = [c]> then\n set [zoom % v] to [50]\n if <key (left arrow v) pressed?> then\n change [scroll x v] by (8)\n end\n if <key (right arrow v) pressed?> then\n change [scroll x v] by (-8)\n end\n if <key (up arrow v) pressed?> then\n change [scroll y v] by (-8)\n end\n if <key (down arrow v) pressed?> then\n change [scroll y v] by (8)\n end\n end\nend\n\ndefine stack one\n\nwhen I receive [map1 v]\nCreate Blocks from: [-248] [105] to: [-190] [100] type: [4] jump to level: [-]\nCreate Blocks from: [11] [270] to: [19] [180] type: [5] jump to level: [-]\nCreate Blocks from: [310] [170] to: [370] [160] type: [1] jump to level: [-]\nCreate Blocks from: [380] [220] to: [390] [160] type: [2] jump to level: [-]\nCreate Blocks from: [401] [189] to: [479] [181] type: [4] jump to level: [-]\nCreate Blocks from: [490] [220] to: [500] [160] type: [2] jump to level: [-]\nCreate Blocks from: [510] [170] to: [570] [160] type: [1] jump to level: [-]\nbroadcast (map2 v)\n\nwhen I receive [map2 v]\nCreate Blocks from: [580] [220] to: [590] [160] type: [2] jump to level: [-]\nCreate Blocks from: [600] [170] to: [660] [160] type: [1] jump to level: [-]\nCreate Blocks from: [670] [220] to: [680] [160] type: [2] jump to level: [-]\nCreate Blocks from: [690] [170] to: [750] [160] type: [1] jump to level: [-]\nCreate Blocks from: [760] [220] to: [770] [160] type: [2] jump to level: [-]\nCreate Blocks from: [781] [169] to: [840] [161] type: [3] jump to level: [3]\nbroadcast (map3 v)\n\nwhen I receive [map3 v]\nCreate Blocks from: [761] [320] to: [769] [230] type: [5] jump to level: [-]\nCreate Blocks from: [401] [170] to: [479] [160] type: [1] jump to level: [-]\nCreate Blocks from: [850] [169] to: [1300] [161] type: [1] jump to level: [-]\nCreate Blocks from: [910] [189] to: [1300] [181] type: [6] jump to level: [-]\nCreate Blocks from: [850] [189] to: [900] [181] type: [4] jump to level: [-]\nCreate Blocks from: [-10] [10] to: [10] [-10] type: [0] jump to level: [-]\nCreate Blocks from: [910] [350] to: [940] [342] type: [6] jump to level: [-]\nCreate Blocks from: [1270] [350] to: [1300] [342] type: [6] jump to level: [-]\nCreate Blocks from: [1000] [350] to: [1200] [342] type: [1] jump to level: [-]\nbroadcast (map4 v)\n\nwhen I receive [map4 v]\nCreate Blocks from: [1350] [169] to: [1850] [161] type: [1] jump to level: [-]\nCreate Blocks from: [1350] [189] to: [1850] [181] type: [6] jump to level: [-]\nCreate Blocks from: [1350] [350] to: [1850] [342] type: [1] jump to level: [-]\nCreate Blocks from: [1350] [350] to: [1400] [335] type: [2] jump to level: [-]\nCreate Blocks from: [1500] [350] to: [1550] [335] type: [2] jump to level: [-]\nCreate Blocks from: [1650] [350] to: [1700] [335] type: [2] jump to level: [-]\nCreate Blocks from: [1800] [350] to: [1850] [335] type: [2] jump to level: [-]\nCreate Blocks from: [1350] [370] to: [1850] [360] type: [2] jump to level: [-]\nbroadcast (map5 v)\n\nwhen I receive [end map v]\nif <(my slot) = [1]> then\n if <(length of (☁ Player2)) > [9]> then\n set [lp2 v] to (☁ Player2)\n end\n if <(☁ Player2) = [0]> then\n set [lp2 v] to [0]\n end\n if <(length of (☁ Player3)) > [9]> then\n set [lp3 v] to (☁ Player3)\n end\n if <(☁ Player3) = [0]> then\n set [lp3 v] to [0]\n end\n if <(length of (☁ Player4)) > [9]> then\n set [lp4 v] to (☁ Player4)\n end\n if <(☁ Player4) = [0]> then\n set [lp4 v] to [0]\n end\nend\nif <(my slot) = [2]> then\n if <(length of (☁ Player1)) > [9]> then\n set [lp2 v] to (☁ Player1)\n end\n if <(☁ Player1) = [0]> then\n set [lp2 v] to [0]\n end\n if <(length of (☁ Player3)) > [9]> then\n set [lp3 v] to (☁ Player3)\n end\n if <(☁ Player3) = [0]> then\n set [lp3 v] to [0]\n end\n if <(length of (☁ Player4)) > [9]> then\n set [lp4 v] to (☁ Player4)\n end\n if <(☁ Player4) = [0]> then\n set [lp4 v] to [0]\n end\nend\nif <(my slot) = [3]> then\n if <(length of (☁ Player1)) > [9]> then\n set [lp2 v] to (☁ Player1)\n end\n if <(☁ Player1) = [0]> then\n set [lp2 v] to [0]\n end\n if <(length of (☁ Player2)) > [9]> then\n set [lp3 v] to (☁ Player2)\n end\n if <(☁ Player2) = [0]> then\n set [lp3 v] to [0]\n end\n if <(length of (☁ Player4)) > [9]> then\n set [lp4 v] to (☁ Player4)\n end\n if <(☁ Player4) = [0]> then\n set [lp4 v] to [0]\n end\nend\nif <(my slot) = [4]> then\n if <(length of (☁ Player1)) > [9]> then\n set [lp2 v] to (☁ Player1)\n end\n if <(☁ Player1) = [0]> then\n set [lp2 v] to [0]\n end\n if <(length of (☁ Player2)) > [9]> then\n set [lp3 v] to (☁ Player2)\n end\n if <(☁ Player2) = [0]> then\n set [lp3 v] to [0]\n end\n if <(length of (☁ Player3)) > [9]> then\n set [lp4 v] to (☁ Player3)\n end\n if <(☁ Player3) = [0]> then\n set [lp4 v] to [0]\n end\nend\nbroadcast (end map 2 v)\n\nwhen I receive [map5 v]\nCreate Blocks from: [2200] [264] to: [2260] [190] type: [1] jump to level: [-]\nCreate Blocks from: [1900] [350] to: [2120] [342] type: [6] jump to level: [-]\nCreate Blocks from: [2340] [350] to: [2500] [342] type: [6] jump to level: [-]\nCreate Blocks from: [1900] [189] to: [2500] [181] type: [6] jump to level: [-]\nCreate Blocks from: [2000] [270] to: [2020] [250] type: [2] jump to level: [-]\nCreate Blocks from: [2100] [270] to: [2120] [250] type: [2] jump to level: [-]\nCreate Blocks from: [2100] [270] to: [2120] [250] type: [2] jump to level: [-]\nCreate Blocks from: [2200] [264] to: [2260] [256] type: [3] jump to level: [4]\nCreate Blocks from: [2340] [270] to: [2360] [250] type: [2] jump to level: [-]\nCreate Blocks from: [2440] [270] to: [2460] [250] type: [2] jump to level: [-]\nCreate Blocks from: [2550] [190] to: [3000] [180] type: [1] jump to level: [-]\nCreate Blocks from: [2745] [200] to: [2810] [192] type: [3] jump to level: [5]\nmap 5.1\n\nset [# code v] to [0]\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set [fast chat v] to [01]\n broadcast (chat v)\n end\n if <key (2 v) pressed?> then\n set [fast chat v] to [02]\n broadcast (chat v)\n end\n if <key (3 v) pressed?> then\n set [fast chat v] to [03]\n broadcast (chat v)\n end\n if <key (4 v) pressed?> then\n set [fast chat v] to [04]\n broadcast (chat v)\n end\n if <key (5 v) pressed?> then\n set [fast chat v] to [05]\n broadcast (chat v)\n end\n if <key (6 v) pressed?> then\n set [fast chat v] to [06]\n broadcast (chat v)\n end\n if <key (7 v) pressed?> then\n set [fast chat v] to [07]\n broadcast (chat v)\n end\n if <key (8 v) pressed?> then\n set [fast chat v] to [08]\n broadcast (chat v)\n end\n if <key (9 v) pressed?> then\n set [fast chat v] to [09]\n broadcast (chat v)\n end\n if <key (q v) pressed?> then\n set [fast chat v] to [10]\n broadcast (chat v)\n end\n if <key (w v) pressed?> then\n set [fast chat v] to [11]\n broadcast (chat v)\n end\n if <key (e v) pressed?> then\n set [fast chat v] to [12]\n broadcast (chat v)\n end\n if <key (r v) pressed?> then\n set [fast chat v] to [13]\n broadcast (chat v)\n end\nend\n\nwhen I receive [chat v]\nwait (5) seconds\nset [fast chat v] to [00]\n\nwait (3) seconds\n\nset [☁ player1 v] to [0]\n\nwhen I receive [check v]\nforever\n set [check1 v] to (☁ Player1)\n set [check2 v] to (☁ Player2)\n set [check3 v] to (☁ Player3)\n set [check4 v] to (☁ Player4)\n wait (1) seconds\n if <(check1) = (☁ Player1)> then\n set [check1 v] to (☁ Player1)\n wait (1) seconds\n if <(check1) = (☁ Player1)> then\n set [☁ player1 v] to [0]\n if <(found gameslot) = [no]> then\n set [found gameslot v] to [ja]\n set [my slot v] to [1]\n end\n end\n end\n if <(☁ Player2) = (check2)> then\n set [check2 v] to (☁ Player2)\n wait (1) seconds\n if <(check2) = (☁ Player2)> then\n set [☁ player2 v] to [0]\n if <(found gameslot) = [no]> then\n set [found gameslot v] to [ja]\n set [my slot v] to [2]\n end\n end\n end\n if <(☁ Player3) = (check3)> then\n set [check3 v] to (☁ Player3)\n wait (1) seconds\n if <(check3) = (☁ Player3)> then\n set [☁ player3 v] to [0]\n if <(found gameslot) = [no]> then\n set [found gameslot v] to [ja]\n set [my slot v] to [3]\n end\n end\n end\n if <(☁ Player4) = (check4)> then\n set [check4 v] to (☁ Player4)\n wait (1) seconds\n if <(☁ Player4) = (check4)> then\n set [☁ player4 v] to [0]\n if <(found gameslot) = [no]> then\n set [found gameslot v] to [ja]\n set [my slot v] to [4]\n end\n end\n end\nend\n\nif <not <(Mode) = [s]>> then\n\nwhen I receive [end map 2 v]\nif <(length of (lp2)) > [9]> then\n set [last pos v] to (lp2)\n Create Blocks from: (((-10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) - (1000))) + (Scroll x)) (((10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) + (-1000))) + (Scroll y)) to: (((10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) + (-1000))) + (Scroll x)) (((-10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) - (1000))) + (Scroll y)) type: [0] jump to level: [-]\nend\nif <(length of (lp3)) > [9]> then\n set [last pos v] to (lp3)\n Create Blocks from: (((-10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) - (1000))) + (Scroll x)) (((10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) + (-1000))) + (Scroll y)) to: (((10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) + (-1000))) + (Scroll x)) (((-10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) - (1000))) + (Scroll y)) type: [0] jump to level: [-]\nend\nif <(length of (lp4)) > [9]> then\n set [last pos v] to (lp4)\n Create Blocks from: (((-10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) - (1000))) + (Scroll x)) (((10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) + (-1000))) + (Scroll y)) to: (((10) - ((join (letter (4) of (last pos)) (join (letter (5) of (last pos)) (join (letter (6) of (last pos)) (letter (7) of (last pos))))) + (-1000))) + (Scroll x)) (((-10) - ((join (letter (8) of (last pos)) (join (letter (9) of (last pos)) (join (letter (10) of (last pos)) (letter (11) of (last pos))))) - (1000))) + (Scroll y)) type: [0] jump to level: [-]\nend\nswitch costume to (bühnenbild1 v)\npen up\ngo to x: (-240) y: (-180)\nset pen color to (#ffffff)\nset pen size to (13)\npen down\ngo to x: (240) y: (-180)\ngo to x: (240) y: (180)\ngo to x: (-240) y: (180)\ngo to x: (-240) y: (-180)\npen up\nif <(found gameslot) = [ja]> then\n switch costume to ((my slot) + (2))\n point in direction (90)\n go to x: (-164) y: (-155)\n stamp\nelse\n point in direction (90)\n go to x: (-164) y: (-155)\n change [roland v] by (20)\n switch costume to (kostüm1 v)\n stamp\n go to x: (-84) y: (-153)\n point in direction (Roland)\n switch costume to (bühnenbild1 v)\n stamp\nend\n\nwhen flag clicked\nset [mode v] to [s]\nforever\n wait until <(Mode) = [a]>\n repeat (22)\n change [change gates v] by (-0.1)\n change [zoom % v] by (change gates)\n end\n repeat (22)\n change [change gates v] by (0.1)\n change [zoom % v] by (change gates)\n end\n wait until <(Mode) = [s]>\n repeat (22)\n change [change gates v] by (0.1)\n change [zoom % v] by (change gates)\n end\n repeat (22)\n change [change gates v] by (-0.1)\n change [zoom % v] by (change gates)\n end\nend\n\nwhen flag clicked\nset [mode v] to [s]\nforever\n wait until <(Mode) = [a]>\n wait until <<key (space v) pressed?> or <(Spectade) = [no]>>\n set [mode v] to [s]\n set [spectade v] to [no]\nend\n\nwhen flag clicked\nforever\n set [touch ground v] to [no]\n wait (0.51) seconds\nend\n\nforever\n\nwhen flag clicked\nforever\n set [maus x v] to (((Scroll x) + (mouse x)) + (screen x))\n set [maus y v] to ((screen y) + ((Scroll y) + (mouse y)))\nend\n\ndefine map 5.1\nset [hn v] to [0]\nrepeat ((length of [hoch v]) - (1))\n change [hn v] by (1)\n Create Blocks from: (((2780) + (item (hn) of [hoch v])) - (30)) ((180) + ((80) * (hn))) to: (((2780) + (item (hn) of [hoch v])) + (30)) (((180) + ((80) * (hn))) - (10)) type: [1] jump to level: [-]\nend\nchange [hn v] by (1)\nCreate Blocks from: (((2780) + (item (hn) of [hoch v])) - (30)) ((180) + ((80) * (hn))) to: (((2780) + (item (hn) of [hoch v])) + (30)) (((180) + ((80) * (hn))) - (10)) type: [6] jump to level: [-]\nset [hn v] to [0]\nrepeat ((length of [hoch 2 v]) - (1))\n change [hn v] by (1)\n Create Blocks from: (((2780) + (item (hn) of [hoch 2 v])) - (30)) ((180) + ((80) * (hn))) to: (((2780) + (item (hn) of [hoch 2 v])) + (30)) (((180) + ((80) * (hn))) - (10)) type: [1] jump to level: [-]\nend\nchange [hn v] by (1)\nCreate Blocks from: (((2780) + (item (hn) of [hoch 2 v])) - (30)) ((180) + ((80) * (hn))) to: (((2780) + (item (hn) of [hoch 2 v])) + (30)) (((180) + ((80) * (hn))) - (10)) type: [6] jump to level: [-]\nCreate Blocks from: (((2780) + (-132)) - (30)) ((300) + ((80) * (hn))) to: (((2780) + (147)) + (30)) (((300) + ((80) * (hn))) - (10)) type: [1] jump to level: [-]\nbroadcast (end map v)\n\nchange [hn v] by (1)\n\nwhen flag clicked\nforever\n change [stoppuhr v] by (0.1)\n wait (0.05) seconds\nend\n\nwhen flag clicked\n\nstop [other scripts in sprite v]\nforever\n set x to (0)\n reset timer\n show\n switch costume to (kostüm5 v)\n set y to (0)\n go to [front v] layer\n point in direction (90)\nend\n\n@Text Engine\n\nwhen flag clicked\nset [lp2 v] to [0]\nset [lp3 v] to [0]\nrepeat (10)\n set [id name p2 v] to [0]\n set [id name p3 v] to [0]\nend\nhide\nwait (3) seconds\nwait until <(found gameslot) = [ja]>\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm2 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm4 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm5 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm6 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm7 v)\ncreate clone of (_myself_ v)\nforever\n set size to (70) %\n show\n switch costume to (kostüm46 v)\n go to x: (159) y: (17)\n set [ghost v] effect to (20)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nif <(costume [number v]) = [1]> then\n show\n change [id name p2 v] by (1)\n set [my id v] to (Id name p2)\n if <(my ID) = [31]> then\n delete this clone\n end\n create clone of (_myself_ v)\n forever\n hide\n set [ghost v] effect to (100)\n if <(length of (lp2)) > ((((my ID) - (1)) * (2)) + (10))> then\n show\n end\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * (((((0) - ((join (letter (4) of (lp2)) (join (letter (5) of (lp2)) (join (letter (6) of (lp2)) (letter (7) of (lp2))))) - (1000))) + (Scroll x)) + (screen x)) + ((((my ID) - (1)) - (((length of (☁ Player2)) - (10)) / (4))) * (8)))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp2)) (join (letter (9) of (lp2)) (join (letter (10) of (lp2)) (letter (11) of (lp2))))) - (1000))) + (Scroll y)) + (screen y)) + (20)))\n switch costume to (join (letter ((11) + ((((my ID) - (1)) * (2)) + (1))) of (lp2)) (letter ((11) + ((((my ID) - (1)) * (2)) + (2))) of (lp2)))\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n forever\n hide\n set [ghost v] effect to (100)\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp2)) (join (letter (5) of (lp2)) (join (letter (6) of (lp2)) (letter (7) of (lp2))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp2)) (join (letter (9) of (lp2)) (join (letter (10) of (lp2)) (letter (11) of (lp2))))) - (1000))) + (Scroll y)) + (screen y)) + (40)))\n if <(length of (lp2)) > [2]> then\n show\n switch costume to ((join (letter (2) of (lp2)) (letter (3) of (lp2))) + (39))\n end\n set [ghost v] effect to (0)\n if <(costume [number v]) > [52]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n forever\n hide\n show\n set [ghost v] effect to (100)\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * (screen x)) y: (((Zoom %) / (100)) * ((screen y) + (20)))\n switch costume to ((fast chat) + (39))\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [5]> then\n show\n go to [front v] layer\n forever\n hide\n set [ghost v] effect to (100)\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp3)) (join (letter (5) of (lp3)) (join (letter (6) of (lp3)) (letter (7) of (lp3))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp3)) (join (letter (9) of (lp3)) (join (letter (10) of (lp3)) (letter (11) of (lp3))))) - (1000))) + (Scroll y)) + (screen y)) + (40)))\n if <(length of (lp3)) > [2]> then\n show\n switch costume to ((join (letter (2) of (lp3)) (letter (3) of (lp3))) + (39))\n end\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n change [id name p3 v] by (1)\n set [my id v] to (id name p3)\n if <(my ID) = [31]> then\n delete this clone\n end\n create clone of (_myself_ v)\n forever\n hide\n set [ghost v] effect to (100)\n if <(length of (lp3)) > ((((my ID) - (1)) * (2)) + (10))> then\n show\n end\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * (((((0) - ((join (letter (4) of (lp3)) (join (letter (5) of (lp3)) (join (letter (6) of (lp3)) (letter (7) of (lp3))))) - (1000))) + (Scroll x)) + (screen x)) + ((((my ID) - (1)) - (((length of (lp3)) - (10)) / (4))) * (8)))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp3)) (join (letter (9) of (lp3)) (join (letter (10) of (lp3)) (letter (11) of (lp3))))) - (1000))) + (Scroll y)) + (screen y)) + (20)))\n switch costume to (join (letter ((11) + ((((my ID) - (1)) * (2)) + (1))) of (lp3)) (letter ((11) + ((((my ID) - (1)) * (2)) + (2))) of (lp3)))\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n show\n go to [front v] layer\n forever\n hide\n set [ghost v] effect to (100)\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp4)) (join (letter (5) of (lp4)) (join (letter (6) of (lp4)) (letter (7) of (lp4))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp4)) (join (letter (9) of (lp4)) (join (letter (10) of (lp4)) (letter (11) of (lp4))))) - (1000))) + (Scroll y)) + (screen y)) + (40)))\n if <(length of (lp4)) > [2]> then\n show\n switch costume to ((join (letter (2) of (lp4)) (letter (3) of (lp4))) + (39))\n end\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [7]> then\n show\n change [id name p4 v] by (1)\n set [my id v] to (id name p4)\n if <(my ID) = [31]> then\n delete this clone\n end\n create clone of (_myself_ v)\n forever\n hide\n set [ghost v] effect to (100)\n if <(length of (lp4)) > ((((my ID) - (1)) * (2)) + (10))> then\n show\n end\n switch costume to (kostüm9 v)\n set size to ((70) * ((Zoom %) / (100))) %\n go to x: (((Zoom %) / (100)) * (((((0) - ((join (letter (4) of (lp4)) (join (letter (5) of (lp4)) (join (letter (6) of (lp4)) (letter (7) of (lp4))))) - (1000))) + (Scroll x)) + (screen x)) + ((((my ID) - (1)) - (((length of (lp4)) - (10)) / (4))) * (8)))) y: (((Zoom %) / (100)) * (((((0) - ((join (letter (8) of (lp4)) (join (letter (9) of (lp4)) (join (letter (10) of (lp4)) (letter (11) of (lp4))))) - (1000))) + (Scroll y)) + (screen y)) + (20)))\n switch costume to (join (letter ((11) + ((((my ID) - (1)) * (2)) + (1))) of (lp4)) (letter ((11) + ((((my ID) - (1)) * (2)) + (2))) of (lp4)))\n set [ghost v] effect to (0)\n if <(costume [number v]) > [53]> then\n hide\n end\n end\nend\n\nif <(my slot) = [1]> then\n if <(length of [Apfel]) > [50]> then\n show\n end\nelse\n \n show\n end\nend\n\n\n\ndelete all of [hoch v]\nrepeat (10)\n add (pick random (-250) to (-100)) to [hoch v]\nend\n\ndelete all of [hoch 2 v]\nrepeat (10)\n add (pick random (100) to (250)) to [hoch 2 v]\nend\n\n@Banner\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nwait until <(found gameslot) = [Ja]>\nswitch costume to (kostüm5 v)\ncreate clone of (_myself_ v)\nforever\n set [online v] to [0]\n if <not <(☁ Player1) = [0]>> then\n change [online v] by (1)\n end\n if <not <(☁ Player2) = [0]>> then\n change [online v] by (1)\n end\n if <not <(☁ Player3) = [0]>> then\n change [online v] by (1)\n end\n if <not <(☁ Player4) = [0]>> then\n change [online v] by (1)\n end\n switch costume to (Online)\n show\n go to x: (-262) y: (24)\nend\n\nswitch costume to (kostüm2 v)\n\nwhen I start as a clone\nhide\nset [lp2 v] to [0]\nset [lp3 v] to [0]\nnext costume\nif <(costume [number v]) = [1]> then\n delete this clone\nend\ncreate clone of (_myself_ v)\nif <(costume [number v]) = [5]> then\n forever\n go to x: (screen x) y: (screen y)\n set [ghost v] effect to (((0) - (distance to [player 2 pos v])) + (220))\n point towards (player 2 pos v)\n move ((distance to [player 2 pos v]) / (1.3)) steps\n move (+arrows) steps\n hide\n if <(length of (lp2)) > [10]> then\n show\n end\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n go to x: (screen x) y: (screen y)\n set [ghost v] effect to (((0) - (distance to [player 3 pos v])) + (220))\n point towards (player 3 pos v)\n move ((distance to [player 3 pos v]) / (1.3)) steps\n move (+arrows) steps\n hide\n if <(length of (lp3)) > [10]> then\n show\n end\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n go to x: (screen x) y: (screen y)\n set [ghost v] effect to (((0) - (distance to [player 4 pos v])) + (220))\n point towards (player 4 pos v)\n move ((distance to [player 4 pos v]) / (1.3)) steps\n move (+arrows) steps\n hide\n if <(length of (lp4)) > [10]> then\n show\n end\n if <(y position) < [-100]> then\n set y to (-100)\n end\n end\nend\n\nwhen flag clicked\nset [+arrows v] to [0]\nset [change arrows v] to [0]\nforever\n repeat (20)\n change [change arrows v] by (-0.05)\n change [+arrows v] by (Change arrows)\n end\n repeat (20)\n change [change arrows v] by (0.05)\n change [+arrows v] by (Change arrows)\n end\n repeat (20)\n change [change arrows v] by (0.05)\n change [+arrows v] by (Change arrows)\n end\n repeat (20)\n change [change arrows v] by (-0.05)\n change [+arrows v] by (Change arrows)\n end\nend\n\n@Player 2 Pos\n\nwhen flag clicked\nforever\n if <(length of (lp2)) > [2]> then\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp2)) (join (letter (5) of (lp2)) (join (letter (6) of (lp2)) (letter (7) of (lp2))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((0) - ((join (letter (8) of (lp2)) (join (letter (9) of (lp2)) (join (letter (10) of (lp2)) (letter (11) of (lp2))))) - (1000))) + (Scroll y)) + (screen y)))\n end\n hide\nend\n\n@Player 3 Pos\n\nwhen flag clicked\nforever\n if <(length of (lp3)) > [2]> then\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp3)) (join (letter (5) of (lp3)) (join (letter (6) of (lp3)) (letter (7) of (lp3))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((0) - ((join (letter (8) of (lp3)) (join (letter (9) of (lp3)) (join (letter (10) of (lp3)) (letter (11) of (lp3))))) - (1000))) + (Scroll y)) + (screen y)))\n end\n hide\nend\n\n@Player 4 Pos\n\nwhen flag clicked\nforever\n if <(length of (lp4)) > [2]> then\n go to x: (((Zoom %) / (100)) * ((((0) - ((join (letter (4) of (lp4)) (join (letter (5) of (lp4)) (join (letter (6) of (lp4)) (letter (7) of (lp4))))) - (1000))) + (Scroll x)) + (screen x))) y: (((Zoom %) / (100)) * ((((0) - ((join (letter (8) of (lp4)) (join (letter (9) of (lp4)) (join (letter (10) of (lp4)) (letter (11) of (lp4))))) - (1000))) + (Scroll y)) + (screen y)))\n end\n hide\nend\n\n@Arrows\n\nwhen flag clicked\ngo to x: (146) y: (-131)\nswitch costume to (kostüm1 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [toch jump v] to [no]\nset [spectade v] to [no]\nshow\nnext costume\nnext costume\nif <(costume [number v]) = [13]> then\n delete this clone\nend\ncreate clone of (_myself_ v)\nif <(costume [number v]) = [11]> then\n switch costume to (kostüm12 v)\nend\nforever\n set [ghost v] effect to (20)\n if <(touch ground) = [no]> then\n if <(Spectade) = [no]> then\n if <(costume [number v]) > [10]> then\n set [ghost v] effect to (60)\n end\n end\n end\n if <(costume [number v]) = [9]> then\n if <(Spectade) = [no]> then\n set [ghost v] effect to (60)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n next costume\n repeat until <not <mouse down?>>\n if <(Spectade) = [no]> then\n if <(costume [number v]) = [4]> then\n change [x change v] by (0.5)\n end\n if <(costume [number v]) = [6]> then\n set [toch jump v] to [ja]\n end\n if <(costume [number v]) = [8]> then\n change [x change v] by (-0.5)\n end\n end\n if <(Spectade) = [ja]> then\n if <(costume [number v]) = [4]> then\n change [x change v] by (1)\n end\n if <(costume [number v]) = [6]> then\n change [y change v] by (-1)\n end\n if <(costume [number v]) = [8]> then\n change [x change v] by (-1)\n end\n if <(costume [number v]) = [10]> then\n change [y change v] by (1)\n end\n end\n end\n if <(costume [number v]) = [12]> then\n switch costume to (kostüm12 v)\n set [spectade v] to [no]\n else\n if <(costume [number v]) = [14]> then\n if <(touch ground) = [ja]> then\n switch costume to (kostüm13 v)\n set [spectade v] to [ja]\n end\n if <(touch ground) = [no]> then\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n set [toch jump v] to [no]\n end\nend\n\nwhen I start as a clone\nforever\n if <key (any v) pressed?> then\n repeat (20)\n change size by (-5)\n end\n delete this clone\n end\nend\n\nset [checkpoint v] to [5]\n\n@Figur1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nreset timer\nshow\ngo to [front v] layer\n\n@Logo\n\ndefine zoom size to (val)\nset [size change v] to (((size change) * (0.8)) + (((val) - (size)) * (0.1)))\n\nwhen flag clicked\nbroadcast (go to front layer v)\nset x to (0)\npoint in direction (90)\nset y to (0)\nswitch costume to (54464650_32x32 v)\nshow\ncreate clone of (_myself_ v)\nset size to (0) %\nforever\n point in direction ((size change) + (90))\n change size by (size change)\n change size by (size change 2)\n if <(size change 2) < [0]> then\n turn right (((0) - ((size change 2) * (size change 2))) / (3)) degrees\n end\nend\n\nwhen I start as a clone\nset x to (0)\npoint in direction (90)\nset y to (0)\nswitch costume to (kostüm1 v)\nset size to (100) %\n\nwhen flag clicked\nset [size change 2 v] to [0]\nrepeat (70)\n zoom size to [150]\nend\nset [size change 2 v] to [10]\nrepeat (30)\n change [size change 2 v] by (-1)\nend\nbroadcast (hide logo v)\nhide\n\nwhen I receive [hide logo v]\nif <(costume [number v]) = [2]> then\n switch costume to (kostüm1 v)\n repeat (7)\n next costume\n end\nend\n\nwhen I receive [go to front layer v]\nforever\n go to [front v] layer\n if <(costume [number v]) > [1]> then\n go [backward v] (1) layers\n end\nend\n\n
--- Pen Platformer ---\n\nIf your game is connecting for over 10sec, the game is full. Max. 4 Players in the game at the same time.\n\nNew: spectator mode. Press Down arrow to spectate and press space to stop spectating.\n\nThis game has a multiplayer function, so you can play with someone else you don’t know. You can move with the arrow keys. You are the blue square and other player are also blue squares.\nYou can open gates if you jump on the dark grey squares. Red squares are bad. If you touch them you will die and respawn at the blue square. You will respawn at the last blue square you touched...\nYellow squares make you jump very high. If somebody else is playing, a blue arrow will point at him if you can't see him.\n\nHave fun! :D\n\n--- Updates ---\n\nv1.1 27.3.2020\n-multiplayer added\n\nv1.2 2.4.2020:\n-bigger map\n\nv1.3 3.4.2020\n-3. player slot\n\nv1.4 4.4.2020\n-4. player slot\n\nv1.5 5.4.2020\n-new BG\n\nv1.6 5.4.2020\n-new music theme\n\nv1.7 5.4.2020\n-Spectator mode function\n\nv1.8 5.4.2020\n-Mobile friendly\n\nv1.9 10.4.2020\n-bigger map\n\nv1.9.5 10.4.2020\n-Title pic.\n\nv1.9.6 24.5.2020\n-logo added\n\n--- special thanks ---\n\nthank you @ShrewdHampster for giving me good ideas\n\nthank you @GreenBeanRevolution for finding bugs in the game\n\nthank you for looking at this game
My best Platformer Yet!!!
@Stage\n\n@mee sa\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity2 v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity2 v] by ((running speed) * (-1))\nend\nset [x velocity2 v] to ((X Velocity2) * (friction))\nchange x by (X Velocity2)\nif <touching (level v)?> then\n set [slope2 v] to [0]\n repeat until <<(Slope2) = [8]> or <not <touching (level v)?>>>\n change [slope2 v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope2) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity2) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X Velocity2) ) / (X Velocity2)) * (-1))\n end\n end\n set [x velocity2 v] to [0]\n end\nend\nchange y by (Y Velocity2)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity2) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity2) ) / (Y Velocity2)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity2) ) / (Y Velocity2)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity2 v] to (jump height)\n else\n set [y velocity2 v] to [0]\n end\nelse\n change [y velocity2 v] by (-1)\nend\nswitch costume to (guy v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity2) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity2) < [-3]> then\n switch costume to (fal v)\nend\n\nwhen flag clicked\nset [level v] to [1]\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 (0.1) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-145) y: (-100)\nset [x velocity2 v] to [0]\nset [y velocity2 v] to [0]\nforever\n Platform [11.5] [-1] [0.7] [3]\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n set [brightness v] effect to (60)\n wait (0.05) seconds\n change [brightness v] effect by (80)\n go to x: (-145) y: (-100)\n set [brightness v] effect to (0)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [slope2 v]\nhide variable [walk v]\nhide variable [y velocity2 v]\nhide variable [x velocity2 v]\n\nwhen flag clicked\nforever\n if <<<<touching (spike 1 v)?> or <touching (spike 6 v)?>> or <touching (spike 2 v)?>> or <<touching (spike 4 v)?> or <<touching (spike 5 v)?> or <touching (spike 3 v)?>>>> then\n go to x: (-145) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-145) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n set [level v] to [5]\n go to x: (-145) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-145) y: (-100)\n set [level v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (k v) pressed?> then\n wait (.5) seconds\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@level\n\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n go to x: (0) y: (-25)\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n play sound [Mission Impossible Theme\(full theme\)2 v] until done\nend\n\n@portal\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nshow\nforever\n if <<(level) = [1]> or <(level) = [2]>> then\n go to x: (172) y: (-100)\n end\n if <(level) = [4]> then\n go to x: (214) y: (135)\n end\n if <(level) = [5]> then\n go to x: (210) y: (60)\n end\n if <(level) = [6]> then\n go to x: (-204) y: (107)\n end\n if <(level) = [7]> then\n go to x: (214) y: (72)\n end\n if <(level) = [8]> then\n go to x: (-200) y: (100)\n end\n if <(level) = [9]> then\n go to x: (214) y: (108)\n end\n if <(level) = [10]> then\n hide\n end\nend\n\n@spike 1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [2]> then\n show\n go to x: (29) y: (-111)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [6]> then\n show\n go to x: (-20) y: (50)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (-14) y: (121)\n end\n if <(level) = [9]> then\n go to x: (-120) y: (100)\n end\n if <(level) = [10]> then\n hide\n end\nend\n\n@spike 2\n\nshow\n\nwhen flag clicked\nhide\nforever\n if <(level) = [2]> then\n show\n go to x: (-4) y: (-111)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (29) y: (-23)\n end\n if <(level) = [6]> then\n go to x: (-107) y: (-111)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (-5) y: (-15)\n end\n if <(level) = [9]> then\n hide\n go to x: (-93) y: (-112)\n end\nend\n\n@spike 4\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n show\n go to x: (160) y: (-72)\n end\n if <(level) = [6]> then\n go to x: (-72) y: (-111)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (215) y: (41)\n end\n if <(level) = [10]> then\n hide\n end\nend\n\n@spike 5\n\nshow\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n show\n go to x: (-9) y: (-112)\n end\n if <(level) = [6]> then\n go to x: (0) y: (-111)\n end\n if <(level) = [7]> then\n hide\n end\nend\n\n@spike 3\n\nwhen flag clicked\nhide\nforever\n if <(level) = [2]> then\n show\n go to x: (-37) y: (-111)\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (-40) y: (-112)\n end\n if <(level) = [6]> then\n go to x: (36) y: (-111)\n end\n if <(level) = [7]> then\n hide\n end\nend\n\nshow\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to x: (36) y: (28)\nend\n\n@spike 6\n\nwhen flag clicked\nhide\nforever\n if <(level) = [6]> then\n show\n go to x: (-57) y: (50)\n end\n if <(level) = [7]> then\n hide\n end\nend\n\nshow\n\n@lava\n\nwhen flag clicked\nforever\n go to x: (0) y: (-25)\n switch costume to (level)\n go to [front v] layer\nend\n\n@Heart\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n switch backdrop to (party v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (heart red v)\n wait (0.1) seconds\n switch costume to (heart red3 v)\n wait (0.1) seconds\n switch costume to (heart red v)\n wait (0.1) seconds\n switch costume to (heart red2 v)\n wait (0.1) seconds\nend\n\n@Star\n\nwhen flag clicked\nforever\n switch costume to (star v)\n wait (0.1) seconds\n switch costume to (star2 v)\n wait (0.1) seconds\n switch costume to (star v)\n wait (0.1) seconds\n switch costume to (star3 v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n end\nend\n\n
Use W.A.S.D. or arrow keys to move, and have a great time!\n-----------------------------------------------------------------------\nThe trick to wall climbing is to hold the up arrow or W.\n-----------------------------------------------------------------------\nClick Z. to skip the first (easier) levels.\nClick R. to reset your game\nClick K. at any time to skip a level that's to hard!\n------------------------------------------------------------------------\nDon't forget to Heart & Star! :)\nNew platformer, click link \nhttps://scratch.mit.edu/projects/381728623/
Cat block platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [☁ dhilly v]\nset [timer seconds v] to [0]\nset [timer minutes v] to [3]\nhide variable [timer seconds v]\nhide variable [timer minutes v]\nforever\n if <([backdrop # v] of [_stage_ v]) = [16]> then\n show variable [timer seconds v]\n show variable [timer minutes v]\n repeat until <([backdrop # v] of [_stage_ v]) = [25]>\n wait (1) seconds\n change [timer seconds v] by (-1)\n end\n hide variable [timer minutes v]\n hide variable [timer seconds v]\n end\nend\n\nwhen flag clicked\nforever\n if <(timer seconds) = [0]> then\n set [timer seconds v] to [59]\n change [timer minutes v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(timer minutes) = [0]> and <(timer seconds) = [0]>> then\n broadcast (oof v)\n switch backdrop to (backdrop31 v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [01-01- Windfall.mp3 v] until done\nend\n\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\npen up\nforever\n if <touching color (#ff0000)?> then\n show variable [deaths v]\n change [deaths v] by (1)\n go to x: (-210) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [265]> then\n go to x: (-210) y: (-120)\n next backdrop\n end\nend\n\nwhen flag clicked\nif <(username) = [Will_Wam]> then\n change [☁ will_wam detector v] by (1)\nend\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n change [☁ griffpatch detector v] by (1)\nend\nif <(username) = [Dhilly]> then\n change [☁ dhilly v] by (1)\nend\n\nwhen flag clicked\nset size to (20) %\nswitch costume to (costume2 v)\nset [deaths v] to [0]\nhide variable [deaths v]\nswitch backdrop to (blue sky 2 v)\nshow\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#666666)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#2eff00)?> then\n change [yv v] by (30)\n end\nend\n\nwhen I receive [oof v]\nhide\n\nset size to (500) %\n\n@nuttin\n\nwhen flag clicked\nerase all\nhide\nset pen size to (10)\nset pen color to (#000000)\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n erase all\n end\nend\n\n
Click the green flag. Use arrow keys
Time - A Scrolling Platformer(Mobile)
@Stage\n\nwhen I receive [game win!!!!! v]\nif <<(playing time) < (personal highscore)> or <(personal highscore) = [0]>> then\n set [personal highscore v] to (playing time)\nend\n\nif <(playing time) < (☁ score)> then\n set [☁ score v] to (playing time)\nend\n\nwhen flag clicked\nforever\n play sound [recording25 v] until done\n play sound [recording26 v] until done\nend\n\n@blank\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\nswitch costume to (costume10 v)\n\nwhen I receive [play game v]\nreset timer\nset [playing time 2 v] to [0]\nset [level v] to [1]\nforever\n point in direction (90)\n set size to (150) %\n switch costume to (costume10 v)\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n set [exit v] to []\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n broadcast (frame v)\n set [playing time v] to (join (letter (1) of ((timer) - (playing time 2))) (join (letter (2) of ((timer) - (playing time 2))) (join (letter (3) of ((timer) - (playing time 2))) (letter (4) of ((timer) - (playing time 2))))))\n if <(letter (4) of ((timer) - (playing time 2))) = [.]> then\n set [playing time v] to (join (playing time) (letter (5) of ((timer) - (playing time 2))))\n end\n end\n if <(EXIT) = [Win]> then\n Game - Win\n stop [all v]\n else\n if <not <<(mobile button) = [reset]> or <key (r v) pressed?>>> then\n game die\n end\n end\n set [playing time 2 v] to ((timer) - (playing time))\nend\n\ndefine game on\nset [scrollx v] to (item (1) of [death pos v])\nset [scrolly v] to (item (2) of [death pos v])\nset [x v] to (item (1) of [death pos v])\nset [y v] to (item (2) of [death pos v])\nset [sx v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [move v] to [no]\nset [moving platform: y v] to [-45]\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (LEVEL)\n\ndefine tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <([x position v] of [joystick: background v]) > (mouse x)>>>> then\n change [sx v] by (-3)\n switch costume to (costume2 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ([x position v] of [joystick: background v])>>>> then\n change [sx v] by (3)\n switch costume to (costume10 v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (([y position v] of [joystick: background v]) + (15))>>>> 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/bounce\nset [scrollx v] to (x)\nif <(SCROLLX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (8)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <<not <touching (platform v)?>> and <not <touching (moving platform v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platform v)?> or <touching (moving platform v)?>> then\n repeat (8)\n change [y v] by (1)\n position\n if <<not <touching (platform v)?>> and <not <touching (moving platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (([y position v] of [joystick: background v]) + (15))>>>> then\n if <(sx) > [50]> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <<not <touching (platform v)?>> and <not <touching (moving platform v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game die\nset rotation style [all around v]\nset [exit v] to []\nset [death y v] to [10]\nrepeat (30)\n turn right (5) degrees\n change size by (-2)\n change y by (death y)\n change [death y v] by (-1)\nend\n\ndefine test - die/bounce\nif <<touching (bad v)?> or <<touching (spinning death v)?> or <<touching (spinning death2 v)?> or <touching (stomping death v)?>>>> then\n set [exit v] to [die]\n if <touching (bad v)?> then\n start sound [recording1 v]\n end\n if <<touching (spinning death2 v)?> or <touching (spinning death v)?>> then\n start sound [recording2 v]\n end\n if <touching (stomping death v)?> then\n start sound [recording3 v]\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [30]\nend\n\ndefine Game - Win\nset rotation style [don't rotate v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nbroadcast (game win!!!!! v) and wait\n\nwhen I receive [frame v]\nchange [frame v] by (1)\n\nwhen flag clicked\nforever\n set [frame v] to [0]\n wait (1) seconds\n set [fps v] to (frame)\nend\n\nwhen flag clicked\ndelete all of [death pos v]\nadd [0] to [death pos v]\nadd [0] to [death pos v]\nforever\n hide variable [fps v]\n if <key (f v) pressed?> then\n show variable [fps v]\n wait until <not <key (f v) pressed?>>\n wait until <key (f v) pressed?>\n wait until <not <key (f v) pressed?>>\n end\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\nset [playing time v] to [0]\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 - 1 v)\nclone at x: [400] y: [0]\nclone at x: [460] y: [0]\nclone at x: [400] y: [0]\nclone at x: [460] y: [0]\nclone at x: [460] y: [0]\nclone at the pos of x: [2521] y: [538]\nclone at x: [550] y: [-50]\nclone at x: [420] y: [-95]\nclone at x: [310] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine clone at the pos of x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (open v)\nset [x v] to [3829]\nset [y v] to [475]\n\nif <(LEVEL) = [1]> then\n clone at x: [3829] y: [475]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n clone at x: [780] y: [462]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n clone at x: [752] y: [24]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n clone at x: [933] y: [166]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n clone at x: [531] y: [279]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n clone at x: [1705] y: [50]\n else\n if <(LEVEL) = [7]> then\n switch costume to (closed v)\n clone at x: [1388] y: [-17]\n else\n if <(LEVEL) = [8]> then\n switch costume to (closed v)\n clone at x: [400] y: [415]\n else\n if <(LEVEL) = [9]> then\n switch costume to (closed v)\n clone at x: [124] y: [522]\n else\n if <(LEVEL) = [10]> then\n switch costume to (closed v)\n clone at x: [-183] y: [-38]\n else\n set [x v] to [99999999999]\n end\n end\n end\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 [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@bad\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 - 1 v)\nclone at x: [400] y: [0]\nclone at x: [460] y: [0]\nclone at x: [500] y: [0]\nclone at x: [600] y: [0]\nclone at x: [220] y: [0]\nclone at the pos of x: [2478] y: [514]\nclone at x: [550] y: [-50]\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\ndefine clone at the pos of x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@secret passage\n\nwhen I receive [tick v]\ngo to x: ((2187) - (SCROLLX)) y: ((-1) * (SCROLLY))\nif <touching (player v)?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <<((2187) - (SCROLLX)) = (x position)> and <((-1) * (SCROLLY)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@moving platform\n\nwhen I receive [tick v]\ngo to x: ((2370) - (SCROLLX)) y: ((moving platform: y) - (SCROLLY))\nif <<((2370) - (SCROLLX)) = (x position)> and <((moving platform: y) - (SCROLLY)) = (y position)>> then\n show\nelse\n hide\nend\nchange y by (10)\nif <touching (player v)?> then\n set [move v] to [yes]\nend\nchange y by (-10)\nif <(move) = [yes]> then\n if <not <(moving platform: y) = [639]>> then\n change [moving platform: y v] by (2)\n end\nend\n\nwhen flag clicked\nset [move v] to [no]\nset [moving platform: y v] to [-45]\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@spinning death\n\nwhen I receive [tick v]\nturn right (-15) degrees\ngo to x: ((2440) - (SCROLLX)) y: ((160) - (SCROLLY))\nif <<(x position) = ((2440) - (SCROLLX))> and <(y position) = ((160) - (SCROLLY))>> then\n show\nelse\n hide\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@spinning death2\n\nwhen I receive [tick v]\nturn right (-15) degrees\ngo to x: ((2555) - (SCROLLX)) y: ((300) - (SCROLLY))\nif <<(x position) = ((2555) - (SCROLLX))> and <(y position) = ((300) - (SCROLLY))>> then\n show\nelse\n hide\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@checkpoint\n\nwhen I receive [tick v]\nif <(do it?) = [yes]> then\n go to x: ((2750) - (SCROLLX)) y: ((560) - (SCROLLY))\n if <<(x position) = ((2750) - (SCROLLX))> and <(y position) = ((560) - (SCROLLY))>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n start sound [Coin v]\n set [do it? v] to [no]\n set [y v] to [5]\n set [num v] to [1]\n end\nelse\n if <(num) < [25]> then\n set x to ((2750) - (SCROLLX))\n change y by (y)\n change [y v] by (-1)\n change [num v] by (1)\n else\n hide\n end\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [green flag v]\nbroadcast (go v)\n\nwhen I receive [go v]\nset [do it? v] to [yes]\nwait until <(do it?) = [no]>\ndelete all of [death pos v]\nadd [2750] to [death pos v]\nadd [560] to [death pos v]\n\n@checkpoint2\n\nwhen I receive [tick v]\nif <(do it?2) = [yes]> then\n go to x: ((2180) - (SCROLLX)) y: ((-15) - (SCROLLY))\n if <<(x position) = ((2180) - (SCROLLX))> and <(y position) = ((-15) - (SCROLLY))>> then\n if <not <touching color (#e5a900)?>> then\n show\n else\n hide\n end\n else\n hide\n end\n if <touching (player v)?> then\n start sound [Coin v]\n set [do it?2 v] to [no]\n set [y v] to [5]\n set [num v] to [1]\n end\nelse\n if <(num) < [25]> then\n set x to ((2180) - (SCROLLX))\n change y by (y)\n change [y v] by (-1)\n change [num v] by (1)\n else\n hide\n end\nend\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\nset [do it?2 v] to [yes]\nwait until <(do it?2) = [no]>\ndelete all of [death pos v]\nadd [2180] to [death pos v]\nadd [-40] to [death pos v]\n\n@stomping death\n\nwhen I receive [tick v]\nchange [y v] by (2)\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nif <<(x position) = ((x) - (SCROLLX))> and <(y position) = ((y) - (SCROLLY))>> then\n show\nelse\n hide\nend\nif <(y) = [530]> then\n set [y v] to [450]\nend\n\nwhen flag clicked\nset [y v] to [450]\nset [x v] to [3420]\ncreate clone of (_myself_ v)\nset [x v] to [3600]\n\nwhen I receive [stop everything!!!!! v]\nstop [other scripts in sprite v]\n\n@joystick: background\n\nwhen I receive [tick v]\nset [ghost v] effect to (50)\nhide\nif <mouse down?> then\n if <(mouse down last) = [no]> then\n go to (mouse-pointer v)\n end\n set [mouse down last v] to [yes]\n switch costume to (costume1 v)\n show\n set [joystick x v] to (x position)\n set [joystick y v] to (y position)\nelse\n set [mouse down last v] to [no]\nend\n\nwhen I receive [tick v]\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\n\ngo to (mouse-pointer v)\nswitch costume to (costume2 v)\n\n@joystick: stick\n\nwhen I receive [tick v]\nswitch costume to (costume2 v)\nhide\nif <mouse down?> then\n go to (joystick: background v)\n show\n block name\nend\n\ndefine block name\nif <(mouse x) > (x position)> then\n set [time v] to [0]\n repeat until <<(x position) = (mouse x)> or <(time) = [20]>>\n change x by (1)\n change [time v] by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n set [time v] to [0]\n repeat until <<(x position) = (mouse x)> or <(time) = [20]>>\n change x by (-1)\n change [time v] by (1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n set [time v] to [0]\n repeat until <<(y position) = (mouse y)> or <(time) = [20]>>\n change y by (1)\n change [time v] by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n set [time v] to [0]\n repeat until <<(y position) = (mouse y)> or <(time) = [20]>>\n change y by (-1)\n change [time v] by (1)\n end\n end\nend\n\n@background win\n\nwhen I receive [game win!!!!! v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [green flag v]\nhide\n\n@thumnail\n\nwhen flag clicked\nhide\n\n@replay\n\nwhen flag clicked\nhide\n\nwhen I receive [game win!!!!! v]\nbroadcast (stop everything!!!!! v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n delete all of [death pos v]\n add [0] to [death pos v]\n add [0] to [death pos v]\n broadcast (Green Flag v)\n broadcast (Play Game v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@username\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [digits v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [digits v]))\nend\n\nwhen I receive [game win!!!!! v]\nif <(playing time) < (☁ score)> then\n set [☁ score v] to (playing time)\n set [encoded v] to []\n write (username) to encoded\n set [☁ username v] to (encoded)\n begin decode of (encoded)\n value = read from encoded\n set [highscore v] to (join (☁ score) (join [ - ] (value)))\nend\n\nwhen flag clicked\nset [encoded v] to (☁ username)\nbegin decode of (encoded)\nvalue = read from encoded\nset [highscore v] to (join (☁ score) (join [ - ] (value)))\n\n
-------------------Welcome to Time v1.0!-------------------\nmy April project\n\nPlease read all of the instructions\n\nPC: Arrow keys or WASD keys to move. You are timed so get to the end first for the highscore! \nMOBILE: Tap and hold on the screen for the joystick to appear. Drag in the direction you want to go. You are timed so get to the end first for the highscore!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is possible\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nPlease propose to be featured here: https://scratch.mit.edu/studios/4228481/comments/ all you have to do is copy the link to this game and paste it in the comment section for this studio, and make my day!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you guys get this top loved, I will try to make a youtube video on how to make this!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \nIf you have any questions, ask in the comments\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nYes, I know. There are a lot of bugs. I wanted to share this project on April 1, so I am still working on fixing the bugs.\n\nBug log:\n1. You die twice sometimes.\n2. You glitch when you touch something while on the moving platform\n3. When you hold the a key while respawning in the secret passage, you go through it.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GrassLand | A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Oriel Window v] until done\nend\n\n@player\n\nwhen flag clicked\nbroadcast (Start v) and wait\nhide\n\ndefine Tick\nset rotation style [left-right v]\nif <(x position) > [233]> then\n change [level v] by (1)\n Reset\n broadcast (Transition v) and wait\nend\nif <<touching (danger v)?> or <(y position) < [-179]>> then\n broadcast (Death v)\n hide\n wait (.4) seconds\n Reset\n broadcast (Death Transition v) and wait\nend\nif <touching (bounce v)?> then\n set y to (y position)\n set [y vel v] to [25]\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Reset\ngo to x: (-183) y: (-30)\nshow\n\nwhen I receive [redo v]\nReset\n\nwhen I receive [skip v]\nchange [level v] by (1)\nReset\n\nwhen I receive [start v]\nhide\nReset\nforever\n platform physics (12) (-1) (.8) (1) (10) (6)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n Tick\nend\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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x 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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> 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 start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\n@Bubbles\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (.2) seconds\nforever\n go [backward v] (200) layers\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (17)\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\n@Beam\n\nwhen flag clicked\nhide\nwait (.2) seconds\nclear graphic effects\nforever\n go [backward v] (75) layers\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (240)) y: (0)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\n@Sprite1\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (pick random (1) to (3))\ngo to x: (10) y: (pick random (100) to (240))\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n change x by (-3)\nend\nrepeat until <(x position) < [-240]>\n change x by (-3)\nend\nrepeat (20)\n change [ghost v] effect by (2)\n change x by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (.2) seconds\nclear graphic effects\nforever\n go [backward v] (75) layers\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@Sprite2\n\ngo to [back v] layer\n\n@Danger\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\nswitch costume to (528b2df1-ec39-495d-abb7-636d5882ad5f v)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (0) y: (0)\ngo [forward v] (50) layers\nshow\nforever\n set [ghost v] effect to (90)\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (90)\n go to [front v] layer\nend\n\n@Particle Engine\n\ndefine Create Clone (starting x) (starting y) (xvel) (yvel)\nhide\nset size to (pick random (80) to (100)) %\nswitch costume to (costume1 v)\ngo to x: (starting x) y: (starting y)\nset [xvel v] to (xvel)\nset [yvel v] to (yvel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change [yvel v] by (-1)\n change x by (Xvel)\n change y by (Yvel)\nend\ndelete this clone\n\nwhen I receive [death v]\nInt\n\ndefine Int\nrepeat (25)\n Create Clone ([x position v] of [player v]) ([y position v] of [player v]) (pick random (-10) to (10)) (pick random (10) to (-10))\nend\n\n@Menu\n\nwhen flag clicked\nbroadcast (reset clones v)\ngo to x: (-218) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(open) = [0]> then\n broadcast (reset clones v)\n set [clone id v] to [0]\n set [open v] to [1]\n repeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [clone id v] to [0]\n else\n broadcast (reset menu v) and wait\n end\n end\n else\n clear graphic effects\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n go [backward v] (1) layers\n switch costume to (costume3 v)\n glide (.5) secs to x: (-156) y: (155)\nelse\n switch costume to (costume2 v)\n glide (.5) secs to x: (-188) y: (155)\nend\n\nwhen I receive [reset menu v]\nset [open v] to [0]\nif <[0] < (clone id)> then\n glide (1) secs to x: (-218) y: (155)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skip v) and wait\n end\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (redo v) and wait\n end\n else\n clear graphic effects\n end\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Transition by @noodlebot743 (Backpack This)\n\nwhen I receive [transition v]\nswitch costume to (dark gray v)\ncreate clone of (_myself_ v)\nswitch costume to (gray v)\ncreate clone of (_myself_ v)\nstart sound [Level Completed v]\nhide\n\nwhen I start as a clone\nset [color v] effect to ((1) / (0))\nif <(costume [number v]) = [1]> then\n clear graphic effects\n set [trans. v] to [1]\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n erase all\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) > [225]> then\n show\n end\n end\n set [trans. v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (-400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((-400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) < [-225]> then\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nset [trans. v] to [0]\n\n
GrassLand\nUse the Arrow Keys, WASD or mobile touch\nSequel of Infection\nThanks for all the Nice comments\nThis was proposed to be featured :O
Cat Blocks: The Platformer
@Stage\n\nwhen I receive [cat block 2 saved! v]\nswitch backdrop to (backdrop29 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <key (space v) pressed?>\nswitch backdrop to (backdrop2 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch backdrop to (backdrop3 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch backdrop to (backdrop4 v)\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <not <(Cut scene going on?) = [1]>> then\n play sound [2019-05-03_-_Snap_Along_-_David_Fesliyan v] until done\n end\nend\n\nwhen I receive [message2 v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [level 1 v]\nswitch backdrop to (backdrop6 v)\n\nwhen flag clicked\nset [level in play? v] to [0]\nset [cut scene going on? v] to [0]\n\nwhen I receive [cat block 1 saved! v]\nswitch backdrop to (backdrop16 v)\n\nwhen I receive [message 3 v]\nswitch backdrop to (backdrop27 v)\nwait until <key (space v) pressed?>\nbroadcast (message2 v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (backdrop17 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (-163) y: (54)\n\nwhen I receive [message2 v]\nshow\n\nwhen this sprite clicked\nset [level in play? v] to [1]\nbroadcast (Level 1 v)\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-82) y: (54)\nset [level 2 locked? v] to [1]\n\nwhen I receive [message2 v]\nif <(Level 2 locked?) = [0]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Level 2 v)\n set [level in play? v] to [1]\nend\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (54)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (82) y: (54)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\ngo to x: (163) y: (54)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (-163) y: (-58)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (-82) y: (-58)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-58)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (82) y: (-58)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to x: (163) y: (-58)\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-127)\n\nwhen I receive [message1 v]\nshow\n\nwhen this sprite clicked\nbroadcast (message2 v)\nhide\n\n@Cat Block\n\ndefine Platformer engine\nif <not <<<<(backdrop [number v]) = [15]> or <(backdrop [number v]) = [16]>> or <(backdrop [number v]) = [26]>> or <(backdrop [number v]) = [29]>>> then\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\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\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n Restart\n end\n if <touching color (#0035ff)?> then\n set [y v] to [16]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nshow\ngo to x: (X Spawn) y: (Y Spawn)\nrepeat until <(Level in play?) = [0]>\n Platformer engine\nend\n\nwhen flag clicked\nforever\n set [x spawn v] to [-182]\n set [y spawn v] to [-83]\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen I receive [level 1 v]\nrepeat until <(Level in play?) = [0]>\n Platformer Engine 2\nend\n\ndefine Platformer Engine 2\nif <(x position) > [225]> then\n go to x: (X Spawn) y: (Y Spawn)\n next backdrop\nend\nif <touching (sprite13 v)?> then\n Restart\nend\nif <touching (cat v)?> then\n Restart\nend\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (X Spawn) y: (Y Spawn)\nglide (1) secs to x: (-101) y: (-83)\nrepeat until <touching color (#000000)?>\n change y by (-1)\nend\n\nwhen I receive [message 3 v]\nhide\n\nwhen I receive [message2 v]\nhide\n\nwhen I receive [level 2 v]\nrepeat until <(Level in play?) = [0]>\n Platformer Engine 2\nend\n\nwhen I receive [level 2 v]\nshow\ngo to x: (X Spawn) y: (Y Spawn)\nrepeat until <(Level in play?) = [0]>\n Platformer engine\nend\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (X Spawn) y: (Y Spawn)\nglide (1) secs to x: (-101) y: (-83)\nrepeat until <touching color (#000000)?>\n change y by (-1)\nend\n\ndefine Restart\nset [current backdrop v] to (backdrop [number v])\nswitch backdrop to (backdrop28 v)\nswitch backdrop to (Current Backdrop)\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen [r v] key pressed\nRestart\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (2) y: (-99)\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nswitch costume to (costume2 v)\ngo to x: (115) y: (-70)\nshow\nwait until <key (space v) pressed?>\nbroadcast (Cat Block 1 Saved! v)\nset [cut scene going on? v] to [1]\n\n\n\nrepeat until <touching color (#000000)?>\n change y by (-1)\nend\n\nwhen I receive [cat block 1 saved! v]\nswitch costume to (costume1 v)\ngo to x: (115) y: (-87)\nstop all sounds\nstart sound [Cheer v]\nglide (1) secs to x: (36) y: (-87)\nbroadcast (Cat Block 1 Saved 2 v)\n\nwhen I receive [message 3 v]\nhide\n\nwhen I receive [message2 v]\nhide\n\nwhen backdrop switches to [backdrop26 v]\nswitch costume to (cat block 3 v)\ngo to x: (129) y: (-49)\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(backdrop [number v]) = [26]>>\nbroadcast (Cat Block 2 Saved! v)\nset [cut scene going on? v] to [1]\n\nwhen I receive [cat block 2 saved! v]\nswitch costume to (cat block 2 v)\ngo to x: (115) y: (-85)\nstop all sounds\nstart sound [Cheer v]\nglide (1) secs to x: (36) y: (-85)\nbroadcast (Cat Block 2 Saved 2 v)\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [cat block 1 saved 2 v]\nswitch costume to (costume1 v)\nshow\nstart sound [Triumph v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (100)\n turn right (7.2) degrees\n change size by (1)\nend\nwait (2) seconds\nset [cut scene going on? v] to [0]\nset [level in play? v] to [0]\nset [level 2 locked? v] to [0]\nbroadcast (message2 v)\nhide\n\nwhen I receive [cat block 2 saved 2 v]\nswitch costume to (costume2 v)\nshow\nstart sound [Triumph v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (100)\n turn right (7.2) degrees\n change size by (1)\nend\nwait (2) seconds\nset [cut scene going on? v] to [0]\nset [level in play? v] to [0]\nset [level 2 locked? v] to [0]\nbroadcast (message2 v)\nhide\n\n@Cat\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nset y to (-63)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (185) y: (-63)\nshow\nrepeat until <(backdrop [number v]) = [19]>\n Enemy Engine\nend\n\ndefine Enemy Engine\nmove (1) steps\nif on edge, bounce\nif <(Bumped into something) = [1]> then\n point in direction ((direction) * (-1))\n repeat until <(Bumped into something) = [0]>\n move (1) steps\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (185) y: (-63)\nshow\nrepeat until <(backdrop [number v]) = [20]>\n Enemy Engine\nend\n\nwhen I receive [message v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\npoint in direction (-90)\ngo to x: (185) y: (-63)\nshow\n\nwhen backdrop switches to [backdrop21 v]\npoint in direction (-90)\ngo to x: (83) y: (87)\nshow\n\n@Sprite16\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (cat v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [bumped into something v] to [1]\n else\n set [bumped into something v] to [0]\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nset [i can shoot lasers now! v] to [0]\nhide\nset size to (50) %\n\nwhen backdrop switches to [backdrop19 v]\nset [i can shoot lasers now! v] to [0]\nshow\ngo to x: (0) y: (20)\nrepeat until <(backdrop [number v]) = [20]>\n Laser Powerup Engine\nend\n\ndefine Laser Powerup Engine\nif <touching (cat block v)?> then\n hide\n start sound [Teleport2 v]\n set [i can shoot lasers now! v] to [1]\nend\n\nwhen backdrop switches to [backdrop20 v]\nset [i can shoot lasers now! v] to [0]\nshow\ngo to x: (125) y: (152)\nrepeat until <(backdrop [number v]) = [21]>\n Laser Powerup Engine\nend\n\nwhen backdrop switches to [backdrop21 v]\nset [i can shoot lasers now! v] to [0]\nshow\ngo to x: (83) y: (162)\nrepeat until <(backdrop [number v]) = [22]>\n Laser Powerup Engine\nend\n\nwhen backdrop switches to [backdrop22 v]\nset [i can shoot lasers now! v] to [0]\n\n@Sprite18\n\nwhen flag clicked\nhide\nforever\n if <(I can shoot lasers now!) = [1]> then\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\nset size to (500) %\ngo to (cat block v)\npoint towards (cat v)\nshow\nset [ghost v] effect to (0)\nstart sound [Teleport2 v]\nrepeat until <<touching (_edge_ v)?> or <<touching color (#000000)?> or <<touching (sprite12 v)?> or <<touching (cat v)?> or <<touching color (#ff0000)?> or <touching color (#0035ff)?>>>>>>\n move (5) steps\nend\nif <touching (cat v)?> then\n broadcast (Message v)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(backdrop [number v]) = [28]>\ndelete this clone\n\n
Press Space for next slide.\nHelp the "when flag clicked" cat block save the other cat blocks from being deleted from the Scratch block database! Use the arrow keys to guide him around and avoid obstacles in order to save the other cat blocks. The Cat Blocks are counting on you!
DEMO: Griffpatch Scrolling Platformer
@Stage\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\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: [225]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [922] y: [21]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [99] y: [250]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n else\n end\n end\nend\n\nClone at x: [920] y: [-28]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nClone at x: [99] y: [250]\n\nhide\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup 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: [50] y: [0]\n Clone at x: [92] y: [10]\n Clone at x: [722] y: [72]\n Clone at x: [364] y: [6]\n Clone at x: [720] y: [32]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [120] y: [27]\n Clone at x: [-72] y: [121]\n Clone at x: [92] y: [143]\n Clone at x: [-109] y: [213]\n Clone at x: [-28] y: [213]\n end\n set [x v] to [-9999999999]\nend\nset [x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide variable [collected v]\nend\n\n@Coin Collector\n\nwhen I receive [tick v]\nswitch costume to (letter (1) of (COLLECTED))\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nshow\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 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@Flash\n\nwhen I receive [green flag v]\nrepeat (10)\n change [ghost v] effect by (17)\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
Tired of not being able to play Griffpatch's scrolling platformer? \nWell, I give you a demo of it!\n\nBe sure to leave a love and like!!!❤️⭐️ ANd follow ME!!!!!!!!!!!\n\nYou could make your own, but why not use this?!\n\nUse the arrows to guide yourself through the levels.\nUp Arrow- Jump up\nRight Arrow- Move right...\nYou know the rest.\n\nUse WASD, as well. Get the collectables and go to the exit.\n\n\n
UpSiDeDoWn Platformer!
@Stage\n\nwhen backdrop switches to [world 1 complete!! v]\nwait (2) seconds\nnext backdrop\n\nwhen flag clicked\nforever\n set [lvl v] to ([backdrop name v] of [_stage_ v])\nend\n\n@Script here\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [5]\n else\n set [xv v] to [-5]\n end\n set [yv v] to [-10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\ngo to x: (-148) y: (-162)\n\nwhen flag clicked\nswitch backdrop to (lvl 1 v)\nforever\n if <touching color (#24ff00)?> then\n next backdrop\n end\nend\n\nwhen backdrop switches to [lvl 11 v]\ngo to x: (-139) y: (99)\nforever\n if <touching color (#ff8000)?> then\n point in direction (180)\n change [xv v] by (50)\n end\nend\n\nswitch backdrop to (lvl 11 v)\n\n
We've reached over 800 views! Thank you so much! Remember to check out the original project!\nhttps://scratch.mit.edu/projects/34429446\n\nUse arrow keys to move and jump!\n\nDisclaimer: slopes going in some directions do not work properely and idk why... If you are someone that knows how to fix it, could you pls tell me how... That would be greatly apreciated...
Super Cat Scratch (platformer scroll) online multiplayer
@Stage\n\nwhen flag clicked\nset voice to (tenor v)::tts\nshow variable [tiempo v]\nforever\n wait (1) seconds\n change [tiempo v] by (1)\nend\n\nwhen [1 v] key pressed\nspeak [modo onlain]::tts\nstart sound [A Elec Bass v]\nshow variable [☁ puntaje v]\nhide variable [puntaje v]\n\nwhen [2 v] key pressed\nspeak [modo ofl-ain]::tts\nstart sound [A Elec Bass v]\nshow variable [puntaje v]\nhide variable [☁ puntaje v]\n\nwhen I receive [comieza el juego v]\nshow variable [☁ best score offline v]\nshow variable [☁ comentarios v]\nstop all sounds\nforever\n play sound [canción v] until done\nend\n\nwhen flag clicked\nplay sound [Galaxy v] until done\n\nwhen flag clicked\nforever\n wait until <key (m v) pressed?>\n wait until <key (e v) pressed?>\n wait until <key (m v) pressed?>\n wait until <key (e v) pressed?>\n broadcast (BAILE DEL ATAÚD v)\nend\n\n@PISO\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [derecha v]\nturn left (1) degrees\n\nwhen I receive [izquierda v]\nturn right (1) degrees\n\nwhen I receive [salto v]\nset [s v] to [1]\n\nwhen I receive [gravedad v]\nchange y by (5)\n\nwhen I receive [de nuevo v]\npoint in direction (0)\ngo to x: (0) y: (-200)\n\nwhen I receive [siguiente v]\nnext costume\npoint in direction (0)\ngo to x: (0) y: (-200)\n\nwhen flag clicked\nforever\n if <(puntaje) > (☁ best score OFFLINE)> then\n set [☁ best score offline v] to (puntaje)\n end\nend\n\nwhen I receive [comieza el juego v]\nshow variable [puntaje v]\nhide variable [☁ puntaje v]\nset [tiempo v] to [0]\nswitch costume to (disfraz1 v)\nhide variable [s v]\nset [s v] to [0]\npoint in direction (0)\ngo to x: (0) y: (-200)\nset size to (9999999999999999999999999) %\nforever\n if <<touching (abajo v)?> and <(s) = [1]>> then\n repeat (10)\n change y by (-10)\n end\n set [s v] to [0]\n end\n if <key (space v) pressed?> then\n point in direction (0)\n go to x: (0) y: (-200)\n end\nend\n\n@Cat\n\nwhen flag clicked\ngo to x: (7) y: (39)\nclear graphic effects\n\nwhen I receive [comieza el juego v]\nset [puntaje v] to [1]\nset [sombrero v] to [0]\nset [anteojo1 v] to [0]\nset [anteojo2 v] to [0]\nset [anteojo3 v] to [0]\nset [moño v] to [0]\nset [☁ puntaje v] to [1]\nshow variable [☁ puntaje v]\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (cat-a2 v)\n wait (0.1) seconds\n switch costume to (cat-a3 v)\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (cat-a2 v)\n wait (0.1) seconds\n switch costume to (cat-a3 v)\n wait (0.1) seconds\n end\n if <key (up arrow v) pressed?> then\n switch costume to (cat-salto v)\n wait until <touching (piso v)?>\n switch costume to (cat-a v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (cat-agachado v)\n end\n if <touching color (#00f2ff)?> then\n start sound [miau v]\n broadcast (de nuevo v)\n switch costume to (cat-muerto v)\n wait (0.5) seconds\n end\n if <touching color (#fff800)?> then\n start sound [Alien Creak1 v]\n repeat (40)\n change [whirl v] effect by (26)\n end\n change [puntaje v] by (1)\n change [☁ puntaje v] by (1)\n broadcast (siguiente v)\n point in direction (90)\n set [whirl v] effect to (0)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>>>> then\n switch costume to (cat-a v)\n end\n if <<<(puntaje) > [0]> or <(☁ puntaje) > [0]>> and <key (p v) pressed?>> then\n change [puntaje v] by (-1)\n change [☁ puntaje v] by (-1)\n broadcast (siguiente v)\n point in direction (90)\n wait (1) seconds\n end\nend\n\nwhen I receive [comieza el juego v]\nforever\n if <(derecha) = [1]> then\n point in direction (90)\n switch costume to (cat-a2 v)\n wait (0.1) seconds\n switch costume to (cat-a3 v)\n wait (0.1) seconds\n end\n if <(izquierda) = [1]> then\n point in direction (-90)\n switch costume to (cat-a2 v)\n wait (0.1) seconds\n switch costume to (cat-a3 v)\n wait (0.1) seconds\n end\n if <(abajo) = [1]> then\n switch costume to (cat-agachado v)\n end\nend\n\nwhen I receive [azul v]\nset [color v] effect to (90)\n\nwhen I receive [brillo v]\nset [brightness v] effect to (20)\n\nwhen I receive [oscuro v]\nset [brightness v] effect to (-40)\n\nwhen I receive [normal v]\nclear graphic effects\n\nwhen I receive [verde v]\nset [color v] effect to (50)\n\nwhen I receive [rosado v]\nset [color v] effect to (-40)\n\nwhen I receive [rojo v]\nset [color v] effect to (-20)\n\nwhen I receive [amarillo v]\nset [color v] effect to (11)\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <not <<(x position) = [7]> and <(y position) = [39]>>> then\n broadcast (tramposo v)\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <touching (objeto9 v)?> then\n broadcast (tramposo v)\n end\nend\n\nwhen I receive [morado v]\nset [color v] effect to (-666)\n\n@derecha\n\nwhen flag clicked\nset [ghost v] effect to (99999)\ngo to (cat v)\n\nwhen I receive [comieza el juego v]\nforever\n if <<key (right arrow v) pressed?> and <not <touching (piso v)?>>> then\n broadcast (derecha v)\n if <touching color (#00f2ff)?> then\n broadcast (de nuevo v)\n end\n end\n if <<(derecha) = [1]> and <not <touching (piso v)?>>> then\n broadcast (derecha v)\n if <touching color (#00f2ff)?> then\n broadcast (de nuevo v)\n end\n end\nend\n\n@izquierda\n\nwhen flag clicked\nset [ghost v] effect to (99999)\ngo to (cat v)\n\nwhen I receive [comieza el juego v]\nforever\n if <<key (left arrow v) pressed?> and <not <touching (piso v)?>>> then\n broadcast (izquierda v)\n if <touching color (#00f2ff)?> then\n broadcast (de nuevo v)\n end\n end\n if <<(izquierda) = [1]> and <not <touching (piso v)?>>> then\n broadcast (izquierda v)\n if <touching color (#00f2ff)?> then\n broadcast (de nuevo v)\n end\n end\nend\n\n@arriba\n\nwhen flag clicked\nset [ghost v] effect to (99999999999)\ngo to (cat v)\n\nwhen I receive [comieza el juego v]\nforever\n if <<key (up arrow v) pressed?> and <not <touching (piso v)?>>> then\n broadcast (salto v)\n end\n if <<(arriba) = [1]> and <not <touching (piso v)?>>> then\n broadcast (salto v)\n end\nend\n\n@abajo\n\nwhen flag clicked\nset [ghost v] effect to (99999999999)\ngo to (cat v)\n\nwhen I receive [comieza el juego v]\nforever\n if <not <touching (piso v)?>> then\n broadcast (gravedad v)\n end\nend\n\n@Cat2\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nshow\npoint in direction (90)\nstart sound [Dubstep v]\nforever\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [timer v] to [1]\nreset timer\nforever\n set [timer v] to ((timer) + (1))\nend\n\npoint in direction (90)\n\n@Objeto1\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\ngo to x: (-187) y: (-139)\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <<(costume [number v]) = [1]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo1) = [0]>>>>> then\n broadcast (anteojos1 v)\n change [☁ puntaje v] by (-6)\n set [anteojo1 v] to [1]\n end\n if <<mouse down?> and <<(costume [number v]) = [2]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo2) = [0]>>>>> then\n broadcast (anteojos2 v)\n change [☁ puntaje v] by (-6)\n set [anteojo2 v] to [1]\n end\n if <<mouse down?> and <<(costume [number v]) = [3]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo3) = [0]>>>>> then\n broadcast (anteojos3 v)\n change [☁ puntaje v] by (-6)\n set [anteojo3 v] to [1]\n end\n if <<mouse down?> and <<(costume [number v]) = [4]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(moño) = [0]>>>>> then\n broadcast (moño v)\n change [☁ puntaje v] by (-6)\n set [moño v] to [1]\n end\n if <<mouse down?> and <<(costume [number v]) = [1]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo1) = [1]>>>>> then\n broadcast (anteojos1 v)\n end\n if <<mouse down?> and <<(costume [number v]) = [2]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo2) = [1]>>>>> then\n broadcast (anteojos2 v)\n end\n if <<mouse down?> and <<(costume [number v]) = [3]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(anteojo3) = [1]>>>>> then\n broadcast (anteojos3 v)\n end\n if <<mouse down?> and <<(costume [number v]) = [4]> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(moño) = [1]>>>>> then\n broadcast (moño v)\n end\nend\n\nwhen I receive [comieza el juego v]\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change x by (110)\nend\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (0) y: (-73)\nforever\n if <<mouse down?> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(sombrero) = [0]>>>> then\n broadcast (sombrero v)\n set [sombrero v] to [1]\n change [☁ puntaje v] by (-6)\n end\n if <<mouse down?> and <<(☁ puntaje) > [5]> and <<touching (mouse-pointer v)?> and <(sombrero) = [1]>>>> then\n broadcast (sombrero v)\n end\nend\n\n@Objeto2\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to (cat v)\n\nwhen I receive [sombrero v]\nshow\nswitch costume to (hat v)\n\nwhen I receive [anteojos1 v]\nshow\nswitch costume to (glasses1 v)\n\nwhen I receive [anteojos2 v]\nshow\nswitch costume to (glasses2 v)\n\nwhen I receive [anteojos3 v]\nshow\nswitch costume to (glasses3 v)\n\nwhen I receive [moño v]\nshow\nswitch costume to (bowtie v)\n\n@Efemérides\n\nwhen flag clicked\nshow\ngo to x: (141) y: (166)\nforever\n if <(current [month v]) = [12]> then\n switch costume to (disfraz1 v)\n end\n if <(current [month v]) = [1]> then\n switch costume to (disfraz2 v)\n end\n if <(current [month v]) = [4]> then\n switch costume to (disfraz3 v)\n end\n if <(current [month v]) = [10]> then\n switch costume to (disfraz4 v)\n end\n if <(current [month v]) = [2]> then\n switch costume to (disfraz5 v)\n end\nend\n\n@Objeto3\n\nwhen flag clicked\nset [derecha v] to [0]\nset [ghost v] effect to (999999)\ngo to x: (0) y: (0)\n\nwhen I receive [comieza el juego v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [derecha v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [derecha v] to [0]\n end\nend\n\n@Objeto6\n\nwhen flag clicked\nset [abajo v] to [0]\nset [ghost v] effect to (999999)\ngo to x: (0) y: (0)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [abajo v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [abajo v] to [0]\n end\nend\n\n@Objeto4\n\nwhen flag clicked\nset [derecha v] to [0]\nset [ghost v] effect to (999999)\ngo to x: (0) y: (0)\n\nwhen I receive [comieza el juego v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [izquierda v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [izquierda v] to [0]\n end\nend\n\n@Objeto5\n\nwhen flag clicked\nset [abajo v] to [0]\nset [ghost v] effect to (999999)\ngo to x: (0) y: (0)\n\nwhen I receive [comieza el juego v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [arriba v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n set [arriba v] to [0]\n end\nend\n\n@Objeto9\n\nwhen flag clicked\nswitch costume to (pick random (1) to (3))\nshow\ngo to x: (108) y: (87)\nforever\n wait (20) seconds\n switch costume to (pick random (1) to (3))\nend\n\n@Objeto10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (disfraz1 v)\nshow\ngo to [front v] layer\nhide variable [☁ best score offline v]\nhide variable [☁ comentarios v]\nhide variable [☁ puntaje v]\nhide variable [puntaje v]\nrepeat (2)\n hide variable [tiempo v]\nend\n\nwhen I receive [comieza el juego v]\nshow variable [tiempo v]\nhide\n\nwhen I receive [skins v]\nswitch costume to (disfraz2 v)\n\n@Objeto11\n\nwhen flag clicked\ngo to x: (0) y: (-62)\nshow\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (comieza el juego v)\n hide\n stop [this script v]\n end\nend\n\n@Objeto12\n\nwhen flag clicked\ngo to x: (0) y: (-131)\nshow\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Skins v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [comieza el juego v]\nhide\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto13\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (Normal v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto14\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (Oscuro v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto15\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (BRILLO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto16\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (AZUL v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto7\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (RARO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Cara rara\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\npoint in direction (90)\nhide\ngo to (cat v)\n\nwhen I receive [raro v]\npoint in direction (90)\nshow\ngo to (cat v)\nforever\n go to (cat v)\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n point in direction (75)\n wait (0.7) seconds\n point in direction (90)\n set rotation style [left-right v]\n end\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\n@Objeto8\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (verde v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@funeral\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (140) %\nhide\n\nwhen I receive [baile del ataúd v]\nshow\nswitch costume to (gif-funeral v)\nforever\n next costume\nend\n\nwhen I receive [baile del ataúd v]\nplay sound [música v] until done\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Objeto17\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (CYBORG v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Cyborg\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\npoint in direction (90)\nhide\ngo to (cat v)\n\nwhen I receive [cyborg v]\npoint in direction (90)\nshow\ngo to (cat v)\nforever\n go to (cat v)\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n point in direction (30)\n wait (0.7) seconds\n point in direction (90)\n set rotation style [left-right v]\n end\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\n@Objeto18\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (TROLL v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Cyborg2\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\npoint in direction (90)\nhide\ngo to (cat v)\n\nwhen I receive [troll v]\npoint in direction (90)\nshow\ngo to (cat v)\nforever\n go to (cat v)\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n point in direction (30)\n wait (0.7) seconds\n point in direction (90)\n set rotation style [left-right v]\n end\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\n@Objeto19\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (ROSADO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto20\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (205) y: (pick random (154) to (-154))\nshow\nset [ghost v] effect to (60)\nrepeat until <touching (_edge_ v)?>\n change x by (-8)\nend\ndelete this clone\n\n@Objeto21\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (Barbijo v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Cyborg3\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\npoint in direction (90)\nhide\ngo to (cat v)\n\nwhen I receive [barbijo v]\npoint in direction (90)\nshow\ngo to (cat v)\nforever\n go to (cat v)\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n point in direction (30)\n wait (0.7) seconds\n point in direction (90)\n set rotation style [left-right v]\n end\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\n@Objeto22\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (ROJO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@giphy2\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [comieza el juego v]\nhide\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n wait (0.1) seconds\n next costume\nend\n\n@giphy3\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [comieza el juego v]\nhide\n\n@Objeto23\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (AMARILLO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Objeto24\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (PASCUA v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n@Cyborg4\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\npoint in direction (90)\nhide\ngo to (cat v)\n\nwhen I receive [pascua v]\npoint in direction (90)\nshow\ngo to (cat v)\nforever\n go to (cat v)\n if <key (up arrow v) pressed?> then\n set rotation style [all around v]\n point in direction (60)\n wait (0.7) seconds\n point in direction (90)\n set rotation style [left-right v]\n end\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\n@Objeto25\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [tramposo v]\nshow\nrepeat (10)\n go to [front v] layer\nend\nstop [all v]\n\n@Objeto26\n\nwhen flag clicked\nclear graphic effects\nhide\nrepeat (2)\n go to [front v] layer\nend\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [brightness v] effect by (25)\n broadcast (MORADO v)\n wait (0.5) seconds\n clear graphic effects\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [comieza el juego v]\nhide\nstop [other scripts in sprite v]\n\n
Now we have spanish/english instructions!.\n------------\n::ESPAÑOL::\nTe movés con las flechas.\nPodés saltar en el agua pero si te ahogás perdés.\nSi tocás lo amarillo pasás de nivel.\nESPACIO para regresar.\nCuando tengas 6 puntos puedes comprarte un accesorio.\nSi dos personas juegan al juego al mismo tiempo online a este juego ganan los mismos puntos.\nCon el 1 jugás online y con el 2 jugás offline.\n\nCon P pasás de nivel pero te saca un punto.\n\n-----------\n::ENGLISH::\nYou can move your character with the arrow keys.\nYou can jump a little over water, not much because you´ll drown.\nIf you touch the yellow area, you move to the next level.\nPressing the space bar you´ll get back to the start of the level.\nIf you get 6 points, you can begin buying accesories for the cat.\nIf two people are playing this game at the same time, both get the same points!.\nPressing the 1 number key, you are playing online, using the 2 number key, you play offline.\nPressing the Q key, you can add a comment on the cloud.\nUsing the P key, you can move forward a level, but you loose 1 point.\nMODO MOVIL :\nTenés que tocar la parte de la pantalla donde quieres ir para moverte\n\nLOS ANUNCIOS SERÁN BORRADOS\n¡¡¡HAY UN EASSTER EGG EN EL JUEGO!!!!\n\nPodés hacer tus combinaciones de Skins
Flipped, a Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(flip) = [1]> then\n change [power v] by (-5)\n else\n if <not <key (space v) pressed?>> then\n if <(power) < [200]> then\n change [power v] by (5)\n end\n end\n end\nend\n\nwhen flag clicked\nset [psong v] to [0]\nforever\n repeat until <not <(song) = (psong)>>\n set [song v] to (pick random (1) to (5))\n end\n set [psong v] to (song)\n play sound (song) until done\nend\n\n@player\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-200) y: (-100)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset [flip v] to [0]\nset [power v] to [200]\nforever\n if <<key (space v) pressed?> and <(power) > [0]>> then\n set [flip v] to [1]\n physics flipped\n else\n switch costume to (costume1 v)\n set [flip v] to [0]\n physics norm\n end\n if <touching (end v)?> then\n go to x: (-200) y: (-100)\n set [yv v] to [0]\n set [xv v] to [0]\n set [flip v] to [0]\n set [power v] to [200]\n change [level v] by (1)\n end\nend\n\nchange [power v] by (-5)\nif <(power) < [200]> then\n change [power v] by (5)\nend\n\ndefine physics norm\nchange [yv v] by (-0.5)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.5)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <<touching (bad v)?> or <(y position) < [-178]>> then\n go to x: (-200) y: (-100)\n set [yv v] to [0]\n set [xv v] to [0]\n set [flip v] to [0]\n set [power v] to [200]\nend\nchange y by (-1)\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [7]\n end\nend\nchange y by (1)\n\ndefine physics flipped\nchange [yv v] by (-0.5)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.5)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.5)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (bad v)?> then\n change y by (1)\n if <touching (bad v)?> then\n change y by (1)\n if <touching (bad v)?> then\n change y by (1)\n if <touching (bad v)?> then\n change y by (1)\n if <touching (bad v)?> then\n change y by (1)\n if <touching (bad v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching (bad v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <<touching (ground v)?> or <(y position) < [-178]>> then\n go to x: (-200) y: (-100)\n set [yv v] to [0]\n set [xv v] to [0]\n set [flip v] to [0]\n set [power v] to [200]\nend\nchange y by (-1)\nif <touching (bad v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [7]\n end\nend\nchange y by (1)\n\n@ground\n\nwhen flag clicked\nforever\n if <(flip) = [1]> then\n switch costume to ((6) + (level))\n else\n switch costume to (level)\n end\nend\n\n@bad\n\nwhen flag clicked\nforever\n if <(flip) = [1]> then\n switch costume to ((6) + (level))\n else\n switch costume to (level)\n end\nend\n\n@power\n\nwhen flag clicked\npen up\nforever\n erase all\n if <(flip) = [1]> then\n render\n end\nend\n\ndefine render\npen up\ngo to x: (-100) y: (150)\nset pen color to (#000000)\nset pen size to (15)\npen down\nchange x by (200)\npen up\ngo to x: (-100) y: (150)\nif <(power) > [0]> then\n pen down\nend\nset pen color to (#ffffff)\nchange x by (power)\n\n@end\n\nwhen flag clicked\nshow\nforever\n turn right (5) degrees\n go to x: (200) y: (-100)\n if <(level) = [6]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
The competition is over! If you want to see the results you can check the studio below! \n\nThis is my example project for a competition that I have decided to host where you have to make a platformer in under an hour, so sorry if its not as high quality as normal. I only spent an hour on it.\n\nInstructions:\nWasd or arrows to move.\nPress and hold space to flip the world.\nGet to the portal to beat the level.
Colors! A Platformer! 2 {Mobile}
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next backdrop v]\nswitch backdrop to (next backdrop v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset drag mode [not draggable v]\nbroadcast (mobile v)\n\nwhen I receive [mobile v]\nforever\n if <<mouse down?> and <(mouse y) > ((y position) + (35))>> then\n set [y v] to [10]\n wait (3) seconds\n broadcast (mobile v)\n end\nend\n\nwhen I start as a clone\nforever\n repeat (16)\n change [color v] effect by (8)\n change [ghost v] effect by (6.5)\n if <(x position) > [270]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop2 v]\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-180) y: (-55)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-199) y: (-45)\n\nwhen flag clicked\n\nwhen flag clicked\nplay sound [Vicetone - United We Dance v] until done\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-199) y: (-120)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [game start! v]\nshow\nset [deaths v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (-180) y: (-55)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n switch costume to (costume v)\n change [x v] by (.7)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-0.7)\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 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]> and <(backdrop [number v]) = [9]>> then\n wait (.5) seconds\n broadcast (End v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n if <(x position) > [270]> then\n broadcast (next backdrop v)\n end\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 (nub v)?> or <touching (sprite3 v)?>>>>>> then\n if <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [3]>> then\n go to x: (-199) y: (-120)\n else\n go to x: (-199) y: (-45)\n change [deaths v] by (1)\n end\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 backdrop switches to [backdrop8 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-199) y: (-45)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\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 [backdrop9 v]\nswitch costume to (costume9 v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [game start! v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume8 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (45) y: (-110)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (2 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (3 v)\ngo to x: (44) y: (-81)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (4 v)\ngo to x: (93) y: (-177)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (5 v)\ngo to x: (84) y: (-177)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (100) y: (-178)\nswitch costume to (6 v)\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (7 v)\n\nhide\n\nwhen I receive [end v]\nhide\n\n@download (6)\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\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nStart\nhide\nforever\n wait (.4) 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 (45) to (80))\n set [color v] effect to (pick random (1) to (100))\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\n\nhide\n\nwhen I receive [game start! v]\nshow\n\n@nub\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (74) y: (-82)\nset [ghost v] effect to (40)\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [game start! v]\nshow\ngo to x: (82) y: (-27)\nswitch costume to (costume1 v)\nset [ghost v] effect to (40)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (6)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (36) y: (28)\nplay sound [bensound-memories v] until done\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (Game Start! v)\nhide\n\n
Arrow keys or mobile to move, I would recommend swiping up to jump on mobile\nAvoid spikes\nGet to the end of the screen to advance!\n\n\nEPILEPSY WARNING\n\n\n\n\n\n\n\n\n\n\n\n
Adventureland - A Platformer [Mobile]
@Stage\n\nwhen I receive [message2 v]\nrepeat (20)\n change volume by (-5)\nend\nrepeat (20)\n change volume by (5)\nend\nforever\n play sound [DJ Striden - Lunar \[Video Game\] by DJ Striden.mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v]\n\nwhen flag clicked\ndelete all of [mobileorcomputer v]\nforever\n if <(answer) = [computer]> then\n add [computer] to [mobileorcomputer v]\n end\nend\n\nwhen flag clicked\nask [mobile or computer?] and wait\n\n@Sprite1\n\nwhen flag clicked\nshow variable [level v]\nset [lives lost v] to [0]\nshow variable [lives lost v]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-203) y: (-80)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<<<(y position) = [-180]> or <(y position) < [-180]>> or <touching color (#b10000)?>> or <touching color (#4a4a4a)?>> or <touching color (#898989)?>> then\n point in direction (90)\n change [lives lost v] by (1)\n go to x: (-203) y: (-80)\n end\n if <<(x position) > [230]> and <not <(Level) = [13]>>> then\n set [addlevel v] to [1]\n broadcast (levelup v) and wait\n go to x: (-203) y: (-80)\n end\n if <[mobileorcomputer v] contains [computer]?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((-1) - (((ExtraSpeed) - (lovenfavespeed)) * (boosteffects)))\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) + (((ExtraSpeed) + (lovenfavejump)) * (boosteffects)))\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n point in direction (90)\n broadcast (levelup v)\n go to x: (-203) y: (-80)\n end\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n point in direction (-90)\n change [xv v] by ((-1) - (((ExtraSpeed) - (lovenfavespeed)) * (boosteffects)))\n end\n if <<mouse down?> and <(mouse x) > (x position)>> then\n point in direction (90)\n change [xv v] by ((1) + (((ExtraSpeed) + (lovenfavejump)) * (boosteffects)))\n end\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#007606)?> then\n change y by (-2)\n if <touching color (#007606)?> then\n change y by (1)\n if <touching color (#007606)?> then\n change y by (1)\n if <touching color (#007606)?> then\n change y by (1)\n if <touching color (#007606)?> then\n change y by (1)\n if <touching color (#007606)?> then\n change y by (1)\n if <touching color (#007606)?> then\n change y by (-4)\n change x by ((-1) * (xv))\n if <[mobileorcomputer v] contains [computer]?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <touching color (#fcff00)?>> 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 else\n if <<<mouse down?> and <((mouse y) - (y position)) > [50]>> 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 end\n change y by (1)\n end\n change y by (-3)\n if <touching color (#007606)?> then\n if <(yv) = [-3]> then\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> 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 <[mobileorcomputer v] contains [computer]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to ((7) + (((ExtraJump) + (lovenfavejump)) * (boosteffects)))\n end\n if <touching color (#fcff00)?> then\n set [mode v] to [jump]\n set [yv v] to ((10) + (((ExtraJump) + (lovenfavejump)) * (boosteffects)))\n end\n else\n if <<mouse down?> and <((mouse y) - (y position)) > [50]>> then\n set [mode v] to [jump]\n set [yv v] to ((7) + (((ExtraJump) + (lovenfavejump)) * (boosteffects)))\n end\n if <touching color (#fcff00)?> then\n set [mode v] to [jump]\n set [yv v] to ((10) + (((ExtraJump) + (lovenfavejump)) * (boosteffects)))\n end\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 (#007606)?>> then\n change y by (-1)\n if <not <touching color (#007606)?>> then\n change y by (-1)\n if <not <touching color (#007606)?>> then\n change y by (-1)\n if <not <touching color (#007606)?>> then\n change y by (-1)\n if <not <touching color (#007606)?>> then\n change y by (-1)\n if <not <touching color (#007606)?>> 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 (#007606)?> then\n change y by (-2)\n if <touching color (#007606)?> 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 flag clicked\nforever\n if <<(Level) = [13]> and <(x position) > [230]>> then\n go to x: (-203) y: (-93)\n broadcast (last v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow variable [level v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [last v]\nforever\n switch costume to (costume14 v)\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
Arena | A 90% Pen Scrolling Platformer (WIP)
@Stage\n\n@Scrolling Pen Platformer Engine\n\ndefine Do physics\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\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <(Yv) < [-20]> then\n set [yv v] to [-20]\nend\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with offset (ox) (oy)\ngo to x: ((x1) + (ox)) y: ((y1) + (oy))\npen down\ngo to x: ((x2) + (ox)) y: ((y2) + (oy))\npen up\n\ndefine Draw level collision with offset (ox) (oy)\nset pen size to (2)\nset pen color to (#000000)\nDraw line from [-240] [-86] to [720] [-86] with offset (ox) (oy)\nDraw line from [720] [-86] to [720] [-200] with offset (ox) (oy)\nDraw line from [-240] [-86] to [720] [-86] with offset (ox) (oy)\nDraw line from [-240] [-200] to [720] [-200] with offset (ox) (oy)\nDraw line from [480] [0] to [560] [0] with offset (ox) (oy)\nDraw line from [560] [0] to [560] [80] with offset (ox) (oy)\nDraw line from [560] [80] to [480] [80] with offset (ox) (oy)\nDraw line from [480] [80] to [480] [0] with offset (ox) (oy)\nDraw line from [720] [80] to [800] [80] with offset (ox) (oy)\nDraw line from [800] [80] to [800] [160] with offset (ox) (oy)\nDraw line from [800] [160] to [720] [160] with offset (ox) (oy)\nDraw line from [720] [160] to [720] [80] with offset (ox) (oy)\nDraw line from [795] [160] to [850] [160] with offset (ox) (oy)\nDraw line from [850] [160] to [850] [120] with offset (ox) (oy)\nDraw line from [850] [120] to [800] [120] with offset (ox) (oy)\nDraw square at [1000] [350] and size [40] with offset (ox) (oy)\nDraw line from [1050] [-86] to [1200] [-86] with offset (ox) (oy)\nDraw line from [1200] [-86] to [1200] [-120] with offset (ox) (oy)\nDraw line from [1200] [-120] to [1050] [-120] with offset (ox) (oy)\nDraw line from [1050] [-120] to [1050] [-86] with offset (ox) (oy)\nDraw square at [520] [270] and size [80] with offset (ox) (oy)\nDraw line from [200] [230] to [480] [230] with offset (ox) (oy)\nDraw square at [160] [270] and size [80] with offset (ox) (oy)\nset pen color to (#ff0000)\nDraw line from [-16] [-86] to [-16] [-10] with offset (ox) (oy)\nDraw line from [-16] [-10] to [16] [-10] with offset (ox) (oy)\nDraw line from [16] [-10] to [16] [-86] with offset (ox) (oy)\nDraw line from [120] [-86] to [120] [-60] with offset (ox) (oy)\nDraw line from [120] [-60] to [170] [-60] with offset (ox) (oy)\nDraw line from [170] [-60] to [170] [-86] with offset (ox) (oy)\nDraw line from [240] [-86] to [240] [-60] with offset (ox) (oy)\nDraw line from [240] [-60] to [290] [-60] with offset (ox) (oy)\nDraw line from [290] [-60] to [290] [-86] with offset (ox) (oy)\nDraw square at [800] [172] and size [20] with offset (ox) (oy)\nset pen color to (#ff00e9)\nDraw square at [680] [-20] and size [40] with offset (ox) (oy)\nset pen color to (#ff8800)\nDraw square at [935] [130] and size [25] with offset (ox) (oy)\nset pen color to (#9800ff)\nDraw square at [1179] [-20] and size [40] with offset (ox) (oy)\nset pen color to (#51aaff)\nDraw line from [200] [280] to [480] [280] with offset (ox) (oy)\nDraw line from [200] [270] to [480] [270] with offset (ox) (oy)\nDraw line from [200] [260] to [480] [260] with offset (ox) (oy)\nDraw line from [200] [250] to [480] [250] with offset (ox) (oy)\nDraw line from [200] [240] to [480] [240] with offset (ox) (oy)\n\ndefine Draw square at (center x) (center y) and size (side length) with offset (ox) (oy)\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen down\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (2)))\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#1fd64f)\nset pen size to (2)\nDraw square at [0] [0] and size [14] with offset [0] [0]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [checkpoint v] to [0]\nReset player\nforever\n Collision\n Drawing\nend\n\ndefine Do special collision\nif <<touching color (#ff0000)?> or <(Player Y) < [-240]>> then\n Reset player\nend\nif <touching color (#ff8800)?> then\n set [yv v] to [22]\nend\nif <touching color (#51aaff)?> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-1]\n else\n set [yv v] to [5]\n end\nend\n\ndefine Reset player\nif <(Checkpoint) = [0]> then\n set [player x v] to [-200]\n set [player y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(Checkpoint) = [1]> then\n set [player x v] to [680]\n set [player y v] to [20]\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(Checkpoint) = [2]> then\n set [player x v] to [1179]\n set [player y v] to [-20]\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\ndefine Collision\nerase all\nDraw level collision with offset (() - (Player X)) (() - (Player Y))\ngo to x: (0) y: (0)\nDo physics\nchange [player x v] by (x position)\nchange [player y v] by (y position)\nDo special collision\nCheckpoint\n\ndefine Drawing\nset size to (10000) %\nerase all\nDraw level visual with offset (() - (Player X)) (() - (Player Y))\nDraw player\nset size to (100) %\n\ndefine Draw level visual with offset (ox) (oy)\nset pen size to (2)\nset pen color to (#000000)\nDraw line from [720] [80] to [800] [80] with offset (ox) (oy)\nDraw line from [800] [80] to [800] [160] with offset (ox) (oy)\nDraw line from [800] [160] to [720] [160] with offset (ox) (oy)\nDraw line from [720] [160] to [720] [80] with offset (ox) (oy)\nset pen color to (#ffffff)\nset pen size to (3)\nDraw line from [800] [160] to [800] [120] with offset (ox) (oy)\nset pen size to (2)\nset pen color to (#ff6251)\nDraw line from [-16] [-86] to [-16] [-10] with offset (ox) (oy)\nDraw line from [-16] [-10] to [16] [-10] with offset (ox) (oy)\nDraw line from [16] [-10] to [16] [-86] with offset (ox) (oy)\nDraw line from [120] [-86] to [120] [-60] with offset (ox) (oy)\nDraw line from [120] [-60] to [170] [-60] with offset (ox) (oy)\nDraw line from [170] [-60] to [170] [-86] with offset (ox) (oy)\nDraw line from [240] [-86] to [240] [-60] with offset (ox) (oy)\nDraw line from [240] [-60] to [290] [-60] with offset (ox) (oy)\nDraw line from [290] [-60] to [290] [-86] with offset (ox) (oy)\nDraw square at [800] [172] and size [20] with offset (ox) (oy)\nset pen color to (#1b1b1b)\nDraw line from [-240] [-86] to [-240] [-200] with offset (ox) (oy)\nDraw line from [720] [-86] to [720] [-200] with offset (ox) (oy)\nDraw line from [-240] [-86] to [720] [-86] with offset (ox) (oy)\nDraw line from [-240] [-200] to [720] [-200] with offset (ox) (oy)\nDraw line from [480] [0] to [560] [0] with offset (ox) (oy)\nDraw line from [560] [0] to [560] [80] with offset (ox) (oy)\nDraw line from [560] [80] to [480] [80] with offset (ox) (oy)\nDraw line from [480] [80] to [480] [0] with offset (ox) (oy)\nDraw line from [795] [160] to [850] [160] with offset (ox) (oy)\nDraw line from [850] [160] to [850] [120] with offset (ox) (oy)\nDraw line from [850] [120] to [800] [120] with offset (ox) (oy)\nDraw square at [1000] [350] and size [40] with offset (ox) (oy)\nDraw line from [1050] [-86] to [1200] [-86] with offset (ox) (oy)\nDraw line from [1200] [-86] to [1200] [-120] with offset (ox) (oy)\nDraw line from [1200] [-120] to [1050] [-120] with offset (ox) (oy)\nDraw line from [1050] [-120] to [1050] [-86] with offset (ox) (oy)\nDraw square at [520] [270] and size [80] with offset (ox) (oy)\nDraw line from [200] [230] to [480] [230] with offset (ox) (oy)\nDraw square at [160] [270] and size [80] with offset (ox) (oy)\nset pen color to (#ffa551)\nDraw square at [935] [130] and size [25] with offset (ox) (oy)\nset pen color to (#ff51b6)\nDraw square at [680] [-20] and size [40] with offset (ox) (oy)\nDraw square at [1179] [-20] and size [40] with offset (ox) (oy)\nset pen color to (#51aaff)\nDraw line from [200] [280] to [480] [280] with offset (ox) (oy)\nDraw line from [200] [270] to [480] [270] with offset (ox) (oy)\nDraw line from [200] [260] to [480] [260] with offset (ox) (oy)\nDraw line from [200] [250] to [480] [250] with offset (ox) (oy)\nDraw line from [200] [240] to [480] [240] with offset (ox) (oy)\n\nwhen flag clicked\nbroadcast (Broadcast / When \[green flag\] clicked v)\n\ndefine Checkpoint\nif <touching color (#ff00e9)?> then\n set [checkpoint v] to [1]\nend\nif <touching color (#9800ff)?> then\n set [checkpoint v] to [2]\nend\n\nwhen [space v] key pressed\nReset player\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Pink a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nswitch backdrop to (game v)\n\nwhen I receive [next v]\n\nnext backdrop\n\n@player\n\nwhen flag clicked\nforever\n if <[-160] > (y position)> then\n set [xv v] to [0]\n broadcast (die v)\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [mosaic v] effect by (30)\n end\n set [ghost v] effect to (0)\n set [mosaic v] effect to (0)\n set size to (15) %\n set size to (100) %\n set size to (100) %\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <<touching (spikes2 v)?> or <<touching (spikes v)?> or <touching (enemy demo v)?>>> then\n start sound [OOF v]\n set [xv v] to [0]\n broadcast (die v)\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [mosaic v] effect by (30)\n end\n set [ghost v] effect to (0)\n set [mosaic v] effect to (0)\n set size to (100) %\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [yv v] to [22]\n end\n if <touching (water v)?> then\n broadcast (water v)\n set [yv v] to [5]\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(x position) > [230]>> then\n broadcast (next v)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (10)\n show\n end\nend\n\nwhen flag clicked\nerase all\n\nhide\n\nhide\n\nchange y by (1)\n\nif <touching (level v)?> then\n\ndefine ground/levle\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (10)\nshow\nforever\n if <not <<touching (spikes2 v)?> or <touching (spikes v)?>>> then\n change [yv v] by (-0.72)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.8)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.8)\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff30d7)?> or <touching (level v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n start sound [Jump v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (100)\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n\nplay sound [Elektronomia - Sky High \[NCS Release\].mp3 v] until done\n\nwhen I receive [play v]\ngo to x: (-200) y: (10)\nshow\n\nwhen I receive [play v]\nground/levle\n\nwhen I receive [play v]\nwait (1) seconds\n\nwhen I receive [jump v]\nhide\nset volume to (50) %\n\nwhen I receive [jump1 v]\nforever\n if <touching (jump v)?> then\n broadcast (jump v)\n end\nend\n\nforever\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\nend\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [play v]\nset [ink v] to [0]\nforever\n if <touching (pencil v)?> then\n broadcast (rink v)\n set [ink v] to [1]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset [color v] effect to (125)\nset [brightness v] effect to (0)\n\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n if <(Level) = [18]> then\n broadcast (show v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [20]> then\n broadcast (jump1 v)\n end\nend\n\nwhen I receive [jump v]\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nstart sound [Revenge v]\nset volume to (100) %\n\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [jump v]\nshow\nhide\n\nwhen I receive [play v]\nset volume to (0) %\n\n@trail\n\nwhen I start as a clone\npoint in direction (90)\nshow\nclear graphic effects\nrepeat (20)\n change [brightness v] effect by (1)\n go to [back v] layer\n change [ghost v] effect by (5)\n change [pixelate v] effect by (pick random (1) to (10))\n change size by (-5)\n turn right (pick random (1) to (20)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nhide\nforever\n go to [back v] layer\n go to (player v)\n create clone of (_myself_ v)\nend\n\nchange [fisheye v] effect by (10)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\n@Play\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Play v)\nrepeat (10)\n change [pixelate v] effect by (25)\nend\n\nwhen I receive [play v]\nshow\nhide\n\nwhen flag clicked\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set [brightness v] effect to (0)\n set size to (200) %\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (20)\n set size to (300) %\n end\nend\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nshow\nwait (0.001) seconds\ngo to x: (0) y: (-50)\nclear graphic effects\nshow\n\n@SHOT\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n go to [back v] layer\n change [ghost v] effect by (5)\n change size by (-5)\n change [mosaic v] effect by (pick random (1) to (10))\n turn right (15) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to (player v)\n if <key (space v) pressed?> then\n show\n start sound [Pew v]\n if <([costume name v] of [player v]) = [costume2]> then\n repeat until <<touching (spikes v)?> or <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (enemy2 v)?> or <touching (enemy v)?>>>>>\n change x by (-12)\n end\n end\n if <([costume name v] of [player v]) = [costume1]> then\n repeat until <<touching (spikes v)?> or <<touching (level v)?> or <<touching (_edge_ v)?> or <<touching (enemy2 v)?> or <touching (enemy v)?>>>>>\n change x by (12)\n end\n end\n if <key (space v) pressed?> then\n show\n start sound [Pew v]\n end\n go to (player v)\n end\n hide\nend\n\nwhen I start as a clone\n\ndelete this clone\n\nwhen I receive [play v]\nshow\n\nwhen I receive [die v]\nhide\n\nwhen flag clicked\n\nwhen I receive [play v]\nbroadcast (G1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\n\nwhen I receive [g1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [g2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [g3 v]\nswitch costume to (costume3 v)\n\ngo to (player v)\n\nwhen I receive [play v]\nforever\n if <touching (enemy v)?> then\n hide\n end\nend\n\n@...\n\nwhen flag clicked\nwait (0.001) seconds\nclear graphic effects\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nnext costume\nrepeat (10)\n change [pixelate v] effect by (25)\nend\nrepeat (10)\n change [pixelate v] effect by (-25)\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (20)\n end\nend\n\nbroadcast (SHOT 1 v)\n\nshow\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (G1 v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [3]> then\n broadcast (G3 v)\n end\nend\n\nbroadcast (G3 v) and wait\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [2]> then\n broadcast (G2 v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (g v) pressed?> then\n next costume\n repeat (10)\n change [pixelate v] effect by (25)\n end\n repeat (10)\n change [pixelate v] effect by (-25)\n end\n end\nend\n\n@Slide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [die v]\ngo to [front v] layer\nswitch costume to ( 2 v)\nshow\ngo to x: (-200) y: (0)\nglide (0.3) secs to x: (450) y: (0)\nglide (0.3) secs to x: (1000) y: (0)\nhide\n\nnext costume\n\nwhen I receive [next v]\nstart sound [Ding - v]\ngo to [front v] layer\nswitch costume to ( 1 v)\nshow\ngo to x: (-200) y: (0)\nglide (0.3) secs to x: (450) y: (0)\nglide (0.3) secs to x: (1000) y: (0)\nhide\n\nnext costume\n\n@enemy\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (70) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nbroadcast (start2 v)\n\nif <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]\nelse\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))\nend\nchange y by (-4)\n\nchange y by (-4)\n\nchange y by (-4)\n\nwhen I receive [die v]\nshow\ngo to x: (70) y: (100)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (70) y: (100)\nshow\nset [y2 v] to [0]\nset [x2 v] to [0]\nforever\n if <([x position v] of [player v]) > (x position)> then\n switch costume to (right v)\n change [x2 v] by (0.25)\n else\n switch costume to (left v)\n change [x2 v] by (-0.25)\n end\n if <<([y position v] of [player v]) > (y position)> and <touching (level v)?>> then\n set [y2 v] to [9]\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n if <[0] < (x2)> then\n set [x2 v] to [-4]\n else\n set [x2 v] to [4]\n end\n set [y2 v] to [9]\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 change y by (-1)\n if <touching (level v)?> then\n set [y2 v] to ((y2) * (-0.25))\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n if <touching (level v)?> then\n change y by (y2)\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n start sound [OOF v]\n broadcast (die v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (bounce v)?> then\n set [y2 v] to [15]\n end\nend\n\ngo to x: (70) y: (100)\nhide\n\nswitch costume to (right v)\n\nwhen I receive [play v]\nforever\n if <touching (shot v)?> then\n go to x: (70) y: (100)\n hide\n end\nend\n\n@90\n\nwhen flag clicked\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (next v)\n\nchange [level v] by (1)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\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\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (next v)\nchange [level v] by (1)\nset [brightness v] effect to (0)\nset [brightness v] effect to (0)\n\n@yu\n\nwhen flag clicked\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (die v)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\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\nend\n\n@t\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\npoint in direction (pick random (20) to (168))\nset [ghost v] effect to (pick random (45) to (90))\nset [whirl v] effect to (pick random (45) to (90))\nset [brightness v] effect to (pick random (-45) to (45))\nset [fisheye v] effect to (pick random (-30) to (100))\nset [color v] effect to (pick random (-5) to (5))\nshow\nset x to (pick random (-300) to (300))\nglide (3) secs to x: (pick random (-300) to (300)) y: (-223)\nforever\n delete this clone\nend\n\nwhen I start as a clone\n\nwhen I receive [play v]\nhide\ngo to [back v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (50)\nset x to (-240)\nforever\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nset [pixelate v] effect to (pick random (-45) to (10))\n\n@Bounce \n\nwhen flag clicked\nset [brightness v] effect to (-20)\nhide\n\ndefine p\nif <(Level) = [0]> then\n show\n go to x: (48) y: (-80)\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n show\n go to x: (-178) y: (-140)\nend\nif <(Level) = [3]> then\n go to x: (-40) y: (-35)\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [7]> then\n show\n go to x: (-150) y: (60)\nend\nif <(Level) = [8]> then\n show\n hide\nend\nif <(Level) = [9]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [12]> then\n hide\nend\nif <(Level) = [13]> then\n hide\nend\n\nwhen I receive [play v]\np\nshow\nforever\n p\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> or <<touching (enemy v)?> or <touching (enemy2 v)?>>> then\n start sound [Big Boing v]\n switch costume to (costume2 v)\n repeat (5)\n change y by (-1)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (1)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nif then\n\nchange x by (10)\n\nwhen I receive [next v]\np\n\nwhen I receive [back v]\np\n\n@y\n\nwhen flag clicked\n\nshow\n\nwhen flag clicked\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\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\nend\n\nwhen this sprite clicked\nif <not <(Level) = [1]>> then\n repeat (5)\n change [brightness v] effect by (4)\n end\n broadcast (back v)\n change [level v] by (-1)\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\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\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen this sprite clicked\nbroadcast (l v)\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nhide\n\nset size to (100) %\n\nset size to (110) %\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nclear graphic effects\nshow\n\nwhen I receive [l v]\nchange [color v] effect by (25)\n\nwhen I receive [r v]\nchange [color v] effect by (-25)\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nif <touching (mouse-pointer v)?> then\n change [brightness v] effect by (20)\n set size to (300) %\nend\n\nwhen I receive [play v]\nhide\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nswitch costume to (hinkonar v)\nset [spin vel v] to [0]\npoint in direction (90)\nshow\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (10)\nend\nswitch costume to (turkeymanyeet v)\nset [brightness v] effect to (0)\nstart sound [Pew v]\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (10)\nend\nwait (0.5) seconds\ncreate clone of (_myself_ v)\ngo to x: (85) y: (0)\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Intro turkeymanyeet Glide To Center v) and wait\npoint in direction (180)\nrepeat (30)\n change [spin vel v] by (6)\n turn right (Spin Vel) degrees\nend\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nbroadcast (Start Game v)\n\nwhen I start as a clone\nswitch costume to (hinkonar v)\ngo to x: (-85) y: (0)\nwait (0.5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Intro hinkonar Glide To Center v)\npoint in direction (-90)\nrepeat (45)\n change [spin vel v] by (4)\n turn right (Spin Vel) degrees\nend\nwait (0.5) seconds\nstart sound [Pew v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro hinkonar glide to center v]\nglide (2) secs to x: (0) y: (0)\n\nwhen I receive [intro turkeymanyeet glide to center v]\nglide (1) secs to x: (0) y: (0)\n\n@enemy2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (70) y: (100)\nset [x3 v] to [0]\nset [y3 v] to [0]\n\nbroadcast (start2 v)\n\nif <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]\nelse\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))\nend\nchange y by (-4)\n\nchange y by (-4)\n\nchange y by (-4)\n\nwhen I receive [die v]\nshow\ngo to x: (70) y: (100)\nset [x3 v] to [0]\nset [y3 v] to [0]\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (70) y: (100)\nshow\nset [x3 v] to [0]\nset [y3 v] to [0]\nforever\n if <([x position v] of [player v]) > (x position)> then\n switch costume to (right v)\n change [x3 v] by (0.1)\n else\n switch costume to (left v)\n change [x3 v] by (-0.1)\n end\n if <<([y position v] of [player v]) > (y position)> and <touching (level v)?>> then\n set [y3 v] to [14]\n end\n set [x3 v] to ((x3) * (0.9))\n change x by (x3)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n change y by (0.5)\n if <touching (level v)?> then\n if <[0] < (x3)> then\n set [x3 v] to [-4]\n else\n set [x3 v] to [4]\n end\n set [y3 v] to [14]\n else\n set [x3 v] to ((x3) * (-1.3))\n change x by (x3)\n set [x3 v] to [0]\n change x by ((x3) / (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 [y3 v] by (-0.5)\n change y by (y3)\n change y by (-1)\n if <touching (level v)?> then\n set [y3 v] to ((y3) * (-0.25))\n change y by (y3)\n if <touching (level v)?> then\n change y by (y3)\n if <touching (level v)?> then\n change y by (y3)\n if <touching (level v)?> then\n change y by (y3)\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n start sound [OOF v]\n broadcast (die v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (shot v)?> then\n go to x: (70) y: (100)\n hide\n end\nend\n\nswitch costume to (right v)\n\n\n\nwhen flag clicked\n\nforever\n\n\n\nif <not <(Level) = [1]>> then\n\nwhen I receive [play v]\nforever\n if <touching (bounce v)?> then\n set [y3 v] to [15]\n end\nend\n\nwhen I receive [play v]\nrepeat until <not <(Level) = [1]>>\n hide\nend\nshow\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nset size to (110) %\n\nset size to (100) %\n\nwhen I receive [start game v]\nshow\n\nwhen this sprite clicked\nbroadcast (r v)\n\nwhen I receive [play v]\nhide\n\n@u\n\nwhen flag clicked\nset [lock v] to [0]\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n if <(Lock) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <(Lvl) = [9]> then\n hide\n else\n end\nend\n\nwhen this sprite clicked\nif <(Lock) = [0]> then\n repeat until <(Lock) = [1]>\n set [lock v] to [1]\n broadcast (lock v)\n end\nend\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(Lock) = [1]> then\n set [lock v] to [0]\nend\n\nrepeat until <(Lock) = [1]>\n\nwhen I receive [die v]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@volume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\nend\n\nstop all sounds\n\nwhen I receive [play v]\nshow\n\nwhen I receive [end v]\nset volume to (0) %\n\nif <(Mute) > [2]> then\n set [mute v] to [2]\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\n\nwhen I receive [play v]\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [play v]\nshow\nset size to (30) %\nset [bright v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(bright) = [20]>\n change [bright v] by (2)\n change [brightness v] effect by (2)\n end\n else\n repeat until <(bright) = [0]>\n change [bright v] by (-2)\n change [brightness v] effect by (-2)\n end\n end\nend\n\nwhen I receive [play v]\nshow\nset [mute v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n change [mute v] by (1)\n wait until <not <mouse down?>>\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [back v] layer\nswitch costume to (lines v)\nset [ghost v] effect to (50)\nset [brightness v] effect to (10)\nset size to (500) %\nshow\nset [background2: yx v] to [0]\nforever\n go to x: (((Background2: yX) mod (161)) - (100)) y: (0)\n change [background2: yx v] by (-5)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (-10) degrees\n change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (-10) degrees\n change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (-35) degrees\n change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\nrepeat (10)\n turn left (10) degrees\n change size by (-10)\nend\n\nchange [ghost v] effect by (25)\n\nwhen I receive [back v]\nset [ghost v] effect to (100)\nhide\nshow\nwait (1) seconds\npoint in direction (90)\nset size to (0) %\nrepeat (10)\n change [ghost v] effect by (-10)\n turn left (-10) degrees\n change size by (10)\nend\nset size to (100) %\npoint in direction (90)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n go [forward v] (5) layers\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nhide\nswitch costume to (1 v)\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\n\n@P\n\nwhen I start as a clone\nshow\ngo to (player v)\nset size to (pick random (80) to (130)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [p xv v] to (pick random (-5) to (5))\nset [p yv v] to (pick random (0) to (10))\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n go to x: ((x position) + (p xv)) y: ((y position) + (p yv))\n change [p yv v] by (-1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@P2\n\nwhen I start as a clone\nshow\ngo to (player v)\nset size to (pick random (30) to (40)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [p xv v] to (pick random (-5) to (5))\nset [p yv v] to (pick random (0) to (10))\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n go to x: ((x position) + (p xv)) y: ((y position) + (p yv))\n change [p yv v] by (-1)\nend\nrepeat (9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [water v]\ncreate clone of (_myself_ v)\n\n@outro \n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(Level) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (turkeymanyeet v)\nwait until <(Level) = [18]>\nswitch costume to (hinkonar v)\ncreate clone of (_myself_ v)\nswitch costume to (turkeymanyeet v)\ncreate clone of (_myself_ v)\nforever\n set size to (50) %\n point in direction (120)\n repeat until <touching (_edge_ v)?>\n change x by (10)\n if <touching (_edge_ v)?> then\n change x by (10)\n end\n end\n point in direction (60)\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n if <touching (_edge_ v)?> then\n change x by (-10)\n end\n end\nend\n\nforever\n \n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [hinkonar]> then\n point in direction (90)\n switch costume to (hinkonar v)\n glide (1) secs to x: (17) y: (146)\n repeat until <<(x position) = [17]> and <(y position) = [146]>>\n change size by (-10)\n end\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n end\nelse\n show\n switch costume to (you win v)\n go to x: (0) y: (-180)\n point in direction (90)\n forever\n set size to (100) %\n show\n set x to ((-28) + (([tan v] of (((timer) - (1)) * (100)) ) * (10)))\n go to [front v] layer\n set [color v] effect to ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n end\nend\n\nchange [color v] effect by (25)\n\nset [level v] to [18]\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\n\n set size to (100) %\nend\n\n\n\nchange x by (10)\n\n
arrow keys\npress g to change the shot or click the button\nCollab- @hinkonar @turkeymanyeet\neverything possible\n\nskip and backwards skip is in menu.\nbacwards skip doesnt work in lvl 1.\npress down arrow to go down in water\nneed outro\ndie particles from @--Explosion--\nintro by @Techplayer2000\n\npls propose this to be featured
Atlantis II A platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [bensound-summer v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Player\n\ndefine Platform (jump heigh) (graity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xvel v] by ((running speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xvel) ) )\n if <touching (level 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 v)?> then\n repeat ([ceiling v] of ([abs v] of (Yvel) ) )\n if <touching (level 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>>> then\n set [yvel v] to (jump heigh)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (-1)\nend\nset [scrollx v] to ((x position) * (-0.5))\nset [scrolly v] to ((y position) * (-0.5))\n\nwhen flag clicked\nhide\n\nwhen I receive [play the game v]\nswitch costume to (Player)\ngo to x: (-204) y: (-20)\nset [xvel v] to [0]\nset [yvel v] to [0]\nshow\nforever\n Platform [12] [-1] [0.8] [2]\n if <(y position) < [-190]> then\n go to x: (-204) y: (-20)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <(x position) > [250]> then\n go to x: (-204) y: (-20)\n set [xvel v] to [0]\n set [yvel v] to [0]\n change [level v] by (1)\n end\n if <key (r v) pressed?> then\n go to x: (-204) y: (-20)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <touching (spikes v)?> then\n go to x: (-204) y: (-20)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <(Level) = [10]> then\n go to x: (0) y: (-40)\n end\n if <key (s v) pressed?> then\n go to x: (-204) y: (-20)\n set [xvel v] to [0]\n set [yvel v] to [0]\n change [level v] by (1)\n end\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (100)\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (-5)\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nplay sound [avengers v] until done\nstart sound [Crunch v]\nswitch costume to (block v)\ncreate clone of (_myself_ v)\nplay sound [Revenge v] until done\nwait (.5) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play the game v]\nshow\nforever\n switch costume to (Level)\n go to x: (Scrollx) y: (Scrolly)\nend\n\n@Shadow\n\nwhen I receive [play the game v]\nshow\nforever\n switch costume to (Level)\n set [ghost v] effect to (70)\n go to [back v] layer\n go to (level v)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play the game v]\nshow\nforever\n switch costume to (Level)\n go to (level v)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (51)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n start sound [Clang v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [play the game v]\nhide\n\n@Select player\n\nwhen flag clicked\nswitch costume to (1 v)\nset [player v] to [1]\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n start sound [F Trumpet v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nswitch costume to ((costume [number v]) - (1))\nset [player v] to (costume [number v])\n\nwhen I receive [next v]\nnext costume\nset [player v] to (costume [number v])\n\nwhen I receive [play the game v]\nhide\n\n@Switch player1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (61) y: (-6)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Basketball Bounce v]\n wait until <not <mouse down?>>\n broadcast (Next v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play the game v]\nhide\n\n@Switch player2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-61) y: (-6)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Basketball Bounce v]\n wait until <not <mouse down?>>\n broadcast (Back v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play the game v]\nhide\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-114)\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n broadcast (Play the game v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [play the game v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n
UpsideDown - Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Hope \[NCS Release\] v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow variable [deaths v]\nshow variable [level v]\ngo to x: (-172) y: (30)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (-11) (0.8) (1) (1) (11) (8)\n show\nend\n\nrepeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\nend\nif <touching (terrain v)?> then\n change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (terrain v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change y by (y vel)\n end\n if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (down arrow v) pressed?>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [1]\n end\nelse\n change [y vel v] by (1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (terrain v)?> then\n if <(slopes?) = [1]> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (-1)\n end\n end\n if <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n else\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n if <<key (up arrow v) pressed?> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (-1)\n else\n change y by (-1)\n change x by (1)\n if <<touching (terrain v)?> and <key (right arrow v) pressed?>> then\n set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n set [y vel v] to (wall jump vertical power)\n end\n change x by (-2)\n if <<touching (terrain v)?> and <key (left arrow v) pressed?>> then\n set [x vel v] to ([abs v] of (wall jump horizontal power) )\n set [y vel v] to (wall jump vertical power)\n end\n change x by (1)\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\nend\nif <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <touching (lava v)?> then\n go to x: (-172) y: (30)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (checkpoint v)?> then\n go to x: (-172) y: (30)\n change [level v] by (1)\n wait (1) seconds\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-172) y: (30)\n\n@Terrain\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@lava\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (50)\n change [brightness v] effect by (-0.5)\n end\n repeat (50)\n change [brightness v] effect by (0.5)\n end\nend\n\n@checkpoint\n\nwhen flag clicked\nset [spin spon v] to [0]\ngo to x: (214) y: (88)\nset [brightness v] effect to (100)\nforever\n turn right (spin spon) degrees\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n repeat until <<(spin spon) = [10]> or <not <key (right arrow v) pressed?>>>\n change [spin spon v] by (0.5)\n wait (0) seconds\n end\n else\n if <key (left arrow v) pressed?> then\n repeat until <<(spin spon) = [-10]> or <not <key (left arrow v) pressed?>>>\n change [spin spon v] by (-0.5)\n wait (0) seconds\n end\n else\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <(spin spon) > [0]> then\n repeat until <(spin spon) = [0]>\n change [spin spon v] by (-0.5)\n wait (0) seconds\n end\n else\n if <(spin spon) < [0]> then\n repeat until <(spin spon) = [0]>\n change [spin spon v] by (0.5)\n wait (0) seconds\n end\n end\n end\n end\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@cool things\n\nwhen flag clicked\ngo to x: (-240) y: (28)\nforever\n hide\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (50) to (400)) %\ngo to x: (-240) y: (pick random (-180) to (180))\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (50) to (75))\nglide (pick random (0.5) to (10)) secs to x: (240) y: (pick random (-180) to (180))\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n
right and left arrows to move right and left. down arrow to jump. you can't wall jump lol. don't touch red. reach the star things. r to reset a level\n\ngotta promote something in case this blows up... uhh play dragon quest. in 11S the hero is bi (only s tho. in vanilla your only marriage option is g-ge- i cant even say it- gemma :sick: shes ok but i literally dont have any feelings towards her cuz she doesnt JOIN THE PARTY erik has better romantic chemistry with eleven)
-Outside- a 3D Platformer V0.1.3
@Stage\n\n@Level\n\nwhen flag clicked\nhide\npoint in direction (120)\nset [level v] to [1]\nGenerate level 1\n\ndefine Generate level 1\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\n\nwhen [d v] key pressed\nrepeat until <<not <key (d v) pressed?>> or <(Direction) > [130]>>\n turn right (2) degrees\n set [direction v] to (direction)\nend\n\nwhen [a v] key pressed\nrepeat until <<not <key (a v) pressed?>> or <[60] > (Direction)>>\n turn left (2) degrees\n set [direction v] to (direction)\nend\n\ndefine Generate Level 2\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass3 v)\nrepeat (60)\n stamp\n change y by (0.5)\nend\n\ndefine Ground level 3\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass4 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\n\nwhen [a v] key pressed\nGenerate level\n\nwhen [d v] key pressed\nGenerate level\n\nwhen I receive [change level! v]\nGenerate level\n\ndefine Generate Level 4\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass3 v)\nrepeat (150)\n stamp\n change y by (0.5)\nend\n\ndefine Generate Level 5\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass5 v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass6 v)\nrepeat (10)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass7 v)\nrepeat (200)\n stamp\n change y by (0.5)\nend\n\ndefine Ending\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass8 v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass9 v)\nrepeat (15)\n stamp\n change y by (0.5)\nend\nswitch costume to (stem v)\nrepeat (15)\n stamp\n change y by (0.5)\nend\nswitch costume to (flower v)\nrepeat (10)\n stamp\n change y by (0.5)\nend\nswitch costume to (flower2 v)\nrepeat (5)\n stamp\n change y by (0.5)\nend\nswitch costume to (stem2 v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (flower3 v)\nrepeat (10)\n stamp\n change y by (0.5)\nend\n\ndefine Generate Level 6\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass4 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass10 v)\nrepeat (100)\n stamp\n change y by (0.5)\nend\n\ndefine Generate level\nif <(Level) = [1]> then\n go to [back v] layer\n Generate level 1\n set [direction v] to (direction)\nelse\n if <(Level) = [2]> then\n go to [back v] layer\n Generate Level 2\n set [direction v] to (direction)\n else\n if <(Level) = [3]> then\n go to [back v] layer\n Ground level 3\n set [direction v] to (direction)\n else\n if <(Level) = [4]> then\n go to [back v] layer\n Generate Level 4\n set [direction v] to (direction)\n else\n if <(Level) = [5]> then\n go to [back v] layer\n Generate Level 5\n set [direction v] to (direction)\n else\n if <(Level) = [6]> then\n go to [back v] layer\n Generate Level 6\n set [direction v] to (direction)\n else\n if <(Level) = [7]> then\n go to [back v] layer\n Generate Level 7\n set [direction v] to (direction)\n else\n go to [back v] layer\n Ending\n set [direction v] to (direction)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Generate Level 7\ngo to x: (0) y: (-100)\nswitch costume to (ground v)\nset size to (200) %\nerase all\nrepeat (200)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass v)\nrepeat (20)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass2 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nswitch costume to (semi ground and grass12 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\nchange y by (126)\nswitch costume to (semi ground and grass11 v)\nrepeat (30)\n stamp\n change y by (0.5)\nend\n\n@Script\n\nwhen flag clicked\ngo to x: (-120) y: (140)\nset size to (200) %\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nhide\nforever\n if <(y position) < [-160]> then\n Restart\n end\n point in direction (Direction)\n Physics: Gravity [-1] Jump Height [10] Side Movement Speed [3] Friction [0.75] Slope [10]\n if <[140] < (x position)> then\n broadcast (Change Level! v)\n change [level v] by (1)\n Restart\n end\nend\n\ndefine Physics: Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement speed) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y velocity)\nif <touching color (#05e300)?> then\n repeat until <not <touching color (#05e300)?>>\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement speed) * (-1))) + (<key (right arrow v) pressed?> * (side movement speed)))) * (friction))\nmove (X Velocity) steps\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#05e300)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#05e300)?> then\n change y by (Slope)\n set [x velocity v] to ((X Velocity) * (-1))\n move (X Velocity) steps\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <touching color (#ff1414)?> then\n Restart\n end\n if <touching color (#ff1212)?> then\n set [y velocity v] to [0]\n repeat (20)\n if <touching color (#ff1212)?> then\n change [y velocity v] by (0.9)\n end\n end\n if <touching color (#ff1212)?> then\n Restart\n end\n end\n if <touching color (#fff000)?> then\n set [y velocity v] to [15]\n play sound [Boing v] until done\n end\nend\n\ndefine Restart\ngo to x: (-120) y: (140)\nset size to (200) %\nset [y velocity v] to [0]\nset [x velocity v] to [0]\n\n@Player\n\nwhen flag clicked\nhide\nPlayer\n\ndefine Player\nset [clone id v] to [0]\nswitch costume to (shoes v)\nrepeat (10)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (legs v)\nrepeat (10)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shorts v)\nrepeat (10)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shorts2 v)\nrepeat (8)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shirt v)\nrepeat (25)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shirt2 v)\nrepeat (10)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shirt3 v)\nrepeat (15)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shirt4 v)\nrepeat (2)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\nswitch costume to (shirt5 v)\nrepeat (15)\n create clone of (_myself_ v)\n change [clone id v] by (0.5)\nend\n\nwhen I start as a clone\nshow\nforever\n Go to script\nend\n\ndefine Go to script\nif <(X Velocity) < [0]> then\n point in direction ((Direction) + (180))\nelse\n point in direction (Direction)\nend\ngo to (script v)\nchange y by ((-25) + (Clone Id))\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (160)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [change level! v]\nif <(Level) < [9]> then\n switch costume to (Level)\nend\n\n@clouds\n\nwhen flag clicked\nhide\nset [clouds on or off v] to [On]\nbroadcast (Clouds v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (20) to (75))\nswitch costume to (pick random (1) to (8))\ngo to x: (-240) y: (pick random (145) to (160))\nrepeat until <(x position) > [171]>\n move (pick random (3) to (8)) steps\nend\ndelete this clone\n\nwhen I receive [clouds v]\nforever\n wait (pick random (7) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\nif <(Clouds on or off) = [Off]> then\n set [clouds on or off v] to [On]\n broadcast (Clouds v)\nelse\n set [clouds on or off v] to [Off]\n stop [other scripts in sprite v]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\n\n
----------------------------- Welcome ---------------------------\n- Not Mobile friendly sorry\n-------------------------------- Lag -------------------------------\n- Close All Tabs (For The Smoothest)\n- Space To Get Rid Of Clouds (Helps a little)\n------------------------- Instructions ----------------------------\n-Can we get this Featured?!?!\n- Space To Get Rid Of Clouds (Less Lag)\n- Arrow Keys To Move\n- A and D To Rotate Background\n- Have Fun\n- Follow k0stya\n- Love and Fave!\n----------------------------- Enjoy -------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n--------------------------------- Tags -------------------------\n#3D #Cool #Featured #Fun #2.5D #a #b #c #d #e #f #g #h #i #j #k #l #k0stya #Pizza #Challenge #Simple #pen #Lag #Simple #Trending #Views #Love #Fave #Follow
Here Comes the Sun (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\n@ Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nswitch costume to (costume10 v)\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [intro done v]\nshow\n\nwhen flag clicked\nhide\n\ngo to [back v] layer\n\n@Dude\n\ndefine starting position\nset [fallspeed v] to [0]\nhide\nwait (0.01) seconds\nshow\ngo to x: (-201) y: (-15)\n\ndefine Define Gravity\nif <(release) = [0]> then\n change y by (fallspeed)\n if <<touching ( ground v)?> or <touching (moving ground v)?>> then\n if <(fallspeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching ( ground v)?> or <touching (moving ground v)?>>>\n change y by (reversestep)\n end\n set [fallspeed v] to [0]\n else\n change [fallspeed v] by (gravity)\n end\nend\n\ndefine RUNControls\nif <(release) = [0]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume16 v)\n change x by (RUNSPEED)\n if <<touching ( ground v)?> or <touching (moving ground v)?>> then\n change x by ((0) - (RUNSPEED))\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume16 v)\n change x by ((0) - (RUNSPEED))\n if <<touching ( ground v)?> or <touching (moving ground v)?>> then\n change x by (RUNSPEED)\n end\n end\nend\n\nwhen flag clicked\nset [end intro v] to [0]\nhide\n\ndefine Jump Control\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (-1)\n if <<touching ( ground v)?> or <touching (moving ground v)?>> then\n set [fallspeed v] to (takeoffspeed)\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching (enemy 1 v)?> or <touching (enemy 2 v)?>> then\n starting position\n end\nend\n\nwhen flag clicked\nset [end intro v] to [1]\nshow\nset size to (65) %\nset [runspeed v] to [5]\nset [release v] to [0]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [takeoffspeed v] to [12]\nstarting position\nforever\n RUNControls\n Jump Control\n Define Gravity\n if <(x position) > [232]> then\n broadcast (next v)\n starting position\n wait (0.2) seconds\n end\n if <(y position) < [-170]> then\n starting position\n end\n if <touching (spikes v)?> then\n starting position\n end\n if <touching (water v)?> then\n set [release v] to [1]\n repeat until <(y position) < [-179]>\n change y by (-2)\n end\n starting position\n set [release v] to [0]\n end\n if <key (n v) pressed?> then\n if <not <(backdrop [number v]) = [16]>> then\n starting position\n broadcast (next v)\n wait (0.1) seconds\n end\n end\nend\n\nif <(release) = [0]> then\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n broadcast (bounce v)\n set [takeoffspeed v] to [19]\n set [fallspeed v] to (takeoffspeed)\n set [takeoffspeed v] to [12]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Here comes the sun with The Beatles v] until done\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n forever\n play sound [Here comes the sun with The Beatles v] until done\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (standby v)\nhide\n\nwhen I receive [intro done v]\nswitch costume to (costume16 v)\nshow\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n starting position\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Volume:) %\nend\n\nwhen flag clicked\nhide variable [volume: v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <key (space v) pressed?> then\n show variable [volume: v]\n else\n hide variable [volume: v]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(start button) = [T]>\n go to x: (-201) y: (-15)\n end\nend\n\nwhen I receive [intro done v]\nswitch costume to (costume16 v)\nforever\n repeat (7)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (costume1 v)\n change [ghost v] effect by (-9)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (60) %\nforever\n set size to (60) %\nend\n\nwhen I receive [skip v]\nstarting position\n\n@light\n\nwhen flag clicked\n\nwhen I start as a clone\nset [light speed v] to (pick random (-1) to (-3))\nswitch costume to (pick random (1) to (3))\nshow\ngo to [back v] layer\ngo to x: (332) y: (28)\nset [ghost v] effect to (40)\nrepeat until <(x position) = [-200]>\n change x by (light speed)\nend\nhide\ndelete this clone\n\nclear graphic effects\n\nchange [color v] effect by (25)\n\nwhen I start as a clone\nforever\n if <(x position) < [-200]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\nwhen I receive [intro done v]\nhide\nforever\n wait (pick random (4) to (7)) seconds\n create clone of (_myself_ v)\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@particles\n\nwhen flag clicked\nset [mode v] to [1]\nhide\n\ndefine clone\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\nset [xv v] to ((((pick random (0) to (1)) - (0.5)) * (2)) * (pick random (0.1) to (0.5)))\nset [yv v] to ((((pick random (0) to (1)) - (0.5)) * (2)) * (pick random (0.1) to (0.5)))\nrepeat (50)\n change x by (xv)\n change y by (yv)\n change [ghost v] effect by (1)\n go to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\n change [xv v] by ((xv) * (0.05))\n change [yv v] by ((yv) * (0.05))\n change size by (5)\nend\ndelete this clone\n\ndefine delay\nwait (pick random (0.01) to (2.5)) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nforever\n go to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\n delay\n clone\nend\n\nshow\n\n@Clouds\n\nwhen I start as a clone\ngo [backward v] (pick random (10) to (20)) layers\ngo to x: (190) y: (pick random (-10) to (190))\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (100) to (300)) %\nshow\nset [cloud speed v] to ((size) / (120))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nforever\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\ngo to x: (5) y: (14)\nswitch costume to (costume1 v)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [back v] layer\n\nwhen I receive [intro done v]\nshow\n\n@enemy 1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\nswitch costume to (costume10 v)\n\nwhen I receive [intro done v]\nshow\n\n@enemy 2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\ngo to x: (113) y: (10)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\nend\n\nrepeat (2)\n turn right (15) degrees\n wait (0.1) seconds\n turn right (15) degrees\nend\nrepeat (1)\n change x by (10)\nend\nrepeat (2)\n turn right (15) degrees\n wait (0.1) seconds\n turn right (15) degrees\nend\nrepeat (1)\n change x by (-10)\nend\nrepeat (2)\n turn right (15) degrees\n wait (0.1) seconds\n turn right (15) degrees\nend\n\nhide\n\n@Intro\n\nwhen flag clicked\npen up\nset pen color to (#56f6ff)\nhide\nerase all\nwait (1) seconds\nbroadcast (Outro Start v)\n\nwhen I receive [outro start v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (pfp v)\nset size to (100) %\ngo to [front v] layer\nrepeat (1)\n set pen size to (200)\n pen up\n go to x: (-19) y: (181)\n pen down\n glide (0.5) secs to x: (-199) y: (59)\n pen up\n set pen color to (#4347ff)\n go to x: (109) y: (103)\n set pen size to (200)\n pen down\n glide (0.5) secs to x: (-167) y: (-125)\n pen up\n go to x: (216) y: (-32)\n set pen color to (#2482c3)\n pen down\n glide (0.5) secs to x: (5) y: (-143)\n pen up\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n show\nend\nbroadcast (ghost intro v)\nrepeat (2)\n repeat (3)\n set size to (100) %\n repeat (10)\n change size by (10)\n end\n repeat (10)\n wait (0.05) seconds\n turn left (18) degrees\n end\n repeat (10)\n change size by (-10)\n end\n end\nend\nhide\nerase all\nbroadcast (intro done v)\n\nwhen I receive [outro start v]\nforever\n play sound [Weezer - Happy Hour v] until done\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [ghost intro v]\nrepeat (2)\n set [ghost v] effect to (0)\n repeat (3)\n repeat (10)\n wait (0.025) seconds\n change [ghost v] effect by (-2)\n end\n repeat (10)\n wait (0.025) seconds\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (0)\n end\nend\n\n@click me!\n\nwhen flag clicked\ngo to x: (50) y: (7)\nhide\ngo to [front v] layer\n\nwhen I receive [intro done v]\nshow\nforever\n if <mouse down?> then\n hide\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide variable [start button v]\nhide\n\nwhen I receive [intro done v]\nset [start button v] to [F]\nshow\n\nwhen this sprite clicked\nhide\nset [start button v] to [T]\n\n@Sprite3\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (22) y: (16)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-210) y: (157)\nhide\n\nwhen I receive [intro done v]\nset [ghost v] effect to (40)\nshow\n\nwhen this sprite clicked\nbroadcast (next v)\nbroadcast (skip v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n repeat (6)\n change size by (2)\n wait (0.05) seconds\n end\n end\n else\n set size to (100) %\n end\nend\n\n
*Note:* This will be unshared soon to add mobile\n=====Bulletin:======\n #204 on Trending for all categories!!! \nLoved by @Capt_Boanerges , @PaddlerGames , and @skidsteerloader !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\nI am now at 100 followers! All follows are appreciated!\nWHAT 100 Views!!!!! Thank you all so much!\nThanks for checking out my game! This is a 16 level platformer with saws, spikes, and much more!\n\nCOULD SOMEONE MAYBE PROPOSE FOR THIS TO BE FEATURED (if you like it)\n\nPlease consider dropping a heart and/or fav (PLEASE)\nand maybe even a follow : P\n=============================================\n\nInstructions: =]\n WASD/arrow keys (if enough people request mobile, I will add it) R: Reset (this may be needed on one level)\nAt the start, click the start box. \nSettings: Space- adjust the volume\n M: Mute\n U: Unmute\nTags: #games #thebeatles #beatles #hardwork #platform #platformer #views \n
Upside Down Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Upbeat and Happy Background Music v] until done\nend\n\n@reyalP\n\nwhen flag clicked\nforever\n if <touching (latrop v)?> then\n start sound [Teleport2 v]\n go to x: (-204) y: (90)\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [slope v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-204) y: (90)\nset [your time: v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\n\nwhen flag clicked\n\nif <[USERNAME] = [Aceyyyyyyyyyyyyy]> then\n set [☁ world best time: v] to [19.69]\n say [Hello Aceyyyyyyyyyyyyy!] for (2) seconds\n say [I hope that worked!] for (2) seconds\n say [but I'll remove the code later] for (3) seconds\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <key (right arrow v) pressed?> then\n change [x velocity v] by (running speed)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (dnuorg v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (dnuorg v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (dnuorg v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (dnuorg v)?> then\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <touching (dnuorg v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (dnuorg v)?> then\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <key (up arrow v) pressed?>> then\n start sound [C Trumpet \[Jump\]2 v]\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nset [idle v] to [1]\nswitch costume to (idle? v)\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [idle v] to [0]\n switch costume to (join [Running?] (Running Costume 2))\nend\nif <(Y Velocity) > [2]> then\n set [idle v] to [0]\n switch costume to (jumping? v)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n set [running costume v] to [1]\n wait (0.05) seconds\n set [running costume v] to [2]\n wait (0.05) seconds\nend\n\ndefine Platform2 (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<[11] > (Level)> or <<(Level) > [17]> or <(Level) = [17]>>> then\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (running speed)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\n end\nend\nif <<(Level) > [10]> and <[17] > (Level)>> then\n set rotation style [all around v]\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (running speed)\n point in direction (-120)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x velocity v] by ((running speed) * (-1))\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (dnuorg v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (dnuorg v)?>>>\n change [slope v] by (1)\n change y by (-1)\n end\n if <touching (dnuorg v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (dnuorg v)?> then\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange [y velocity v] by (1)\nchange y by (Y Velocity)\nif <touching (dnuorg v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (dnuorg v)?> then\n change y by (([abs v] of (Y Velocity) ) / ((Y Velocity) * (-1)))\n end\n end\n if <<[11] > (Level)> or <<(Level) > [17]> or <(Level) = [17]>>> then\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [1]> and <key (up arrow v) pressed?>> then\n start sound [C Trumpet \[Jump\]2 v]\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\n end\n if <<(Level) > [10]> and <[17] > (Level)>> then\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [1]> and <key (down arrow v) pressed?>> then\n start sound [C Trumpet \[Jump\]2 v]\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\n end\nelse\n change [y velocity v] by (1)\nend\nif <<(Level) > [10]> and <[17] > (Level)>> then\n set [idle v] to [1]\n switch costume to (placeholder v)\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [idle v] to [0]\n switch costume to (placeholder v)\n end\n if <[-2] > (Y Velocity)> then\n set [idle v] to [0]\n switch costume to (placeholder v)\n end\nend\nif <<[11] > (Level)> or <<(Level) > [17]> or <(Level) = [17]>>> then\n set [idle v] to [1]\n switch costume to (idle1 v)\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [idle v] to [0]\n switch costume to (join [Running] (Running Costume))\n end\n if <[-2] > (Y Velocity)> then\n set [idle v] to [0]\n switch costume to (jumping v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sdrazah v)?> then\n start sound [Wobble v]\n go to x: (-204) y: (90)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [slope v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-204) y: (90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\nforever\n if <(FLIP) = [1]> then\n Platform2 (-20) (1) (0.7) (5)\n end\n if <(FLIP) = [-1]> then\n Platform (20) (1) (0.7) (5)\n end\nend\n\nwhen I receive [flip! v]\npoint in direction ((direction) * (-1))\n\nwhen flag clicked\nforever\n set [running costume 2 v] to [1]\n wait (0.05) seconds\n set [running costume 2 v] to [2]\n wait (0.05) seconds\nend\n\n@dnuorG\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\npoint in direction (90)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [shake v]\nrepeat (10)\n go to x: ((x position) + (pick random (-2) to (2))) y: ((y position) + (pick random (-2) to (2)))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nif <(A) = [1]> then\n if <(☁ World Best Time:) > (Your Time:)> then\n set [☁ world best time: v] to (Your Time:)\n end\n broadcast (END v) and wait\nend\nif <(A) = [0]> then\n set [your time: v] to [0]\nend\nset [a v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [20]>\nset [a v] to [1]\n\n\n\nwhen flag clicked\nforever\n if <(A) = [0]> then\n set [your time: v] to (timer)\n end\nend\n\nforever\n\nwhen I receive [flip! v]\npoint in direction ((direction) * (-1))\n\nset [world best time: v] to [It's broken]\n\n@snoislloC oN\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\n go to (dnuorg v)\nend\n\n@sdrazaH\n\nwhen flag clicked\nshow\npoint in direction (90)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [flip! v]\npoint in direction ((direction) * (-1))\n\n@latroP\n\nwhen flag clicked\nshow\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nforever\n if <(Level) < [20]> then\n show\n end\nend\n\n@DNE\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nshow\nif <(☁ World Best Time:) = (Your Time:)> then\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@1etirpS\n\nwhen flag clicked\nhide\nshow variable [world best time: v]\nshow variable [your time: v]\n\nset [a v] to [0]\nset [flip v] to [1]\nset [your time: v] to [0]\nhide variable [world best time: v]\nhide variable [your time: v]\ngo to [front v] layer\nshow\n\n@hctiwS pilF\n\ndefine previous costume\nswitch costume to ((costume [number v]) - (1))\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (FLIP! v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\nelse\n broadcast (FLIP! v)\n switch costume to (costume6 v)\n repeat (6)\n previous costume\n end\nend\n\nwhen flag clicked\nset [flip v] to [1]\n\nwhen I receive [flip! v]\nset [flip v] to ((FLIP) * (-1))\n\nwhen flag clicked\nhide\nwait until <(Level) = [18]>\nshow\n\n
Double click green flag.\nArrow keys to move\nR to reset\nAvoid danger\n17 LEVELS!\nAND\n3 NEW LEVELS!\n\n\nThis took me 2461 seconds/ 41.016 mins/ 0.683 hrs/ 0.028 days/ 0.0009 months/ 0.00007 years/ 0.000007 decades/ 0.0000007 centuries to finish :)\n\nif you like reading, check this out!:\nhttps://scratch.mit.edu/projects/380798028\nif you like fighting games, check this out!\nhttps://scratch.mit.edu/projects/347822840\n\nUpdate Log:\nUpdate 7: Fixed broken text\nUpdate 6: Changed the Time Ranking in the Notes and credits, It was previously really hard to at least get a good\nUpdate 5: New thumbnail (showing the fact that this \n wont get anymore updates)\nUpdate 4: Made new thumbnail (showing how buggy \n this game is)\nFLIP SWITCH demo UPDATE!: added 3 new levels \n and a new mechanic!\nUpdate 2: Made new thumbnail (cuz im gettin followers \n from thin air)\nSpecial Update for @Aceyyyyyyyyyyyyy :) : Added new code to fix his sad glitch\nUpdate1: Fixed rotation bug\n\n\n\n\n\n[TESTING: TAGS]\n#platformer #platform #stickman #game #speedrun
Horizon - A Long Platformer (v1.22.1) #Games
@Stage\n\nwhen I receive [message 1 v]\nforever\n play sound [17 - Rilgar - Blackwater City v] until done\nend\n\nwhen I receive [message 1 v]\nset [temps restant v] to [a]\nset volume to (0) %\nrepeat (50)\n wait (0.05) seconds\n change volume by (2)\nend\n\nwhen flag clicked\nhide variable [temps restant v]\nset volume to (0) %\n\nwhen I receive [go v]\nset [temps restant v] to [650]\nif <(ContreLaMontre?) = [1]> then\n show variable [temps restant v]\n forever\n wait (0.05) seconds\n change [temps restant v] by (-0.1)\n if <(Temps restant) < [0.1]> then\n set [jeu? v] to [0]\n if <not <(Niveau) = [fin]>> then\n broadcast (message 1 v)\n hide variable [temps restant v]\n set [temps restant v] to [650]\n stop [this script v]\n end\n hide variable [temps restant v]\n set [temps restant v] to [a]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <[10.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[8.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[6.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[4.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[2.6] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[2.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[1.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[0.9] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[0.7] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[0.5] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[0.3] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[0.2] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[1.6] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <[3.1] > (Temps restant)> then\n start sound [BIP v]\n stop [this script v]\n end\n if <(Niveau) = [fin]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message 1 v]\nhide variable [temps restant v]\n\nwhen I receive [go v]\nset [jeu? v] to [1]\nforever\n if <<(Niveau) = [fin]> or <(Jeu?) = [0]>> then\n set [jeu? v] to [0]\n hide variable [niveau v]\n stop [this script v]\n else\n if <(Niveau affiché ?) = [1]> then\n show variable [niveau v]\n else\n hide variable [niveau v]\n end\n end\nend\n\nwhen flag clicked\nset [niveau affiché ? v] to [0]\nhide variable [niveau v]\n\nwhen [w v] key pressed\nif <(Niveau affiché ?) = [1]> then\n set [niveau affiché ? v] to [0]\n wait (0.1) seconds\nelse\n set [niveau affiché ? v] to [1]\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [jeu? v] to [0]\n\nwhen I receive [message 1 v]\nset [niveau affiché ? v] to [0]\n\nwhen flag clicked\nforever\n if <(Niveau) = [50]> then\n show variable [vies boss v]\n else\n hide variable [vies boss v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Niveau) = [50]> then\n set volume to (0) %\n else\n if <(Niveau) > [45]> then\n set volume to (100) %\n end\n end\nend\n\nwhen [r v] key pressed\nbroadcast (MORT v)\nchange [morts v] by (1)\n\n@Cube\n\nwhen I receive [go v]\nset size to (100) %\ngo to [front v] layer\ngo to x: (-195) y: (10)\nforever\n if <key (right arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (1)\n else\n if <key (left arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (-1)\n end\n end\n set [pour aller de gauche à droite v] to ((Pour aller de gauche à droite) * (0.9))\n change x by (Pour aller de gauche à droite)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by (1)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by (1)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by (1)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by (1)\n end\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by (1)\n end\n end\n end\n end\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n if <not <touching (aspiration v)?>> then\n change y by (-5)\n end\n change x by ((Pour aller de gauche à droite) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Pour aller de gauche à droite) > [0]> then\n set [pour aller de gauche à droite v] to [-5]\n else\n set [pour aller de gauche à droite v] to [5]\n end\n set [pour aller de haut en bas v] to [10]\n else\n set [pour aller de haut en bas v] to [0]\n end\n end\n if <touching (gravité + v)?> then\n if <key (down arrow v) pressed?> then\n change [pour aller de haut en bas v] by (-1)\n else\n change [pour aller de haut en bas v] by (-2)\n end\n else\n if <touching (gravité - v)?> then\n if <key (down arrow v) pressed?> then\n change [pour aller de haut en bas v] by (-2)\n else\n change [pour aller de haut en bas v] by (-0.5)\n end\n else\n if <<key (down arrow v) pressed?> and <not <touching (aspiration v)?>>> then\n change [pour aller de haut en bas v] by (-5)\n else\n change [pour aller de haut en bas v] by (-1)\n end\n end\n end\n change y by (Pour aller de haut en bas)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n change y by ((Pour aller de haut en bas) * (-1))\n set [pour aller de haut en bas v] to [0]\n end\n change y by (-1)\n if <<touching color (#170000)?> or <<touching color (#171717)?> or <<touching color (#517831)?> or <<touching color (#8a8a8a)?> or >>>> then\n if <key (up arrow v) pressed?> then\n set [pour aller de haut en bas v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n if <(Possibilité de gagner ?) = [1]> then\n broadcast (WIN v)\n end\n end\n if <<<<touching color (#ba0000)?> or <touching color (#ba1515)?>> or <touching color (#960000)?>> and <not <touching color (#d090b8)?>>> then\n go to x: (-215) y: (-115)\n change [morts v] by (1)\n broadcast (MORT v)\n end\n if <touching color (#694900)?> then\n broadcast (Fortniute v)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-152) y: (-115)\n\nwhen I receive [go v]\nswitch costume to (costume1 v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [go v]\nset [téléportation ok v] to [1]\nforever\n if <touching color (#00d71c)?> then\n if <[1] = (Téléportation OK)> then\n go to x: (join (letter (1) of (item (Niveau) of [tel 2 v])) (join (letter (2) of (item (Niveau) of [tel 2 v])) (join (letter (3) of (item (Niveau) of [tel 2 v])) (letter (4) of (item (Niveau) of [tel 2 v]))))) y: (join (letter (5) of (item (Niveau) of [tel 2 v])) (join (letter (6) of (item (Niveau) of [tel 2 v])) (join (letter (7) of (item (Niveau) of [tel 2 v])) (letter (8) of (item (Niveau) of [tel 2 v])))))\n set [téléportation ok v] to <[0] = (Téléportation OK)>\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching color (#a0b900)?> then\n if <[1] = (Téléportation OK)> then\n go to x: (join (letter (1) of (item (Niveau) of [tel 1 v])) (join (letter (2) of (item (Niveau) of [tel 1 v])) (join (letter (3) of (item (Niveau) of [tel 1 v])) (letter (4) of (item (Niveau) of [tel 1 v]))))) y: (join (letter (5) of (item (Niveau) of [tel 1 v])) (join (letter (6) of (item (Niveau) of [tel 1 v])) (join (letter (7) of (item (Niveau) of [tel 1 v])) (letter (8) of (item (Niveau) of [tel 1 v])))))\n set [téléportation ok v] to [0]\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <<not <touching color (#a0b900)?>> and <not <touching color (#00d71c)?>>> then\n set [téléportation ok v] to [1]\n end\nend\n\nwhen I receive [go v]\nforever\n if <<touching color (#ffd800)?> or <touching color (#d19600)?>> then\n if <key (up arrow v) pressed?> then\n set [pour aller de haut en bas v] to [25]\n else\n set [pour aller de haut en bas v] to [15]\n end\n end\nend\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\ngo to x: (-152) y: (-115)\nstop [other scripts in sprite v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [go v]\nset [niveau affiché ? v] to [1]\n\nwhen I receive [win v]\nif <(Niveau) = [72]> then\n go to x: (-125) y: (170)\nelse\n if <(Niveau) = [81]> then\n go to x: (-145) y: (170)\n else\n go to x: (-215) y: (-115)\n end\nend\n\nwhen I receive [go v]\nforever\n if <key (down arrow v) pressed?> then\n if <not <touching (aspiration v)?>> then\n set [pour aller de haut en bas v] to [-10]\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Possibilité de gagner ?) = [0]> then\n if <(x position) > [240]> then\n go to x: (-238) y: (y position)\n end\n if <[-240] > (x position)> then\n go to x: (238) y: (y position)\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Niveau) = [50]> then\n if <(Vies BOSS) = [0]> then\n set [possibilité de gagner ? v] to [1]\n else\n set [possibilité de gagner ? v] to [0]\n end\n else\n set [possibilité de gagner ? v] to [1]\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n if <touching color (#d090b8)?> then\n wait (0.2) seconds\n go to x: (-215) y: (-115)\n end\nend\n\nwhen I receive [go v]\nset [morts v] to [0]\nwait until <(Niveau) = [50]>\nwait (0.2) seconds\nbroadcast (MORT v)\nchange [morts v] by (-1)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [go pour mouvements v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [go v]\nforever\n if <touching (aspiration v)?> then\n if <(Niveau) = [72]> then\n change [pour aller de haut en bas v] by (8)\n else\n change x by (30)\n end\n end\nend\n\nwhen I receive [go v]\nforever\n if <<(Niveau) = [72]> and <(y position) > [180]>> then\n go to x: (-215) y: (-115)\n broadcast (MORT v)\n change [morts v] by (1)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<<(Niveau) = [72]> or <(Niveau) = [81]>> and <[-180] > (y position)>> then\n broadcast (WIN v)\n end\nend\n\nwhen I receive [mort v]\nif <(Niveau) = [73]> then\n go to x: (-125) y: (170)\nelse\n if <(Niveau) = [82]> then\n go to x: (-145) y: (170)\n else\n go to x: (-215) y: (-115)\n end\nend\n\n@Bouton Jouer\n\nwhen I receive [message 1 v]\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (GO v)\nset [contrelamontre? v] to [0]\nhide\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\n\nwhen I receive [go v]\nhide\nset [ghost v] effect to (100)\n\nwhen [m v] key pressed\nif <not <(Temps restant) = [a]>> then\n broadcast (message 1 v)\nend\n\n@Titre\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [message 1 v]\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [go v]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\n@Intro\n\nwhen I receive [flash v]\nset [brightness v] effect to (-200)\nwait (0.3) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [intro v]\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [message 1 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nbroadcast (intro v)\nshow\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (2 v)\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nset size to (5) %\nrepeat (45)\n change size by (4)\nend\nrepeat (20)\n change size by (-3)\nend\nwait (1) seconds\nrepeat (60)\n turn right (27) degrees\n change size by (2)\n change [ghost v] effect by (2)\nend\nwait (0.3) seconds\nhide\nbroadcast (message 1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Miniature\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Plateformes\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(costume [number v]) = [83]> then\n set [niveau v] to [fin]\n else\n set [niveau v] to (costume [number v])\n end\nend\n\nwhen [s v] key pressed\nif <<(Jeu?) = [1]> and <(ContreLaMontre?) = [0]>> then\n broadcast (WIN v)\nend\n\n@Tél 1\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (Niveau)\n go to x: (join (letter (1) of (item (Niveau) of [tel 1 v])) (join (letter (2) of (item (Niveau) of [tel 1 v])) (join (letter (3) of (item (Niveau) of [tel 1 v])) (letter (4) of (item (Niveau) of [tel 1 v]))))) y: (join (letter (5) of (item (Niveau) of [tel 1 v])) (join (letter (6) of (item (Niveau) of [tel 1 v])) (join (letter (7) of (item (Niveau) of [tel 1 v])) (letter (8) of (item (Niveau) of [tel 1 v])))))\nend\n\nwhen flag clicked\ndelete all of [tel 1 v]\nrepeat (100)\n add [] to [tel 1 v]\nend\nreplace item (14) of [tel 1 v] with [-030-100]\nreplace item (15) of [tel 1 v] with [-159-011]\nreplace item (24) of [tel 1 v] with [-0900007]\nreplace item (31) of [tel 1 v] with [-090-080]\nreplace item (34) of [tel 1 v] with [-1690149]\nreplace item (51) of [tel 1 v] with [-1880038]\n\nwhen flag clicked\nforever\n if <(item (Niveau) of [tel 1 v]) = []> then\n hide\n else\n show\n end\nend\n\n@Tél 2\n\nwhen flag clicked\ndelete all of [tel 2 v]\nrepeat (100)\n add [] to [tel 2 v]\nend\nreplace item (14) of [tel 2 v] with [0070-100]\nreplace item (15) of [tel 2 v] with [01850135]\nreplace item (24) of [tel 2 v] with [01390004]\nreplace item (31) of [tel 2 v] with [00820007]\nreplace item (34) of [tel 2 v] with [02110120]\nreplace item (51) of [tel 2 v] with [01680147]\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (Niveau)\n go to x: (join (letter (1) of (item (Niveau) of [tel 2 v])) (join (letter (2) of (item (Niveau) of [tel 2 v])) (join (letter (3) of (item (Niveau) of [tel 2 v])) (letter (4) of (item (Niveau) of [tel 2 v]))))) y: (join (letter (5) of (item (Niveau) of [tel 2 v])) (join (letter (6) of (item (Niveau) of [tel 2 v])) (join (letter (7) of (item (Niveau) of [tel 2 v])) (letter (8) of (item (Niveau) of [tel 2 v])))))\nend\n\nwhen flag clicked\nforever\n if <(item (Niveau) of [tel 2 v]) = []> then\n hide\n else\n show\n end\nend\n\n@Contre la montre\n\nwhen I receive [message 1 v]\nshow\ngo to x: (0) y: (-80)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (82) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (75) %\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (GO v)\nset [contrelamontre? v] to [1]\nhide\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\n\nwhen I receive [go v]\nhide\nset [ghost v] effect to (100)\n\n@Menu\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(Niveau) = [fin]> then\n set [jeu? v] to [0]\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (message 1 v)\n\n@Bouton ?\n\nwhen I receive [message 1 v]\nshow\ngo to x: (210) y: (-102)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\nelse\n go to x: (210) y: (-102)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [go v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [message 1 v]\nforever\n go to [front v] layer\n go [backward v] (4) layers\n if <(costume [number v]) = [2]> then\n set size to (100) %\n else\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\n end\nend\n\n@Mouvement\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nbroadcast (Go pour mouvements v)\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Niveau) = [38]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Niveau) = [38]>>\n repeat (20)\n change y by (3)\n end\n repeat (20)\n change y by (-3)\n end\n end\n else\n if <(Niveau) = [39]> then\n switch costume to (costume1 v)\n go to x: (-10) y: (0)\n show\n repeat until <not <(Niveau) = [39]>>\n repeat (30)\n change y by (3)\n end\n repeat (30)\n change y by (-3)\n end\n end\n else\n if <(Niveau) = [53]> then\n switch costume to (costume2 v)\n go to x: (80) y: (-50)\n show\n repeat until <not <(Niveau) = [53]>>\n repeat (30)\n change y by (3)\n end\n repeat (30)\n change y by (-3)\n end\n end\n else\n if <(Niveau) = [54]> then\n go to [back v] layer\n switch costume to (costume3 v)\n go to x: (20) y: (-200)\n show\n repeat until <not <(Niveau) = [54]>>\n repeat (7)\n change y by (15)\n end\n wait (0.5) seconds\n repeat (7)\n change y by (-15)\n end\n wait (0.5) seconds\n end\n else\n if <(Niveau) = [55]> then\n go to [back v] layer\n switch costume to (costume4 v)\n go to x: (20) y: (-200)\n show\n repeat until <not <(Niveau) = [55]>>\n repeat (7)\n change y by (15)\n end\n wait (0.5) seconds\n repeat (7)\n change y by (-15)\n end\n wait (0.5) seconds\n end\n else\n if <(Niveau) = [69]> then\n go to [back v] layer\n switch costume to (costume5 v)\n go to x: (115) y: (50)\n show\n repeat until <not <(Niveau) = [69]>>\n repeat (50)\n change y by (3)\n end\n repeat (50)\n change y by (-3)\n end\n end\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n if <<not <(Niveau) = [38]>> and <<not <(Niveau) = [39]>> and <<not <(Niveau) = [53]>> and <<not <(Niveau) = [54]>> and <<not <(Niveau) = [55]>> and <not <(Niveau) = [69]>>>>>>> then\n hide\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n set [changement niveau v] to (Niveau)\n wait until <not <(Changement niveau) = (Niveau)>>\n stop [other scripts in sprite v]\n broadcast (Go pour mouvements v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Mouv. 2\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Niveau) = [39]> then\n switch costume to (costume1 v)\n go to x: (9) y: (90)\n show\n repeat until <not <(Niveau) = [39]>>\n repeat (30)\n change y by (-3)\n end\n repeat (30)\n change y by (3)\n end\n end\n else\n if <(Niveau) = [69]> then\n switch costume to (costume2 v)\n go to x: (6) y: (85)\n show\n repeat until <not <(Niveau) = [69]>>\n repeat (50)\n change y by (-3)\n end\n repeat (50)\n change y by (3)\n end\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n go to [back v] layer\n go [forward v] (6) layers\n if <<not <(Niveau) = [39]>> and <not <(Niveau) = [69]>>> then\n hide\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n set [changement niveau v] to (Niveau)\n wait until <not <(Changement niveau) = (Niveau)>>\n stop [other scripts in sprite v]\n broadcast (Go pour mouvements v)\nend\n\n@Projectile\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nforever\n if <<(Niveau) = [41]> or <<(Niveau) = [42]> or <<(Niveau) = [43]> or <<(Niveau) = [57]> or <<(Niveau) = [63]> or <(Niveau) = [70]>>>>>> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n else\n if <<(Niveau) = [44]> or <<(Niveau) = [47]> or <(Niveau) = [53]>>> then\n wait (0.75) seconds\n create clone of (_myself_ v)\n else\n if <<(Niveau) = [45]> or <(Niveau) = [46]>> then\n wait (0.05) seconds\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Niveau) = [41]> then\n go to x: (20) y: (110)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\nelse\n if <(Niveau) = [42]> then\n go to x: (120) y: (105)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [43]> then\n go to x: (190) y: (105)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [44]> then\n go to x: (20) y: (105)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [45]> then\n go to x: (20) y: (105)\n point towards (cube v)\n forever\n move (12) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [46]> then\n go to x: (-225) y: (110)\n point towards (cube v)\n forever\n move (12) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [47]> then\n go to x: (-210) y: (135)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [50]> then\n go to (boss v)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [53]> then\n go to x: (-210) y: (130)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [57]> then\n go to x: (140) y: (65)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [63]> then\n go to x: (5) y: (110)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [70]> then\n go to x: (220) y: (-115)\n point towards (cube v)\n forever\n move (5) steps\n if <<touching (_edge_ v)?> or <<touching color (#170000)?> or <<touching color (#6a6a6a)?> or >>> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\ndelete this clone\n\nwhen I receive [mort v]\ndelete this clone\n\nwhen I receive [go pour mouvements v]\nif <<(Niveau) = [50]> and <not <(Vies BOSS) = [0]>>> then\n forever\n wait (pick random (0.9) to (8)) seconds\n if <(Vies BOSS) = [0]> then\n stop [this script v]\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Niveau) = [50]> then\n set size to (pick random (100) to (300)) %\nelse\n set size to (100) %\nend\n\n@Projectile 2\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nforever\n if <<(Niveau) = [45]> or <(Niveau) = [46]>> then\n wait (0.05) seconds\n create clone of (_myself_ v)\n else\n if <<(Niveau) = [47]> or <(Niveau) = [53]>> then\n wait (0.75) seconds\n create clone of (_myself_ v)\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Niveau) = [45]> then\n go to x: (185) y: (110)\n point towards (cube v)\n forever\n move (12) steps\n if <<touching (_edge_ v)?> or <touching color (#170000)?>> then\n delete this clone\n end\n end\nelse\n if <(Niveau) = [46]> then\n go to x: (225) y: (110)\n point towards (cube v)\n forever\n move (12) steps\n if <<touching (_edge_ v)?> or <touching color (#170000)?>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [47]> then\n go to x: (215) y: (140)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <touching color (#170000)?>> then\n delete this clone\n end\n end\n else\n if <(Niveau) = [53]> then\n go to x: (-55) y: (20)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <touching color (#170000)?>> then\n delete this clone\n end\n end\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\ndelete this clone\n\nwhen I receive [mort v]\ndelete this clone\n\n@Projectile 3\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nforever\n if <<(Niveau) = [47]> or <(Niveau) = [47]>> then\n wait (0.75) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nif <(Niveau) = [47]> then\n go to x: (0) y: (160)\n point towards (cube v)\n forever\n move (8) steps\n if <<touching (_edge_ v)?> or <touching color (#170000)?>> then\n delete this clone\n end\n end\nelse\n delete this clone\nend\n\nwhen I receive [go pour mouvements v]\ndelete this clone\n\nwhen I receive [mort v]\ndelete this clone\n\n@Gravité -\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Niveau) = [48]> then\n switch costume to (costume1 v)\n show\n go to x: (9) y: (31)\n else\n hide\n end\nend\n\n@Gravité +\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <<(Niveau) = [49]> or <(Niveau) = [49]>> then\n switch costume to (costume1 v)\n show\n go to x: (9) y: (31)\n else\n if <<(Niveau) = [51]> or <(Niveau) = [51]>> then\n switch costume to (costume2 v)\n show\n go to x: (9) y: (31)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [go pour mouvements v]\ngo to x: (0) y: (40)\nif <(Niveau) = [50]> then\n show\n forever\n if <(BOSS GD) = [1]> then\n change [pour aller de gàd boss v] by (1)\n else\n change [pour aller de gàd boss v] by (-1)\n end\n set [pour aller de gàd boss v] to ((Pour aller de GàD BOSS) * (0.9))\n change x by (Pour aller de GàD BOSS)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (1)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (1)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (1)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (1)\n end\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (1)\n end\n end\n end\n end\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by (-5)\n change x by ((Pour aller de GàD BOSS) * (-1))\n if <(Saut BOSS) = [1]> then\n if <(Pour aller de GàD BOSS) > [0]> then\n set [pour aller de gàd boss v] to [-5]\n else\n set [pour aller de gàd boss v] to [5]\n end\n set [pour aller de henb boss v] to [10]\n else\n set [pour aller de henb boss v] to [0]\n end\n end\n change [pour aller de henb boss v] by (-1)\n change y by (Pour aller de HenB BOSS)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n change y by ((Pour aller de HenB BOSS) * (-1))\n set [pour aller de henb boss v] to [0]\n end\n change y by (-1)\n if <<touching color (#170000)?> or <touching color (#171717)?>> then\n if <(Saut BOSS) = [1]> then\n set [pour aller de henb boss v] to [15]\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [go pour mouvements v]\nif <(Niveau) = [50]> then\n forever\n set [boss gd v] to (pick random (0) to (1))\n wait (pick random (0.5) to (5)) seconds\n end\nend\n\nwhen I receive [go pour mouvements v]\nif <(Niveau) = [50]> then\n forever\n set [saut boss v] to [1]\n wait (0.02) seconds\n set [saut boss v] to [0]\n wait (pick random (0.0) to (5)) seconds\n end\nend\n\nwhen I receive [mort v]\ngo to x: (0) y: (40)\n\nwhen flag clicked\nforever\n if <(BOSS GD) = [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [go pour mouvements v]\nif <(Niveau) = [50]> then\n forever\n if <(x position) > [220]> then\n set [boss gd v] to [0]\n end\n if <[-220] > (x position)> then\n set [boss gd v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [boss x v] to (x position)\n set [boss y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <<(Niveau) = [50]> and <not <(Vies BOSS) = [0]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [mort v]\nset [vies boss v] to [3]\n\nwhen I receive [win v]\nset [vies boss v] to [3]\n\nwhen I receive [go v]\nwait until <(Niveau) = [50]>\nif <(Niveau) = [50]> then\n set volume to (100) %\n forever\n play sound [10 - Aridia - Traversing The Fortress v] until done\n end\nend\n\nwhen I receive [go v]\nforever\n if <not <(Niveau) = [50]>> then\n set volume to (0) %\n end\nend\n\n@Point faible BOSS\n\nwhen flag clicked\nforever\n if <(Niveau) = [50]> then\n if <<(Vies BOSS) = [3]> or <(Vies BOSS) = [1]>> then\n if <(y position) > [138]> then\n hide\n else\n show\n end\n else\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Niveau) = [50]> then\n if <touching (cube v)?> then\n change [vies boss v] by (-1)\n broadcast (Go pour mouvements v)\n change [morts v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Vies BOSS) = [3]> then\n switch costume to (costume1 v)\n else\n if <(Vies BOSS) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Vies BOSS) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to (boss v)\nforever\n go to x: (BOSS X) y: (BOSS Y)\n go to (boss v)\nend\n\nwhen flag clicked\nwait until <(Niveau) = [50]>\nwait (0.2) seconds\ngo to (boss v)\nforever\n go to (boss v)\nend\n\nwhen flag clicked\nwait until <(Niveau) = [50]>\nwait (0.8) seconds\ngo to (boss v)\nforever\n go to (boss v)\nend\n\nwhen I receive [go v]\nwait until <(Niveau) = [50]>\ngo to (boss v)\n\nwhen I receive [mort v]\nforever\n go to (boss v)\nend\n\nwhen flag clicked\nforever\n if <not <touching (boss v)?>> then\n go to (boss v)\n end\nend\n\nwhen I receive [win v]\nforever\n go to (boss v)\nend\n\n@Mouv. si...\n\nwhen flag clicked\nhide\n\nwhen I receive [mort v]\nbroadcast (Go pour mouvements v)\n\nwhen I receive [go pour mouvements v]\ngo to [back v] layer\nif <(Niveau) = [56]> then\n switch costume to (costume1 v)\n go to x: (57) y: (9)\n show\nelse\n if <(Niveau) = [64]> then\n switch costume to (costume2 v)\n go to x: (0) y: (248)\n hide\n else\n hide\n end\nend\n\nwhen I receive [go pour mouvements v]\nset [tomber ? v] to [0]\nwait (0.2) seconds\nwait until <touching (cube v)?>\nshow\nrepeat until <[-145] > (y position)>\n change y by (-14)\nend\n\nwhen I receive [go pour mouvements v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [tomber ! v]\nif <(TOMBER ?) = [1]> then\n show\n repeat until <<[-180] > (y position)> or <<(TOMBER ?) = [0]> or <touching (cube v)?>>>\n change y by (-30)\n end\n if <not <<(TOMBER ?) = [0]> or <touching (cube v)?>>> then\n broadcast (Sproutch ! v)\n end\n set [tomber ? v] to [0]\n if <touching (cube v)?> then\n go to x: (0) y: (248)\n broadcast (MORT v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Ennemi\n\nwhen flag clicked\nhide\n\nwhen I receive [go pour mouvements v]\ngo to x: (0) y: (-110)\nforever\n if <(Ennemi GD) = [1]> then\n change [pour aller de gàd ennemi v] by (1)\n else\n change [pour aller de gàd ennemi v] by (-1)\n end\n set [pour aller de gàd ennemi v] to ((Pour aller de GàD ennemi) * (0.9))\n change x by (Pour aller de GàD ennemi)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (1)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (1)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (1)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (1)\n end\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (1)\n end\n end\n end\n end\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by (-5)\n change x by ((Pour aller de GàD ennemi) * (-1))\n if <(Saut Ennemi) = [1]> then\n if <(Pour aller de GàD ennemi) > [0]> then\n set [pour aller de gàd ennemi v] to [-5]\n else\n set [pour aller de gàd ennemi v] to [5]\n end\n set [pour aller de henb ennemi v] to [10]\n else\n set [pour aller de henb ennemi v] to [0]\n end\n end\n change [pour aller de henb ennemi v] by (-1)\n change y by (Pour aller de HenB ennemi)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n change y by ((Pour aller de HenB ennemi) * (-1))\n set [pour aller de henb ennemi v] to [0]\n end\n change y by (-1)\n if <<<touching color (#170000)?> or <touching color (#171717)?>> or <<touching color (#6a6a6a)?> or <touching color (#8a8a8a)?>>> then\n if <(Saut Ennemi) = [1]> then\n set [pour aller de henb ennemi v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [go pour mouvements v]\nforever\n set [ennemi gd v] to (pick random (0) to (1))\n wait (pick random (0.5) to (5)) seconds\nend\n\nwhen I receive [go pour mouvements v]\nforever\n set [saut ennemi v] to [1]\n wait (0.02) seconds\n set [saut ennemi v] to [0]\n wait (pick random (0.0) to (5)) seconds\nend\n\nwhen I receive [mort v]\ngo to x: (0) y: (-110)\n\nwhen flag clicked\nforever\n if <(Ennemi GD) = [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [go pour mouvements v]\nforever\n if <(x position) > [235]> then\n set [ennemi gd v] to [0]\n end\n if <[-235] > (x position)> then\n set [ennemi gd v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Niveau) = [61]> or <(Niveau) = [62]>> or <<(Niveau) = [63]> or <<(Niveau) = [75]> or <(Niveau) = [80]>>>> then\n show\n else\n hide\n end\nend\n\n@Annotations\n\nwhen flag clicked\nforever\n if <(Niveau) > [55]> then\n switch costume to (a v)\n else\n switch costume to (Niveau)\n end\nend\n\nwhen I receive [go v]\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen [a v] key pressed\nif <(Annotations?) = [0]> then\n set [annotations? v] to [1]\nelse\n set [annotations? v] to [0]\nend\n\nforever\n if <(Annotations?) = [0]> then\n hide\n else\n if <(language::translate) = [Français]> then\n show\n else\n hide\n end\n end\nend\n\n@Détecteur\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go pour mouvements v]\nset [tomber ? v] to [0]\nif <(Niveau) = [64]> then\n show\n go to x: (0) y: (0)\nelse\n hide\nend\nwait until <touching (cube v)?>\nhide\nset [tomber ? v] to [1]\nbroadcast (TOMBER ! v)\n\n@Déco\n\nwhen flag clicked\nhide\n\nwhen I receive [sproutch ! v]\nshow\n\nwhen I receive [go pour mouvements v]\nhide\n\n@Aspiration\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nset [ghost v] effect to (100)\nforever\n if <<(Niveau) = [72]> and <(Aspiration ?) = [1]>> then\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (36) y: (28)\n show\n else\n if <<(Niveau) = [79]> and <(Aspiration ?) = [1]>> then\n switch costume to (costume2 v)\n point in direction (0)\n go to x: (-105) y: (-15)\n show\n else\n hide\n end\n end\nend\n\n@Bouton\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nhide\nforever\n if <(Niveau) = [72]> then\n go to x: (-115) y: (134)\n show\n point in direction (90)\n else\n if <(Niveau) = [76]> then\n go to x: (56) y: (-113)\n show\n point in direction (0)\n else\n if <(Niveau) = [79]> then\n go to x: (125) y: (-53)\n show\n point in direction (180)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nset [ouvert ? v] to [0]\nif <(Niveau) = [72]> then\n set [aspiration ? v] to [1]\nelse\n set [aspiration ? v] to [0]\nend\n\nwhen I receive [go pour mouvements v]\nforever\n switch costume to (costume1 v)\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n if <(Niveau) = [72]> then\n if <(Aspiration ?) = [1]> then\n set [aspiration ? v] to [0]\n else\n set [aspiration ? v] to [1]\n end\n else\n if <(Niveau) = [76]> then\n if <(Ouvert ?) = [1]> then\n set [ouvert ? v] to [0]\n else\n set [ouvert ? v] to [1]\n end\n else\n if <(Niveau) = [79]> then\n if <(Aspiration ?) = [1]> then\n set [aspiration ? v] to [0]\n else\n set [aspiration ? v] to [1]\n end\n else\n hide\n end\n end\n end\n wait until <not <touching (cube v)?>>\n wait (0.1) seconds\n end\nend\n\n@Bulles\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Aspiration ?) = [1]> then\n if <(Niveau) > [68]> then\n create clone of (_myself_ v)\n wait (0.02) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Niveau) = [72]> then\n show\n else\n if <(Niveau) = [79]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Niveau) = [72]> then\n set [brightness v] effect to (pick random (-20) to (30))\n go to x: (pick random (-15) to (10)) y: (-110)\n set size to (pick random (50) to (120)) %\n repeat until <touching (_edge_ v)?>\n change y by (8)\n end\n delete this clone\nelse\n set [brightness v] effect to (pick random (-20) to (30))\n go to x: (-220) y: (pick random (-48) to (-70))\n set size to (pick random (50) to (120)) %\n repeat until <(x position) > [50]>\n change x by (8)\n end\n delete this clone\nend\n\n@Bulles 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Aspiration ?) = [1]> then\n if <(Niveau) > [68]> then\n create clone of (_myself_ v)\n wait (0.02) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Niveau) = [72]> then\n show\n else\n if <(Niveau) = [79]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Niveau) = [72]> then\n set [brightness v] effect to (pick random (-20) to (30))\n go to x: (pick random (-15) to (10)) y: (-110)\n set size to (pick random (50) to (120)) %\n repeat until <touching (_edge_ v)?>\n change y by (8)\n end\n delete this clone\nelse\n set [brightness v] effect to (pick random (-20) to (30))\n go to x: (-220) y: (pick random (-48) to (-70))\n set size to (pick random (50) to (120)) %\n repeat until <(x position) > [50]>\n change x by (8)\n end\n delete this clone\nend\n\n@Porte\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Niveau) = [76]> then\n if <(Ouvert ?) = [1]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@Bouton 2\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nhide\nforever\n if <(Niveau) = [76]> then\n go to x: (185) y: (-113)\n show\n point in direction (-90)\n else\n if <(Niveau) = [81]> then\n go to x: (-20) y: (44)\n show\n point in direction (180)\n else\n hide\n end\n end\nend\n\nwhen I receive [go pour mouvements v]\nset [ouvert ? 2 v] to [0]\nforever\n switch costume to (costume1 v)\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n if <(Niveau) = [76]> then\n if <(Ouvert ? 2) = [1]> then\n set [ouvert ? 2 v] to [0]\n else\n set [ouvert ? 2 v] to [1]\n end\n else\n if <(Niveau) = [81]> then\n if <(Ouvert ? 2) = [1]> then\n set [ouvert ? 2 v] to [0]\n else\n set [ouvert ? 2 v] to [1]\n end\n else\n hide\n end\n end\n wait until <not <touching (cube v)?>>\n wait (0.1) seconds\n end\nend\n\n@Porte 2\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go pour mouvements v]\nforever\n if <(Niveau) = [76]> then\n switch costume to (costume1 v)\n go to x: (40) y: (22)\n point in direction (90)\n if <(Ouvert ? 2) = [1]> then\n hide\n else\n show\n end\n else\n if <(Niveau) = [79]> then\n switch costume to (costume2 v)\n go to x: (155) y: (-111)\n point in direction (0)\n if <(Ouvert ? 3) = [1]> then\n hide\n else\n show\n end\n else\n if <(Niveau) = [81]> then\n switch costume to (costume1 v)\n go to x: (-72) y: (-148)\n point in direction (90)\n if <(Ouvert ? 2) = [1]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\n end\nend\n\n@Bouton 3\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nhide\n\nwhen I receive [go v]\nhide\nforever\n if <(Niveau) = [79]> then\n go to x: (-165) y: (-113)\n show\n point in direction (0)\n else\n hide\n end\nend\n\nwhen I receive [go pour mouvements v]\nset [ouvert ? 3 v] to [0]\nforever\n switch costume to (costume1 v)\n if <touching (cube v)?> then\n switch costume to (costume2 v)\n if <(Niveau) = [79]> then\n set [ouvert ? 3 v] to [1]\n else\n hide\n end\n wait until <not <touching (cube v)?>>\n wait (0.8) seconds\n set [ouvert ? 3 v] to [0]\n end\nend\n\n
To play without lags : https://turbowarp.org/382352663/\n7th in the french trending (popular games) ! (Record)\n-------------------------------------------------------------------------\nEN : Use the directional arrows.\n W to show/hide the level number\n M to return to the main menu\n S to skip the actual level (but it's not funny)\n=========================================\nFR : Utilise les flèches directionnelles\n W pour montrer/cacher le numéro de niveau\n M pour retourner au menu\n S pour passer le niveau (mais c'est moins drôle)\n A pour monter/cacher les annotations\n\n -- - Pour les unilingues : ---\n "Play", c'est pour jouer et "Against the watch" \n c'est contre la montre (il faut aller le plus vite \n possible).\n\nSorry for the bugs at the level 50...\nDésolé pour les bugs au niveau 50...\n\nJeu original de @LeGnocchi (en cas de remix) : https://scratch.mit.edu/projects/382352663\n\n© 06 avril 2020
Black day II A multiplayer platformer
@Stage\n\n@connecting\n\nif <(length of [cloud list v]) = [0]> then\n\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (full2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (full v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (failed v)\nstop [all v]\n\nwhen I receive [start teh game that loads bla v]\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n wait (1) seconds\n set [started v] to [1]\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Players\n\ndefine Movement (id)\nset size to (60) %\nshow\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n if <(Level) = [7]> then\n broadcast (win v)\n end\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (levels v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (levels v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <touching (dangearous v)?> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nSave My Data\ngo to [front v] layer\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\n\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen flag clicked\nset [chat v] to [0]\nset [chat1 v] to [1: Hi!]\nset [chat2 v] to [2: Hello!]\nset [chat3 v] to [3: How are you?]\nset [chat4 v] to [4: I'm fine, thanks!]\nset [chat5 v] to [5: I'm fine! What about you?]\nset [chat6 v] to [6: Not so good :\(]\nset [chat7 v] to [7: How to beat this level?]\nset [chat8 v] to [8: Come with me!]\nset [chat9 v] to [9: Wait for me!]\nset [chat10 v] to [A: Heyo!]\nset [chat11 v] to [B: OK]\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Hello!] to [chat v]\nadd [How are you?] to [chat v]\nadd [I'm fine, thanks!] to [chat v]\nadd [I'm fine! What about you?] to [chat v]\nadd [Not so good :\(] to [chat v]\nadd [How to beat this level?] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Wait for me!] to [chat v]\nadd [Heyo!] to [chat v]\nadd [OK] to [chat v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n show variable [chat10 v]\n show variable [chat11 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [5]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [6]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [7]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [8]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [9]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (a v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (b v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@levels\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n play sound [Vexento - Never Give Up v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite2\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start teh game that loads bla v]\nshow\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@something\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak (username)::tts\nspeak [Your player ID is]::tts\nspeak (@PlayerSlot)::tts\n\nwhen I receive [joined v]\nspeak [A player has joined the game.]::tts\n\nwhen I receive [left v]\nspeak [A player has left the game.]::tts\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Thumbnail n stuff\n\nwhen I receive [win v]\nswitch costume to (end v)\nshow\ngo to x: (0) y: (-100)\nset [time v] to (timer)\nforever\n show variable [time v]\n hide variable [players v]\n go to [front v] layer\n change y by ((y position) / (-10))\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nhide\nset [brightness v] effect to (100)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\n\nwhen I receive [win v]\nwait (0.1) seconds\nstart sound [YOU WON! v]\n\nwhen I receive [start v]\nreset timer\n\ngo to [front v] layer\n\n@Dangearous\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (100)\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (-5)\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nplay sound [avengers v] until done\nstart sound [Crunch v]\nswitch costume to (block v)\ncreate clone of (_myself_ v)\nplay sound [Revenge v] until done\nwait (.5) seconds\nbroadcast (Start teh game that loads bla v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n end\nend\n\nwhen I receive [start teh game that loads bla v]\ndelete this clone\n\n@Shadow\n\nwhen I receive [start v]\nshow\nforever\n set [ghost v] effect to (80)\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (243) y: (261)\nshow\n\n
Detective | A Platformer 2 (Mobile Friendly)
@Stage\n\nwhen I receive [start the platformer v]\nset [time taken v] to [0]\nrepeat until <(Success!?) = [1]>\n change [time taken v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nnext backdrop\nwait (0.1) seconds\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (intro v)\n\nbroadcast (Start the Platformer v)\n\nwhen I receive [start home screen v]\nswitch backdrop to (home v)\n\nwhen I receive [start the platformer v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [door walk effect v]\nwait (0.5) seconds\nif <(backdrop [number v]) = [7]> then\n play sound [recording1 v] until done\n repeat (3)\n start sound [Walk 1 v]\n wait (0.2) seconds\n start sound [Walk 2 v]\n wait (0.2) seconds\n start sound [Walk 1 v]\n wait (0.2) seconds\n start sound [Walk 2 v]\n wait (0.2) seconds\n end\n stop [this script v]\nend\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (costume1 v)\ngo to x: (-2) y: (5)\ngo to [back v] layer\n\ndefine Touch Ground <up?>\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 I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Hide Infected Water v)\n end\nend\n\nwhen flag clicked\nset pen size to (10)\nerase all\nset pen color to (#767676)\n\nwhen flag clicked\nset [stop effects v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Escape!! v)\n set [stop effects v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Speeeeeeeed!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [10]>> then\n broadcast (guard v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Show move platform v)\n end\nend\n\nwhen flag clicked\nset volume to (90) %\n\nwhen I receive [start the platformer v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <not <<<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> or <(costume [number v]) = [1]>>> then\n broadcast (Fire!!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (water v)\n end\nend\n\nbroadcast (Start the Platformer v)\n\nwhen I receive [start music again v]\nset volume to (100) %\n\nwhen I receive [stop music temporairily v]\nset volume to (0) %\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start the platformer v]\nforever\n if <<key (n v) pressed?> and <not <(backdrop [number v]) = [6]>>> then\n broadcast (Transition v)\n broadcast (Next Level v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (stars v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (guard v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (saw bald show v)\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [just start v]\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Start the Platformer v)\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\n\nwhen I receive [success!!! v]\nhide\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\n@Palete\n\n@Player?\n\nwhen I receive [next skin v]\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\nset [skin v] to (costume [number v])\n\nwhen I receive [previous skin v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [1]> then\n switch costume to ((costume [number v]) - (1))\nend\nset [skin v] to (costume [number v])\n\nwhen flag clicked\nhide\nswitch costume to (blue v)\n\nwhen flag clicked\nset [left/right? v] to [90]\nforever\n if <(direction) = [-90]> then\n set [left/right? v] to [-90]\n broadcast (left v)\n else\n set [left/right? v] to [90]\n broadcast (right v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [player?: yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\nrepeat until <(Success!?) = [1]>\n \n broadcast (Success!!! v)\n set [success!? v] to [1]\n end\nend\nchange [☁ koalas saved v] by (1)\nforever\n hide\nend\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n if <(transition allowed?) = [Yes]> then\n broadcast (Transition v)\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n else\n broadcast (Door walk effect v)\n wait (4) seconds\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (-33)\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\n\nwhen flag clicked\nset [transition allowed? v] to [Yes]\nswitch costume to (costume3 v)\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I start as a clone\nswitch costume to (clone trail v)\nset size to (35) %\nrepeat (10)\n change size by (-3.5)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\nshow\nswitch costume to (blue v)\nset rotation style [left-right v]\nset size to (35) %\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n change x by (Player?: 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 ((Player?: Xv) * (-2))\n change y by (-5)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [player?: yv v] to [13]\n end\n end\n if <<<<<<touching (death v)?> or <touching (spike v)?>> or <touching (guard v)?>> or <touching (guard2 v)?>> or <touching (guard3 v)?>> or <touching (saw blade v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-210) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n change y by (1)\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [previous coustume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [blinkblinkblinkblink v]\nswitch costume to (blue v)\nwait (pick random (5) to (15)) seconds\nrepeat (21)\n next costume\nend\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n set [transition allowed? v] to [Yes]\n else\n if <(backdrop [number v]) = [3]> then\n set [transition allowed? v] to [Yes]\n else\n if <(backdrop [number v]) = [4]> then\n set [transition allowed? v] to [Yes]\n else\n if <(backdrop [number v]) = [5]> then\n set [transition allowed? v] to [Yes]\n else\n if <(backdrop [number v]) = [6]> then\n set [transition allowed? v] to [No]\n else\n set [transition allowed? v] to [Yes]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (Transition v)\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#875b14)?> then\n broadcast (stick is now available v)\n end\nend\n\nwhen I receive [music volume off v]\nhide\n\nwhen I receive [music volume on v]\nshow\n\n@Torch\n\nwhen flag clicked\nforever\n go to [back v] layer\n change [ghost v] effect by (-10)\n go to (player? v)\nend\n\nwhen I receive [left v]\nswitch costume to (left2 v)\n\nwhen I receive [right v]\nswitch costume to (right2 v)\n\nwhen flag clicked\nset [torch? v] to [1]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show torch v]\nshow\n\nwhen I receive [hide torch v]\nhide\n\nwhen I receive [start the platformer v]\nforever\n go to [back v] layer\n change [ghost v] effect by (-10)\n go to (player? v)\nend\n\nwhen flag clicked\nrepeat until <(stick is now available?) = [Yes]>\n if <key (l v) pressed?> then\n wait (0.1) seconds\n if <(gun?) = [1]> then\n if <(torch?) = [1]> then\n show\n set [torch? v] to [0]\n else\n hide\n set [torch? v] to [1]\n end\n end\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [torch? v]\nwait (0.1) seconds\nif <(gun?) = [0]> then\n if <(torch?) = [1]> then\n show\n set [torch? v] to [0]\n else\n hide\n set [torch? v] to [1]\n end\nend\n\nwhen I receive [stick is now available v]\nforever\n if <key (l v) pressed?> then\n wait (0.1) seconds\n if <(gun?) = [1]> then\n if <(torch?) = [1]> then\n show\n set [torch? v] to [0]\n else\n hide\n set [torch? v] to [1]\n end\n end\n end\nend\n\n@Torch Button\n\nwhen this sprite clicked\nif <(gun?) = [1]> then\n if <(torch?) = [1]> then\n set [torch? v] to [0]\n broadcast (show torch v)\n else\n set [torch? v] to [1]\n broadcast (hide torch v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show boootons v]\nshow\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [music volume off v]\nif <(mobile/pc) = [Mobile]> then\n hide\nend\n\nwhen I receive [music volume on v]\nif <(mobile/pc) = [Mobile]> then\n show\nend\n\nif <(mobile/pc) = [Mobile]> then\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (torch? v)\n\n@Guard\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (guard v)\nhide\nset rotation style [left-right v]\ngo to x: (-25) y: (-119)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n point in direction (90)\n glide (1) secs to x: (-25) y: (-125)\n point in direction (-90)\n glide (1) secs to x: (150) y: (-125)\n end\n if <(backdrop [number v]) = [10]> then\n point in direction (90)\n glide (1) secs to x: (0) y: (112)\n point in direction (-90)\n glide (1) secs to x: (150) y: (112)\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n point in direction (90)\n glide (1) secs to x: (-25) y: (-125)\n point in direction (-90)\n glide (1) secs to x: (150) y: (-125)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\npoint in direction (90)\nglide (1) secs to x: (-25) y: (-121)\npoint in direction (-90)\nglide (1) secs to x: (150) y: (-121)\n\nwhen flag clicked\nforever\n if <touching (throwing stick v)?> then\n switch costume to (dead v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [guard v]\nswitch costume to (guard v)\nset [ghost v] effect to (0)\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nshow\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nrepeat until <not <(backdrop [number v]) = [8]>>\n\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n show\n stop [this script v]\n end\nend\n\n@Spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nshow\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nshow\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [ghghgh v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nbroadcast (Mobile? v)\nswitch costume to (costume1 v)\nset [ghghgh v] to [1]\ngo to x: (0) y: (40)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [start home screen v]\nset [ghghgh v] to [0]\nshow\nclear graphic effects\ngo to x: (0) y: (-70)\nswitch costume to (play1 v)\nrepeat until <(ghghgh) = [1]>\n if <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n if <mouse down?> then\n broadcast (Play v)\n end\n else\n switch costume to (play1 v)\n end\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 (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (70))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [jk v]\nswitch costume to (costume2 v)\n\nwhen I receive [end for real v]\nswitch costume to (costume3 v)\n\nwhen I receive [start the platformer v]\nshow\nswitch costume to (costume2 v)\nforever\n hide\nend\n\ncreate clone of (_myself_ v)\n\n@Bouncy text home screen thing\n\nwhen I receive [start v]\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\n@particle2\n\nwhen I receive [start home screen v]\nhide\nrepeat until <(ghghgh) = [1]>\n create clone of (_myself_ v)\nend\n\nrepeat (150)\nend\n\nwhen I start as a clone\nshow\ngo to x: (220) y: (-180)\nset [x v] to (pick random (-5) to (1))\nset [y v] to (pick random (2) to (5))\nset size to (pick random (75) to (125)) %\nset [ghost v] effect to (pick random (25) to (60))\nrepeat (25)\n change [ghost v] effect by (1)\n change x by (x)\n change y by (y)\nend\nrepeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (x)\n change y by (y)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\n@particle\n\nwhen flag clicked\n\nwhen I receive [start home screen v]\nhide\nrepeat until <(ghghgh) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-220) y: (-180)\nset [x v] to (pick random (-1) to (5))\nset [y v] to (pick random (2) to (5))\nset size to (pick random (75) to (125)) %\nset [ghost v] effect to (pick random (25) to (60))\nrepeat (25)\n change [ghost v] effect by (1)\n change x by (x)\n change y by (y)\nend\nrepeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (x)\n change y by (y)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nrepeat (150)\n create clone of (_myself_ v)\nend\n\n@Mobile Yes Button\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [mobile? v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen this sprite clicked\nset [mobile/pc v] to [Mobile]\nbroadcast (show boootons v)\nbroadcast (Start the Platformer v)\nbroadcast (Transition v)\n\n@Mobile No Button\n\nwhen flag clicked\nset [mobile/pc v] to []\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [mobile? v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen this sprite clicked\nset [mobile/pc v] to [PC]\nbroadcast (hide boootons v)\nbroadcast (Start the Platformer v)\nbroadcast (Transition v)\n\n@Transition\n\nwhen I receive [transition v]\nif <(backdrop [number v]) = [2]> then\n switch costume to (dark gray v)\n create clone of (_myself_ v)\n switch costume to (gray v)\n create clone of (_myself_ v)\n start sound [Slender Spotted v]\n hide\nelse\n if <(backdrop [number v]) = [3]> then\n switch costume to (dark gray v)\n create clone of (_myself_ v)\n switch costume to (gray v)\n create clone of (_myself_ v)\n start sound [Slender Spotted v]\n hide\n else\n if <(backdrop [number v]) = [4]> then\n switch costume to (dark gray v)\n create clone of (_myself_ v)\n switch costume to (gray v)\n create clone of (_myself_ v)\n start sound [Slender Spotted v]\n hide\n else\n if <(backdrop [number v]) = [5]> then\n switch costume to (dark gray v)\n create clone of (_myself_ v)\n switch costume to (gray v)\n create clone of (_myself_ v)\n start sound [Slender Spotted v]\n hide\n else\n if <(backdrop [number v]) = [6]> then\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [transition v] to [1]\nset [color v] effect to ((1) / (0))\nif <(costume [number v]) = [1]> then\n clear graphic effects\n set [trans. v] to [1]\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n erase all\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) > [225]> then\n show\n end\n end\n set [trans. v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (-400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((-400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) < [-225]> then\n show\n end\n end\n set [transition v] to [0]\n broadcast (text v)\n delete this clone\nend\n\nwhen flag clicked\nset [trans. v] to [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Saw Blade\n\nwhen flag clicked\nforever\n go to [back v] layer\n set rotation style [all around v]\n turn right (15) degrees\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (guard v)\nhide\nset rotation style [left-right v]\ngo to x: (-25) y: (-119)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\n if <(backdrop [number v]) = [11]> then\n go to x: (-25) y: (-150)\n end\n if <(backdrop [number v]) = [12]> then\n hide\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\nhide\n\ngo to x: (-29) y: (-158)\n\nset size to (75) %\n\nset size to (90) %\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [saw bald show v]\nshow\nforever\n go to [back v] layer\nend\n\n@Skip\n\nwhen this sprite clicked\nif <not <(backdrop [number v]) = [6]>> then\n broadcast (Transition v)\n broadcast (Next Level v)\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show boootons v]\nshow\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [music volume off v]\nif <(mobile/pc) = [Mobile]> then\n hide\nend\n\nwhen I receive [music volume on v]\nif <(mobile/pc) = [Mobile]> then\n show\nend\n\nif <(mobile/pc) = [Mobile]> then\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the platformer v]\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n forever\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Intro particles\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (red v)\nelse\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (yellow v)\n else\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (blue v)\n end\n end\nend\nset [ghost v] effect to (30)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nshow\npoint in direction (pick random (0) to (360))\nrepeat (16)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [end intro? v] to [0]\nwait (7.5) seconds\nset [end intro? v] to [1]\nstop all sounds\nwait (1) seconds\nbroadcast (Start home screen v)\n\nwhen [timer v] > (0.4)\nhide\n\n@intro logo\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nset [speed3 v] to [10]\nset [ghost v] effect to (15)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (Speed3)\n change [speed3 v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n turn right (15) degrees\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@intro CS\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (untitled drawing \(28\) v)\nset size to (100) %\nrepeat until <(end intro?) = [1]>\n set [speed v] to [-10]\n repeat (20)\n change size by (Speed)\n change [speed v] by (1)\n end\n set size to (100) %\nend\nhide\n\nwhen flag clicked\nstart sound [TheFatRat - Infinite Power!2 v]\n\nwhen [timer v] > (0.4)\nhide\n\n@Easter Egg\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (player? v)?> then\n hide\n broadcast (last jumpscare v)\n stop [this script v]\n end\nend\n\n@Jumpscare\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [last jumpscare v]\ngo to x: (0) y: (0)\nstart sound [rip ur ears v]\nshow\ngo to [front v] layer\nwait (3.15) seconds\nhide\nchange [☁ worldwide jumpscares v] by (1)\nwait (0.01) seconds\nbroadcast (Success!!! v)\nset [success!? v] to [1]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [reg jumpscare v]\ngo to x: (0) y: (0)\nstart sound [rip ur ears v]\nshow\ngo to [front v] layer\nwait (3.15) seconds\nhide\nchange [☁ worldwide jumpscares v] by (1)\nwait (0.01) seconds\n\n@info\n\nwhen flag clicked\nhide variable [☁ worldwide jumpscares v]\nhide variable [☁ worldwide deaths v]\nhide variable [time taken v]\nhide variable [deaths v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [success!!! v]\nshow variable [☁ worldwide deaths v]\nshow variable [☁ worldwide jumpscares v]\nshow variable [deaths v]\nshow variable [time taken v]\nshow\ngo to [front v] layer\nwait (1) seconds\n\nwhen [timer v] > (0.4)\nhide\nhide variable [☁ worldwide deaths v]\nhide variable [☁ worldwide jumpscares v]\nhide variable [time taken v]\nhide variable [deaths v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [success!!! v]\nshow\ngo to [front v] layer\nstop all sounds\nforever\n play sound [MUSIC v] until done\nend\n\nwhen [timer v] > (0.4)\nhide\n\nstop all sounds\n\n@Throw\n\nwhen this sprite clicked\nbroadcast (shoot? v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [music volume off v]\nif <(mobile/pc) = [Mobile]> then\n hide\nend\n\nwhen I receive [music volume on v]\nif <(mobile/pc) = [Mobile]> then\n show\nend\n\nwhen I receive [stick is now available v]\nforever\n show\nend\n\n@Stick Button\n\nwhen this sprite clicked\nif <(torch?) = [1]> then\n if <(gun?) = [1]> then\n set [gun? v] to [0]\n broadcast (show gun v)\n else\n set [gun? v] to [1]\n broadcast (hide gun v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [music volume off v]\nif <(mobile/pc) = [Mobile]> then\n hide\nend\n\nwhen I receive [music volume on v]\nif <(mobile/pc) = [Mobile]> then\n show\nend\n\nwhen I receive [stick is now available v]\nforever\n show\nend\n\n@stick\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show gun v]\nshow\n\nwhen I receive [hide gun v]\nhide\n\nwhen I receive [shoot? v]\nif <(gun?) = [0]> then\n show\n create clone of (throwing stick v)\n wait (0.5) seconds\nend\n\nwhen I receive [start the platformer v]\nhide\nforever\n if <(left/right?) = [90]> then\n switch costume to (right v)\n else\n switch costume to (left v)\n end\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (right v)\nhide\nforever\n go to (player? v)\n set size to (75) %\nend\n\nwhen I receive [start the platformer v]\nhide\nforever\n if <<<key (space v) pressed?> and <(gun?) = [0]>> and <(stick is now available?) = [Yes]>> then\n create clone of (throwing stick v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [start the platformer v]\nhide\nforever\n if <<key (space v) pressed?> and <(gun?) = [0]>> then\n hide\n end\nend\n\nwhen I receive [show stick again v]\nshow\n\nwhen I receive [stick is now available v]\nforever\n if <key (k v) pressed?> then\n wait (0.1) seconds\n if <(torch?) = [1]> then\n if <(gun?) = [1]> then\n show\n set [gun? v] to [0]\n else\n hide\n set [gun? v] to [1]\n end\n end\n end\nend\n\nset [gun? v] to [0]\n\nwhen I receive [start the platformer v]\nwait (1) seconds\nif <(torch?) = [1]> then\n if <(gun?) = [1]> then\n show\n set [gun? v] to [0]\n else\n hide\n set [gun? v] to [1]\n end\nend\nbroadcast (check show/hide v)\n\nwhen I receive [check show/hide v]\nif <(torch?) = [1]> then\n if <(gun?) = [1]> then\n show\n set [gun? v] to [0]\n else\n hide\n set [gun? v] to [1]\n end\nend\n\nwhen I receive [start the platformer v]\nwait (1) seconds\nrepeat (10)\n hide\nend\n\nwhen I receive [stick is now available v]\nset [stick is now available? v] to [Yes]\n\nwhen flag clicked\nset [stick is now available? v] to []\n\nwhen I receive [start the platformer v]\nset [stick is now available? v] to []\n\n@throwing stick\n\nwhen flag clicked\nhide\nset size to (70) %\nforever\n go to [back v] layer\n go to (stick v)\n change y by (4)\n change x by (5)\nend\n\nwhen I start as a clone\nshow\nrepeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (guard v)?> or <<touching (guard2 v)?> or <touching (guard3 v)?>>>>\n if <(left/right?) = [90]> then\n turn right (5) degrees\n switch costume to (right v)\n change x by (50)\n else\n turn left (5) degrees\n switch costume to (right v)\n change x by (-50)\n end\nend\nbroadcast (show stick again v)\ndelete this clone\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nforever\n if <not <key (space v) pressed?>> then\n hide\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I start as a clone\nforever\n if <(left/right?) = [90]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (costume4 v)\ngo to x: (0) y: (-165)\nset [ghost v] effect to (0)\n\nwhen I receive [text v]\ngo to x: (0) y: (-165)\nnext costume\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [show text v]\ngo to x: (0) y: (-165)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [success!!! v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show text i suppose v]\ngo to x: (0) y: (-165)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [start the platformer v]\nforever\n if <key (j v) pressed?> then\n broadcast (Show Text v)\n end\nend\n\n@Hehe\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [door walk effect v]\nbroadcast (music volume off v)\nset [ghost v] effect to (0)\nshow\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Music volume on v)\nbroadcast (text v)\n\n@Stars\n\nwhen I start as a clone\ngo [backward v] (100) layers\nset size to (50) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to (random position v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (10)\n change size by (1)\nend\nrepeat (10)\n change [ghost v] effect by (7)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [stars v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.001) to (0.002)) seconds\nend\n\n@Guard2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (guard v)\nhide\nset rotation style [left-right v]\ngo to x: (-25) y: (-119)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n point in direction (-90)\n glide (1) secs to x: (200) y: (-125)\n point in direction (90)\n glide (1) secs to x: (0) y: (-125)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\npoint in direction (90)\nglide (1) secs to x: (-75) y: (-18)\npoint in direction (-90)\nglide (1) secs to x: (118) y: (-18)\n\nhide\n\nwhen flag clicked\nforever\n if <touching (throwing stick v)?> then\n switch costume to (dead v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [guard v]\nswitch costume to (guard v)\nset [ghost v] effect to (0)\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n show\n stop [this script v]\n end\nend\n\n@Guard3\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nswitch costume to (guard v)\nhide\nset rotation style [left-right v]\ngo to x: (-25) y: (-119)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n point in direction (90)\n glide (1) secs to x: (-75) y: (105)\n point in direction (-90)\n glide (1) secs to x: (118) y: (105)\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n hide\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (throwing stick v)?> then\n switch costume to (dead v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [guard v]\nswitch costume to (guard v)\nset [ghost v] effect to (0)\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n stop [this script v]\n end\nend\n\n@Music\n\nwhen I receive [start the platformer v]\nshow\ngo to [front v] layer\nstop all sounds\nforever\n play sound [Dreams v] until done\nend\n\nwhen I receive [music volume off v]\nset volume to (0) %\n\nwhen I receive [music volume on v]\nset volume to (100) %\n\n@Show Text\n\nwhen this sprite clicked\nbroadcast (Show Text v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show boootons v]\nshow\n\nwhen flag clicked\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [go to back layer v]\nset [transition v] to [0]\nrepeat until <(transition) = [1]>\n go to [front v] layer\nend\nrepeat until <(transition) = [0]>\n go to [back v] layer\nend\nbroadcast (go to back layer v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [music volume off v]\nif <(mobile/pc) = [Mobile]> then\n hide\nend\n\nwhen I receive [music volume on v]\nif <(mobile/pc) = [Mobile]> then\n show\nend\n\n
Play part 1 first: https://scratch.mit.edu/projects/377178602/\n=================The Story==================\n You are a detective. Last time you were knocked out and were kidnapped. You now woke up in a complex teeming with guards! Can you escape to live another day?\n================== Controls=================\n\n✥ Arrow keys, WASD or mobile controls to move.\n✥ Press the L key or the Torch button to use the torch.\n✥ Press the J key or the Show Text button to show the text again.\n✥ Press the N key or the Skip button to skip a level.\n✥ (Use this once you have unlocked it) Press the K key or the Stick button to show the stick. \n✥ You can not hold the stick whilst ho,ding the torch and vice versa.\n✥ Press space or the Throw key to throw the stick once you have unlocked it.\n✥ Use the stick to knock out the guards.
slime platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n set volume to (100) %\n play sound [Avicii_-_Hey_Brother_Lyric v] until done\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nnext backdrop\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Player\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nshow\ngo to x: (-171) y: (-127)\nset size to (200) %\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n switch costume to (normal2 v)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n switch costume to (normal v)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <touching (base v)?> then\n change y by (1)\n erase all\n if <touching (base v)?> then\n change y by (1)\n erase all\n if <touching (base v)?> then\n change y by (1)\n erase all\n if <touching (base v)?> then\n change y by (1)\n erase all\n if <touching (base v)?> then\n change y by (1)\n erase all\n if <touching (base v)?> then\n change x by ((xV) * (-1))\n change y by (-5)\n erase all\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 [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif <touching (base v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (base v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n broadcast (Next Level v)\nend\nif <touching (bounce v)?> then\n set [yv v] to [18]\nend\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\nif <key (space v) pressed?> then\n broadcast (Next Level v)\n wait (2) seconds\nend\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n go to x: (-177) y: (-100)\n set size to (200) %\n set [xv v] to [0]\nend\nif <(y position) < [-187]> then\n go to x: (-177) y: (-100)\n set size to (200) %\nend\n\nwhen [loudness v] > (10)\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (normal2 v)\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to [front v] layer\ngo to x: (-0) y: (0)\nswitch costume to (costume1 v)\nshow\nif <(costume [number v]) = [4]> then\n forever\n if <touching (mouse-pointer v)?> then\n set size to (220) %\n else\n set size to (200) %\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (start v)\n go to x: (-171) y: (-127)\n switch costume to (normal2 v)\n go to [back v] layer\n end\n end\nend\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (normal3 v)\n change volume by (100)\n end\nend\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nshow\nforever\n platformer\nend\n\nwhen I start as a clone\nswitch costume to (normal4 v)\nrepeat (10)\n change size by (-20)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\n@Front\n\nwhen flag clicked\nset size to (200) %\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-20)\nend\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nhide\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Move\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Move2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\n@Sprite1\n\nwhen I receive [next level v]\ngo to [front v] layer\nset [trans v] to [0]\nset [ghost v] effect to (0)\nshow\ngo to x: (-450) y: (0)\nset [sprite1: speed v] to [15]\nrepeat until <(x position) > [0]>\n change x by (Sprite1: speed)\n change [sprite1: speed v] by (-0.1)\nend\nset [sprite1: speed v] to [17]\nset [trans v] to [1]\nrepeat (25)\n change y by (Sprite1: speed)\n change [sprite1: speed v] by (-0.07)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset [trans v] to [1]\nhide\n\nchange [sprite1: speed v] by (-0.1)\n\nwait (0.003) seconds\n\n@Sprite15\n\nwhen flag clicked\ngo to [back v] layer\nhide\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 (75)\nshow\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (50) to (100)) %\ngo to [back v] layer\nrepeat (7)\n wait (0.1) seconds\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nrepeat (4)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\nend\n\n@Button3\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset size to (50) %\n\nwhen [3 v] key pressed\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<key (3 v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n stop all sounds\n start sound [DJ Snake Lil Jon - Turn Down for What.mp3 v]\n end\nend\n\n@Button2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset size to (50) %\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<key (2 v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n stop all sounds\n start sound [Nya Nya Dance fu v]\n end\nend\n\n@Button1\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset size to (50) %\n\nwhen [1 v] key pressed\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<key (1 v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n stop all sounds\n start sound [Jason Derulo - Wiggle feat. Snoop Dogg \(Official HD Music Video\).mp3 v]\n end\nend\n\n@Button4\n\nwhen flag clicked\nforever\n if <<key (4 v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n stop all sounds\n start sound [Fall_Out_Boy_-_Centuries.mp3 v]\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset size to (50) %\n\nstart sound [Fall_Out_Boy_-_Centuries.mp3 v]\n\n@Button5\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset size to (50) %\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<key (5 v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n stop all sounds\n start sound [Soprano - En feu \(Clip officiel\).mp3 v]\n end\nend\n\n@Sprite2\n\nwhen I receive [start v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [back v]\nhide\n\n@SetupTail\n\nwhen flag clicked\nhide\nset size to (20) %\nset [ghost v] effect to (4)\nset [trailnumber v] to [1]\ndelete all of [trailx v]\ndelete all of [traily v]\nrepeat (20)\n create clone of (_myself_ v)\n change size by (1)\n change [trailnumber v] by (1)\n add (mouse x) to [trailx v]\n add (mouse y) to [traily v]\nend\nforever\n delete (1) of [trailx v]\n delete (1) of [traily v]\n delete (2) of [trailx v]\n delete (2) of [traily v]\n delete (3) of [trailx v]\n delete (3) of [traily v]\n delete (4) of [trailx v]\n delete (4) of [traily v]\n add (((mouse x) * (0.25)) + ((item (16) of [trailx v]) * (0.75))) to [trailx v]\n add (((mouse x) * (0.5)) + ((item (16) of [trailx v]) * (0.5))) to [trailx v]\n add (((mouse x) * (0.75)) + ((item (16) of [trailx v]) * (0.25))) to [trailx v]\n add (mouse x) to [trailx v]\n add (((mouse y) * (0.25)) + ((item (16) of [traily v]) * (0.75))) to [traily v]\n add (((mouse y) * (0.5)) + ((item (16) of [traily v]) * (0.5))) to [traily v]\n add (((mouse y) * (0.75)) + ((item (16) of [traily v]) * (0.25))) to [traily v]\n add (mouse y) to [traily v]\nend\n\nwhen I start as a clone\nwait (0.3) seconds\nforever\n if <<([abs v] of ((x position) - (mouse x)) ) < [9]> and <([abs v] of ((y position) - (mouse y)) ) < [9]>> then\n hide\n else\n go to [front v] layer\n show\n point towards (controlcharacter v)\n go to x: (item (TrailNumber) of [trailx v]) y: (item (TrailNumber) of [traily v])\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nadd [thing] to [trailx v]\n\n@Sprite 1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (50) %\nset [pixelate v] effect to (-100)\nrepeat (33)\n create clone of (_myself_ v)\n change size by (2)\n change [color v] effect by (4)\nend\n\nwhen I start as a clone\nwait (3) seconds\ngo to x: (0) y: (0)\nset size to (50) %\nset [pixelate v] effect to (100)\nrepeat (33)\n change size by (-2)\n change [color v] effect by (-4)\nend\nbroadcast (BACK v)\nhide\n\nwhen I receive [back v]\nhide\n\nwhen I receive [back v]\nshow\nwait (5) seconds\nhide\n\nwhen flag clicked\nwait (0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\nforever\n go to [front v] layer\nend\n\n
(:la barre espace pour changer de niveau\net les flèches pour bouger vous pouvez changé la musique sois en appuient sur la touche 1 2 3 4 et 5 ou en cliquant dessus:)\n(: the space bar to change level\nand the arrows to move you can change the music or press the button 1 2 3 4 or 5 or by clicking on it :)\n(: la barra espaciadora para cambiar de nivel\ny las flechas para moverte puedes cambiar la música o presionar el botón 1 2 3 4 y 5 o haciendo clic en él :)\n
Multiplayer Platformer Engine 2.6
@Stage\n\nwhen flag clicked\nforever\n Time\n set [brightness v] effect to (((Cam_Y) / (100)) - (day))\nend\n\ndefine Time\nset [day v] to (((current [minute v]) + ((current [hour v]) * (60))) - (1130))\nif <(day) < [-729]> then\n set [day v] to [80]\nend\nif <(day) < [-649]> then\n set [day v] to [80]\n change [day v] by ((((current [minute v]) + ((current [hour v]) * (60))) - (400)) * (-1))\nend\nif <(day) < [0]> then\n set [day v] to [0]\nend\nset [day v] to (([abs v] of (day) ) * (1))\nif <[80] < (day)> then\n set [day v] to [80]\nend\n\n@Settings\n\nset [start with all players v] to [false]\n\nset [start with all players v] to [true]\n\nset [download could data time v] to [2.5]\n\nset [max number of players v] to [8]\n\n@players\n\ndefine Change Player x by (sx)\n\nchange [playerx v] by (speed)\nPosition\nif <touching (hitbox v)?> then\n repeat (12)\n change [playery v] by (1)\n Position\n if <not <touching (hitbox v)?>> then\n stop [this script v]\n end\n end\n change [playery v] by (-12)\n repeat until <not <touching (hitbox v)?>>\n if <(speed) > [0]> then\n change [playerx v] by (-1)\n else\n change [playerx v] by (1)\n end\n Position\n end\nend\n\nif <key (up arrow v) pressed?> then\n change y by (2)\n if <touching (hitbox v)?> then\n set [speed v] to [0]\n else\n set [speed v] to (((sx) / ([abs v] of (sx) )) * (-18))\n set [gravity v] to [15]\n end\nelse\n set [speed v] to [0]\nend\n\nset [in air v] to [0]\n\ndefine Create Players\nset [player? v] to [1]\nrepeat ((Max Number of Players) - (1))\n create clone of (_myself_ v)\n change [player? v] by (1)\nend\n\nwhen I receive [startplayers v]\nset [talk v] to []\nset [color v] effect to (((player?) * (30)) - (30))\nset [ghost v] effect to (100)\nshow\n\n go to [back v] layer\n go [forward v] (18) layers\n Tic\n broadcast (tic v)\n Position\n Player (player?) _Pos\nend\n\ndefine cloudUpload # (number)\nkeysPressed <key (up arrow v) pressed?> <key (down arrow v) pressed?> <key (left arrow v) pressed?> <key (right arrow v) pressed?>\nEncode (round (playerX)) reset? [true]\nEncode (round (playerY)) reset? [false]\nEncode (round (direction)) reset? [false]\nEncode (Costume #) reset? [false]\nEncode (round (slope)) reset? [false]\nEncode (round (speed)) reset? [false]\nEncode (round (Gravity)) reset? [false]\nEncode (jumpKey) reset? [false]\nEncode (IsOnGround?) reset? [false]\nEncode (username) reset? [false]\nEncode (talk) reset? [false]\nset [@player data upload v] to (join (Encoded) (keysPressed))\nSync Cloud Data\nBegin Encode Of Player_ (number)\nusername upload (number)\n\ndefine Set player_ (#) to (value)\nif <(#) = [1]> then\n set [☁ player_1 v] to (value)\nelse\n if <(#) = [2]> then\n set [☁ player_2 v] to (value)\n else\n if <(#) = [3]> then\n set [☁ player_3 v] to (value)\n else\n if <(#) = [4]> then\n set [☁ player_4 v] to (value)\n else\n if <(#) = [5]> then\n set [☁ player_5 v] to (value)\n else\n if <(#) = [6]> then\n set [☁ player_6 v] to (value)\n else\n if <(#) = [7]> then\n set [☁ player_7 v] to (value)\n else\n set [☁ player_8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine username upload (number)\nreplace item (number) of [username v] with (item (10) of [value v])\n\ndefine getCloudData (#)\nif <(#) = [1]> then\n set [@clouddata v] to (☁ player_1)\nelse\n if <(#) = [2]> then\n set [@clouddata v] to (☁ player_2)\n else\n if <(#) = [3]> then\n set [@clouddata v] to (☁ player_3)\n else\n if <(#) = [4]> then\n set [@clouddata v] to (☁ player_4)\n else\n if <(#) = [5]> then\n set [@clouddata v] to (☁ player_5)\n else\n if <(#) = [6]> then\n set [@clouddata v] to (☁ player_6)\n else\n if <(#) = [7]> then\n set [@clouddata v] to (☁ player_7)\n else\n set [@clouddata v] to (☁ player_8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Online (#) ?\nset [@isonline? v] to (item (#) of [isonline v])\n\nwhen I start as a clone\nhide\n\ndefine Player (#) _Pos\nset [encoded v] to []\nEncode (x position) reset? [true]\nEncode (y position) reset? [false]\nreplace item (#) of [player_pos v] with (Encoded)\n\ndefine Movement\npoint in direction (90)\nset [costume # v] to [2]\nif <<key (up arrow v) pressed?> and <(IsOnGround?) = [true]>> then\n if <<(jumpKey) = [0]> and <(Gravity) < [4]>> then\n set [jumpkey v] to [1]\n set [gravity v] to ((Zoom) * (-0.25))\n end\nelse\n set [jumpkey v] to [0]\nend\nif <key (left arrow v) pressed?> then\n if <[-10] < (speed)> then\n change [speed v] by (-2)\n end\n Walk (speed)\nelse\n if <key (right arrow v) pressed?> then\n if <(speed) < [10]> then\n change [speed v] by (2)\n end\n Walk (speed)\n else\n if <(IsOnGround?) = [true]> then\n if <[2] < (speed)> then\n change [speed v] by (-2)\n else\n if <(speed) < [-2]> then\n change [speed v] by (2)\n else\n set [speed v] to [0]\n end\n end\n else\n if <[2] < (speed)> then\n change [speed v] by (-0.5)\n else\n if <(speed) < [-2]> then\n change [speed v] by (0.5)\n else\n set [speed v] to [0]\n end\n end\n end\n Walk (speed)\n end\nend\nGravity <(Gravity) < [0]>\nif <key (any v) pressed?> then\n switch costume to (Costume #)\nelse\n switch costume to (neutral v)\nend\nset [cam_x v] to (playerX)\nchange [cam_y v] by (round (((playerY) - (Cam_Y)) / (6)))\nif <((playerY) - (Cam_Y)) < [-100]> then\n set [cam_y v] to ((playerY) + (100))\nend\nif <(Cam_Y) < [-800]> then\n set [cam_y v] to [0]\n if <(playerY) < [-1000]> then\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\ndefine keysPressed <up> <down> <left> <right>\nset [keyspressed v] to [00]\nif <up> then\n set [keyspressed v] to (join (keysPressed) [1])\nelse\n set [keyspressed v] to (join (keysPressed) [0])\nend\nif <down> then\n set [keyspressed v] to (join (keysPressed) [1])\nelse\n set [keyspressed v] to (join (keysPressed) [0])\nend\nif <left> then\n set [keyspressed v] to (join (keysPressed) [1])\nelse\n set [keyspressed v] to (join (keysPressed) [0])\nend\nif <right> then\n set [keyspressed v] to (join (keysPressed) [1])\nelse\n set [keyspressed v] to (join (keysPressed) [0])\nend\n\ndefine Begin Encode Of Player_ (#)\nif <(#) = [1]> then\n Decode (☁ player_1)\nelse\n if <(#) = [2]> then\n Decode (☁ player_2)\n else\n if <(#) = [3]> then\n Decode (☁ player_3)\n else\n if <(#) = [4]> then\n Decode (☁ player_4)\n else\n if <(#) = [5]> then\n Decode (☁ player_5)\n else\n if <(#) = [6]> then\n Decode (☁ player_6)\n else\n if <(#) = [7]> then\n Decode (☁ player_7)\n else\n Decode (☁ player_8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine online?\nchange [player_online v] by (1)\nif <(player_online) < [10]> then\n set [player_online v] to (join [0] (player_online))\nend\nif <(player_online) = [100]> then\n set [player_online v] to [00]\nend\n\ndefine cloud movement for player (#)\ngetCloudData (#)\nset [keyspressed v] to (join (letter ((length of (@CloudData)) - (3)) of (@CloudData)) (join (letter ((length of (@CloudData)) - (2)) of (@CloudData)) (join (letter ((length of (@CloudData)) - (1)) of (@CloudData)) (letter (length of (@CloudData)) of (@CloudData)))))\nset [costume # v] to [2]\nif <<(letter (1) of (keysPressed)) = [1]> and <(IsOnGround?) = [true]>> then\n if <<(jumpKey) = [0]> and <(Gravity) < [4]>> then\n set [jumpkey v] to [1]\n set [gravity v] to ((Zoom) * (-0.25))\n end\nelse\n set [jumpkey v] to [0]\nend\nif <(letter (3) of (keysPressed)) = [1]> then\n if <[-10] < (speed)> then\n change [speed v] by (-2)\n end\n Walk (speed)\nelse\n if <(letter (4) of (keysPressed)) = [1]> then\n if <(speed) < [10]> then\n change [speed v] by (2)\n end\n Walk (speed)\n else\n if <(IsOnGround?) = [true]> then\n if <[2] < (speed)> then\n change [speed v] by (-2)\n else\n if <(speed) < [-2]> then\n change [speed v] by (2)\n else\n set [speed v] to [0]\n end\n end\n else\n if <[2] < (speed)> then\n change [speed v] by (-0.5)\n else\n if <(speed) < [-2]> then\n change [speed v] by (0.5)\n else\n set [speed v] to [0]\n end\n end\n end\n Walk (speed)\n end\nend\nGravity <(Gravity) < [0]>\nif <<(letter (4) of (keysPressed)) = [1]> or <<(letter (3) of (keysPressed)) = [1]> or <<(letter (2) of (keysPressed)) = [1]> or <(letter (1) of (keysPressed)) = [1]>>>> then\n switch costume to (Costume #)\nelse\n switch costume to (neutral v)\nend\n\ndefine Encode (value) reset? (bool)\nif <(bool) = [true]> then\n set [encoded v] to []\nend\nset [# v] to [0]\nrepeat (length of (value))\n change [# v] by (1)\n if <(letter (#) of (value)) = [ ]> then\n set [encoded v] to (join (Encoded) [78])\n else\n set [encoded v] to (join (Encoded) (item # of (letter (#) of (value)) in [code v]))\n end\nend\nset [encoded v] to (join (Encoded) [00])\n\ndefine Decode (value)\ndelete all of [value v]\nset [value v] to []\nset [# v] to [2]\nrepeat (((length of (value)) / (2)) - (4))\n change [# v] by (2)\n if <(join (letter ((#) - (1)) of (value)) (letter (#) of (value))) < [10]> then\n add (value) to [value v]\n set [value v] to []\n end\n if <(join (letter ((#) - (1)) of (value)) (letter (#) of (value))) = [78]> then\n set [value v] to (join (value) [ ])\n else\n set [value v] to (join (value) (item (join (letter ((#) - (1)) of (value)) (letter (#) of (value))) of [code v]))\n end\nend\n\ndefine Setup Code\ndelete all of [code v]\nset [code v] to [abcdefghijklmnopqrstuvwxyz1234567890!@#$%^&*\(\)_+-=|}{":?><,./;'\[\]\`~]\nset [# v] to [0]\nrepeat (9)\n add [] to [code v]\nend\nrepeat (length of (Code))\n change [# v] by (1)\n add (letter (#) of (Code)) to [code v]\nend\ndelete all of [letters v]\nset [code v] to [abcdefghijklmnopqrstuvwxyz]\nset [# v] to [0]\nrepeat (length of (Code))\n change [# v] by (1)\n add (letter (#) of (Code)) to [letters v]\nend\ndelete all of [username v]\nrepeat (Max Number of Players)\n add [] to [username v]\nend\ndelete all of [isonline v]\nrepeat (Max Number of Players)\n add [offline] to [isonline v]\nend\ndelete all of [chat v]\nadd [Hello] to [chat v]\nadd [Bye] to [chat v]\nadd [Follow Me] to [chat v]\nadd [Nice] to [chat v]\nadd [Yay] to [chat v]\n\ndefine Gravity <up?>\nif <(Gravity) < ((Zoom) * (0.25))> then\n change [gravity v] by ((Zoom) * (0.02))\nend\nchange [playery v] by ((Gravity) * (-1))\nPosition\nif <touching (hitbox v)?> then\n if <[6] < (Gravity)> then\n Create grass particle at (playerX) ((playerY) + (4))\n end\n set [isonground? v] to [true]\nelse\n set [isonground? v] to [false]\nend\nrepeat until <not <touching (hitbox v)?>>\n if <up?> then\n change [playery v] by ((Zoom) * (-0.02))\n Position\n if <touching (hitbox v)?> then\n set [gravity v] to [0]\n end\n else\n change [playery v] by ((Zoom) * (0.02))\n Position\n set [gravity v] to [0]\n end\nend\n\ndefine Walk (speed)\nset [x check v] to [0]\nrepeat until <<(x check) = [10]> or <touching (hitbox v)?>>\n change [playerx v] by ((((speed) * (Zoom)) * (0.012)) / (10))\n Position\n change [x check v] by (1)\nend\nset [slope v] to [0]\nrepeat until <<(slope) = [4]> or <not <touching (hitbox v)?>>>\n change [playery v] by (0.5)\n Position\n change [slope v] by (1)\nend\nif <(slope) = [4]> then\n change [playerx v] by ((0) - (((((speed) * (Zoom)) * (0.012)) / (10)) * (x check)))\n change [playery v] by ((0) - ((slope) / (2)))\n if <key (up arrow v) pressed?> then\n set [jumpkey v] to [1]\n set [gravity v] to ((Zoom) * (-0.25))\n if <[0] < (speed)> then\n set [speed v] to [-10]\n else\n if <(speed) < [0]> then\n set [speed v] to [10]\n end\n end\n else\n set [speed v] to [0]\n end\n Position\nend\n\ndefine Position\nset size to (600) %\ngo to x: ((playerX) - (Cam_X)) y: ((playerY) - (Cam_Y))\nset size to ((Zoom) * (0.6)) %\n\ndefine Tic\nOnline (player?) ?\nif <(@isOnline?) = [online]> then\n if <(player?) = (Player #)> then\n Movement\n cloudUpload # (player?)\n say (talk)\n else\n getCloudData (player?)\n if <not <(oldCloud) = (@CloudData)>> then\n Begin Encode Of Player_ (player?)\n set [playerx v] to (item (1) of [value v])\n set [playery v] to (item (2) of [value v])\n set [direction v] to (item (3) of [value v])\n set [cloud_costume # v] to (item (4) of [value v])\n set [slope v] to (item (5) of [value v])\n set [speed v] to (item (6) of [value v])\n set [gravity v] to (item (7) of [value v])\n set [jumpkey v] to (item (8) of [value v])\n set [isonground? v] to (item (9) of [value v])\n username upload (player?)\n point in direction (Direction)\n set size to (500) %\n go to x: ((playerX) - (Cam_X)) y: ((playerY) - (Cam_Y))\n set size to (90) %\n switch costume to (cloud_costume #)\n set [oldcloud v] to (@CloudData)\n say (item (11) of [value v])\n else\n cloud movement for player (player?)\n end\n end\nend\nif <(@isOnline?) = [online]> then\n change [ghost v] effect by (-5)\nelse\n change [ghost v] effect by (5)\nend\n\nwhen I receive [flag v]\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nif <(Max Number of Players) < [2]> then\n set [max number of players v] to [2]\nelse\n if <[8] < (Max Number of Players)> then\n set [max number of players v] to [8]\n end\nend\nwait (Download Could Data Time) seconds\nCreate Players\nif <(Start With All Players) = [true]> then\n wait until <not <(Player #) = [0]>>\n repeat until <(-NumberOfPlayers-) = (Max Number of Players)>\n online?\n Set player_ (Player #) to (player_online)\n end\nend\nbroadcast (startPlayers v)\n\nwhen I receive [startplayers v]\nset [@timer v] to [0]\nset [@timepass v] to (timer)\nforever\n change [@timer v] by ((timer) - (@TimePass))\n set [@timepass v] to (timer)\nend\n\ndefine Sync Cloud Data\nif <(Player #) = (player?)> then\n if <[0.1] < (@Timer)> then\n online?\n Set player_ (Player #) to (join (player_online) (@Player Data Upload))\n set [@timer v] to [0]\n end\nend\n\nwhen I receive [startplayers v]\nif <(player?) = [1]> then\n forever\n if <(Player #) = [9]> then\n if <key (up arrow v) pressed?> then\n change [cam_y v] by (5)\n end\n if <key (down arrow v) pressed?> then\n change [cam_y v] by (-5)\n end\n if <key (left arrow v) pressed?> then\n change [cam_x v] by (-5)\n end\n if <key (right arrow v) pressed?> then\n change [cam_x v] by (5)\n end\n if <key (space v) pressed?> then\n set [cam_x v] to [0]\n set [cam_y v] to [-80]\n end\n end\n end\nend\n\nwhen [r v] key pressed\nset [player # v] to [9]\n\nwhen I receive [startplayers v]\nset [@talktimer v] to [0]\nforever\n if <(Player #) = (player?)> then\n if <(@talkTimer) < [70]> then\n change [@talktimer v] by (0.5)\n end\n Key Check\n if <(@#) = (length of [chat v])> then\n if <[60] < (@talkTimer)> then\n set [talk v] to []\n end\n end\n end\nend\n\ndefine Key Check\nset [@# v] to [0]\nrepeat (length of [chat v])\n change [@# v] by (1)\n if <key ((join (@#) []) v) pressed?> then\n set [@talktimer v] to [0]\n set [talk v] to (item (@#) of [chat v])\n set [@# v] to [0]\n stop [this script v]\n end\nend\n\ndefine Create grass particle at (x) (y)\nset [particle x v] to (x)\nset [particle y v] to (y)\nbroadcast (GrassParticle v)\n\nwhen flag clicked\nSetup Code\n\nwhen I receive [flag v]\nset [camspeed v] to [0]\nset [cam_y v] to [0]\nset [cam_x v] to [0]\n\nwhen flag clicked\nbroadcast (flag v) and wait\n\nwhen flag clicked\nforever\n wait until <key (m v) pressed?>\n wait until <not <key (m v) pressed?>>\n show variable [@mxy v]\n repeat until <key (m v) pressed?>\n set [@mxy v] to (join [Mouse X: ] (join (mouse x) (join [, Mouse Y: ] (mouse y))))\n end\n hide variable [@mxy v]\n wait until <not <key (m v) pressed?>>\nend\n\n\n\nif <not <touching (hitbox v)?>> then\n\nif <not <touching (hitbox v)?>> then\n\n@items\n\ndefine setup items\nset [@item v] to [1]\nrepeat ((itemNumber) - (1))\n create clone of (_myself_ v)\n change [@item v] by (1)\nend\n\nwhen I receive [flag v]\nsetupData\nsetup items\n\nwhen flag clicked\nset [itemnumber v] to [1]\nhide\n\nwhen I receive [startplayers v]\nset [x v] to [0]\nset [y v] to [-125]\nforever\n set size to (1000) %\n go to x: ((x) - (Cam_X)) y: ((y) - (Cam_Y))\n set size to (Zoom) %\nend\n\nshow\n\ndefine setupData\ndelete all of [item data v]\nrepeat ((itemNumber) * (3))\n add [] to [item data v]\nend\n\n@Multiplayer\n\nwhen I receive [scan for game v]\nset [encoded v] to []\nEncode (username)\nswitch costume to (downloading cloud data... v)\nshow\nset [player # v] to [0]\nreplace item (1) of [player_open? v] with [0]\nreplace item (2) of [player_open? v] with [0]\nreplace item (3) of [player_open? v] with [0]\nreplace item (4) of [player_open? v] with [0]\nreplace item (5) of [player_open? v] with [0]\nreplace item (6) of [player_open? v] with [0]\nreplace item (7) of [player_open? v] with [0]\nreplace item (8) of [player_open? v] with [0]\nwait (Download Could Data Time) seconds\nswitch costume to (looking for players v)\nrepeat until <not <(Player #) = [0]>>\n Check for open slot\n wait (0.15) seconds\n Take Open Slot\n switch costume to (looking for game2 v)\nend\nif <(Start With All Players) = [true]> then\n switch costume to (you timed out2 v)\n wait until <(Max Number of Players) = (-NumberOfPlayers-)>\nend\nif <(Player #) = [1]> then\n switch costume to (creating new game v)\nelse\n switch costume to (joining game v)\nend\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\ndefine is player (#) open?\ngetCloudData (#)\nset [player_online? v] to (item (#) of [player_online? v])\nset [player_open? v] to (item (#) of [player_open? v])\nif <(player_online?) = (join (letter (1) of (@CloudData)) (letter (2) of (@CloudData)))> then\n change [player_open? v] by (1)\nelse\n if <not <(@CloudData) = [2425142300]>> then\n set [player_open? v] to [0]\n end\nend\nset [player_online? v] to (join (letter (1) of (@CloudData)) (letter (2) of (@CloudData)))\nif <[15] < (player_open?)> then\n Set player_ (#) to [2425142300]\nend\nreplace item (#) of [player_online? v] with (player_online?)\nreplace item (#) of [player_open? v] with (player_open?)\n\ndefine CheakOnline\nset [-numberofplayers- v] to [0]\nif <(☁ player_1) = [2425142300]> then\n replace item (1) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (1) of [isonline v] with [online]\nend\nif <(☁ player_2) = [2425142300]> then\n replace item (2) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (2) of [isonline v] with [online]\nend\nif <(☁ player_3) = [2425142300]> then\n replace item (3) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (3) of [isonline v] with [online]\nend\nif <(☁ player_4) = [2425142300]> then\n replace item (4) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (4) of [isonline v] with [online]\nend\nif <(☁ player_5) = [2425142300]> then\n replace item (5) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (5) of [isonline v] with [online]\nend\nif <(☁ player_6) = [2425142300]> then\n replace item (6) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (6) of [isonline v] with [online]\nend\nif <(☁ player_7) = [2425142300]> then\n replace item (7) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (7) of [isonline v] with [online]\nend\nif <(☁ player_8) = [2425142300]> then\n replace item (8) of [isonline v] with [offline]\nelse\n change [-numberofplayers- v] by (1)\n replace item (8) of [isonline v] with [online]\nend\n\ndefine Check for open slot\nreplace item (1) of [name? v] with <(☁ player_1) = (encoded)>\nreplace item (2) of [name? v] with <(☁ player_2) = (encoded)>\nreplace item (3) of [name? v] with <(☁ player_3) = (encoded)>\nreplace item (4) of [name? v] with <(☁ player_4) = (encoded)>\nreplace item (5) of [name? v] with <(☁ player_5) = (encoded)>\nreplace item (6) of [name? v] with <(☁ player_6) = (encoded)>\nreplace item (7) of [name? v] with <(☁ player_7) = (encoded)>\nif <(☁ player_1) = [2425142300]> then\n set [☁ player_1 v] to (encoded)\nelse\n if <<(☁ player_2) = [2425142300]> and <(item (1) of [name? v]) = [false]>> then\n set [☁ player_2 v] to (encoded)\n else\n if <<<(☁ player_3) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <(item (2) of [name? v]) = [false]>>> and <[2] < (Max Number of Players)>> then\n set [☁ player_3 v] to (encoded)\n else\n if <<<(☁ player_4) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <<(item (2) of [name? v]) = [false]> and <(item (3) of [name? v]) = [false]>>>> and <[3] < (Max Number of Players)>> then\n set [☁ player_4 v] to (encoded)\n else\n if <<<(☁ player_5) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <<(item (2) of [name? v]) = [false]> and <<(item (3) of [name? v]) = [false]> and <(item (4) of [name? v]) = [false]>>>>> and <[4] < (Max Number of Players)>> then\n set [☁ player_5 v] to (encoded)\n else\n if <<<(☁ player_6) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <<(item (2) of [name? v]) = [false]> and <<(item (3) of [name? v]) = [false]> and <<(item (4) of [name? v]) = [false]> and <(item (5) of [name? v]) = [false]>>>>>> and <[5] < (Max Number of Players)>> then\n set [☁ player_6 v] to (encoded)\n else\n if <<<(☁ player_7) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <<(item (2) of [name? v]) = [false]> and <<(item (3) of [name? v]) = [false]> and <<(item (4) of [name? v]) = [false]> and <<(item (5) of [name? v]) = [false]> and <(item (6) of [name? v]) = [false]>>>>>>> and <[6] < (Max Number of Players)>> then\n set [☁ player_7 v] to (encoded)\n else\n if <<<(☁ player_8) = [2425142300]> and <<(item (1) of [name? v]) = [false]> and <<(item (2) of [name? v]) = [false]> and <<(item (3) of [name? v]) = [false]> and <<(item (4) of [name? v]) = [false]> and <<(item (5) of [name? v]) = [false]> and <<(item (6) of [name? v]) = [false]> and <(item (7) of [name? v]) = [false]>>>>>>>> and <[7] < (Max Number of Players)>> then\n set [☁ player_8 v] to (encoded)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [9 v] key pressed\nshow variable [☁ player_1 v]\nshow variable [☁ player_2 v]\nshow variable [☁ player_3 v]\nshow variable [☁ player_4 v]\nshow variable [☁ player_5 v]\nshow variable [☁ player_6 v]\nshow variable [☁ player_7 v]\nshow variable [☁ player_8 v]\n\nwhen [0 v] key pressed\nhide variable [☁ player_1 v]\nhide variable [☁ player_2 v]\nhide variable [☁ player_3 v]\nhide variable [☁ player_4 v]\nhide variable [☁ player_5 v]\nhide variable [☁ player_6 v]\nhide variable [☁ player_7 v]\nhide variable [☁ player_8 v]\n\nwhen [timer v] > ((closed) + (1))\nif <(Player #) = [1]> then\n set [☁ player_1 v] to [2425142300]\nend\nif <(Player #) = [2]> then\n set [☁ player_2 v] to [2425142300]\nend\nif <(Player #) = [3]> then\n set [☁ player_3 v] to [2425142300]\nend\nif <(Player #) = [4]> then\n set [☁ player_4 v] to [2425142300]\nend\nif <(Player #) = [5]> then\n set [☁ player_5 v] to [2425142300]\nend\nif <(Player #) = [6]> then\n set [☁ player_6 v] to [2425142300]\nend\nif <(Player #) = [7]> then\n set [☁ player_7 v] to [2425142300]\nend\nif <(Player #) = [8]> then\n set [☁ player_8 v] to [2425142300]\nend\n\ndefine Encode (value)\nset [numb # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (numb #) of (value)) in [code v]))\n change [numb # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Take Open Slot\nif <(☁ player_1) = (encoded)> then\n set [player # v] to [1]\n set [☁ player_1 v] to [00]\nelse\n if <(☁ player_2) = (encoded)> then\n set [player # v] to [2]\n set [☁ player_2 v] to [00]\n else\n if <(☁ player_3) = (encoded)> then\n set [player # v] to [3]\n set [☁ player_3 v] to [00]\n else\n if <(☁ player_4) = (encoded)> then\n set [player # v] to [4]\n set [☁ player_4 v] to [00]\n else\n if <(☁ player_5) = (encoded)> then\n set [player # v] to [5]\n set [☁ player_5 v] to [00]\n else\n if <(☁ player_6) = (encoded)> then\n set [player # v] to [6]\n set [☁ player_6 v] to [00]\n else\n if <(☁ player_7) = (encoded)> then\n set [player # v] to [7]\n set [☁ player_7 v] to [00]\n else\n if <(☁ player_8) = (encoded)> then\n set [player # v] to [8]\n set [☁ player_8 v] to [00]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine TimeOut\nif <<<(☁ player_4) = [2425142300]> and <(Player #) = [4]>> or <<<(☁ player_3) = [2425142300]> and <(Player #) = [3]>> or <<<(☁ player_2) = [2425142300]> and <(Player #) = [2]>> or <<(☁ player_1) = [2425142300]> and <(Player #) = [1]>>>>> then\n switch costume to (you timed out v)\n clear graphic effects\n show\nend\n\ndefine Set player_ (#) to (value)\nif <(#) = [1]> then\n set [☁ player_1 v] to (value)\nelse\n if <(#) = [2]> then\n set [☁ player_2 v] to (value)\n else\n if <(#) = [3]> then\n set [☁ player_3 v] to (value)\n else\n if <(#) = [4]> then\n set [☁ player_4 v] to (value)\n else\n if <(#) = [5]> then\n set [☁ player_5 v] to (value)\n else\n if <(#) = [6]> then\n set [☁ player_6 v] to (value)\n else\n if <(#) = [7]> then\n set [☁ player_7 v] to (value)\n else\n set [☁ player_8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine getCloudData (#)\nif <(#) = [1]> then\n set [@clouddata v] to (☁ player_1)\nelse\n if <(#) = [2]> then\n set [@clouddata v] to (☁ player_2)\n else\n if <(#) = [3]> then\n set [@clouddata v] to (☁ player_3)\n else\n if <(#) = [4]> then\n set [@clouddata v] to (☁ player_4)\n else\n if <(#) = [5]> then\n set [@clouddata v] to (☁ player_5)\n else\n if <(#) = [6]> then\n set [@clouddata v] to (☁ player_6)\n else\n if <(#) = [7]> then\n set [@clouddata v] to (☁ player_7)\n else\n set [@clouddata v] to (☁ player_8)\n end\n end\n end\n end\n end\n end\nend\n\ndefine playerIsOpen\nset [# v] to [0]\nrepeat (Max Number of Players)\n change [# v] by (1)\n is player (#) open?\nend\n\ndefine setup\nif <not <(Player_Pos) = [8]>> then\n delete all of [player_pos v]\n repeat (8)\n add [] to [player_pos v]\n end\nend\nif <not <(player_open?) = [8]>> then\n delete all of [player_open? v]\n repeat (8)\n add [] to [player_open? v]\n end\nend\nif <not <(player_online?) = [8]>> then\n delete all of [player_online? v]\n repeat (8)\n add [] to [player_online? v]\n end\nend\n\nwhen I receive [flag v]\nsetup\nbroadcast (Scan for Game v)\nhide\n\nwhen I receive [flag v]\nif <(Max Number of Players) < [3]> then\n set [☁ player_3 v] to [2425142300]\nend\nwait (0.1) seconds\nif <(Max Number of Players) < [4]> then\n set [☁ player_4 v] to [2425142300]\nend\nwait (0.1) seconds\nif <(Max Number of Players) < [5]> then\n set [☁ player_5 v] to [2425142300]\nend\nwait (0.1) seconds\nif <(Max Number of Players) < [6]> then\n set [☁ player_6 v] to [2425142300]\nend\nwait (0.1) seconds\nif <(Max Number of Players) < [7]> then\n set [☁ player_7 v] to [2425142300]\nend\nwait (0.1) seconds\nif <(Max Number of Players) < [8]> then\n set [☁ player_8 v] to [2425142300]\nend\n\nwhen I receive [flag v]\nforever\n set [closed v] to (timer)\n playerIsOpen\n CheakOnline\n wait (0.1) seconds\nend\n\n@Text Engine\n\ndefine Type (sentence) , X (x) , Y (y) , between space (s) , size (size) (brightness) (color)\ndelete all of [number of lines v]\ndelete all of [debug v]\nclear graphic effects\nset [brightness v] effect to (brightness)\nset [color v] effect to (color)\nset size to (size) %\nhide\nset [numb v] to [0]\nset [length v] to [0]\nrepeat until <(numb) = (length of (sentence))>\n change [numb v] by (1)\n change [length v] by (1)\n if <(letter (numb) of (sentence)) = [+]> then\n change [length v] by (-1)\n end\n if <<(letter (numb) of (sentence)) = [/]> and <(letter ((numb) + (1)) of (sentence)) = [ ]>> then\n change [numb v] by (1)\n change [length v] by (-1)\n add ((length) - (item ((length of [number of lines v]) - (1)) of [number of lines v])) to [number of lines v]\n end\nend\nadd ((length) - (item (length of [number of lines v]) of [number of lines v])) to [number of lines v]\nset [number of lines v] to [1]\ngo to x: ((x) - (((item (number of lines) of [number of lines v]) * (s)) / (2))) y: (y)\nset [numb v] to [0]\nrepeat until <(numb) = (length of (sentence))>\n change [numb v] by (1)\n if <[letters v] contains (letter (numb) of (sentence))?> then\n set [text v] to (item (item # of (letter (numb) of (sentence)) in [letters v]) of [letters v])\n else\n set [text v] to (letter (numb) of (sentence))\n end\n if <<(text) = [+]> and <[letters v] contains (letter ((numb) + (1)) of (sentence))?>> then\n if <(letter ((numb) + (1)) of (sentence)) = [a]> then\n switch costume to (a v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [b]> then\n switch costume to (b v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [c]> then\n switch costume to (c v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [d]> then\n switch costume to (d v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [e]> then\n switch costume to (e v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [f]> then\n switch costume to (f v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [g]> then\n switch costume to (g v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [h]> then\n switch costume to (h v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [i]> then\n switch costume to (i v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [j]> then\n switch costume to (j v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [k]> then\n switch costume to (k v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [l]> then\n switch costume to (l v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [m]> then\n switch costume to (m v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [n]> then\n switch costume to (n v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [o]> then\n switch costume to (o v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [p]> then\n switch costume to (p v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [q]> then\n switch costume to (q v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [r]> then\n switch costume to (r v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [s]> then\n switch costume to (s v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [t]> then\n switch costume to (t v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [u]> then\n switch costume to (u v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [v]> then\n switch costume to (v v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [w]> then\n switch costume to (w v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [x]> then\n switch costume to (x v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [y]> then\n switch costume to (y v)\n end\n if <(letter ((numb) + (1)) of (sentence)) = [z]> then\n switch costume to (z v)\n end\n create clone of (_myself_ v)\n change x by (s)\n change [numb v] by (1)\n else\n if <<(text) = [/]> and <not <(letter ((numb) + (1)) of (sentence)) = [ ]>>> then\n change [number of lines v] by (1)\n set x to ((x) - (((item (number of lines) of [number of lines v]) * (s)) / (2)))\n change y by ((s) * (-2.2))\n change [numb v] by (1)\n else\n if <(text) = [ ]> then\n change x by ((s) - (4))\n else\n switch costume to (text)\n create clone of (_myself_ v)\n change x by (s)\n end\n end\n end\nend\n\nwhen I receive [cleartexted v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [startplayers v]\nforever\n broadcast (ClearTexted v)\n Type (join (-NumberOfPlayers-) (join [ / ] (Max Number of Players))) , X [190] , Y [-165] , between space [9] , size [90] [-100] [0]\n names\nend\n\ndefine names\nset [#2 v] to [0]\nrepeat (Max Number of Players)\n change [#2 v] by (1)\n if <(item (#2) of [isonline v]) = [online]> then\n Decode (item (#2) of [player_pos v])\n X and Y\n if <<<[200] > (x)> and <(x) > [-200]>> and <<[200] > ((y) + ((Zoom) * (0.65)))> and <((y) + ((Zoom) * (0.65))) > [-200]>>> then\n Type (item (#2) of [username v]) , X (x) , Y ((y) + ((Zoom) * (0.65))) , between space [9] , size [50] [-30] (((1) * (30)) - (30))\n player (x) (y)\n end\n end\nend\n\ndefine X and Y\nset [x v] to (item (1) of [value v])\nset [y v] to (item (2) of [value v])\n\ndefine Decode (value)\ndelete all of [value v]\nset [value v] to []\nset [# v] to [0]\nrepeat ((length of (value)) / (2))\n change [# v] by (2)\n if <(join (letter ((#) - (1)) of (value)) (letter (#) of (value))) < [10]> then\n add (value) to [value v]\n set [value v] to []\n end\n if <(join (letter ((#) - (1)) of (value)) (letter (#) of (value))) = [78]> then\n set [value v] to (join (value) [ ])\n else\n set [value v] to (join (value) (item (join (letter ((#) - (1)) of (value)) (letter (#) of (value))) of [code v]))\n end\nend\n\ndefine player (x) (y)\nswitch costume to (player v)\ngo to x: (x) y: ((y) + ((Zoom) * (0.43)))\ncreate clone of (_myself_ v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n@Level\n\ndefine size (number)\nswitch costume to (costume2 v)\nset size to (number) %\nset [brightness v] effect to (((day) / (3)) * (-1))\nif <(sp) = [1]> then\n switch costume to (map 1 p2 v)\n go [forward v] (1) layers\n go to [back v] layer\nelse\n if <(sp) = [2]> then\n switch costume to (map 1 p3 v)\n go to [back v] layer\n go [forward v] (3) layers\n else\n if <(sp) = [0]> then\n switch costume to (map 1 p1 v)\n go to [back v] layer\n go [forward v] (2) layers\n else\n switch costume to (map 1 p4 v)\n set [brightness v] effect to ((20) - ((day) / (2)))\n go to [back v] layer\n end\n end\nend\n\ndefine go to (x) (y)\nif <<(sp) = [clouds]> or <(sp) = [3]>> then\n go to x: ((x) / (2)) y: ((y) / (2))\n if <(sp) = [3]> then\n if <<not <(x position) = ((x) / (2))>> or <not <(y position) = ((y) / (2))>>> then\n hide\n else\n show\n end\n end\nelse\n go to x: (x) y: (y)\n if <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(sp) = [clouds]> then\n set [x v] to ((Cam_X) + (pick random (-500.0) to (600.0)))\n set [y v] to (pick random ((Cam_Y) - (900)) to ((Cam_Y) + (900)))\n set [speed v] to (pick random (1.0) to (6.0))\n set [size v] to (pick random (80.0) to (160.0))\nend\nforever\n if <(sp) = [clouds]> then\n update cloud\n else\n size ((Zoom) * (3))\n go to (round ((0) - (Cam_X))) (round ((0) - (Cam_Y)))\n end\nend\n\ndefine setup\nset [sp v] to [1]\ncreate clone of (_myself_ v)\nset [sp v] to [2]\ncreate clone of (_myself_ v)\nset [sp v] to [3]\ncreate clone of (_myself_ v)\nrepeat (16)\n set [sp v] to [clouds]\n create clone of (_myself_ v)\nend\nset [sp v] to [0]\n\ndefine update cloud\ngo to [back v] layer\nset [brightness v] effect to (((day) / (2)) * (-1))\nif <(x) < ((Cam_X) - (600))> then\n set [x v] to ((Cam_X) + (600))\n set [y v] to (pick random ((Cam_Y) - (900)) to ((Cam_Y) + (900)))\n set [speed v] to (pick random (2) to (5))\nend\nchange [x v] by ((speed) * (-1))\nswitch costume to (costume2 v)\nset size to (100000) %\ngo to ((x) - (Cam_X)) ((y) - (Cam_Y))\nset size to (size) %\nswitch costume to (cloud v)\n\nwhen I receive [flag v]\nsetup\ngo to [back v] layer\nforever\n size ((Zoom) * (3))\n go to (round ((0) - (Cam_X))) (round ((0) - (Cam_Y)))\nend\n\n@hitbox\n\ndefine size (number)\nswitch costume to (costume2 v)\nset size to (number) %\nswitch costume to (hitbox v)\ngo to [back v] layer\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [flag v]\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n size ((Zoom) * (3))\n go to (round ((0) - (Cam_X))) (round ((0) - (Cam_Y)))\nend\n\n@chat\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen [t v] key pressed\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n set size to (10) %\n set y to (-60)\n set size to (100) %\n switch costume to (costume1 v)\n show\n repeat (5)\n set size to (10) %\n change y by (10)\n set size to (100) %\n end\n switch costume to (costume1 v)\n go to x: (0) y: (0)\nelse\n switch costume to (costume1 v)\n repeat (5)\n set size to (10) %\n change y by (-10)\n set size to (100) %\n end\n switch costume to (costume2 v)\n set size to (10) %\n go to x: (0) y: (-60)\n set size to (100) %\n hide\nend\n\nwhen [any v] key pressed\nif <<not <key (t v) pressed?>> and <not <(y position) = [-60]>>> then\n switch costume to (costume1 v)\n repeat (5)\n set size to (10) %\n change y by (-10)\n set size to (100) %\n end\n switch costume to (costume2 v)\n set size to (10) %\n go to x: (0) y: (-60)\n set size to (100) %\n hide\nend\n\n@Particles\n\nwhen flag clicked\nset [#c? v] to [0]\nhide\n\nwhen I receive [grassparticle v]\nif <(#c?) = [0]> then\n set [x v] to (Particle X)\n set [y v] to (Particle Y)\n set [@particle v] to [Grass_E_]\n set [#c? v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(@Particle) = [Grass_E_]> then\n clone\nend\n\nwhen I start as a clone\nif <(@Particle) = [Grass_P_]> then\n set size to (pick random (20.0) to (40.0)) %\n set [ghost v] effect to (pick random (40.0) to (60.0))\n set [brightness v] effect to (pick random (-20.0) to (20.0))\n show\n go to x: ((x) - (Cam_X)) y: ((y) - (Cam_Y))\n set [sy v] to (pick random (2.0) to (4.0))\n set [sx v] to ((pick random (2.0) to (3.0)) * (item (pick random (1) to (2)) of [-1 v]))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n change [sy v] by (-0.5)\n if <[0] < (sX)> then\n change [sx v] by (-0.2)\n else\n change [sx v] by (0.2)\n end\n change [x v] by (sX)\n change [y v] by (sY)\n go to x: ((x) - (Cam_X)) y: ((y) - (Cam_Y))\n end\n set [#c? v] to [0]\n delete this clone\nend\n\ndefine clone\nset [@particle v] to [Grass_P_]\ngo to x: (x) y: (y)\nrepeat (10)\n create clone of (_myself_ v)\nend\ndelete this clone\n\n
--- Multiplayer Engine ---\nChanging my Multiplayer Engine to work well with platformers.\nIt can have up to 8 players at a time.\n\n--- instructions ---\n(Up Arrow) to jump.\n(Left Arrow) to go left.\n(Right Arrow) to go right.\n(R Key) to spectate.\n(T key) to see what you can chat\n(1 through 5) to chat\n\n\n\nAll code and art created by me, @SirBuildsALot
Totoro Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (blanc v)\nwait (3.5) seconds\nswitch backdrop to (forêt v)\n\nwhen I receive [fin v]\nswitch backdrop to (forêt v)\n\n@Totoro\n\nwhen I receive [start v]\nswitch costume to (droite v)\nset size to (30) %\nhide\nwait (0) seconds\ngo to x: (-200) y: (-58)\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (droite v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (gauche v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#00d11a)?> then\n change y by (1)\n if <touching color (#00d11a)?> then\n change y by (1)\n if <touching color (#00d11a)?> then\n change y by (1)\n if <touching color (#00d11a)?> then\n change y by (1)\n if <touching color (#00d11a)?> then\n change y by (1)\n if <touching color (#00d11a)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n if <not <touching color (#00d11a)?>> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#00d11a)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#00d11a)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-58)\n end\nend\n\nwhen flag clicked\nset size to (30) %\nhide\nforever\n if <touching (1>2 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv2 v)\n end\n if <touching (2>3 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv3 v)\n end\n if <touching (3>4 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv 4 v)\n end\n if <touching (4>5 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv5 v)\n end\n if <touching (5>6 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv6 v)\n end\n if <touching (6>7 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv7 v)\n end\n if <touching (7>8 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv8 v)\n end\n if <touching (8>9 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv9 v)\n end\n if <touching (9>10 v)?> then\n go to x: (-130) y: (22)\n broadcast (niv10 v)\n end\n if <touching (10>fin v)?> then\n go to x: (-130) y: (22)\n broadcast (fin v)\n end\n if <(x position) = [252]> then\n go to x: (-200) y: (-58)\n broadcast (niv suivant v)\n end\n if <(x position) = [-270]> then\n go to x: (-200) y: (-58)\n end\n if <([costume # v] of [niveaux v]) = [10]> then\n wait (2) seconds\n broadcast (fin v)\n hide\n end\nend\n\nwhen [1 v] key pressed\nset [taille v] to [10]\n\nwhen [2 v] key pressed\nset [taille v] to [30]\n\nwhen [3 v] key pressed\nset [taille v] to [40]\n\nwhen flag clicked\nhide variable [taille v]\n\nset size to (Taille) %\n\n@DJ-CALCIFER\n\nwhen flag clicked\nforever\n play sound [Ghibli music v] until done\nend\n\n@yoshi\n\nwhen flag clicked\ngo to [back v] layer\nset size to (10) %\ngo to x: (0) y: (0)\nrepeat (10)\n change size by (10)\nend\nchange size by (-5)\nwait (0.1) seconds\nchange size by (5)\nwait (0.5) seconds\nrepeat (10)\n change x by (-15)\nend\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@presents...\n\nwhen flag clicked\ngo to x: (58) y: (-34)\nset size to (50) %\nhide\nwait (1.5) seconds\nshow\nrepeat (10)\n change size by (10)\nend\nchange size by (-5)\nwait (0.1) seconds\nchange size by (5)\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@@gabrielpierrot\n\nwhen flag clicked\nset size to (10) %\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nshow\nrepeat (10)\n change size by (10)\nend\nchange size by (-5)\nwait (0.1) seconds\nchange size by (5)\nwait (1.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.2) seconds\n\n@sol -herbe-\n\nwhen flag clicked\nhide\nwait (3.5) seconds\nshow\n\n@sol -terre-\n\nwhen flag clicked\nhide\nwait (3.5) seconds\nshow\n\nwhen flag clicked\ngo to x: (-16) y: (6)\nswitch costume to (costume1 v)\n\n@titre : Totoro Platformer\n\nwhen flag clicked\nchange [ghost v] effect by (200)\ngo to [back v] layer\nhide\nwait (3.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Bouton Start\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (-147)\nhide\nwait (3.5) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n@Totoro Gauche\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nwait (3.5) seconds\nshow\n\nwhen I receive [start v]\nhide\n\nwhen [t v] key pressed\nswitch costume to (2 v)\nwait (0.3) seconds\nswitch costume to (1 v)\n\n@titre pour miniature\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Totoro pour miniature\n\nshow\nset size to (38) %\ngo to x: (-120) y: (-107)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@fond blanc pour miniature\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Totoro pour miniature 2\n\nshow\nset size to (38) %\ngo to x: (144) y: (-106)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Totoro Droite\n\nwhen flag clicked\nhide\nwait (3.5) seconds\nshow\n\nwhen I receive [start v]\nhide\n\n@Chu... TOTORO !\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen I receive [niv suivant v]\nhide\n\n@Chu... TOTORO ! number two\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n if <key (space v) pressed?> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bloc-de-texte disparait v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [niv suivant v]\nforever\n hide\nend\n\n@!! CASE DE TEXTE !!\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [bloc-de-texte disparait v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [niv suivant v]\nforever\n hide\nend\n\n@boite-de-texte\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [36]> and <key (space v) pressed?>> then\n repeat (28)\n next costume\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<(costume [number v]) = [1]> and <key (space v) pressed?>> then\n repeat (35)\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [64]> and <key (space v) pressed?>> then\n broadcast (bloc-de-texte disparait v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n show\n stop [this script v]\n end\nend\n\nwhen I receive [niv suivant v]\nforever\n hide\nend\n\n@niveaux\n\nwhen I receive [niv suivant v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (niv 0 v)\n\nwhen I receive [start v]\nshow\nswitch costume to (niv 0 v)\n\[email protected] !\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <([costume # v] of [niveaux v]) = [10]> then\n show\n say [Salut ! Tu es enfin arrivé !] for (2) seconds\n forever\n else\n hide\n end\nend\n\nwhen I receive [fin v]\nhide\n\n@complément de niveau\n\nwhen I receive [niv suivant v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (niv 0 v)\n\n@instructions\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\nwait (3) seconds\nhide\n\n@gif 3 totoro\n\nwhen I receive [fin v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nhide\n\n@thx 4 playing\n\nwhen I receive [fin v]\nshow\n\nwhen flag clicked\nhide\n\n
◙ project & description in French ◙\n\nVoici mon nouveau jeu : Totoro Platformer, Incarnez Totoro et traversez tout les niveaux tout en rencontrant d'autres personnages du film, comme "Chu-Totoro" ou "Chibi-Totoro". J'ai passé beaucoup de temps à programmer ce jeu alors j'espère qu'il vous plaira ! Sur ce, bon jeu !\nNote : TOUT LES NIVEAUX SONT REALISABLES
A Very Easy Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nstart sound [Running About \(Overworld\) v]\n\nwhen [s v] key pressed\nstop all sounds\n\nwhen [p v] key pressed\nset volume to (50) %\nstart sound [Running About \(Overworld\) v]\n\nwhen [1 v] key pressed\nset volume to (10) %\n\nwhen [2 v] key pressed\nset volume to (20) %\n\nwhen [3 v] key pressed\nset volume to (30) %\n\nwhen [4 v] key pressed\nset volume to (40) %\n\nwhen [5 v] key pressed\nset volume to (50) %\n\nwhen [6 v] key pressed\nset volume to (60) %\n\nwhen [6 v] key pressed\nset volume to (60) %\n\nwhen [7 v] key pressed\nset volume to (70) %\n\nwhen [8 v] key pressed\nset volume to (80) %\n\nwhen [9 v] key pressed\nset volume to (90) %\n\n@Ball\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nswitch backdrop to (backdrop1 v)\ngo to x: (-210) y: (-110)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#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?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-110)\n end\n if <(x position) > [230]> then\n go to x: (-210) y: (-110)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff9400)?> then\n set [y v] to [24]\n end\n if <touching color (#004aff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (ball-b v)\n\nwhen [right arrow v] key pressed\nswitch costume to (ball-a v)\n\n@Screenshot 2020-04-05 at 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <<key (t v) pressed?> and <(username) = [Scratcher_787]>> then\n show\n end\nend\n\n
Newest Platformer!\nhttps://scratch.mit.edu/projects/384987982/ \n--Arrow keys to move\n--You can swim in water\n--Avoid touching red\nS to stop music \nP to play music\nNumbers for volume control\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n----------------------------------------------------\n#platformer #game
Dog Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\n\n@Objeto1\n\nwhen I receive [end v]\nhide\n\nwhen I receive [play v]\nswitch costume to (costume3 v)\ngo to x: (-187) 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 (#6678ff)?> then\n change y by (1)\n end\n if <touching color (#6678ff)?> then\n change y by (1)\n end\n if <touching color (#6678ff)?> then\n change y by (1)\n end\n if <touching color (#6678ff)?> then\n change y by (1)\n end\n if <touching color (#6678ff)?> 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 (#6678ff)?> 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 (#6678ff)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6666)?> then\n go to x: (-187) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <key (space v) pressed?> then\n start sound [Dog1 v]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-187) y: (-17)\n\nwhen I receive [next level v]\ngo to x: (-187) y: (-17)\n\n@Objeto2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch backdrop to (fondo1 v)\nswitch costume to (disfraz1 v)\nwait (0.25) seconds\nshow\n\n@Objeto3\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nhide\n\n@Button2\n\nwhen flag clicked\ngo to x: (83) y: (-124)\nshow\nswitch costume to (button2-a v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2-b v)\n else\n switch costume to (button2-a v)\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (play v)\n\nwhen I receive [music v]\nhide\n\n@Button1\n\nwhen flag clicked\ngo to x: (61) y: (-124)\nshow\nswitch costume to (button1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (button1 v)\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (music v)\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I receive [music v]\nshow\n\nwhen flag clicked\ngo to x: (-23) y: (68)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Video Game 2 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-33) y: (-51)\nhide\n\nwhen I receive [music v]\nshow\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Techno2 v] until done\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Xylo2 v] until done\nend\n\nwhen flag clicked\ngo to x: (-30) y: (-94)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (189) y: (114)\nhide\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Guitar Chords2 v] until done\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [music v]\nshow\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Dubstep v] until done\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [Bossa Nova v] until done\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [music v]\nshow\n\nwhen this sprite clicked\nwait (0.2) seconds\nbroadcast (play v)\nhide\nforever\n play sound [forest v] until done\nend\n\n
WHY DOES EVERYONE KEEP LOOKING AT THIS ITS SO OLDDDDD\nNew levels! All are possible. \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nUse the arrow keys to move.\nNew Game: https://scratch.mit.edu/projects/411165580
NEON:Rebirth (the Overlook platformer)
@Stage\n\nwhen I receive [2 v]\nset volume to (80) %\nforever\n play sound [ronald jenkees - fifteen fifty v] until done\nend\n\nwhen I receive [end v]\nrepeat (50)\n change volume by (-3)\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 else\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\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\nset size to (9999) %\nrepeat (50)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nstart sound [recording1 v]\nset [brightness v] effect to (200)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\nshow\n\nhide\n\nclear graphic effects\nset size to (101) %\n\n@help to draw\n\nwhen flag clicked\nhide\n\n@map\n\nwhen flag clicked\nhide\n\ndefine render\nswitch costume to (0 v)\nchange size by (((300) - (size)) / (6))\nswitch costume to (lvl)\n\nwhen I receive [startgame v]\nhide\nset [movespeed v] to [2.5]\nset [lvl v] to [1]\nset [canmove? v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset size to (0) %\nswitch costume to (lvl)\nshow\ngo to x: (0) y: (0)\nwait (0.2) seconds\nforever\n if <(map?) = [0]> then\n if <<(die?) = [0]> and <(canmove?) = [1]>> then\n set [x v] to ((x) * (0.8))\n set [y v] to ((y) * (0.8))\n change x by (x)\n change y by (y)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((movespeed) * (1))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by ((movespeed) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by ((movespeed) * (-1))\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by ((movespeed) * (1))\n end\n render\n end\n end\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (25)\n change x by (((0) - (x position)) / (6))\n change y by (((0) - (y position)) / (6))\nend\nset [die? v] to [0]\nwait (0.6) seconds\nset [canmove? v] to [1]\n\nwhen I receive [next lvl v]\nif <not <(lvl) = [12]>> then\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [lvl v] by (1)\n switch costume to (lvl)\n wait (0.5) seconds\n set [die? v] to [0]\nelse\n hide\n stop [other scripts in sprite v]\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nclear graphic effects\nswitch costume to (7 \(6\) v)\ngo to x: (0) y: (0)\nshow\nset size to (999) %\nrepeat (25)\n change size by (((110) - (size)) / (6))\nend\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.7) seconds\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (choess-1 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-1)\n\nwhen I receive [choess-1 v]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nrepeat (25)\n change size by (((90) - (size)) / (6))\nend\nrepeat (6)\n wait until <mouse down?>\n repeat (20)\n change y by ((y position) * (0.5))\n change [ghost v] effect by (5)\n end\n next costume\n go to x: (0) y: (-1)\n clear graphic effects\n set size to (0) %\n repeat (25)\n change size by (((90) - (size)) / (6))\n end\nend\nwait until <mouse down?>\nrepeat (20)\n change y by ((y position) * (0.5))\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (startgame v)\n\nwhen I start as a clone\nset [1 v] to [0]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n change [ghost v] effect by (-7)\n change [1 v] by (7)\n else\n change [ghost v] effect by (7)\n set [1 v] to [0]\n end\n if <(1) > [100]> then\n broadcast (stopofhelp v)\n delete this clone\n end\nend\n\nwhen I receive [stopofhelp v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (startgame v)\n\nwhen I receive [startgame v]\nrepeat (5)\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [canjump? v] to [1]\n\nwhen I receive [startgame v]\nset [die? v] to [0]\ngo to x: (0) y: (0)\nset [jumpforce v] to [0]\nset [jump? v] to [0]\nclear graphic effects\nset size to (0) %\nshow\nrepeat (25)\n change size by (((100) - (size)) / (6))\nend\nbroadcast (jumpcontrol v)\nforever\n if <(map?) = [0]> then\n if <(die?) = [0]> then\n change size by (jumpforce)\n if <(jump?) = [0]> then\n if <<<<color (#216e95) is touching (#ffffff)?> or <color (#216e95) is touching (#3daefd)?>> or <color (#216e95) is touching (#ffd226)?>> or <<color (#216e95) is touching (#4dffef)?> or <color (#216e95) is touching (#9c6913)?>>> then\n if <not <color (#216e95) is touching (#4dffef)?>> then\n set [movespeed v] to [2.5]\n if <color (#216e95) is touching (#9c6913)?> then\n set [canjump? v] to [0]\n else\n set [canjump? v] to [1]\n end\n else\n set [movespeed v] to [7]\n end\n else\n if <color (#216e95) is touching (#5cff58)?> then\n set [die? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n broadcast (next lvl v)\n if <(lvl) = [12]> then\n hide\n broadcast (end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n set [die? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (die v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [jumpcontrol v]\nforever\n if <(canjump?) = [1]> then\n if <(die?) = [0]> then\n if <<<color (#216e95) is touching (#ffffff)?> or <<color (#216e95) is touching (#3daefd)?> or <<color (#216e95) is touching (#4dffef)?> or <color (#216e95) is touching (#9c6913)?>>>> and <key (space v) pressed?>> then\n set [movespeed v] to [2.5]\n set [jump? v] to [1]\n set [jumpforce v] to [10]\n repeat (10)\n change [jumpforce v] by (-1)\n end\n repeat (10)\n change [jumpforce v] by (-1)\n end\n set [jumpforce v] to [0]\n set size to (100) %\n set [jump? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nwait until <(die?) = [0]>\nbroadcast (bluejump v)\ngo to x: (0) y: (0)\nset [jumpforce v] to [0]\nset [jump? v] to [0]\nclear graphic effects\nset size to (0) %\nshow\nrepeat (25)\n change size by (((100) - (size)) / (6))\nend\nbroadcast (jumpcontrol v)\nforever\n if <(map?) = [0]> then\n if <(die?) = [0]> then\n change size by (jumpforce)\n if <(jump?) = [0]> then\n if <<<<color (#216e95) is touching (#ffffff)?> or <color (#216e95) is touching (#3daefd)?>> or <color (#216e95) is touching (#ffd226)?>> or <<color (#216e95) is touching (#4dffef)?> or <color (#216e95) is touching (#9c6913)?>>> then\n if <not <color (#216e95) is touching (#4dffef)?>> then\n if <color (#216e95) is touching (#9c6913)?> then\n set [canjump? v] to [0]\n else\n set [canjump? v] to [1]\n end\n set [movespeed v] to [2.5]\n else\n set [movespeed v] to [7]\n end\n else\n if <color (#216e95) is touching (#5cff58)?> then\n set [die? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n broadcast (next lvl v)\n if <(lvl) = [12]> then\n hide\n broadcast (end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n set [die? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (die v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [bluejump v]\nforever\n if <color (#216e95) is touching (#ffd226)?> then\n wait until <(jump?) = [0]>\n set [jump? v] to [1]\n set [jumpforce v] to [0]\n set size to (100) %\n set [jumpforce v] to [16]\n repeat (16)\n change [jumpforce v] by (-1)\n end\n repeat (16)\n change [jumpforce v] by (-1)\n end\n set [jumpforce v] to [0]\n set size to (100) %\n set [jump? v] to [0]\n end\nend\n\nwhen I receive [jumpcontrol v]\nforever\n wait until <<key (t v) pressed?> and <(die?) = [0]>>\n set [die? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n broadcast (next lvl v)\n if <(lvl) = [12]> then\n hide\n broadcast (end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n wait until <not <key (t v) pressed?>>\nend\n\n@角色5\n\nwhen flag clicked\nset [nextlvl? v] to [0]\nhide\n\nwhen I receive [next lvl v]\nset [nextlvl? v] to [0]\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 (20)\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 (11)\n end\n broadcast (next end v)\n delete this clone\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [startgame v]\nset [map? v] to [0]\nset [ghost v] to [100]\nshow\nforever\n if <not <(die?) = [1]>> then\n switch costume to (lvl)\n set [ghost v] effect to (ghost)\n if <key (m v) pressed?> then\n set [map? v] to [1]\n change [ghost v] by (-10)\n else\n change [ghost v] by (10)\n if <(ghost) > [100]> then\n set [map? v] to [0]\n end\n end\n else\n end\nend\n\nwhen I receive [startgame v]\nset [map? v] to [0]\nset [ghost v] to [100]\nshow\nforever\n wait until <key (m v) pressed?>\n set [ghost v] to [100]\n wait until <not <key (m v) pressed?>>\n set [ghost v] to [0]\nend\n\nwhen I receive [startgame v]\nset [map? v] to [0]\nset [ghost v] to [100]\nshow\nforever\n if <(ghost) > [100]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (-999)\nswitch costume to (1 v)\nwait (1.5) seconds\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nplay sound [4831 v] until done\nbroadcast (shadow v)\n\nwhen I start as a clone\nshow\nrepeat (25)\n change y by (((0) - (y position)) / (6))\nend\n\nwhen I receive [white eye v]\nrepeat (10)\n delete this clone\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [shadow v]\nstart sound [5891 v]\nshow\nwait (0.1) seconds\nhide\nwait (0.1) seconds\nrepeat (2)\n start sound [5891 v]\n show\n wait (0.07) seconds\n hide\n wait (0.04) seconds\nend\nstart sound [5891 v]\nshow\nwait (1) seconds\nbroadcast (white eye v)\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [white eye v]\nshow\nswitch costume to (2 v)\nrepeat (6)\n next costume\nend\nwait (1) seconds\nrepeat (6)\n next costume\nend\nwait (1) seconds\nbroadcast (red eye v)\nhide\n\n@MOSHED-2020-4-10-22-47-0\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [red eye v]\nshow\nswitch costume to (moshed-2020-4-10-22-47-0 v)\nforever\n next costume\n wait (0.002) seconds\nend\n\nwhen I receive [red eye v]\nclear graphic effects\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nplay sound [5891 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.7) seconds\nbroadcast (neon4 v)\n\nbroadcast (red eye v)\n\n@9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [neon4 v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nstop [all v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n
         NEON:Rebirth\n      (the Overlook platformer!)\n       Made by @T_PLAN\n         Idea by me\n         12 levels!\n---------------------------How to play------------------------------\n || WASD/↑↓←→ to move and space to jump\n || The little circle in the middle is your center of gravity.Don't let it fall off the platform\n || Yellow can make you jump hign\n || Sky blue can make you run fast\n || When you touch brown, you can't jump\n || Tap "T" to skip a level and Tap "M" to see the level map\n-------------------------------------------------------------------------\n 〼 If you like this game don't forget leave a ❤️ and ⭐!\n#games #platformer #art #all #music #stories #T_PLAN #animations #popular #trending
400 follower platformer contest!
@Stage\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n play sound [Monsters Inc theme \(full\).mp3 v] until done\nend\n\nwhen this sprite clicked\nstart sound [Bonk v]\nrepeat (50)\n change [ghost v] effect by (10)\n turn left (15) degrees\n change y by (10)\n change x by (-10)\nend\npoint in direction (90)\nnext costume\nclear graphic effects\nglide (0.5) secs to x: (0) y: (0)\n\nwait (0) seconds\n\nrepeat (43)\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (0)\n\nturn left (-15) degrees\n\nwhen [any v] key pressed\nstart sound [Bonk v]\nrepeat (50)\n change [ghost v] effect by (10)\n turn left (15) degrees\n change y by (10)\n change x by (-10)\nend\npoint in direction (90)\nnext costume\nclear graphic effects\nglide (0.5) secs to x: (0) y: (0)\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (100)\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (-5)\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nplay sound [avengers v] until done\nstart sound [Crunch v]\nswitch costume to (block v)\ncreate clone of (_myself_ v)\nplay sound [Revenge v] until done\nwait (.5) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
i forgot to say that it has to be a remix!!
SUN-A PLATFORMER
@Stage\n\nwhen [1 v] key pressed\nset [look v] to [0]\n\nwhen [2 v] key pressed\nset [look v] to [1]\n\nwhen [3 v] key pressed\nset [look v] to [2]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-200) y: (100)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set rotation style [don't rotate v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n end\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 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 x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n start sound [Jump v]\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (levels v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [look v]\n if <(x position) > [230]> then\n start sound [Magic Spell v]\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-150) y: (100)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-150) y: (100)\n broadcast (Reset v)\n end\n if <touching (not good v)?> then\n start sound [oof v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-150) y: (100)\n set [ghost v] effect to (0)\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-150) y: (100)\n\nwhen flag clicked\nforever\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>> then\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Sunlight v] until done\nend\n\nwhen flag clicked\nset [look v] to [2]\nforever\n if <<(look) = [1]> or <(look) = [2]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [pixelate v] effect to (0)\nswitch costume to (costume4 v)\nrepeat (10)\n turn right (2) degrees\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nif <(username) = [hinkonar]> then\n set drag mode [draggable v]\nelse\n set drag mode [not draggable v]\nend\n\nstart sound [oof v]\n\nmove (10) steps\n\n@levels\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@not good\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@player shadow\n\nwhen flag clicked\npoint in direction (120)\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo to (player v)\nset [ghost v] effect to (50)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n change x by (X)\n change y by (Y)\n go to (player v)\nend\n\nwhen I receive [next level v]\nrepeat (30)\n go to (player v)\nend\n\nwhen I receive [reset v]\ngo to (player v)\n\nwhen flag clicked\nforever\n if <(look) = [0]> then\n show\n else\n hide\n end\nend\n\n@shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo [forward v] (0) layers\ngo to [back v] layer\nforever\n if <<(look) = [0]> or <(look) = [2]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@txt\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to x: (0) y: (-100)\nset [fisheye v] effect to (100)\nset [brightness v] effect to (0)\nset [whirl v] effect to (100)\nrepeat (10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n change [brightness v] effect by (0)\n turn right (36) degrees\n change y by (10)\nend\nset y to (0)\n\nwhen I receive [next level v]\ngo to x: (0) y: (-100)\nset [fisheye v] effect to (100)\nset [brightness v] effect to (0)\nset [whirl v] effect to (100)\nnext costume\nrepeat (10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n change [brightness v] effect by (0)\n turn right (36) degrees\n change y by (10)\nend\nset y to (0)\n\nnext costume\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset x to (210)\nset y to (pick random (86) to (151))\nset [ghost v] effect to (pick random (40) to (80))\nshow\nif <(pick random (1) to (3)) = [3]> then\n repeat until <[-226] > (x position)>\n change x by (-10)\n end\nelse\n if <(pick random (1) to (2)) = [2]> then\n repeat until <[-226] > (x position)>\n change x by (-4)\n end\n else\n repeat until <[-226] > (x position)>\n change x by (-1.5)\n end\n end\nend\ndelete this clone\n\n@LET ME WIN THE CONTEST PLS\n\n
This is a entry for @Levi_minecraft 400 followers contest.\narrow keys. Press 1 and 2 and 3 to switch between trail and shadow :). Mobile controls exist :D\n\n1 = shadows\n2 = trail\n3 = trail and platform shadows\n\nPls propose this to be featured.\n\nCan we get this top loved?
Volcano "A platformer "
@Stage\n\nwhen flag clicked\nforever\n play sound [The Magician - Deep Volcano.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Slides\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nforever\n play sound [Monsters Inc theme \(full\).mp3 v] until done\nend\n\nwhen this sprite clicked\n\nstart sound [Bonk v]\nrepeat (50)\n change [ghost v] effect by (10)\n turn left (15) degrees\n change y by (10)\n change x by (-10)\nend\npoint in direction (90)\nnext costume\nclear graphic effects\nglide (0.5) secs to x: (0) y: (0)\n\nwait (0) seconds\n\nrepeat (43)\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (0)\n\nturn left (-15) degrees\n\nwhen [any v] key pressed\n\nstart sound [Bonk v]\nrepeat (50)\n change [ghost v] effect by (10)\n turn left (15) degrees\n change y by (10)\n change x by (-10)\nend\npoint in direction (90)\nnext costume\nclear graphic effects\nglide (0.5) secs to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nforever\n set [ply v] to (y position)\n set [plx v] to (x position)\nend\n\nwait (0.05) seconds\nnext costume\n\nwhen [space v] key pressed\n\nhide\n\nwhen flag clicked\ngo to x: (-175) y: (0)\nset size to (20) %\nshow\nset [brightness v] effect to (0)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nforever\n if <touching (water v)?> then\n change [playery v] by (-0.05)\n else\n change [playery v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [playerx v] by (0.7)\n point in direction (-90)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [playerx v] by (-0.7)\n point in direction (90)\n end\n end\n set [playerx v] to ((PlayerX) * (0.9))\n change x by (PlayerX)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by (1)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by (1)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by (1)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by (1)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by (1)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change x by ((PlayerX) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not <touching color (#00ff55)?>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [0]\n else\n set [playerx v] to [0]\n end\n if <touching (water v)?> then\n change [playery v] by (2)\n else\n set [playery v] to [8]\n end\n end\n else\n set [playerx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (PlayerY)\n if <<touching (levelhit v)?> or <touching (mplatform v)?>> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<touching (levelhit v)?> or <touching (boss v)?>> or <touching (mplatform v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [playery v] to [10]\n end\n end\n if <<(PlayerX) > [2]> or <(PlayerX) < [-2]>> then\n if <not <<(PlayerY) > [0.7]> or <(PlayerY) < [-0.7]>>> then\n switch costume to ((Costume) + (3))\n if <not <(Costume) > [7]>> then\n change [costume v] by (1)\n else\n set [costume v] to [0]\n end\n else\n if <(PlayerY) > [0.5]> then\n switch costume to (jump v)\n else\n if <(PlayerY) < [-0.5]> then\n switch costume to (fall v)\n end\n end\n end\n else\n switch costume to (stand v)\n end\n if <<<touching (obstacles v)?> or <touching (sprite1 v)?>> or <touching (sprite3 v)?>> then\n broadcast (pl has died lol v)\n start sound [oooooff! v]\n go to x: (-188) y: (-146)\n go to x: (-175) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n end\n if <<touching (trampolines v)?> or <<touching (trampolines2 v)?> or <touching (trampolines3 v)?>>> then\n set [playery v] to [15]\n end\n if <touching (boss v)?> then\n set [playery v] to [7]\n end\n if <<<touching (_edge_ v)?> and <(x position) > [180]>> or <<(level) = [15]> and <<touching (_edge_ v)?> and <(y position) > [180]>>>> then\n go to x: (-188) y: (-146)\n go to x: (-232) y: (-37)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n broadcast (next level v)\n end\n change y by (1)\nend\n\nif <touching color (#00cc44)?> then\n change y by (100)\nend\n\nswitch costume to (hitbox v)\n\nset [playery v] to [8]\n\n\n\n\nnext costume\n\n switch costume to ((Costume) - (1))\nend\n\n\n\nchange [playery v] by (0.7)\n\nnext costume\n\n\n\nwhen I start as a clone\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nplay sound [oooooff! v] until done\n\nset size to (20) %\nset [ghost v] effect to (0)\nrepeat (15)\n turn right (3) degrees\n change [ghost v] effect by ((100) / (15))\n change size by (((20) / (15)) * (-1))\nend\ndelete this clone\n\nwhen I receive [player die v]\nstart sound [oooooff! v]\ngo to x: (-188) y: (-146)\ngo to x: (-175) y: (0)\nset [playerx v] to [0]\nset [playery v] to [0]\npoint in direction (90)\n\n@LevelHIT\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@FrontART\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@BackART\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\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\ngo to [back v] layer\nforever\n go to (player v)\n point in direction (d)\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n change [d v] by (-5)\n end\n if <key (d v) pressed?> then\n change [d v] by (5)\n end\n if <(level) = [15]> then\n hide\n else\n show\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (2)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(y position) > [0]> then\n change [y v] by (-0.3)\n end\n if <(y position) < [0]> then\n change [y v] by (0.3)\n end\n change y by ((y) / (4))\nend\n\nset [level v] to [13]\n\n@Mplatform\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [12]> then\n show\n else\n if <(level) = [13]> then\n show\n else\n hide\n end\n end\nend\n\nhide\n\nif <(level) = [9]> then\n show\nend\n\nhide\n\nwhen I receive [next level v]\nrepeat (10)\n if <(level) = [12]> then\n show\n go to x: (0) y: (-133)\n else\n if <(level) = [13]> then\n show\n go to x: (0) y: (-147)\n else\n hide\n end\n end\nend\n\nif <(level) = [9]> then\n show\n go to x: (0) y: (-50)\nend\n\ndefine Moving Platform physics\nforever\n repeat until <touching (levelhit v)?>\n change x by (3)\n end\n wait (0.5) seconds\n change x by (-3)\n repeat until <touching (levelhit v)?>\n change x by (-3)\n end\n wait (0.5) seconds\n change x by (3)\nend\n\nwhen flag clicked\nMoving Platform physics\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\ngo to x: (0) y: (-100)\n\ngo to x: (0) y: (-150)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume13 v)\ngo to x: (0) y: (51)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(y position) > [0]> then\n change [y v] by (-2.05555837897650759467890456789734)\n end\n if <(y position) < [0]> then\n change [y v] by (2.5555837897650759467890456789734)\n end\n change y by ((y) / (7))\nend\n\nset [level v] to [13]\n\n@Sprite4\n\nwhen flag clicked\n\nwhen I receive [end scenes v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [end scenes v]\nforever\n if <not <(costume [number v]) = [3]>> then\n wait until <mouse down?>\n next costume\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nhide\nforever\n if <(level) = [16]> then\n go to x: (0) y: (0)\n show\n switch costume to (costume1 v)\n broadcast (END SCENES v)\n stop [this script v]\n else\n hide\n end\nend\n\n
go to dungeon (part1) for the "story"\nVolcano (Storyline):\n...That Cave you entered in Grassland led into a volcano!\nyou try to turn back but the passage has fallen in...\nControls\n∆A-D to move the flashlight\n∆Arrows/touchscreen to move\n∆Don't touch lava\n∆Watch out for secret passageways and traps! ...\n∆... And moving platforms ( in secret passageways! )\n\n\n\n\n\n
lost - platformer
@Stage\n\nwhen I receive [start! v]\nif <(music) = [7]> then\n set [music v] to [1]\nend\nstop all sounds\nswitch backdrop to (backdrop1 v)\nhide variable [mouse v]\nset volume to (100) %\n\nwhen [m v] key pressed\nset [mouse v] to (join ((Scroll x) + (mouse x)) (join [,] ((Scroll y) + (mouse y))))\nshow variable [mouse v]\n\nhide variable [mouse v]\n\nwhen I receive [plymusic v]\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\nset [music v] to [7]\nforever\n play sound (music) until done\nend\n\n@player\n\nwhen flag clicked\nhide\n\nbroadcast (start! v)\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nforever\n switch costume to (1 v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [xv v] by (-1.2)\n set [d v] to [-90]\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1.2)\n set [d v] to [90]\n end\n end\n if <touching (ice v)?> then\n set [xv v] to ((xv) * (.99))\n else\n set [xv v] to ((xv) * (.85))\n end\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 <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\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 if <not <touching (water v)?>> then\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> or <(yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n end\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 <<not <touching (water v)?>> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>>> then\n change [yv v] by (15)\n end\n change y by (1)\n broadcast (tick v)\n if <<(y position) < [-179]> or <touching (noice! v)?>> then\n hide\n set [i v] to [0]\n broadcast (dead v)\n start sound [Crunch v]\n wait until <(i) = [3]>\n reset\n show\n end\n if <touching (trampoline v)?> then\n set [yv v] to [24]\n end\n if <touching (water v)?> then\n change [yv v] by (-0.2)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (1)\n end\n end\n if <not <((Scroll y) + ((y position) / (4))) < [17]>> then\n change [scroll y v] by (round ((y position) / (4)))\n change y by (((0) - (y position)) / (4))\n end\n if <<not <((Scroll x) + ((x position) / (4))) > [13720]>> and <not <((Scroll x) + ((x position) / (4))) < [-8.5]>>> then\n change [scroll x v] by (round ((x position) / (4)))\n change x by (((0) - (x position)) / (4))\n if <((Scroll x) + ((x position) / (4))) > [13715]> then\n switch costume to ((Skin) + (1))\n glide (0.1) secs to x: (0) y: (-69)\n set [d v] to [90]\n broadcast (tick v)\n broadcast (boss fight v)\n stop [this script v]\n end\n end\n broadcast (tick v)\n switch costume to ((Skin) + (1))\n go to [back v] layer\n go [forward v] (3) layers\nend\n\ndefine reset\nswitch costume to ((Skin) + (1))\nbroadcast (reset v)\nshow\npoint in direction (90)\ngo to x: (-178) y: (-70)\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to (start point x)\nset [scroll y v] to (start point y)\n\nset [skin v] to [3]\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n start sound [Голос v]\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen I receive [1 v]\nsay [yes] each [0.01] [1] [] [] []\n\nwhen I receive [2 v]\nsay [OK,I will fight with you!] each [0.01] [1] [] [] []\n\nwhen I receive [fight! v]\nforever\n switch costume to (1 v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [xv v] by (-1.2)\n set [d v] to [-90]\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1.2)\n set [d v] to [90]\n end\n end\n if <touching (ice v)?> then\n set [xv v] to ((xv) * (.99))\n else\n set [xv v] to ((xv) * (.85))\n end\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 <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\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 if <not <touching (water v)?>> then\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> or <(yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n end\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 <<not <touching (water v)?>> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>>> then\n change [yv v] by (15)\n end\n change y by (1)\n broadcast (tick v)\n if <<(y position) < [-179]> or <touching (noice! v)?>> then\n hide\n set [i v] to [0]\n start sound [Crunch v]\n wait until <(i) = [3]>\n show\n broadcast (boss fight v)\n end\n broadcast (tick v)\n switch costume to ((Skin) + (1))\n go to [back v] layer\n go [forward v] (8) layers\nend\n\ngo to x: (0) y: (-60)\n\nwhen I receive [boss died! v]\nsay [finally I won him!] each [0.01] [1] [] [] []\nstop [other scripts in sprite v]\nstop all sounds\nset [music v] to [9]\nforever\n switch costume to (1 v)\n if <(mouse) = [0]> then\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [xv v] by (-1.2)\n set [d v] to [-90]\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1.2)\n set [d v] to [90]\n end\n end\n end\n if <touching (ice v)?> then\n set [xv v] to ((xv) * (.99))\n else\n set [xv v] to ((xv) * (.85))\n end\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 <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [10]\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\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 if <not <touching (water v)?>> then\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> or <(yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (head v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<not <touching (water v)?>> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (head v)?> or <touching (ground v)?>>>> then\n change [yv v] by (15)\n end\n change y by (1)\n broadcast (tick v)\n if <<(y position) < [-179]> or <touching (noice! v)?>> then\n hide\n set [i v] to [0]\n broadcast (dead v)\n start sound [Crunch v]\n wait until <(i) = [3]>\n reset\n show\n end\n if <touching (trampoline v)?> then\n set [yv v] to [24]\n end\n if <touching (water v)?> then\n change [yv v] by (-0.2)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (1)\n end\n end\n if <not <((Scroll y) + ((y position) / (4))) < [17]>> then\n change [scroll y v] by (round ((y position) / (4)))\n change y by (((0) - (y position)) / (4))\n end\n if <<not <((Scroll x) + ((x position) / (4))) > [14325]>> and <not <((Scroll x) + ((x position) / (4))) < [-8.5]>>> then\n change [scroll x v] by (round ((x position) / (4)))\n change x by (((0) - (x position)) / (4))\n end\n broadcast (tick v)\n switch costume to ((Skin) + (1))\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen I receive [start fighting v]\ngo to [front v] layer\nswitch costume to ((Skin) + (1))\ngo to x: (0) y: (-69)\nset [d v] to [90]\nbroadcast (tick v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n\n\nchange [yv v] by (-5)\n\nwhen I receive [start! v]\nshow\nset [scroll x v] to [-7]\nforever\n broadcast (tick v)\nend\n\nwhen I receive [start! v]\nshow\nset [start point x v] to [-7]\nset [start point y v] to [-5]\nreset\nchange [loaded v] by (1)\nforever\n broadcast (tick v)\nend\n\n@Ground\n\nwhen flag clicked\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine spawn at (x) (y) (change or spawn)\nchange [loaded v] by (1)\nif <(change or spawn) = [0]> then\n change [x v] by (x)\n change [y v] by (y)\nelse\n set [x v] to (x)\n set [y v] to (y)\nend\ncreate clone of (_myself_ v)\nnext costume\ngo [backward v] (2) layers\n\nset [x v] to [999999]\n\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nswitch costume to (1 v)\nset [loaded v] to [0]\ngo to x: (0) y: (0)\nspawn at [0] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [300] [180] [0]\nspawn at [200] [-180] [0]\nspawn at [680] [0] [0]\nspawn at [900] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [300] [0]\nspawn at [480] [0] [0]\nspawn at [100] [-300] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [600] [0] [0]\nspawn at [960] [0] [0]\nset [x v] to [999999]\n\n@pieces\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\ngo to (player v)\nclone [1]\n\ndefine clone (times)\nrepeat (times)\n set size to (130) %\n switch costume to (Skin)\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [yv v] to (pick random (10) to (15))\nset [xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (XV)\n change y by (YV)\n turn right (((XV) * ([abs v] of (YV) )) / (2)) degrees\n change [yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n change [i v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@eyes\n\nwhen I receive [start! v]\nswitch costume to (costume1 v)\nshow\nforever\n wait (pick random (1) to (5)) seconds\n blink\nend\n\nwhen I receive [dead v]\nhide\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [tick v]\ngo to (player v)\npoint in direction (d)\n\ndefine blink\nswitch costume to (costume1 v)\nrepeat (8)\n next costume\nend\nrepeat (8)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [boss fight v]\nforever\n go to (player v)\n point in direction (d)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss died! v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nforever\n wait (pick random (1) to (5)) seconds\n blink\nend\n\n@player shadow\n\nwhen flag clicked\n\nwhen I receive [tick v]\ngo to (player v)\ngo to [back v] layer\n\nwhen I receive [start! v]\nshow\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [dead v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\npoint in direction (135)\ngo to [front v] layer\nhide\nset [ghost v] effect to (70)\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [random side v] to (pick random (1) to (2))\nswitch costume to (pick random (1) to (3))\nset size to (80) %\nif <(random side) = [1]> then\n go to x: (400) y: (pick random (60) to (160))\nelse\n go to x: (-400) y: (pick random (60) to (160))\nend\nif <(random side) = [1]> then\n repeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\n end\nelse\n repeat until <(x position) > [200]>\n change x by (pick random (1) to (4))\n end\nend\ndelete this clone\n\nwhen I receive [start! v]\nhide\nwait (0.01) seconds\nforever\n wait (pick random (0.8) to (4.0)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@shadow of the ground\n\nspawn at [480] [0] []\nspawn at [480] [0] []\nspawn at [480] [0] []\nspawn at [480] [0] []\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n set [ghost v] effect to (70)\n show\n go to [back v] layer\n go [forward v] (4) layers\nelse\n hide\nend\n\ndefine spawn at (x) (y) (change or spawn?)\nchange [loaded v] by (1)\nif <(change or spawn?) = [0]> then\n change [x v] by (x)\n change [y v] by (y)\nelse\n set [x v] to (x)\n set [y v] to (y)\nend\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nspawn at ((480) * (3)) [0] [0]\nspawn at (((480) * (21)) - ((480) * (3))) [0] [0]\n\ndelete this clone\n\n@decorations\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\n go to [back v] layer\n go [forward v] (2) layers\nelse\n hide\nend\n\ndefine spawn at (x) (y) (change or set?)\nchange [loaded v] by (1)\nif <(change or set?) = [0]> then\n change [x v] by (x)\n change [y v] by (y)\nelse\n set [x v] to (x)\n set [y v] to (y)\nend\ncreate clone of (_myself_ v)\nnext costume\n\ndelete this clone\n\nset [x v] to [999999]\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nspawn at [0] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [300] [180] [0]\nspawn at [480] [-180] [0]\nspawn at [480] [0] [0]\nspawn at ((480) * (4)) [0] [0]\nspawn at [480] [0] [0]\nspawn at ((480) * (2)) [0] [0]\nspawn at ((480) * (2)) [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [480] [0] [0]\nspawn at [12870] [0] [1]\nspawn at [14325] [0] [1]\nset [x v] to [999999]\n\n@noice!\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\n go to [back v] layer\n go [forward v] (2) layers\nelse\n hide\nend\n\ndefine spawn at (x) (y)\nchange [loaded v] by (1)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ndefine spawn at position (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [x v] to [999999999]\nset [y v] to [105]\n\nspawn at position [9243] [-75]\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nspawn at ((480) * (6)) [0]\nspawn at [480] [0]\nspawn at position [5555] [105]\nspawn at position [7034] [83]\nspawn at position [7159] [160]\nspawn at position [7776] [211]\nspawn at position [9160] [0]\nspawn at position [11280] [126]\nset [x v] to [999999999]\nset [y v] to [105]\n\n@spawnpoint\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\ndefine spawn at (x) (y) (change or set?)\nchange [loaded v] by (1)\nif <(change or set?) = [0]> then\n change [x v] by (x)\n change [y v] by (y)\nelse\n set [x v] to (x)\n set [y v] to (y)\nend\ncreate clone of (_myself_ v)\ngo [backward v] (2) layers\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (player v)?> then\n set [start point x v] to ((x) - (50))\n set [start point y v] to (y)\n play sound [Ding v] until done\n end\nend\n\nif then\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nspawn at ((480) * (9)) [0] [0]\nspawn at ((480) * (2)) [0] [0]\nspawn at [8500] [27] [1]\nset [x v] to [999999]\n\n@trampoline\n\nwhen flag clicked\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n set size to (130) %\n show\n go to [front v] layer\n go [backward v] (70) layers\nelse\n hide\nend\n\ndefine spawn at (x) (y)\nchange [loaded v] by (1)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\ngo [backward v] (2) layers\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n switch costume to (1 v)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\ndelete this clone\n\ndefine create (x) (y)\nchange [loaded v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\ngo [backward v] (2) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nspawn at ((((480) * (9)) + (500)) + (650)) [-80]\ncreate [7632] [205]\ncreate [11287] [-70]\ncreate [11510] [-70]\nset [x v] to [999999]\n\n@water\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round ((x) - (Scroll x))) = (round (x position))> and <(round ((y) - (Scroll y))) = (round (y position))>> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n set [ghost v] effect to (40)\n set y to ((y) + (([sin v] of (((timer) + (3)) * (300)) ) * (8)))\nelse\n hide\nend\n\ndefine change (x) (y)\nchange [loaded v] by (1)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ndelete this clone\n\ndefine spawn at position (x) (y)\nchange [loaded v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nerase all\nset y to ((y) + (([sin v] of (((timer) + (1)) * (300)) ) * (8)))\nstamp\nset y to ((y) + (([sin v] of (((timer) + (2)) * (300)) ) * (8)))\nstamp\nstamp\nset [ghost v] effect to (100)\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nerase all\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nspawn at position [5724] [-169]\nspawn at position [12400] [-169]\nset [x v] to [99999999]\nset [y v] to [-169]\n\n@ice\n\nwhen flag clicked\n\nwhen I receive [tick v]\ngo to ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\ndefine spawn at (x) (y) (change or set?)\nchange [loaded v] by (1)\nif <(change or set?) = [0]> then\n change [x v] by (x)\n change [y v] by (y)\nelse\n set [x v] to (x)\n set [y v] to (y)\nend\ncreate clone of (_myself_ v)\ngo [backward v] (2) layers\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nspawn at [8800] [27] [1]\nspawn at [9165] [27] [1]\nset [x v] to [999999]\n\n@boss\n\ndefine say (say what?) each (time) (seconds) (instrument) (for _beats) (play note)\nset instrument to ((instrument) v)\nbroadcast (say what?)\nset [say! v] to []\nset [idk v] to [0]\nrepeat until <(IDK) = (length of (say what?))>\n start sound [Голос v]\n play note ((for _beats)) for (play note) beats\n change [idk v] by (1)\n set [say! v] to (join (say!) (letter (IDK) of (say what?)))\n say (say!)\n if <(letter (IDK) of (say what?)) = [.]> then\n wait (1) seconds\n else\n if <(letter (IDK) of (say what?)) = [,]> then\n wait (0.5) seconds\n else\n wait (time) seconds\n end\n end\nend\nwait (seconds) seconds\nsay []\n\nwhen I receive [boss fight v]\ngo to [front v] layer\nshow\nset [music v] to [8]\nstop all sounds\ngo to x: (240) y: (-70)\nglide (1) secs to x: (200) y: (y position)\nsay [so I see,you want to find your family right?] each [0.01] [1] [] [] []\nbroadcast (1 v) and wait\nsay [NO,I will never allow you to find your family until you will win me] each [0.01] [1] [] [] []\nbroadcast (2 v) and wait\nsay [OK,I will give you a sword to fight with me!] each [0.01] [1] [] [] []\nbroadcast (sword v) and wait\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [start fighting v]\nif <(fighted) = [1]> then\n stop all sounds\nend\nset [fighted v] to [1]\npoint in direction (90)\ngo to x: (200) y: (-70)\nset [boss hp v] to [100]\nsay [start fighting!] each [0.01] [1] [] [] []\nbroadcast (fight! v)\nwait (1) seconds\nrepeat until <(Boss HP) < [1]>\n repeat until <(y position) > [139]>\n change x by ((([x position v] of [player v]) - (x position)) / (7))\n change y by (((140) - (y position)) / (4))\n if <([x position v] of [player v]) > (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n wait (0.2) seconds\n glide (0.12) secs to x: (x position) y: (-70)\n wait (0.2) seconds\nend\nstop [other scripts in sprite v]\nsay [oh,you won me] each [0.01] [1] [] [] []\nstart sound [Crunch v]\nhide\nbroadcast (BOSS DIED! v)\n\ngo to x: (240) y: (-70)\n\nglide (1) secs to x: (100) y: (100)\n\nchange y by (10)\n\nchange y by (10)\n\nwhen I receive [fight! v]\nforever\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (start fighting v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [fighted v] to [0]\n\nwhen flag clicked\nhide\n\n@sword\n\nwhen flag clicked\nhide\n\nwhen I receive [sword v]\ngo to [front v] layer\nstart sound [sound of sky v]\nshow\npoint in direction (90)\ngo to x: (0) y: (240)\nglide (1) secs to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) - (20))\nwait (1) seconds\nwait (1) seconds\nbroadcast (start fighting v)\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [tick v]\nif <(d) = [90]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) - (20))\nelse\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) - (20))\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [fight! v]\nset [hiting? v] to [0]\nforever\n go to [front v] layer\n if <(mode) = [1]> then\n point in direction (90)\n end\n if <key (space v) pressed?> then\n if <(d) = [90]> then\n set [hiting? v] to [1]\n start sound [sword sound v]\n repeat until <(direction) = [180]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (10) degrees\n end\n repeat until <(direction) = [90]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (-10) degrees\n end\n set [hiting? v] to [0]\n else\n set [hiting? v] to [1]\n start sound [sword sound v]\n repeat until <(direction) = [0]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (-10) degrees\n end\n repeat until <(direction) = [90]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (10) degrees\n end\n set [hiting? v] to [0]\n end\n end\nend\n\nwhen I receive [fight! v]\nforever\n if <<(hiting?) = [1]> and <touching (boss v)?>> then\n change [boss hp v] by (-20)\n wait until <not <touching (boss v)?>>\n end\nend\n\nwhen I receive [start fighting v]\npoint in direction (90)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [hit v]\npoint in direction (90)\nif <(d) = [90]> then\n set [hiting? v] to [1]\n start sound [sword sound v]\n repeat until <(direction) = [180]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (10) degrees\n end\n repeat until <(direction) = [90]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (-10) degrees\n end\n set [hiting? v] to [0]\nelse\n set [hiting? v] to [1]\n start sound [sword sound v]\n repeat until <(direction) = [0]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (-10) degrees\n end\n repeat until <(direction) = [90]>\n go to [front v] layer\n create clone of (_myself_ v)\n turn right (10) degrees\n end\n set [hiting? v] to [0]\nend\n\n@hp\n\ndefine boss hp\nerase all\npen up\nset pen color to (#ffffff)\nset pen size to (15)\ngo to x: (-100) y: (130)\npen down\ngo to x: (100) y: (130)\nif <not <(Boss HP) < [1]>> then\n go to x: (-100) y: (130)\n set pen color to (#3afb00)\n pen up\n set pen size to (10)\n pen down\n change x by ((Boss HP) * (2))\nelse\n erase all\n stop [this script v]\nend\n\ngo to x: (-199) y: (100)\n\nwhen I receive [fight! v]\nforever\n boss hp\nend\n\nwhen flag clicked\nerase all\n\n@eyes of boss\n\nwhen flag clicked\nhide\n\nwhen I receive [boss died! v]\ngo to (boss v)\nclone [1]\n\ndefine clone (times)\nrepeat (times)\n set size to (50) %\n switch costume to (1 v)\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (2 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [yv v] to (pick random (10) to (15))\nset [xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (XV)\n change y by (YV)\n turn right (((XV) * ([abs v] of (YV) )) / (2)) degrees\n change [yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n change [i v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@intro\n\nwhen flag clicked\nstart sound [Short_triumphal_fanfare-John_Stracke-815794903 v]\nset [clone id v] to [1]\nset [i v] to [0]\nhide\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nif <(clone ID) = [1]> then\n show\n go to x: (0) y: (0)\n switch costume to (backdrop1 v)\n go to [back v] layer\nelse\n if <(clone ID) = [2]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume4 v)\n go to [front v] layer\n repeat until <(y position) < [19]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n repeat until <(costume [number v]) = [9]>\n next costume\n end\n start sound [Ding v]\n wait (0.5) seconds\n repeat until <(costume [number v]) = [3]>\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (create v)\n wait until <(i) = [1]>\n switch costume to (costume4 v)\n wait until <(i) = [2]>\n switch costume to (costume3 v)\n wait until <(i) = [3]>\n else\n if <(clone ID) = [3]> then\n set [yv v] to [0]\n show\n go to x: (0) y: (180)\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [i v] to [1]\n wait (1) seconds\n repeat (20)\n change x by (((120) - (x position)) / (4))\n end\n set [i v] to [2]\n set [clone id v] to [4]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [4]> then\n set [yv v] to [0]\n show\n go to x: (-120) y: (180)\n switch costume to (heart and star v)\n go to [back v] layer\n go [forward v] (2) layers\n set size to (150) %\n repeat until <(y position) < [-50]>\n change [yv v] by (-2)\n change y by (yv)\n end\n start sound [falling-body-sound-effects v]\n wait (1) seconds\n set [clone id v] to [5]\n create clone of (_myself_ v)\n set [clone id v] to [6]\n create clone of (_myself_ v)\n else\n if <(clone ID) = [5]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack! v)\n glide (1) secs to x: (240) y: (0)\n else\n if <(clone ID) = [6]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (blaaack!2 v)\n glide (1) secs to x: (-240) y: (0)\n start sound [Thud v]\n broadcast (animation finished v)\n broadcast (plYmusic v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [create v]\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [animation finished v]\ndelete this clone\n\nif <not <(username) = [timo1os]>> then\nelse\nend\n\n@paly button\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\ngo to x: (0) y: (30)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n play sound [Coin v] until done\n broadcast (story v)\n hide\n stop [this script v]\n end\n else\n change size by (((55) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [skin v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [music v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@idk\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\nshow\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change x by (1)\n end\n repeat (30)\n change x by (-1)\n end\nend\n\nwhen I receive [start! v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [skin v]\nhide\n\nwhen I receive [music v]\nhide\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@music button\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\ngo to x: (0) y: (-35)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n play sound [Coin v] until done\n broadcast (music v)\n hide\n end\n else\n change size by (((50) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skin v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [music v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@skin\n\nwhen I receive [skin v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Skin)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\nhide\nstop [other scripts in sprite v]\n\n@ksin button\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\ngo to x: (0) y: (-100)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((70) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n play sound [Coin v] until done\n broadcast (skin v)\n hide\n end\n else\n change size by (((50) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skin v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [music v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@GUI\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n show\n set size to (100) %\n go to [front v] layer\n switch costume to (costume1 v)\n if <touching (paly button v)?> then\n switch costume to (costume2 v)\n set size to (120) %\n else\n if <touching (music button v)?> then\n switch costume to (costume3 v)\n set size to (120) %\n else\n if <touching (ksin button v)?> then\n switch costume to (costume4 v)\n set size to (120) %\n else\n if <touching (back to menu v)?> then\n switch costume to (costume5 v)\n set size to (120) %\n else\n if <touching (music but not music v)?> then\n switch costume to ((button number) + (7))\n set size to (120) %\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@arrows\n\nwhen flag clicked\nset [clone id v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nhide\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n point in direction (90)\n go to x: (95) y: (0)\nelse\n point in direction (-90)\n go to x: (-95) y: (0)\nend\n\nwhen I receive [skin v]\nforever\n if <(clone ID) < [3]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n start sound [Coin v]\n if <(clone ID) = [1]> then\n change [skin v] by (1)\n else\n change [skin v] by (-1)\n end\n if <(Skin) > [6]> then\n set [skin v] to [1]\n end\n if <(Skin) < [1]> then\n set [skin v] to [6]\n end\n end\n else\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation finished v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [animation finished v]\nhide\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@back to menu\n\nwhen flag clicked\nhide\n\nwhen I receive [skin v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Coin v]\n set size to (40) %\n broadcast (animation finished v)\n stop [this script v]\n end\n else\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [animation finished v]\nhide\n\nwhen I receive [music v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Coin v]\n set size to (40) %\n broadcast (animation finished v)\n stop [this script v]\n end\n else\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\n@music but not music\n\nwhen flag clicked\nhide\nset [clone id v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I receive [music v]\nshow\nforever\n if <(Clone ID) < [7]> then\n if <touching (mouse-pointer v)?> then\n set [button number v] to (Clone ID)\n change size by (((70) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n start sound [Coin v]\n set [music v] to (Clone ID)\n end\n else\n change size by (((50) - (size)) / (4))\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen I receive [start! v]\nhide\n\nwhen I receive [animation finished v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (-120) y: (60)\nelse\n if <(Clone ID) = [2]> then\n go to x: (120) y: (60)\n else\n if <(Clone ID) = [3]> then\n go to x: (-120) y: (-60)\n else\n if <(Clone ID) = [4]> then\n go to x: (120) y: (-60)\n else\n if <(Clone ID) = [5]> then\n go to x: (0) y: (60)\n else\n if <(Clone ID) = [6]> then\n go to x: (0) y: (-60)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Detector Boosts\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.0297)\nend\n\nwhen flag clicked\nforever\n set [check v] to (Timer)\nend\n\nwhen flag clicked\nhide\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nforever\n set [timer v] to [0]\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (1) seconds\n if <[lovenfave? v] contains (username)?> then\n set [timer v] to [0]\n delete (item # of (username) in [lovenfave? v]) of [lovenfave? v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (:\( v)\n set [ghost v] effect to (100)\n set [lovenfavejump v] to [0]\n set [lovenfavespeed v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n else\n add (username) to [lovenfave? v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (:\) v)\n set [ghost v] effect to (100)\n set [lovenfavejump v] to [0.5]\n set [lovenfavespeed v] to [0.1]\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@head\n\nwhen flag clicked\nhide\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n set [ghost v] effect to (100)\n set size to (110) %\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to ((14325) - (Scroll x)) ((0) - (Scroll y))\n\nwhen I receive [start! v]\nchange [loaded v] by (1)\n\n@story\n\nwhen flag clicked\nhide\nset [clone id v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\n\nwhen I receive [story v]\nstop all sounds\nset [ghost v] effect to (100)\nif <(Clone ID) < [2]> then\n set [music choosen v] to (music)\n set [music v] to [10]\n clear graphic effects\n switch costume to (costume1 v)\n show\n go to [front v] layer\n repeat (4)\n wait (2) seconds\n broadcast (fade v)\n wait (0.6) seconds\n next costume\n end\n wait (5) seconds\n stop all sounds\n set [music v] to (music choosen)\n broadcast (start! v)\nelse\n hide\nend\n\nwhen I receive [fade v]\nif <(Clone ID) = [2]> then\n go to [front v] layer\n switch costume to (costume6 v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [start! v]\nhide\ndelete this clone\n\n@heart\n\nwhen flag clicked\nhide\n\ndefine go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n set size to (110) %\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [y v] to [-10]\nif <(pick random (1) to (3)) = [1]> then\n set [start x v] to (pick random (14294) to (14321))\nelse\n if <(pick random (1) to (2)) = [1]> then\n set [start x v] to (pick random (14494) to (14528))\n else\n if <(Scroll x) > [14240]> then\n set [start x v] to ((Scroll x) + ([x position v] of [player v]))\n set [y v] to (([y position v] of [player v]) + (50))\n else\n if <(pick random (1) to (2)) = [1]> then\n set [start x v] to (pick random (14494) to (14528))\n else\n set [start x v] to (pick random (14294) to (14321))\n end\n end\n end\nend\nset [ghost v] effect to (0)\nrepeat (25)\n go to [front v] layer\n go to ((start x) - (Scroll x)) ((y) - (Scroll y))\n change [ghost v] effect by (5)\n change [y v] by (5)\nend\ndelete this clone\n\nwhen I receive [boss died! v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@button\n\nwhen flag clicked\nhide\n\nwhen I receive [fight! v]\nif <(mode) = [2]> then\n show\n go to x: (168) y: (-134)\nend\nforever\n go to [front v] layer\n set [mouse v] to (<touching (mouse-pointer v)?> + (0))\nend\n\nwhen this sprite clicked\nif <([hiting? v] of [sword v]) = [0]> then\n broadcast (hit v) and wait\nend\n\n@comp -mobile\n\nwhen flag clicked\nhide\nset [mode v] to [1]\n\nwhen I receive [animation finished v]\ngo to x: (-160) y: (-150)\nswitch costume to (comp v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (4))\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set size to (40) %\n play sound [Coin v] until done\n next costume\n set [mode v] to (costume [number v])\n end\n else\n change size by (((120) - (size)) / (4))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skin v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [music v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [story v]\nhide\nstop [other scripts in sprite v]\n\n@loading\n\nwhen I receive [start! v]\ngo to x: (-1000) y: (0)\nshow\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nwait until <(loaded) = [62]>\nrepeat until <(round (x position)) = [461]>\n go to [front v] layer\n change x by (((461) - (x position)) / (4))\nend\nbroadcast (play v)\nwait (0.2) seconds\nhide\n\nwait (2) seconds\n\nwhen flag clicked\nhide\n\n
click the flag 3 times\n\nuse up arrow or touch with your finger up to jump \n\nuse right arrow or touch with your finger right to move right\n\nuse left arrow or touch with your finger left to move left\n\nhold up arrow or hold with your finger up to increase the height of the jump\nDon't jump into the water just run in it and hold up arrow to swim\n\nuse space bar or click the button to use \nyour sword \n(the game is possible)
Grian Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Grian - Mumbo AFK \(elybeatmaker Remix\) v] until done\nend\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n go to x: (0) y: (-14)\nend\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (0)\n point in direction (90)\n reset timer\n set size to (200) %\n point in direction (90)\n repeat (250)\n change [move v] by (7)\n point in direction ((([cos v] of (Move) ) * (5)) + (90))\n end\n repeat (280)\n set y to ([cos v] of ((timer) * (100)) )\n point in direction ((([tan v] of ((timer) * (150)) ) * (5)) + (90))\n end\nend\ndelete this clone\n\nwhen I receive [intro v]\npoint in direction (90)\nshow\nstart sound [Starley - Call On Me \(Ryan Riback Remix\).mp3 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (8)\n next costume\nend\nwait (1) seconds\nbroadcast (yee v)\nswitch costume to (costume10 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume11 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume12 v)\nreset timer\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nrepeat (250)\n set y to (([cos v] of ((timer) * (100)) ) * (25))\nend\nstop all sounds\nhide\nbroadcast (Yeah v)\n\nwhen flag clicked\nhide\nbroadcast (Intro v)\n\n@Grian\n\nwhen flag clicked\nhide\n\nwhen I receive [yeah v]\nwait (5) seconds\nshow\nbroadcast (START v)\nset size to (45) %\nset [color v] effect to (0)\nshow\nswitch costume to (unnamed \(3\) v)\ngo to x: (-185) y: (-74)\nswitch backdrop to (backdrop1 v)\ngo to [front v] layer\nset [death v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#808080)?> then\n change y by (1)\n if <touching color (#808080)?> then\n change y by (1)\n if <touching color (#808080)?> then\n change y by (1)\n if <touching color (#808080)?> then\n change y by (10)\n if <touching color (#808080)?> then\n change y by (1)\n if <touching color (#808080)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <key (space v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#808080)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#808080)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [size 25 v]\nset size to (25) %\n\nwhen I receive [size 45 v]\nset size to (45) %\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-213) y: (-103)\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-197) y: (-93)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-205) y: (-42)\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-205) y: (-42)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-197) y: (-112)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-205) y: (-42)\n\nwhen backdrop switches to [backdrop6 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-220) y: (-72)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-220) y: (-72)\n\nwhen backdrop switches to [oip v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-201) y: (-113)\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-113)\n end\nend\n\n@OIP\n\nwhen I receive [start v]\ngo to x: (-231) y: (19)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [mustace v]\nforever\n if <touching (grian v)?> then\n if <key (space v) pressed?> then\n say [Muscate Retrieved From Subject!] for (2) seconds\n next backdrop\n end\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-258) y: (63)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (100) y: (50)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-254) y: (44)\n\nwhen backdrop switches to [oip v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-254) y: (44)\n\nwhen I receive [mustace2 v]\nforever\n if <touching (grian v)?> then\n if <key (space v) pressed?> then\n say [Muscate Retrieved From Subject!] for (2) seconds\n switch backdrop to (oip v)\n end\n end\nend\n\n@OIP2\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (212) y: (-94)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (212) y: (-94)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace v)\n\nwhen backdrop switches to [backdrop4 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-192) y: (60)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace v)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (145) y: (-89)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (198) y: (-73)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace v)\n\nwhen backdrop switches to [backdrop7 v]\nwait until <touching (grian v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\nend\nhide\nbroadcast (Mustace2 v)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (153) y: (-15)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\n@Size\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-18) y: (-87)\nswitch costume to (size v)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <touching (grian v)?> then\n broadcast (Size 25 v)\n repeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-78) y: (-103)\nswitch costume to (size2 v)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <touching (grian v)?> then\n broadcast (Size 45 v)\n repeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\n end\n hide\n end\nend\n\n
Hello and welcome to the Grian Platformer. If you have no idea who Grian is then I'll put a link at the end. This platformer is dedicated to him and I hope you enjoy it.\n\nUse the arrows to move\n\nThe aim is to take away mumbo jumbos mustace and you must have the mustace removal machine to do it. After you have that press space when your on the mustace and you'll win.\n\n\nhttps://www.youtube.com/user/Xelqua?app=desktop
Monkey platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop24 v)\n\nwhen [space v] key pressed\nswitch backdrop to (backdrop1 v)\n\n@Player \n\nwhen flag clicked\ngo to x: (-198) y: (-140)\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-198) y: (-140)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#fff300)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-198) y: (-140)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-198) y: (-140)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-203) y: (-140)\n\nwhen [space v] key pressed\nnext costume\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (77) y: (-233)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-131) y: (-225)\n\nwhen [r v] key pressed\ngo to x: (-147) y: (-224)\n\n@Sprite1\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Button2\n\nwhen backdrop switches to [backdrop26 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\nwhen flag clicked\nhide\n\n@Monkey\n\nwhen backdrop switches to [backdrop27 v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\n
Hi people! i just hit 350 followers so i decided to make a platformer. This is my first platformer that i have ever shared, so no surprise if its bad. Please leave a like and a fave if you liked it! Tell me in the comments if you finished the game without skipping any of the levels! I will add some levels every week!\nIf you enjoy this game, consider leaving a ❤️ or ⭐️! ;)
Burning Sands - Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [Boom Kitty - Burning Sands \[Beat Saber Soundtrack\] v] until done\nend\n\ngo to (random position v)\n\npoint in direction (90)\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (15)\ngo to x: (250) y: (-115)\nforever\n repeat (500)\n change x by (-1)\n end\n repeat (500)\n change x by (1)\n end\nend\n\n@Sprite3\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 (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?> 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 (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching (ground v)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (ground v)?> then\n set [y v] to [16]\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-200) y: (100)\nset [y spawn v] to [-129]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (75) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n broadcast (next v)\n go to x: (-218) y: (-128)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f5711e)?> then\n go to x: (-218) y: (-128)\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n show variable [time v]\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@end\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n
Escape the desert before you get burned!\nArrow keys or WASD to move!\nPlease love, favorite, and follow me for more!\nHave fun!\nSTAY SAFE GUYS!\n:D\n
WORLDS - a platformer by bestCoconut
@Stage\n\nwhen flag clicked\nforever\n if <<(Level) > [4]> and <not <(Level) = [8]>>> then\n repeat (2)\n change [brightness v] effect by (-50)\n end\n broadcast (world 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nforever\n repeat (100)\n change [brightness v] effect by (10)\n end\n repeat (100)\n change [brightness v] effect by (-10)\n end\nend\n\nforever\n \n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) < [5]> and <(Level) > [0]>> then\n if <(Level) = [4]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop6 v)\n end\n end\n if <(Level) > [8]> then\n clear graphic effects\n if <(Level) = [10]> then\n switch backdrop to (backdrop5 v)\n broadcast (world 3 v)\n else\n switch backdrop to (backdrop4 v)\n broadcast (world 3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n set [brightness v] effect to (0)\n clear graphic effects\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [13]> then\n switch backdrop to (backdrop6 v)\n end\n if <(Level) > [16]> then\n switch backdrop to (backdrop7 v)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) < [17]> and <(Level) > [13]>> then\n set [brightness v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [21]> then\n set [brightness v] effect to (0)\n clear graphic effects\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n switch backdrop to (backdrop8 v)\n end\n if <(Level) = [27]> then\n switch backdrop to (backdrop9 v)\n end\nend\n\n@Sprite1\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> and <not <touching (sprite21 v)?>>> then\n change [speedx v] by (1)\n end\n if <<key (left arrow v) pressed?> and <not <touching (sprite21 v)?>>> then\n change [speedx v] by (-1)\n end\n change x by (speedX)\n if <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <<touching (sprite46 v)?> or <<touching (sprite56 v)?> or <<touching (sprite43 v)?> or <touching (sprite38 v)?>>>>>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <<touching (sprite2 v)?> or <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <<touching (sprite44 v)?> or <<touching (sprite46 v)?> or <<touching (sprite47 v)?> or <<touching (sprite54 v)?> or <<touching (sprite55 v)?> or <<touching (sprite56 v)?> or <touching (sprite38 v)?>>>>>>>>>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> and <not <touching (sprite21 v)?>>> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen flag clicked\ngo to x: (-258) y: (-36)\nset [speedy v] to [0]\nset [speedx v] to [0]\n\nwhen flag clicked\nset [level v] to [0]\nchange [level v] by (1)\nforever\n if <touching (sprite3 v)?> then\n if <(Level) = [4]> then\n broadcast (next level v)\n wait (0.4) seconds\n go to x: (-278) y: (100)\n change [level v] by (1)\n clear graphic effects\n set size to (100) %\n else\n broadcast (next level v)\n wait (0.4) seconds\n go to x: (-278) y: (-80)\n change [level v] by (1)\n clear graphic effects\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n if <<touching (sprite5 v)?> or <<touching (sprite4 v)?> or <<touching (sprite41 v)?> or <<touching (sprite42 v)?> or <<touching (sprite50 v)?> or <<touching (sprite51 v)?> or <<touching (sprite52 v)?> or <<touching (sprite53 v)?> or <<touching (sprite11 v)?> or <<touching (sprite43 v)?> or <<touching (sprite62 v)?> or <<touching (sprite13 v)?> or <<touching (sprite58 v)?> or <<touching (sprite59 v)?> or <<touching (sprite60 v)?> or <<touching (sprite61 v)?> or <<touching (sprite62 v)?> or <<touching (sprite70 v)?> or <touching (sprite12 v)?>>>>>>>>>>>>>>>>>>> then\n go to x: (-220) y: (-50)\n broadcast (restart 3 v)\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n set size to (150) %\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <touching (sprite10 v)?> then\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite28 v)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite28 v)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n set [speedy v] to [19.5]\n set [lock v] to [1]\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (game started v)\n\nwhen I receive [color picked v]\nshow\n\nwhen flag clicked\n\nwhen flag clicked\n\nrepeat until <not <touching (sprite2 v)?>>\n change y by (1)\nend\n\nrepeat until <not <touching (sprite2 v)?>>\n change y by (1)\nend\n\nwhen I receive [world 2 v]\nforever\n go to [front v] layer\n broadcast (Light v)\nend\n\nforever\n if <(Level) = [8]> then\n go to x: (-13) y: (138)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n change y by (1)\n end\nend\n\nrepeat until <color (#000000) is touching <not <touching (sprite2 v)?>>?>\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n broadcast (world 5 v)\n end\nend\n\nwhen flag clicked\n\nrepeat (200)\n\nwhen flag clicked\nforever\n set [x position 2 v] to (x position)\nend\n\nwhen flag clicked\nforever\n\nif <touching (sprite24 v)?> then\n clear graphic effects\n set size to (100) %\n glide (0.3) secs to x: (-220) y: (-50)\n repeat (10)\n go to x: (-220) y: (-50)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [17]>> then\n go to x: (170) y: (100)\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [18]>> then\n go to x: (123) y: (15)\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [19]>> then\n repeat (10)\n go to (sprite27 v)\n end\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [20]>> then\n repeat (10)\n go to x: (230) y: (-5)\n end\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [21]>> then\n repeat (10)\n go to x: (50) y: (-60)\n end\n end\n if <<<touching (sprite26 v)?> or <touching (sprite27 v)?>> and <(Level) = [21]>> then\n repeat (10)\n go to x: (-82) y: (79)\n end\n end\n if <<<touching (sprite26 v)?> or <touching (sprite27 v)?>> and <(Level) = [20]>> then\n repeat (10)\n go to x: (-100) y: (-99)\n end\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [22]>> then\n repeat (10)\n go to x: (180) y: (65)\n end\n end\n if <<<touching (sprite26 v)?> or <touching (sprite27 v)?>> and <(Level) = [22]>> then\n repeat (10)\n go to x: (180) y: (-100)\n end\n end\n if <<<touching (sprite25 v)?> or <touching (sprite24 v)?>> and <(Level) = [23]>> then\n go to (sprite27 v)\n go to x: (216) y: (29)\n end\n if <<<touching (sprite25 v)?> or <touching (sprite24 v)?>> and <(Level) = [24]>> then\n go to x: (67) y: (-110)\n end\n if <<<touching (sprite26 v)?> or <touching (sprite27 v)?>> and <(Level) = [24]>> then\n go to x: (187) y: (-148)\n end\n if <<<touching (sprite26 v)?> or <touching (sprite27 v)?>> and <(Level) = [25]>> then\n go to x: (-221) y: (67)\n end\n if <<<touching (sprite24 v)?> or <touching (sprite25 v)?>> and <(Level) = [25]>> then\n go to x: (103) y: (143)\n end\nend\n\nrepeat (10)\ngo to x: (-139) y: (-8)\n\nrepeat (10)\n\ngo to (sprite27 v)\n\nset size to (100) %\n\nrepeat (10)\n glide (0.3) secs to x: (-220) y: (-50)\nend\n\nclear graphic effects\nhide\n\nrepeat (10)\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\nend\n\ngo to (sprite27 v)\n\nwhen I receive [reset v]\nclear graphic effects\nset size to (100) %\ngo to x: (-278) y: (-30)\n\nclear graphic effects\nset size to (100) %\n\nwhen I receive [next level v]\nclear graphic effects\nset size to (100) %\ngo to x: (-278) y: (-30)\n\nwhen flag clicked\nforever\n if <touching (sprite40 v)?> then\n go to x: (-230) y: (-50)\n broadcast (restart 2 v)\n end\nend\n\ngo [backward v] (1) layers\n\nrepeat (10)\n go to x: (180) y: (-100)\nend\n\nwhen flag clicked\n\nforever\n if <key (up arrow v) pressed?> then\n turn right (15) degrees\n end\n if <not <key (up arrow v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [restart 4 v]\ngo to x: (-220) y: (-50)\nbroadcast (restart 3 v)\n\nwhen flag clicked\nforever\n set [y position of player v] to (y position)\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n if <<touching (sprite58 v)?> or <<touching (sprite59 v)?> or <<touching (sprite60 v)?> or <touching (sprite61 v)?>>>> then\n go to x: (-220) y: (-50)\n broadcast (restart 3 v)\n broadcast (lose v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n wait (2) seconds\n Talk [1] [Where does that hole lead to?] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (2) seconds\n Talk [1] [A cave! I need to find a way out!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (2) seconds\n Talk [1] [I think were getting closer...] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n wait (2) seconds\n Talk [1] [An exit!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n wait (2) seconds\n Talk [1] [Cool! Candy Wonderland! Maybe this won't be so hard after all! It's even snowing!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n wait (2) seconds\n Talk [1] [What's that?] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite10 v)?> then\n wait (0.3) seconds\n Talk [1] [Bouncy!!!!!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (2) seconds\n Talk [1] [I'm starting to get tired of all this snow! I hope we can get out of here soon!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n wait (1) seconds\n Talk [1] [Look's like there's an exit!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n wait (1) seconds\n Talk [1] [Uh... "Welcome to WorldLand... every thing is made of worlds"...?! Even the clouds?] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n wait (1) seconds\n Talk [1] [How do I get pass all those spikes???] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n wait (3.5) seconds\n Talk [1] [And what are does moving squares?] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite24 v)?> then\n wait (0.3) seconds\n Talk [1] [A portal?!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n wait (1.5) seconds\n Talk [1] [It looks like the door is locked!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n wait (4.3) seconds\n Talk [1] [I think I need to get the diamond!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (1508635-diamond-pixel-art v)?> then\n wait (0.5) seconds\n Talk [1] [I was right! The door opened!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n wait (4) seconds\n Talk [1] ["Can you beat this..." This must be hard!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n wait (2) seconds\n Talk [1] [I think we're getting closer... ] [0.2] [1.5]\n wait (1) seconds\n Talk [1] [At least I hope!... These portals levels are hard!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n wait (2) seconds\n Talk [1] [Oh no! Enemies!] [0.2] [1.5]\n wait (1) seconds\n Talk [1] [Now that I think of it, I think I should have stayed with the portals...] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n wait (2) seconds\n Talk [1] [There's locked doors here to? ] [0.2] [1.5]\n wait (1) seconds\n Talk [1] [This is going to be hard...] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n wait (2) seconds\n Talk [1] [Wait... Moving platforms? Uh oh...] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwait (1) seconds\nTalk [1] [This is going to be VERY hard...] [0.2] [1.5]\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n wait (2) seconds\n Talk [1] [Not more moving platforms...] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n Talk [1] [A boss? Oh no...] [0.2] [1.5]\n wait (1) seconds\n Talk [1] [And he has an army of enemies?????] [0.2] [1.5]\n wait (18) seconds\n Talk [1] [Falling spikes!!!!!!!!!!!!!!!!!] [0.2] [1.5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n Talk [1] [I won!!!!!!!!!] [0.2] [2]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n set [username v] to (() + ())\n wait (2) seconds\n Talk [1] (username) [0.2] [2]\n Talk [1] [Thanks for playing WORLDS - a platformer by bestCoconut] [0.2] [2]\n wait (1) seconds\n Talk [1] [Don't forget to ☆, ❤︎ and follow!] [0.2] [2]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [intro done v]\nset [time v] to [0]\nhide variable [time v]\nshow variable [time v]\nforever\n if <not <(Level) = [27]>> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nwhen flag clicked\nset size to (150) %\nhide variable [☁ world record v]\nhide variable [☁ world record v]\ngo to [back v] layer\ngo to x: (120) y: (50)\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-172)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n go to x: (60) y: (-129)\n end\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n go to x: (48) y: (-53)\n end\n go to [back v] layer\n if <(Level) = [4]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n go to x: (110) y: (50)\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n go to x: (110) y: (50)\n switch costume to (costume11 v)\n end\n if <(Level) = [9]> then\n go to x: (110) y: (50)\n switch costume to (costume8 v)\n end\n if <(Level) = [10]> then\n go to x: (110) y: (50)\n switch costume to (costume9 v)\n end\n if <(Level) = [11]> then\n go to x: (110) y: (50)\n switch costume to (costume10 v)\n end\n if <(Level) = [12]> then\n go to x: (110) y: (50)\n switch costume to (costume12 v)\n end\n if <(Level) = [13]> then\n go to x: (110) y: (50)\n switch costume to (costume13 v)\n end\n if <(Level) = [14]> then\n go to x: (110) y: (75)\n switch costume to (costume14 v)\n end\n if <(Level) = [15]> then\n go to x: (110) y: (75)\n switch costume to (costume15 v)\n end\n if <(Level) = [16]> then\n go to x: (110) y: (75)\n switch costume to (costume16 v)\n end\n if <(Level) = [17]> then\n go to x: (110) y: (75)\n switch costume to (costume17 v)\n end\n if <(Level) = [18]> then\n go to x: (110) y: (75)\n switch costume to (costume18 v)\n end\n go to [back v] layer\n if <(Level) = [19]> then\n go to x: (110) y: (75)\n switch costume to (costume19 v)\n go to [back v] layer\n end\n if <(Level) = [20]> then\n go to x: (110) y: (75)\n switch costume to (costume20 v)\n end\n if <(Level) = [21]> then\n go to x: (110) y: (75)\n switch costume to (costume21 v)\n end\n if <(Level) = [22]> then\n go to x: (110) y: (75)\n switch costume to (costume26 v)\n end\n if <(Level) = [23]> then\n go to x: (110) y: (75)\n switch costume to (costume24 v)\n end\n if <(Level) = [24]> then\n go to x: (110) y: (75)\n switch costume to (costume23 v)\n end\n if <(Level) = [25]> then\n go to x: (110) y: (75)\n switch costume to (costume25 v)\n end\n if <(Level) = [26]> then\n go to x: (110) y: (75)\n switch costume to (costume22 v)\n end\n if <(Level) = [27]> then\n go to x: (110) y: (75)\n switch costume to (costume27 v)\n end\nend\n\ngo to x: (117) y: (2)\n\nwhen flag clicked\ngo to x: (10) y: (-170)\ngo to [front v] layer\nforever\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n repeat until <touching (sprite3 v)?>\n go to x: (92) y: (-179)\n end\n stop [this script v]\nend\n\ngo to x: (10) y: (-170)\n\nwhen I receive [world 2 v]\ngo to [front v] layer\nforever\n\nwait (1) seconds\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to [back v] layer\n if <(Level) = [5]> then\n repeat (100)\n go [backward v] (10) layers\n end\n stop [this script v]\n end\nend\n\nwhen I receive [light v]\n\nwhen flag clicked\nforever\n if <<[] > [4]> and <[] < [9]>> then\n go to [front v] layer\n end\nend\n\nwhen I receive [ready v]\nforever\n if <<[] > [4]> and <[] < [9]>> then\n go to [front v] layer\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (127) y: (-6)\nset size to (130) %\nforever\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n show\n point in direction (90)\n go to x: (202) y: (-120)\n end\n if <(Level) = [2]> then\n point in direction (90)\n go to x: (199) y: (-155)\n end\n if <(Level) = [3]> then\n point in direction (90)\n go to x: (210) y: (-130)\n end\n if <(Level) = [4]> then\n switch costume to (costume2 v)\n point in direction (115)\n go to x: (202) y: (-162)\n end\n if <(Level) = [5]> then\n go to x: (195) y: (-9)\n point in direction (102)\n end\n if <(Level) = [6]> then\n go to x: (225) y: (53)\n point in direction (90)\n end\n if <(Level) = [7]> then\n go to x: (-197) y: (16)\n point in direction (90)\n end\n if <(Level) = [8]> then\n if <(Level) = [8]> then\n go to x: (220) y: (124)\n point in direction (90)\n end\n end\n if <(Level) = [9]> then\n go to x: (200) y: (-117)\n point in direction (90)\n end\n if <(Level) = [10]> then\n go to x: (214) y: (62)\n point in direction (90)\n end\n if <(Level) = [11]> then\n go to x: (159) y: (-30)\n point in direction (90)\n end\n if <(Level) = [12]> then\n go to x: (99) y: (-44)\n point in direction (90)\n end\n if <(Level) = [13]> then\n point in direction (115)\n go to x: (178) y: (-120)\n end\n if <(Level) = [14]> then\n point in direction (90)\n switch costume to (costume3 v)\n go to x: (215) y: (-92)\n end\n if <(Level) = [15]> then\n point in direction (90)\n switch costume to (costume3 v)\n go to x: (-186) y: (75)\n end\n if <(Level) = [16]> then\n point in direction (90)\n switch costume to (costume3 v)\n go to x: (205) y: (80)\n end\n if <(Level) = [17]> then\n go to [front v] layer\n point in direction (90)\n switch costume to (costume2 v)\n go to x: (220) y: (-105)\n end\n if <(Level) = [18]> then\n point in direction (75)\n switch costume to (costume2 v)\n go to x: (217) y: (-68)\n end\n if <(Level) = [19]> then\n go to [back v] layer\n point in direction (90)\n switch costume to (costume2 v)\n go to x: (-100) y: (2)\n end\n if <(Level) = [20]> then\n go to [back v] layer\n go to x: (221) y: (155)\n point in direction (81)\n switch costume to (costume2 v)\n end\n if <(Level) = [21]> then\n go to [back v] layer\n go to x: (220) y: (134)\n switch costume to (costume2 v)\n point in direction (100)\n end\n if <(Level) = [22]> then\n go to [front v] layer\n go to x: (218) y: (67)\n switch costume to (costume2 v)\n point in direction (100)\n end\n if <(Level) = [23]> then\n go to [front v] layer\n go to x: (219) y: (-46)\n switch costume to (costume2 v)\n point in direction (90)\n end\n if <(Level) = [24]> then\n go to [front v] layer\n go to x: (-14) y: (-147)\n switch costume to (costume2 v)\n point in direction (90)\n end\n if <(Level) = [25]> then\n go to [front v] layer\n go to x: (218) y: (121)\n switch costume to (costume2 v)\n point in direction (90)\n end\n if <(Level) = [25]> then\n go to [front v] layer\n go to x: (220) y: (121)\n switch costume to (costume2 v)\n point in direction (90)\n end\n if <(Level) = [26]> then\n go to [front v] layer\n go to x: (216) y: (-102)\n switch costume to (costume2 v)\n point in direction (90)\n end\n if <(Level) = [27]> then\n go to [front v] layer\n hide\n go to x: (216) y: (-102)\n switch costume to (costume2 v)\n point in direction (90)\n end\nend\n\ngo to x: (0) y: (63)\n\nwhen flag clicked\n\nforever\n if <touching (mouse-pointer v)?> then\nend\n\nwhen I receive [world 2 v]\nforever\n go to [front v] layer\nend\n\nhide\n\npoint in direction (105)\n\npoint in direction (120)\n\nwhen I receive [light v]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (5)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (51) y: (-177)\nforever\n go [backward v] (1) layers\n go to [back v] layer\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [2]> then\n go to x: (-19) y: (-147)\n switch costume to (costume2 v)\n end\nend\n\ngo to x: (48) y: (-47)\n\ngo to x: (-19) y: (-147)\npoint in direction (91)\nrepeat (10)\n change y by (1)\n wait (0.1) seconds\n turn right (0.2) degrees\nend\nrepeat (10)\n change y by (-1)\n wait (0.1) seconds\n turn right (-0.2) degrees\nend\npoint in direction (90)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (38) y: (-38)\n go to [back v] layer\n switch costume to (costume3 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n go to x: (90) y: (-2)\n end\n if <(Level) = [5]> then\n go to x: (96) y: (-29)\n switch costume to (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n go to x: (-12) y: (-11)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\npoint in direction (90)\n\nrepeat (10)\n change y by (1)\n wait (0.1) seconds\n turn right (0.2) degrees\nend\nshow\npoint in direction (91)\nchange y by (1)\nwait (0.1) seconds\nturn right (0.2) degrees\nrepeat (10)\n change y by (-1)\n wait (0.1) seconds\n turn right (-0.2) degrees\nend\npoint in direction (90)\n\nswitch costume to (costume3 v)\n\nrepeat (10)\n\nrepeat (10)\n change y by (-1)\n wait (0.1) seconds\n turn right (-0.2) degrees\nend\n\nwhen I receive [world 2 v]\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nhide variable [level v]\nset size to (150) %\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n end\n if <(Level) = [12]> then\n switch costume to (costume12 v)\n end\n if <(Level) = [13]> then\n switch costume to (costume13 v)\n end\n if <(Level) = [14]> then\n switch costume to (costume14 v)\n end\n if <(Level) = [15]> then\n switch costume to (costume15 v)\n end\n if <(Level) = [16]> then\n switch costume to (costume16 v)\n end\n if <(Level) = [17]> then\n switch costume to (costume17 v)\n end\n if <(Level) = [18]> then\n switch costume to (costume18 v)\n end\n if <(Level) = [19]> then\n switch costume to (costume19 v)\n end\n if <(Level) = [20]> then\n switch costume to (costume20 v)\n end\n if <(Level) = [21]> then\n switch costume to (costume21 v)\n end\n if <(Level) = [22]> then\n switch costume to (costume22 v)\n set [brightness v] effect to (100)\n end\n if <(Level) = [23]> then\n switch costume to (costume23 v)\n set [brightness v] effect to (100)\n end\n if <(Level) = [24]> then\n switch costume to (costume24 v)\n set [brightness v] effect to (100)\n end\n if <(Level) = [25]> then\n switch costume to (costume25 v)\n set [brightness v] effect to (100)\n end\n if <(Level) = [26]> then\n switch costume to (costume26 v)\n set [brightness v] effect to (100)\n end\n if <(Level) = [27]> then\n hide\n switch costume to (costume26 v)\n set [brightness v] effect to (100)\n end\nend\n\nwhen I receive [world 2 v]\nforever\n go to [front v] layer\nend\n\n\n hide\nelse\n show\nend\n\nforever\n\nwhen flag clicked\n\nwhen flag clicked\nclear graphic effects\n\nforever\n if <(Level) > [4]> then\n change [brightness v] effect by (2)\n if <(Level) > [8]> then\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\npoint in direction (80)\nforever\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn right (-1) degrees\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to x: (51) y: (-177)\nforever\n go [backward v] (1) layers\n go to [back v] layer\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n go to x: (-17) y: (-159)\n point in direction (91)\n end\n if <(Level) = [3]> then\n go to x: (-63) y: (-34)\n point in direction (90)\n switch costume to (costume3 v)\n go to [back v] layer\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n go to x: (90) y: (-2)\n end\n if <(Level) = [5]> then\n go to x: (96) y: (-28)\n switch costume to (costume5 v)\n go to [front v] layer\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n go to [front v] layer\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n go to [front v] layer\n go to x: (-12) y: (-11)\n hide\n end\n if <(Level) = [8]> then\n switch costume to (costume7 v)\n go to [front v] layer\n go to x: (-12) y: (-11)\n show\n go to [front v] layer\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n go to x: (-5) y: (-61)\n show\n go to [back v] layer\n go [backward v] (10) layers\n end\n if <(Level) = [10]> then\n switch costume to (lollipops-clip-art-png-clip-art-3 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [11]> then\n switch costume to (lollipops-clip-art-png-clip-art-4 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [12]> then\n switch costume to (lollipops-clip-art-png-clip-art-5 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [13]> then\n switch costume to (lollipops-clip-art-png-clip-art-6 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [14]> then\n switch costume to (costume8 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [15]> then\n switch costume to (costume9 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [16]> then\n switch costume to (costume10 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [17]> then\n switch costume to (costume11 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [18]> then\n switch costume to (costume12 v)\n go to x: (50) y: (-62)\n show\n end\n if <(Level) = [19]> then\n switch costume to (costume13 v)\n go to x: (48) y: (-8)\n show\n go to [back v] layer\n end\n if <(Level) = [20]> then\n switch costume to (costume14 v)\n go to [back v] layer\n end\n if <(Level) = [21]> then\n switch costume to (costume15 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\n if <(Level) = [22]> then\n switch costume to (costume1 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\n if <(Level) = [23]> then\n switch costume to (costume16 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\n if <(Level) = [24]> then\n switch costume to (costume17 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\n if <(Level) = [25]> then\n switch costume to (costume18 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\n if <(Level) = [26]> then\n switch costume to (costume1 v)\n go to [back v] layer\n go to x: (50) y: (-95)\n show\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nstop [this script v]\n\nforever\n\nwhen flag clicked\nforever\n repeat until <touching (sprite3 v)?>\n go to x: (51) y: (-177)\n stop [this script v]\n end\nend\n\nhide\n\nforever\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(Level) < [5]> then\nend\n\nset [ghost v] effect to (20)\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [7]> or <<<(Level) = [18]> or <(Level) = [20]>> or <<(Level) = [25]> or <(Level) = [21]>>>>>> then\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n end\n if <<(Level) = [7]> = [6]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [18]> then\n switch costume to (costume5 v)\n go to [back v] layer\n end\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n end\n go to [front v] layer\n if <(Level) = [20]> then\n switch costume to (costume6 v)\n show\n end\n go to [front v] layer\n if <(Level) = [21]> then\n switch costume to (costume7 v)\n show\n end\n go to [front v] layer\n if <(Level) = [25]> then\n switch costume to (costume1 v)\n show\n end\n go to [front v] layer\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [world 2 v]\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nset size to (115) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n go to (sprite1 v)\n go to [back v] layer\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <<<(Level) > [4]> and <(Level) < [9]>> or <<(Level) < [21]> and <(Level) > [16]>>> then\n if <<(Level) < [22]> and <(Level) > [16]>> then\n go to [front v] layer\n show\n end\n if <(Level) > [21]> then\n hide\n end\n if <<(Level) > [4]> and <(Level) < [9]>> then\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [light v]\ngo to [back v] layer\nstop [this script v]\n\nwhen I receive [light v]\nforever\n if <<(Level) < [22]> and <(Level) > [16]>> then\n go to [front v] layer\n show\n end\nend\n\nwhen I receive [next level v]\nforever\n if <<(Level) < [22]> and <(Level) > [16]>> then\n go to [front v] layer\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Level) < [22]> and <(Level) > [16]>> or <<(Level) < [27]> and <(Level) > [21]>>> then\n go to [front v] layer\n show\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\n\nforever\n\nchange [whirl v] effect by (3)\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n show\n set [ghost v] effect to (((X position 2) * (5)) - (800))\n end\n if <(Level) = [27]> then\n if <(X position 2) > [160]> then\n show\n clear graphic effects\n else\n hide\n end\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(Level) < [10]> then\n go to [back v] layer\n switch costume to (costume1 v)\n else\n if <(Level) = [10]> then\n switch costume to (costume2 v)\n go [backward v] (1) layers\n go to x: (20) y: (26)\n end\n if <(Level) = [11]> then\n go to x: (194) y: (-3)\n go [backward v] (1) layers\n switch costume to (costume3 v)\n end\n if <(Level) = [12]> then\n go [backward v] (1) layers\n go to x: (194) y: (-3)\n switch costume to (costume4 v)\n end\n if <(Level) = [13]> then\n go [backward v] (1) layers\n go to x: (194) y: (-3)\n switch costume to (costume1 v)\n end\n if <(Level) = [20]> then\n go [backward v] (1) layers\n go to x: (194) y: (-3)\n switch costume to (costume5 v)\n end\n if <(Level) = [23]> then\n go [forward v] (1) layers\n go to x: (-21) y: (-93)\n switch costume to (costume6 v)\n end\n if <(Level) = [24]> then\n go to x: (-21) y: (-93)\n switch costume to (costume1 v)\n end\n if <(Level) = [22]> then\n go to x: (-21) y: (-93)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) < [14]> and <(Level) > [8]>> then\n go to [back v] layer\n else\n go [backward v] (1) layers\n go to [back v] layer\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nif then\n\nwhen I receive [light v]\nshow\nstop [this script v]\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (pick random (30) to (35))\n go to (sprite3 v)\n go to [back v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (115) %\n\nforever\n\nwhen I receive [world 3 v]\nhide\nstop [this script v]\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) > [7]> then\n hide\n hide\n set [ghost v] effect to (0100)\n stop [this script v]\n end\nend\n\nwhen I receive [light v]\nrepeat (20)\n change [ghost v] effect by (-3)\nend\nforever\n set [ghost v] effect to (pick random (30) to (35))\n go to (sprite3 v)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [17]> and <(Level) < [25]>> then\n show\n set [ghost v] effect to (0)\n end\n if <(Level) > [8]> then\n hide\n end\n if <<(Level) > [8]> and <(Level) < [17]>> then\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [light v]\nset size to (100) %\nset [brightness v] effect to (0)\nif <(Level) = [27]> then\n stop [other scripts in sprite v]\n set size to (0) %\n hide\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n set [ghost v] effect to (100)\n end\n if <(Level) = [27]> then\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [21]> then\n hide\n set [ghost v] effect to (40)\n end\nend\n\nwhen I receive [light v]\nforever\n if <<(Level) > [8]> and <(Level) < [17]>> then\n hide\n go to [back v] layer\n set [ghost v] effect to (100)\n end\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n\nchange [color v] effect by (0.1)\n\nwhen I receive [world 2 v]\nforever\n if <<(Level) > [7]> and <(Level) < [17]>> then\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [light v]\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n stop [other scripts in sprite v]\n set size to (0) %\n hide\n end\nend\n\nset [ghost v] effect to (100)\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go [backward v] (1) layers\n show\n else\n hide\n end\nend\n\nwhen I receive [light v]\ngo to [back v] layer\n\n@Sprite16\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [11]> then\n show\n switch costume to (costume2 v)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [19]> then\n show\n switch costume to (costume3 v)\n set [ghost v] effect to (100)\n end\n if <(Level) = [20]> then\n show\n switch costume to (costume3 v)\n set [ghost v] effect to (100)\n end\n if <(Level) = [21]> then\n show\n switch costume to (costume4 v)\n set [ghost v] effect to (100)\n end\n if <(Level) = [25]> then\n show\n switch costume to (costume5 v)\n set [ghost v] effect to (100)\n end\n if <(Level) = [26]> then\n hide\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n if <<(Level) > [8]> and <(Level) < [12]>> then\n go to [back v] layer\n show\n end\n if <not <<(Level) > [8]> and <(Level) < [12]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [8]> and <(Level) < [12]>> then\n repeat (500)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(y position) < [-150]>\n change y by (-2)\n end\n set x to (pick random (-300) to (300))\n set y to (100)\n if <(Level) > [13]> then\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (0)\n set size to (pick random (75) to (125)) %\n set x to (pick random (-300) to (300))\n set y to (200)\n repeat until <(y position) < [-150]>\n change y by (pick random (-3) to (-4))\n change [ghost v] effect by (pick random (0) to (1))\n end\n set x to (pick random (-300) to (300))\n set y to (200)\n if <(Level) > [13]> then\n delete this clone\n end\nend\n\nforever\n\n@Sprite18\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (51)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [light v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [reset v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (51)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\n\n@Sprite19\n\nwhen flag clicked\nset [hide clouds v] to [0]\nset [brightness v] effect to (10)\nset [pixelate v] effect to (80)\nshow\nset x to (-280)\nforever\n move (1) steps\n if <(hide clouds) = [1]> then\n delete this clone\n else\n show\n end\n if <(x position) > [220]> then\n set [brightness v] effect to (pick random (5) to (15))\n hide\n set [ghost v] effect to (100)\n wait (pick random (1) to (15)) seconds\n show\n set [ghost v] effect to (0)\n set size to (pick random (50) to (100)) %\n go to x: (-280) y: (pick random (0) to (150))\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [world 2 v]\nhide\n\nset size to (pick random (50) to (100)) %\ngo to x: (-280) y: (pick random (0) to (150))\n\nwhen I receive [world 2 v]\nforever\n set [hide clouds v] to [1]\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(hide clouds) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n\nwhen flag clicked\nforever\n if <<(Level) < [14]> and <(Level) > [4]>> then\n hide\n end\n if <<<(Level) < [5]> and <(Level) > [0]>> or <<(Level) < [16]> and <(Level) > [13]>>> then\n if <<(Level) < [5]> and <(Level) > [0]>> then\n switch costume to (cloud v)\n show\n end\n if <<(Level) < [17]> and <(Level) > [13]>> then\n switch costume to (cloud2 v)\n clear graphic effects\n show\n end\n end\nend\n\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(Level) > [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite20\n\nwhen flag clicked\nset [brightness v] effect to (10)\nset [pixelate v] effect to (80)\nshow\nset x to (-280)\nforever\n move (0.5) steps\n if <(x position) > [240]> then\n set [brightness v] effect to (pick random (5) to (15))\n set size to (pick random (20) to (50)) %\n go to x: (-280) y: (pick random (0) to (150))\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nset [pixelate v] effect to (80)\nshow\ngo to x: (pick random (-200) to (200)) y: (pick random (0) to (150))\nforever\n move (1) steps\n if <(x position) > [240]> then\n set [brightness v] effect to (pick random (5) to (15))\n set size to (pick random (50) to (100)) %\n go to x: (-280) y: (pick random (0) to (150))\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [world 2 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(hide clouds) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) < [14]> and <(Level) > [4]>> then\n hide\n end\n if <<<(Level) < [5]> and <(Level) > [0]>> or <<(Level) < [16]> and <(Level) > [13]>>> then\n if <<(Level) < [5]> and <(Level) > [0]>> then\n switch costume to (cloud v)\n show\n end\n if <<(Level) < [17]> and <(Level) > [13]>> then\n switch costume to (cloud2 v)\n clear graphic effects\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite22\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <(Level) = [9]> then\n wait (1.5) seconds\n show\n switch costume to (costume1 v)\n repeat (9)\n next costume\n end\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n else\n hide\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\nwait (pick random (3) to (15)) seconds\nbroadcast (ready v)\nshow\nset [brightness v] effect to (10)\nset [pixelate v] effect to (80)\nset x to (-280)\nforever\n move (1.2) steps\n if <(x position) > [250]> then\n set [brightness v] effect to (pick random (5) to (15))\n hide\n set [ghost v] effect to (100)\n wait (pick random (1) to (10)) seconds\n set [ghost v] effect to (0)\n show\n set size to (pick random (50) to (100)) %\n go to x: (-280) y: (pick random (0) to (150))\n set size to (pick random (50) to (100)) %\n go to x: (-280) y: (pick random (0) to (150))\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [world 2 v]\nhide\n\nif <[] = [1]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n\nwhen I start as a clone\nforever\n if <(Level) = [14]> then\n delete this clone\n end\nend\n\nwhen flag clicked\n\nwhen I receive [ready v]\nforever\n if <<(Level) < [14]> and <(Level) > [4]>> then\n hide\n end\n if <<<(Level) < [5]> and <(Level) > [0]>> or <<(Level) < [16]> and <(Level) > [13]>>> then\n if <<(Level) < [5]> and <(Level) > [0]>> then\n switch costume to (cloud v)\n show\n end\n if <<(Level) < [17]> and <(Level) > [13]>> then\n switch costume to (cloud2 v)\n clear graphic effects\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\n\n@Sprite25\n\nwhen flag clicked\nforever\n go to (sprite24 v)\n turn right (-3) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) < [17]> then\n hide\n else\n if <not <<(Level) = [27]> or <(Level) = [26]>>> then\n show\n end\n if <(Level) = [26]> then\n hide\n end\n if <(Level) = [27]> then\n hide\n end\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nforever\n if <(Level) < [17]> then\n hide\n end\n if <(Level) = [17]> then\n show\n go to x: (-175) y: (-74)\n end\n if <(Level) = [18]> then\n show\n go to x: (48) y: (-65)\n end\n if <(Level) = [19]> then\n show\n go to x: (215) y: (100)\n end\n if <(Level) = [19]> then\n show\n go to x: (215) y: (100)\n end\n if <(Level) = [20]> then\n show\n go to x: (-125) y: (-78)\n end\n if <(Level) = [21]> then\n show\n go to x: (-28) y: (124)\n end\n if <(Level) = [22]> then\n show\n go to x: (178) y: (-61)\n end\n if <(Level) = [23]> then\n show\n go to x: (217) y: (-108)\n end\n if <(Level) = [24]> then\n show\n go to x: (221) y: (-129)\n end\n if <(Level) = [25]> then\n show\n go to x: (-222) y: (109)\n end\n if <(Level) = [26]> then\n hide\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nif <(Level) = [25]> then\n show\n go to x: (-221) y: (109)\nend\n\n@Sprite26\n\nwhen flag clicked\nforever\n if <(Level) < [17]> then\n hide\n end\n if <(Level) = [17]> then\n show\n go to x: (170) y: (135)\n end\n if <(Level) = [18]> then\n show\n go to x: (117) y: (8)\n end\n if <(Level) = [19]> then\n show\n go to x: (-100) y: (80)\n end\n if <(Level) = [20]> then\n show\n go to x: (224) y: (50)\n end\n if <(Level) = [21]> then\n show\n go to x: (51) y: (-28)\n end\n if <(Level) = [22]> then\n show\n go to x: (185) y: (106)\n end\n if <(Level) = [23]> then\n show\n go to x: (215) y: (30)\n end\n if <(Level) = [24]> then\n show\n go to x: (66) y: (-78)\n end\n if <(Level) = [25]> then\n show\n go to x: (77) y: (160)\n end\n if <(Level) = [26]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\nif <(Level) = [19]> then\n show\n go to x: (-100) y: (80)\nend\n\ngo to x: (224) y: (50)\n\n@Sprite27\n\nwhen flag clicked\nforever\n if <(Level) < [17]> then\n hide\n else\n if <not <<(Level) = [27]> or <(Level) = [26]>>> then\n show\n end\n if <(Level) = [26]> then\n hide\n end\n if <(Level) = [27]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (sprite26 v)\n turn right (-3) degrees\nend\n\n@Sprite28\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [19]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [open v]\nforever\n go to [back v] layer\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat (60)\n change y by (-1)\n end\nend\n\nwhen I receive [reset v]\n\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\n@1508635-diamond-pixel-art\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [19]> then\n point in direction (83)\n show\n go to x: (120) y: (160)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <touching (sprite1 v)?> then\n broadcast (open v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n hide\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\n go to [front v] layer\n go to [front v] layer\n go [forward v] (10000) layers\n go [forward v] ((100) * (100)) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (83)\nshow\ngo to x: (120) y: (160)\n\n@1508635-diamond-pixel-art2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [20]> then\n point in direction (90)\n show\n go to x: (215) y: (-146)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <touching (sprite1 v)?> then\n broadcast (open 2 v)\n hide\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (90)\nshow\ngo to x: (215) y: (-146)\n\n@Sprite29\n\nwhen flag clicked\ngo to x: (-55) y: (161)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [open 2 v]\nforever\n go to [back v] layer\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat (60)\n change x by (-1)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-55) y: (161)\nswitch costume to (costume1 v)\n\n@Sprite30\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [20]> then\n hide\n switch costume to (costume1 v)\n wait (2) seconds\n show\n repeat (14)\n next costume\n wait (0.01) seconds\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n@Sprite31\n\nwhen flag clicked\ngo to x: (1) y: (-3)\nset size to (300) %\nforever\n if <<(Level) > [16]> and <(Level) < [22]>> then\n clear graphic effects\n go to [front v] layer\n show\n stop [this script v]\n else\n hide\n end\nend\n\nchange [color v] effect by (0.3)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(Level) > [16]> and <(Level) < [22]>> then\n clear graphic effects\n show\n else\n hide\n end\nend\n\n@Sprite32\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (115) %\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\nforever\nend\n\nset [ghost v] effect to (pick random (30) to (35))\ngo to (sprite1 v)\ngo to [back v] layer\n\nwhen flag clicked\nclear graphic effects\nforever\n hide\nend\n\nif <<(Level) > [16]> and <(Level) < [21]>> then\n show\n set [brightness v] effect to ()\nend\nif <not <<(Level) > [17]> and <(Level) < [21]>>> then\n hide\nend\n\n@Sprite33\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (30) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n if <(Level) = [19]> then\n show\n go to (1508635-diamond-pixel-art v)\n end\n else\n hide\n end\nend\n\nwhen I receive [open v]\nforever\n hide\nend\n\nforever\n if <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\n end\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art v)\n\n@Sprite36\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (30) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n if <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\n end\n else\n hide\n end\nend\n\nif <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\nend\n\nwhen I receive [open 2 v]\nforever\n hide\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art2 v)\n\n@1508635-diamond-pixel-art3\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [21]> then\n point in direction (90)\n show\n go to x: (-153) y: (76)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <touching (sprite1 v)?> then\n hide\n broadcast (open 3 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (90)\nshow\ngo to x: (-153) y: (76)\n\n@Sprite37\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (30) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n if <(Level) = [21]> then\n show\n go to (1508635-diamond-pixel-art3 v)\n end\n else\n hide\n end\nend\n\nif <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\nend\n\nwhen I receive [open 3 v]\nforever\n hide\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art3 v)\n\n@Sprite38\n\nwhen flag clicked\ngo to x: (-23) y: (19)\nswitch costume to (costume1 v)\n\nwhen I receive [open 3 v]\ngo to [back v] layer\nswitch costume to (costume2 v)\nwait (0.5) seconds\nrepeat (70)\n change y by (-1)\nend\n\nwhen I receive [light v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\n\nwhen I receive [reset v]\n\ngo to x: (-23) y: (19)\nswitch costume to (costume1 v)\n\ngo to x: (-23) y: (19)\nswitch costume to (costume1 v)\n\n@Sprite39\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n go to x: (170) y: (156)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nbroadcast (skip v)\nwait (0.4) seconds\ngo to x: (170) y: (156)\nchange [level v] by (1)\nclear graphic effects\nset size to (100) %\n\nwhen flag clicked\nshow\nforever\n go to x: (170) y: (156)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [27]> or <(Level) = [26]>> then\n hide\n else\n show\n if <(Level) = [1]> then\n show\n go to [back v] layer\n end\n end\nend\n\n@restart-button-png-15\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [27]> or <(Level) = [26]>> then\n hide\n else\n if <(Level) = [1]> then\n show\n go to [back v] layer\n else\n show\n go to [front v] layer\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to x: (219) y: (156)\nend\n\nclear graphic effects\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen flag clicked\nforever\n go to x: (219) y: (156)\nend\n\ngo to [front v] layer\nclear graphic effects\n\nif then\nend\n\n@Sprite41\n\nwhen flag clicked\ngo to x: (230) y: (78)\nforever\n if <(Level) = [23]> then\n repeat (25)\n move (-5.5) steps\n end\n repeat (25)\n move (5.5) steps\n end\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nwhen flag clicked\n\nforever\n if <(Level) = [23]> then\n show\n else\n hide\n end\nend\n\n@Sprite40\n\nwhen flag clicked\ngo to x: (7) y: (7)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 2 v]\ngo to x: (7) y: (7)\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n show\n go to [front v] layer\n if <(x position) > (X position 2)> then\n move (-2.5) steps\n end\n if <(x position) < (X position 2)> then\n move (2.5) steps\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n change y by (enemy Y position)\n if <<touching (sprite2 v)?> or <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <touching (sprite38 v)?>>>> then\n change y by ((enemy Y position) * (-1))\n set [enemy y position v] to [0]\n else\n change [enemy y position v] by (-1)\n set [enemy lock v] to [0]\n end\n end\nend\n\nif <(lock 2) = [0]> then\n set [speed y 2 v] to [10]\n set [lock 2 v] to [1]\nend\n\n@Sprite43\n\nwhen flag clicked\ngo to x: (-15) y: (70)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 3 v]\ngo to x: (-15) y: (70)\n\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\ngo to x: (7) y: (7)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n\nwhen flag clicked\nforever\n if <(x position) > (X position 2)> then\n change [speedx60 v] by (-0.5)\n end\n if <(X position 2) > (x position)> then\n change [speedx60 v] by (0.5)\n end\n change x by (speedX60)\n if <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <touching (sprite38 v)?>>> then\n change x by ((speedX60) * (-1))\n set [speedx60 v] to [0]\n else\n set [speedx60 v] to ((speedX60) * (0.8))\n end\n change y by (speedY60)\n if <<touching (sprite2 v)?> or <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <<touching (sprite44 v)?> or <touching (sprite38 v)?>>>>> then\n change y by ((speedY60) * (-1))\n set [speedy60 v] to [0]\n else\n change [speedy60 v] by (-1)\n set [enemy lock 60 v] to [0]\n end\nend\n\nif <(lock) = [0]> then\n\nset [speed y 2 v] to [10]\nset [lock 2 v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <touching (sprite10 v)?> then\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite28 v)?>> then\n change x by ((speedX60) * (-1))\n set [speedx60 v] to [0]\n else\n set [speedx60 v] to ((speedX60) * (0.8))\n end\n change y by (speedY60)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite28 v)?>> then\n change y by ((speedY60) * (-1))\n set [speedy60 v] to [0]\n if <(enemy lock 1) = [0]> then\n set [speedy60 v] to [19]\n set [enemy lock 60 v] to [1]\n end\n else\n change [speedy60 v] by (-1)\n set [enemy lock 60 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [23]>\n go to x: (-15) y: (70)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n go to x: (-15) y: (70)\n end\nend\n\n@Sprite44\n\nwhen flag clicked\ngo to x: (161) y: (-15)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [23]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [open 4 v]\nforever\n go to [back v] layer\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat (100)\n change x by (-1)\n end\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\ngo to x: (161) y: (-15)\nswitch costume to (costume1 v)\n\n@1508635-diamond-pixel-art5\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [24]> then\n point in direction (90)\n show\n go to x: (-193) y: (114)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <touching (sprite1 v)?> then\n hide\n broadcast (open 5 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (90)\nshow\ngo to x: (-153) y: (76)\n\n@1508635-diamond-pixel-art4\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [23]> then\n point in direction (90)\n show\n go to x: (202) y: (113)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <touching (sprite1 v)?> then\n hide\n broadcast (open 4 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (90)\nshow\ngo to x: (-153) y: (76)\n\n@Sprite45\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (30) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n if <(Level) = [23]> then\n show\n go to (1508635-diamond-pixel-art4 v)\n end\n else\n hide\n end\nend\n\nif <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\nend\n\nwhen I receive [open 4 v]\nstop [other scripts in sprite v]\nforever\n hide\nend\n\nwhen I receive [light v]\ngo to [back v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art3 v)\n\nstop [this script v]\n\n@Sprite46\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n go to x: (107) y: (90)\n repeat (80)\n move (-2) steps\n end\n repeat (80)\n move (2) steps\n end\n else\n hide\n end\nend\n\n@Sprite48\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (38) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n if <(Level) = [24]> then\n show\n go to (1508635-diamond-pixel-art5 v)\n end\n else\n hide\n end\nend\n\nif <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\nend\n\nwhen I receive [open 5 v]\nforever\n hide\nend\n\nwhen I receive [light v]\ngo to [back v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art3 v)\n\nstop [this script v]\n\n@Sprite47\n\nwhen flag clicked\ngo to x: (210) y: (118)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [open 5 v]\nforever\n go to [back v] layer\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat (150)\n change x by (1)\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [reset v]\ngo to x: (210) y: (118)\nswitch costume to (costume1 v)\n\n@Sprite50\n\nwhen flag clicked\ngo to x: (-15) y: (70)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 3 v]\ngo to x: (-15) y: (70)\n\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\ngo to x: (7) y: (7)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n\nwhen flag clicked\nforever\n if <(x position) > (X position 2)> then\n change [speed x 4 v] by (-0.5)\n end\n if <(X position 2) > (x position)> then\n change [speed x 4 v] by (0.5)\n end\n change x by (speed X 4)\n if <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <touching (sprite38 v)?>>> then\n change x by ((speed X 4) * (-1))\n set [speed x 4 v] to [0]\n else\n set [speed x 4 v] to ((speed X 4) * (0.8))\n end\n change y by (speed Y 4)\n if <<touching (sprite2 v)?> or <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <<touching (sprite44 v)?> or <<touching (sprite47 v)?> or <touching (sprite38 v)?>>>>>> then\n change y by ((speed Y 4) * (-1))\n set [speed y 4 v] to [0]\n if <(lock 3) = [0]> then\n set [speed y 4 v] to [10]\n set [lock 3 v] to [1]\n end\n else\n change [speed y 4 v] by (-1)\n set [lock 3 v] to [0]\n end\nend\n\nif <(lock) = [0]> then\n\nset [speed y 2 v] to [10]\nset [lock 2 v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [23]>\n go to x: (-15) y: (70)\nend\n\nwhen flag clicked\nrepeat until <(Level) = [24]>\n go to x: (-15) y: (70)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n go to x: (-15) y: (70)\n end\nend\n\n@Sprite49\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite51\n\nwhen flag clicked\ngo to x: (-15) y: (70)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 3 v]\ngo to x: (30) y: (70)\n\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\ngo to x: (7) y: (7)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n\nwhen flag clicked\nforever\n if <(x position) > (X position 2)> then\n change [x speed 5 v] by (-0.5)\n end\n if <(X position 2) > (x position)> then\n change [x speed 5 v] by (0.5)\n end\n change x by (X speed 5)\n if <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <touching (sprite38 v)?>>> then\n change x by ((X speed 5) * (-1))\n set [x speed 5 v] to [0]\n else\n set [x speed 5 v] to ((X speed 5) * (0.8))\n end\n change y by (Y speed 5)\n if <<touching (sprite2 v)?> or <<<touching (sprite2 v)?> or <touching (sprite28 v)?>> or <<touching (sprite29 v)?> or <<touching (sprite44 v)?> or <<touching (sprite47 v)?> or <touching (sprite38 v)?>>>>>> then\n change y by ((Y speed 5) * (-1))\n set [y speed 5 v] to [0]\n if <(lock 4) = [0]> then\n set [y speed 5 v] to [10]\n set [lock 4 v] to [1]\n end\n else\n change [y speed 5 v] by (-1)\n set [lock 4 v] to [0]\n end\n set [speed y 2 v] to [10]\n set [lock 2 v] to [1]\nend\n\nif <(lock) = [0]> then\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [23]>\n go to x: (-15) y: (70)\nend\n\nwhen flag clicked\nrepeat until <(Level) = [24]>\n go to x: (30) y: (70)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n go to x: (-15) y: (70)\n end\nend\n\nwhen I receive [enemy start v]\n\nforever\n\n@Sprite52\n\nwhen flag clicked\n\ngo to x: (7) y: (7)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 2 v]\ngo to x: (7) y: (7)\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nrepeat (10)\n go to x: (43) y: (-165)\nend\nforever\n if <(Level) = [24]> then\n show\n go to x: (81) y: (-163)\n repeat (37)\n move (-3) steps\n end\n repeat (37)\n move (3) steps\n end\n else\n hide\n end\nend\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\n@Sprite53\n\nwhen flag clicked\n\ngo to x: (7) y: (7)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 2 v]\ngo to x: (7) y: (7)\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nrepeat (10)\n go to x: (-142) y: (77)\nend\nforever\n if <(Level) = [24]> then\n show\n go to x: (-132) y: (77)\n repeat (37)\n move (-3) steps\n end\n repeat (37)\n move (3) steps\n end\n else\n hide\n end\nend\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\n@Sprite54\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show\n go to x: (87) y: (49)\n repeat (35)\n move (-2) steps\n end\n repeat (35)\n move (2) steps\n end\n else\n hide\n end\nend\n\nwhen [space v] key pressed\n\n@Sprite55\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show\n go to x: (-134) y: (77)\n repeat (35)\n move (2) steps\n end\n repeat (35)\n move (-2) steps\n end\n else\n hide\n end\nend\n\nwhen [space v] key pressed\n\n@Sprite56\n\nwhen flag clicked\ngo to x: (258) y: (106)\n\nwhen I receive [open 6 v]\ngo to [back v] layer\nswitch costume to (costume2 v)\nwait (0.5) seconds\nrepeat (70)\n go to [back v] layer\n change y by (-1)\nend\nnext costume\nhide\n\nwhen I receive [light v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [reset v]\n\nwhen I receive [reset v]\n\ngo to x: (-23) y: (19)\nswitch costume to (costume1 v)\n\ngo to x: (-23) y: (19)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [25]> then\n show\n stop [this script v]\n else\n hide\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [light v]\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show\n else\n hide\n end\nend\n\n@1508635-diamond-pixel-art6\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(Level) = [25]> then\n point in direction (90)\n show\n go to x: (-96) y: (-23)\n else\n hide\n end\nend\n\nwhen flag clicked\n\nforever\n point in direction (83)\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\n if <touching (sprite1 v)?> then\n hide\n broadcast (open 6 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go [forward v] (100000) layers\nend\n\nwhen I receive [light v]\ngo to [front v] layer\n\nwhen I receive [reset v]\n\npoint in direction (90)\nshow\ngo to x: (-153) y: (76)\n\n@Sprite57\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (pick random (38) to (40))\n go [forward v] (10000) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n if <(Level) = [25]> then\n show\n go to (1508635-diamond-pixel-art6 v)\n end\n else\n hide\n end\nend\n\nif <(Level) = [20]> then\n show\n go to (1508635-diamond-pixel-art2 v)\nend\n\nwhen I receive [open 6 v]\nforever\n hide\nend\n\nwhen I receive [light v]\ngo to [back v] layer\n\nwhen I receive [reset v]\n\nshow\ngo to (1508635-diamond-pixel-art3 v)\n\nstop [this script v]\n\n@Sprite11\n\nwhen flag clicked\n\ngo to x: (7) y: (7)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 2 v]\ngo to x: (7) y: (7)\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nrepeat (10)\n go to x: (111) y: (-67)\nend\nforever\n if <(Level) = [25]> then\n show\n go to x: (111) y: (-67)\n repeat (60)\n move (-5) steps\n end\n repeat (60)\n move (5) steps\n end\n else\n hide\n end\nend\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\n\ngo to x: (7) y: (7)\n\nmove (10) steps\n\nset x to (7)\nwait (0.75) seconds\n\nwhen I receive [restart 2 v]\ngo to x: (7) y: (7)\nrepeat until <touching (sprite2 v)?>\n change y by (-4)\nend\n\nrepeat until <touching (sprite2 v)?>\n change y by (-5)\nend\n\nwhen flag clicked\nrepeat (10)\n go to x: (-189) y: (-104)\nend\nforever\n if <(Level) = [25]> then\n show\n go to x: (-188) y: (-108)\n repeat (60)\n move (5) steps\n end\n repeat (60)\n move (-5) steps\n end\n else\n hide\n end\nend\n\nif <(x position) > (X position 2)> then\n move (-2.5) steps\nend\nif <(x position) < (X position 2)> then\n move (2.5) steps\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n show\n point in direction (90)\n go to x: (169) y: (100)\n repeat until <touching (sprite2 v)?>\n change y by (-10)\n end\n point in direction (90)\n wait (3) seconds\n stop [this script v]\n else\n hide\n end\nend\n\nwait (4) seconds\nrepeat (10)\n broadcast (enemy start v)\n wait (0.5) seconds\nend\nwait (4) seconds\n\nbroadcast (enemy start v)\n\nwhen I receive [next enemy v]\ngo to x: (167) y: (-109)\nrepeat (25)\n change y by (7)\nend\nrepeat until <touching (sprite2 v)?>\n change y by (-20)\nend\nbroadcast (next enemy 2 v)\ngo to x: (165) y: (-143)\n\nwhen I receive [enemy defeated v]\nstop [other scripts in sprite v]\nclear graphic effects\nrepeat (77)\n turn right (15) degrees\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n move (-7) steps\n change y by (5)\nend\n\nwhen flag clicked\nforever\n set y to (Y position of player)\nend\n\nwhen I receive [lose v]\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n hide\n end\nend\n\n@Sprite58\n\nwhen I receive [next enemy v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set size to (70) %\n if <(Level) = [26]> then\n hide\n go to x: (170) y: (-114)\n wait (7) seconds\n show\n repeat (60)\n move (-9) steps\n end\n else\n hide\n end\nend\n\n@Sprite59\n\nwhen I receive [next enemy v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nclear graphic effects\nforever\n set size to (70) %\n if <(Level) = [26]> then\n wait (5) seconds\n repeat (4)\n hide\n go to x: (170) y: (-114)\n wait (4) seconds\n show\n repeat (60)\n move (-9) steps\n end\n end\n broadcast (next enemy v)\n else\n hide\n end\nend\n\nstop [other scripts in sprite v]\n\n@Sprite60\n\nwhen I receive [next enemy v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set size to (70) %\n if <(Level) = [26]> then\n wait (6) seconds\n hide\n go to x: (170) y: (-114)\n wait (5) seconds\n show\n repeat (60)\n move (-9) steps\n end\n else\n hide\n end\nend\n\n@Sprite61\n\nwhen I receive [next enemy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next enemy v]\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (100)\n\nwhen flag clicked\nforever\n set size to (70) %\n if <(Level) = [26]> then\n hide\n go to x: (170) y: (-114)\n wait (0) seconds\n show\n repeat (60)\n move (-9) steps\n end\n else\n hide\n end\nend\n\n@Sprite62\n\ndefine Random X position\ngo to x: (pick random (-240) to (240)) y: (173)\n\nRandom X position\n\nwhen flag clicked\nhide\nhide\nhide\n\nwhen I receive [next enemy v]\nwait (pick random (0) to (3)) seconds\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.08) seconds\nend\nrepeat (17)\n show\n set y to (180)\n Random X position\n repeat until <touching (sprite2 v)?>\n change y by (pick random (6) to (11))\n end\nend\nhide\n\nbroadcast (enemy defeated v)\n\nwhen I start as a clone\nforever\n show\n set y to (pick random (0) to (180))\n Random X position\n repeat (17)\n show\n set y to (180)\n Random X position\n repeat until <touching (sprite2 v)?>\n change y by (pick random (-9) to (-10))\n end\n end\n broadcast (enemy defeated v)\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [27]> then\n hide\n end\nend\n\n@Sprite42\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-145) y: (34)\nclear graphic effects\nwait (0.3) seconds\nforever\n repeat (30)\n change [ghost v] effect by (1)\n change y by (1.5)\n change size by (1)\n end\n repeat (30)\n change [ghost v] effect by (-1)\n change y by (-1.5)\n change size by (-1)\n end\nend\n\nwhen flag clicked\npoint in direction (75)\nforever\n repeat (20)\n turn right (2) degrees\n end\n repeat (20)\n turn right (-2) degrees\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset size to (35) %\nchange [ghost v] effect by (40)\nglide (1) secs to (sprite66 v)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@Sprite63\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-12) y: (37)\nwait (0.6) seconds\nforever\n repeat (30)\n change y by (1.5)\n change [ghost v] effect by (1)\n change size by (1)\n end\n repeat (30)\n change y by (-1.5)\n change [ghost v] effect by (-1)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nset size to (100) %\npoint in direction (75)\nforever\n repeat (20)\n turn right (2) degrees\n end\n repeat (20)\n turn right (-2) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset size to (40) %\nchange [ghost v] effect by (20)\nglide (1) secs to (sprite65 v)\ndelete this clone\n\nrepeat (10)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@follow\n\nwhen flag clicked\nset size to (100) %\ngo to x: (130) y: (43)\nset [ghost v] effect to (20)\nforever\n repeat (30)\n change y by (1.5)\n change size by (1)\n end\n repeat (30)\n change size by (-1)\n change y by (-1.5)\n end\nend\n\nwhen flag clicked\npoint in direction (75)\nforever\n repeat (20)\n turn right (2) degrees\n end\n repeat (20)\n turn right (-2) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset size to (30) %\nchange [ghost v] effect by (23)\nglide (1) secs to (sprite64 v)\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@Sprite64\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n move (10) steps\n turn right (7) degrees\nend\n\ngo to x: (221) y: (54)\n\n@Sprite65\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n move (10) steps\n turn right (7) degrees\nend\n\ngo to x: (221) y: (54)\n\n@Sprite66\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n move (10) steps\n turn right (7) degrees\nend\n\n@Sprite34\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n repeat until <(Level) = [2]>\n go to [front v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nwait (0.3) seconds\nbroadcast (intro v)\n\nwhen flag clicked\n\nwhen I receive [intro 2 v]\nrepeat (50)\n next costume\n next costume\nend\nrepeat (5)\n next costume\n next costume\nend\nwait (1) seconds\nbroadcast (intro 3 v)\nwait (3.5) seconds\nbroadcast (intro done v)\n\nwhen I receive [intro done v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite35\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen I receive [intro v]\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [intro v]\nset size to (70) %\ngo to x: (0) y: (10)\npoint in direction (60)\nforever\n repeat (10)\n repeat (15)\n turn right (4) degrees\n change size by (3)\n end\n repeat (15)\n turn left (4) degrees\n change size by (-3)\n end\n repeat (15)\n turn left (-4) degrees\n change size by (3)\n end\n repeat (15)\n turn right (-4) degrees\n change size by (-3)\n end\n end\nend\n\nwhen I receive [intro v]\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nset size to (40) %\nset [ghost v] effect to (40)\nglide (0.5) secs to (sprite67 v)\ndelete this clone\n\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro done v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [intro 3 v]\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (pick random (0.5) to (2)) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\n@Sprite67\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n move (51) steps\n turn right (21) degrees\nend\n\n@Sprite68\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nset size to (150) %\nset [ghost v] effect to (0)\nglide (1.5) secs to (sprite67 v)\nrepeat (10)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [intro v]\nrepeat (100)\n create clone of (_myself_ v)\nend\nbroadcast (intro 2 v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I start as a clone\nforever\n change [color v] effect by (3)\n change [ghost v] effect by (1)\n change size by (-2)\nend\n\nwhen I receive [intro done v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite69\n\nwhen flag clicked\n\nforever\n if <<(Level) > [8]> and <(Level) < [12]>> then\nend\n\nwhen flag clicked\nset [delete all clones v] to [0]\nforever\n repeat until <(y position) < [-150]>\n change y by (-2)\n end\n set x to (pick random (-300) to (300))\n set y to (200)\nend\n\nif <(Level) > [13]> then\n\nwhen I start as a clone\nset [color v] effect to (pick random (0) to (1000))\nforever\n set size to (pick random (50) to (200)) %\n show\n go to [front v] layer\n set [ghost v] effect to (pick random (0) to (40))\n set size to (pick random (30) to (70)) %\n set x to (pick random (-300) to (300))\n set y to (200)\n repeat until <(y position) < [-150]>\n change y by (pick random (-10) to (-12))\n change [ghost v] effect by (pick random (0) to (1))\n end\n set x to (pick random (-300) to (300))\n set y to (200)\nend\n\nforever\n\nwhen I receive [intro 3 v]\nrepeat (100)\n create clone of (_myself_ v)\nend\nset x to (pick random (-300) to (300))\nset y to (100)\nstop [this script v]\n\nwhen I receive [intro 3 v]\nshow\nforever\n if <(Level) = [1]> then\n hide\n go to [front v] layer\n end\nend\n\nwhen I receive [intro done v]\nforever\n stop [other scripts in sprite v]\n set [delete all clones v] to [1]\n hide\n clear graphic effects\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [intro v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [intro 2 v]\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [intro 3 v]\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [intro 3 v]\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(Level) = [1]> then\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <(delete all clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite70\n\nwhen flag clicked\ngo to x: (219) y: (-172)\nforever\n if <(Level) = [23]> then\n repeat (43)\n move (-4) steps\n end\n repeat (43)\n move (4) steps\n end\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nwhen flag clicked\n\nforever\n if <(Level) = [23]> then\n show\n else\n hide\n end\nend\n\n@Sprite71\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n show\n clear graphic effects\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n show\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n show\n end\n if <(Level) = [4]> then\n hide\n broadcast (text 1 v)\n end\nend\n\n@Sprite72\n\n
WORLDS - a platformer by bestCoconut \n(PART 2 IS OUT AND IT'S A SCROLLING PLATFORMER\nhttps://scratch.mit.edu/projects/391561792)\n(scroll down for instructions)\n-----------------------------------------------------------------\nClick the green flag x 2\n-----------------------------------------------------------------\nThis is probably my best and definitely my longest platformer. It has 27 levels, which include 6 different worlds: grassland, a cave, candy wonderland, a land made of worlds (not sure what to call it, maybe WorldLand), portal temple, and finally on the harder boss world with almost all the features of the other worlds (bounce, spikes, lava, portals, gems), and enemies, moving platforms and a final boss fight at the end of the game (level 26).\nI worked on this for many weeks, so why not ☆ and ❤︎? (or maybe even a follow!) I also put this project in a contest (Unique Platformer Challenge). If you think I should win, a favourite or love would also help! :D\nIf this gets 500+ views (or 100 ❤︎ and 75 ☆), I will make a part 2! (which might be also my first scrolling platformer!) :D\n-----------------------------------------------------------------\nHow to play:\n---------------------------------------------------------\n▻ EVERY LEVEL IS 100% POSSIBLE (though some levels, like 20 or 24, are pretty hard)\n▻ Get to the green flag to get to the next level\n▻ Use ←→↑↓ to move (not WASD) \n▻ Don't touch spikes, lava or enemies!\n▻ Portals (the moving squares) teleport you to different places\n▻ Get the gem to open the door\n▻ Purple is bouncy\n▻ And again, why not leave a like or maybe even a follow? :D (I will make/try to make a scrolling platformer if I get 50 followers)\n-----------------------------------------------------------------\nAchievements:\n✓ Shared\n✓ 10 views\n✓ 10 x ❤︎\n✓ 10 x ☆\n✓ 100 views\n✓ 15 x ❤︎\n✓ 15 x ☆\n✘ 100 x ❤︎\n✘ 100 x ☆\n✘ 1000 views\n✘ Get this on trending (probably not but still :D)\n-----------------------------------------------------------------\nTrending or 1000 views or 50 followers = I'll make a part 2! And it will be a scrolling platformer!\n-----------------------------------------------------------------\nCheck out some of my other platformers:\nhttps://scratch.mit.edu/projects/382738342\nhttps://scratch.mit.edu/projects/369177667\n-----------------------------------------------------------------\nContest link:\nhttps://scratch.mit.edu/studios/26318536/projects/
MYSTERIOUS | A PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <([costume # v] of [platforms v]) = [8]>\nswitch backdrop to (backdrop2 v)\nstop all sounds\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n play sound [Disfigure - Blank.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Mysterious Sleeper v] until done\nend\n\n@Platforms\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1.5) seconds\nnext costume\n\n@Player\n\nwhen flag clicked\nforever\n show\nend\n\nwhen flag clicked\nforever\n if <touching color (#66c0ff)?> then\n set [ghost v] effect to (50)\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (2) seconds\ngo to x: (-204) y: (-120)\n\nwhen I start as a clone\nset [ghost v] effect to (75)\nset [turn v] to (pick random (-3) to (5))\nset size to (pick random (35) to (50)) %\ngo [backward v] (50) layers\nshow\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [20]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <touching color (#66c0ff)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdc66)?> then\n change x by (25)\n end\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (-204) y: (-120)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n change x by ((x) * (-1))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platforms 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 (platforms v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <key (down arrow v) pressed?> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <(x position) > [235]>\n broadcast (Next level v)\n wait until <not <(x position) > [235]>>\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n create clone of (_myself_ v)\n go to x: (-204) y: (-120)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [y v] to [-15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (traps v)?> then\n create clone of (_myself_ v)\n go to x: (-204) y: (-120)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n wait until <<key (s v) pressed?> or <key (r v) pressed?>>\n if <key (s v) pressed?> then\n broadcast (Next level v)\n end\n if <key (r v) pressed?> then\n go to x: (-204) y: (-120)\n end\n wait until <not <<key (s v) pressed?> or <key (r v) pressed?>>>\nend\n\n@Danger\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (1.5) seconds\nnext costume\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat (5)\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nwait (1.5) seconds\nnext costume\n\n@Trail\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n create clone of (_myself_ v)\n switch costume to ([costume # v] of [player v])\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (7)\n change size by (-1.25)\nend\ndelete this clone\n\n@Bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n glide (0.1) secs to x: (0) y: (-10)\n glide (0.1) secs to x: (0) y: (15)\n glide (0.1) secs to x: (0) y: (0)\n end\nend\n\nwhen I receive [next level v]\nwait (1.5) seconds\nnext costume\n\n@Traps\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [platforms v]) = [6]>\nset size to (75) %\nshow\ngo to x: (-25) y: (40)\ncreate clone of (_myself_ v)\nrepeat until <([costume # v] of [platforms v]) = [7]>\n repeat (30)\n change y by (-5)\n turn right (12) degrees\n end\n repeat (30)\n change y by (5)\n turn right (12) degrees\n end\nend\ngo to x: (-20) y: (-120)\nwait (1) seconds\nrepeat until <([costume # v] of [platforms v]) = [8]>\n repeat (30)\n change y by (6)\n change x by (5)\n turn right (12) degrees\n end\n repeat (30)\n change y by (-6)\n change x by (-5)\n turn right (12) degrees\n end\nend\nhide\n\nwhen I start as a clone\ngo to x: (130) y: (-120)\nrepeat until <([costume # v] of [platforms v]) = [7]>\n repeat (30)\n change y by (5)\n turn right (12) degrees\n end\n repeat (30)\n change y by (-5)\n turn right (12) degrees\n end\nend\ndelete this clone\n\n@Cover\n\nwhen flag clicked\nhide\ngo to x: (-469) y: (0)\n\nwhen I receive [next level v]\nrepeat (10)\n go to [front v] layer\nend\nshow\nglide (2) secs to x: (469) y: (0)\nhide\ngo to x: (-469) y: (0)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Fog2\n\nwhen I start as a clone\nset [ghost v] effect to (80)\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (70)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change x by (-1)\n if <(x position) = [-475]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset x to (475)\nforever\n go to [front v] layer\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-475]> then\n delete this clone\n end\nend\n\n
Darkness: A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-183) y: (-105)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n platform physics (12) (-1) (0.9) (0.8) (8) (8)\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (Yv)\nif <touching (level v)?> then\n repeat ([abs v] of (Yv) )\n if <touching (level v)?> then\n change y by ((-1) * (([abs v] of (Yv) ) / (Yv)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(Yv) > [0]>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by ((-1) * (movement speed))\nend\nchange x by (Xv)\nif <touching (level v)?> then\n set [y v] to (y position)\n repeat (([abs v] of (Xv) ) + (1))\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 (Y)\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (level v)?> then\n change x by ((-1) * (([abs v] of (Xv) ) / (Xv)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [0]\n if <key (left arrow v) pressed?> then\n set [xv v] to (wall jump hm)\n set [yv v] to (wall jump vm)\n end\n else\n set [xv v] to [0]\n if <key (right arrow v) pressed?> then\n set [xv v] to ((-1) * (wall jump hm))\n set [yv v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [xv v] to ((Xv) * (friction))\n\nwhen flag clicked\nswitch costume to (curved_block v)\nset size to (100) %\nforever\n if <(x position) > [210]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-183) y: (-105)\n broadcast (nl v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(y position) < [-175]> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-183) y: (-105)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [blue sky v]\nhide\n\n@Light\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\nforever\n go to [back v] layer\n change x by ((([x position v] of [player v]) - (x position)) / (3))\n change y by ((([y position v] of [player v]) - (y position)) / (3))\n set size to (((6) * ([sin v] of ((timer) * (60)) )) + (80)) %\nend\n\nwhen I receive [nl v]\ngo to (player v)\n\nwhen I receive [die v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.03) seconds\nrepeat (2)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bounce v]\nclear graphic effects\nset [ghost v] effect to (80)\nrepeat (10)\n change [color v] effect by (-4)\nend\nwait (0.5) seconds\nrepeat (10)\n change [color v] effect by (4)\nend\nclear graphic effects\nset [ghost v] effect to (80)\n\nwhen flag clicked\nshow\ngo to (player v)\nswitch costume to (costume3 v)\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\nnext costume\nshow\nset [ghost v] effect to (80)\nforever\n go to [back v] layer\n change x by ((([x position v] of [player v]) - (x position)) / (3))\n change y by ((([y position v] of [player v]) - (y position)) / (3))\n set size to (((6) * ([sin v] of ((timer) * (60)) )) + (80)) %\nend\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [blue sky v]\nhide\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [nl v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <(LEVEL) = [13]> then\n switch backdrop to (blue sky v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [12]> then\n switch backdrop to (near end v)\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nhide\n\n
Welcome to Darkness! \n\nInstructions: Arrow keys to move, try to avoid all gaps in the ground! \n\nStory: You are lost, trapped in darkness with only a light around you to see. Try to beat all the levels to get your way out!\n\nAll levels are 100% possible, but it is difficult.
Grassland - A Platformer (Mobile Friendly)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [before start v]\nforever\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\n@guy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (guy v)\nswitch costume to (eye v)\ngo [forward v] (1) layers\nset rotation style [left-right v]\nforever\n point towards (guy v)\n move ((distance to [guy v]) / (0.7)) steps\n if <(ded) = [1]> then\n hide\n else\n show\n end\n if <<<(x) = [0]> or <(x) > [0]>> and <(x) < [0.1]>> then\n point in direction (90)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [before start v]\nset [ded v] to [0]\nclear graphic effects\nswitch costume to (guy v)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-210) y: (-70)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n change [y v] by (-1)\n if <<<mouse down?> and <(mouse x) > ([x position v] of [guy v])>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < ([x position v] of [guy v])>> or <<key (a v) pressed?> 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 (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 xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ([y position v] of [guy v])>>> then\n set [y v] to [11]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ([y position v] of [guy v])>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [220]> then\n broadcast (done v)\n set [y v] to [0]\n set [x v] to [0]\n wait (1) seconds\n go to x: (-210) y: (-70)\n end\n if <touching (spikes v)?> then\n set [ded v] to [1]\n switch costume to (fake v)\n broadcast (death v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1.5) seconds\n go to x: (-210) y: (-70)\n clear graphic effects\n wait (.5) seconds\n switch costume to (guy v)\n set [y v] to [0]\n set [x v] to [0]\n set [ded v] to [0]\n end\n if <touching (bouncies v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<key (p v) pressed?> and <not <([costume # v] of [levels v]) = [16]>>> then\n start sound [Teleport normal v]\n broadcast (done v)\n set [y v] to [0]\n set [x v] to [0]\n wait (1) seconds\n go to x: (-210) y: (-70)\n wait until <not <key (p v) pressed?>>\n end\nend\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [done v]\nwait (1) seconds\nnext costume\n\n@Bouncies\n\nwhen I start as a clone\nif <(id) = [0]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (60) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [6]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-150) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [8]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [5]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (110) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [8]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [6]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-150) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [9]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-30) y: (23)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [10]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [8]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-75) y: (-26)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [12]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [9]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-170) y: (156)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [12]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [10]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-150) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [15]>> then\n delete this clone\n end\n end\nend\n\nwhen I receive [before start v]\nhide\nswitch costume to (costume1 v)\nwait (0) seconds\nwait until <([costume # v] of [levels v]) = [6]>\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [levels v]) = [7]>\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait until <([costume # v] of [levels v]) = [8]>\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait until <([costume # v] of [levels v]) = [9]>\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [levels v]) = [10]>\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [levels v]) = [12]>\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nwait until <([costume # v] of [levels v]) = [15]>\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (-140) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [7]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (0) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [7]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [3]> then\n switch costume to (costume1 v)\n show\n set size to (150) %\n go to x: (140) y: (-82)\n point in direction (90)\n forever\n if <touching (guy v)?> then\n start sound [Boing v]\n repeat (2)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n wait until <not <touching (guy v)?>>\n end\n if <not <([costume # v] of [levels v]) = [7]>> then\n delete this clone\n end\n end\nend\n\n@Rando Bando clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (240) y: (pick random (150) to (50))\n repeat until <(x position) < [-240]>\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-240) y: (pick random (150) to (50))\n repeat until <(x position) > [240]>\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (10) to (15)) seconds\nend\n\n@Shade\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (95)\nend\n\n@Clean transitions\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [done v]\nstart sound [Connect v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (0.5) seconds\nrepeat (6)\n change x by (((465) - (x position)) / (2))\nend\nhide\n\nwhen I receive [death v]\nwait (1) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@thumb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\n show\nend\n\n@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n
[Arrow Keys] or [WASD] - Move\n[P] - Skip Level\nSprings are bouncy, and Spikes are deadly.
Just Some Pen Platformer Code
@Stage\n\n@Main\n\nDraw Line From [185] [30] To [185] [-30] [1] [0]\nDraw Line From [185] [-30] To [350] [-30] [1] [0]\n\nwhen flag clicked\nset pen size to (5)\nset pen color to (#000000)\nset [level v] to [1]\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nset [camera x v] to (Player X)\nset [camera y v] to (Player Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\ndelete all of [collision list v]\nforever\n erase all\n change [sy v] by (-1)\n if <<key (up arrow v) pressed?> and <<(Jumping) = [0]> and <(SY) > [-2]>>> then\n set [sy v] to [13]\n set [jumping v] to [1]\n end\n change [player y v] by (SY)\n Touch Y <>\n Die Check \n change [sx v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n set [sx v] to ((SX) * (0.8))\n change [player x v] by (SX)\n Touch X <>\n Die Check <>\n Frame []\n set [mouse x v] to ((Camera X) + (mouse x))\n set [mouse y v] to ((Camera Y) + (mouse y))\nend\n\ndefine Draw Line From (x) (y) To (x2) (y2) <add?> (type) (fade)\nset pen size to (5)\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n if <<((Player X) - (240)) < (x2)> and <((Player X) + (240)) > (x)>> then\n if <<((Player Y) - (180)) < (y2)> and <((Player Y) + (180)) > (y)>> then\n Add (x) (y) (x2) (y2) (type)\n end\n end\nend\npen up\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npen down\ngo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\npen up\n\ndefine Render\nif <(Level) = [1]> then\n Level 1\nelse\n if <(Level) = [2]> then\n Level 2\n end\nend\n\ndefine Player (x) (y) (size) (fade)\nDraw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\nDraw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\nDraw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [1] (fade)\nDraw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [1] (fade)\n\ndefine Touch Y <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <not <(SY) > [0]>> then\n set [player y v] to ((item ((Col Save) - (0)) of [collision list v]) + (12))\n else\n set [player y v] to ((item ((Col Save) - (2)) of [collision list v]) + (-12))\n end\n if <(SY) < [0]> then\n set [jumping v] to [0]\n end\n set [sy v] to [0]\n Touch Y <>\nend\n\ndefine Touch X <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <(SX) < [0]> then\n set [player x v] to ((item ((Col Save) - (1)) of [collision list v]) + (12))\n else\n set [player x v] to ((item ((Col Save) - (3)) of [collision list v]) + (-12))\n end\n set [sx v] to [0]\n Touch X <>\nend\n\ndefine Touching?\nset [collision counter v] to [0]\nset [touching? v] to [0]\nrepeat until <(length of [collision list v]) = (Collision Counter)>\n change [collision counter v] by (5)\n if <((Player X) - (12)) < ((item ((Collision Counter) - (1)) of [collision list v]) - (0))> then\n if <((Player X) + (12)) > ((item ((Collision Counter) - (3)) of [collision list v]) + (0))> then\n if <((Player Y) - (12)) < ((item ((Collision Counter) - (0)) of [collision list v]) - (0))> then\n if <((Player Y) + (12)) > ((item ((Collision Counter) - (2)) of [collision list v]) + (0))> then\n if <(item ((Collision Counter) - (4)) of [collision list v]) > (Touching?)> then\n set [touching? v] to (item ((Collision Counter) - (4)) of [collision list v])\n set [col save v] to (Collision Counter)\n end\n end\n end\n end\n end\nend\n\ndefine Background\nset pen size to (1000)\nset pen color to (#ffffff)\npen up\ngo to x: (0) y: (0)\npen down\npen up\nset pen color to (#f5f5f5)\nset pen size to (3)\ngo to x: ((-220) - (((Camera X) / (2)) mod (40))) y: (180)\nrepeat (13)\n pen down\n change y by (-360)\n pen up\n change y by (360)\n change x by (40)\nend\ngo to x: (-240) y: ((160) + (((Camera Y) / (-2)) mod (40)))\nrepeat (10)\n pen down\n change x by (480)\n pen up\n change x by (-480)\n change y by (-40)\nend\n\ndefine Set Camera <stationary?>\nif <not <stationary?>> then\n change [camera x v] by (((Player X) - (Camera X)) / (4))\n change [camera y v] by (((Player Y) - (Camera Y)) / (4))\n if <(Camera Y) < [0]> then\n set [camera y v] to [0]\n end\n if <(Camera X) < [0]> then\n set [camera x v] to [0]\n end\nend\n\ndefine Add (x1) (y1) (x2) (y2) (type)\nadd (type) to [collision list v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n add (x1) to [collision list v]\n add (y1) to [collision list v]\n add (x2) to [collision list v]\n add (y2) to [collision list v]\nelse\n add (x2) to [collision list v]\n add (y2) to [collision list v]\n add (x1) to [collision list v]\n add (y1) to [collision list v]\nend\n\ndefine Set Color (type)\nif <(type) = [1]> then\n set pen color to (#66c7ff)\nelse\n if <(type) = [2]> then\n set pen color to (#ff4747)\n end\nend\n\ndefine Respawn <x/y>\nif <x/y> then\n Touch Y \nelse\n Touch X \nend\nset [fade v] to [0]\nrepeat (10)\n Frame (Fade)\n change [fade v] by (10)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nrepeat (10)\n change [player x v] by (((item (((Level) * (2)) - (1)) of [spawnpoints v]) - (Player X)) / (2))\n change [player y v] by (((item ((Level) * (2)) of [spawnpoints v]) - (Player Y)) / (2))\n Frame (Fade)\nend\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nrepeat (4)\n Frame (Fade)\n change [fade v] by (-25)\nend\n\ndefine Frame (fade)\ndelete all of [collision list v]\nBackground\nPlayer ([floor v] of (Player X) ) (Player Y) [10] (fade)\nRender\nSet Camera <>\n\ndefine Die Check <x/y>\nif <(Touching?) = [2]> then\n if <x/y> then\n Respawn \n else\n Respawn <>\n end\nend\n\ndefine Level 1\nDraw Line From [-100] [0] To [100] [0] [1] [0]\nDraw Line From [-100] [-180] To [-100] [0] [1] [0]\nDraw Line From [60] [-180] To [60] [-80] [1] [0]\nDraw Line From [100] [-80] To [100] [0] [1] [0]\nDraw Line From [60] [-80] To [100] [-80] [1] [0]\nDraw Line From [0] [0] To [-50] [0] [2] [0]\nDraw Line From [185] [30] To [260] [30] [1] [0]\nDraw Line From [185] [30] To [185] [-30] [1] [0]\nDraw Line From [185] [-30] To [350] [-30] [1] [0]\nDraw Line From [260] [60] To [260] [30] [1] [0]\nDraw Line From [260] [60] To [350] [60] [1] [0]\nDraw Line From [350] [-30] To [350] [60] [1] [0]\n\ndefine Level 2\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
Marshmallow Ninja (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (loading v)\n\nwhen I receive [pre.tick v]\nswitch backdrop to (game v)\n\n@console\n\nwhen flag clicked\nset [load v] to [0]\nwait (0.5) seconds\nbroadcast (loadsprites v)\n\nwhen I receive [loadsprites v]\nset [page v] to [loading]\nwait (3) seconds\nset [load v] to [1]\n\nwhen I receive [ts v]\nset [page v] to [title]\nerase all\n\nwhen I receive [playerstartup v]\nbroadcast (NextLvl v)\nset [page v] to [game]\n\nwhen I receive [selct_lvl v]\nset [page v] to [select]\n\nwhen I receive [help v]\nset [page v] to [help]\n\nwhen I receive [play v]\nset [timer v] to [0]\nforever\n if <(page) = [stats]> then\n stop [this script v]\n end\n wait (1) seconds\n change [timer v] by (1)\n if <(page) = [stats]> then\n stop [this script v]\n end\nend\n\nwhen I receive [stats/done v]\nset [page v] to [stats]\ncheck records\nbroadcast (print text — stats v)\n\ndefine reset.records\nset [☁ record time v] to [Reset]\nset [☁ record time v] to [—]\nset [☁ record time v] to [5050]\nbroadcast (rr24 v)\nstop [this script v]\n\ndefine check records\nTimeRec\n\nwhen I receive [play v]\nset [normal time? v] to [yes]\n\nwhen I receive [lvl selected v]\nset [normal time? v] to [no]\n\nwhen I receive [playback rec v]\nset [normal time? v] to [no]\n\nwhen I receive [gm v]\nset [page v] to [settings]\n\ndefine Reset.admin\ndelete.all.admin\nadd.default.admin\ncheckfor.admin\n\ndefine checkfor.admin\nif <<(username) = []> or <(username) = [0]>> then\n set [signed.in.user v] to [no]\nelse\n if <not <<(username) = []> or <(username) = [0]>>> then\n set [signed.in.user v] to [yes]\n if <[user.admin v] contains (username)?> then\n add (username) to [user.admin? v]\n add [true] to [user.admin? v]\n set [user.admin.true? v] to [true]\n else\n set [user.admin.true? v] to [false]\n end\n end\nend\n\ndefine add.default.admin\nadd [nl320] to [user.admin v]\nadd [epikcoding] to [user.admin v]\nadd [nl320_test] to [user.admin v]\n\ndefine temporary.admin.set\nif <not <[user.admin v] contains (username)?>> then\n if <(signed.in.user) = [true]> then\n add (username) to [user.admin v]\n stop [this script v]\n end\nend\n\nwhen I receive [ts v]\nhide variable [☁ record time v]\nshow list [user.admin v]\nshow list [user.admin? v]\nhide variable [volume v]\n\nwhen I receive [gm v]\nshow variable [volume v]\n\nshow variable [☁ record time v]\nif <<(item ((item # of (username) in [user.admin? v]) + (1)) of [user.admin? v]) = [true]> and <[user.admin v] contains (username)?>> then\n hide list [user.admin? v]\n hide list [user.admin v]\nend\n\ndefine delete.all.admin\ndelete all of [user.admin? v]\ndelete all of [user.admin v]\n\nwhen I receive [loadsprites v]\nReset.admin\n\nwhen flag clicked\nshow list [user.admin v]\nshow list [user.admin? v]\nhide variable [☁ record time v]\nhide variable [volume v]\n\nwhen flag clicked\nwait (3.67) seconds\nbroadcast (Ts v)\n\nwhen I receive [playerstartup v]\nrepeat until <<(page) = [stats]> or <(page) = [title]>>\n broadcast (pre.tick v)\n broadcast (tick v)\nend\n\nwhen I receive [play v]\nset [level v] to [1]\n\nwhen I receive [ts v]\nrepeat (10)\n set [level v] to [1]\nend\n\nwhen I receive [play v]\nrepeat (10)\n set [level v] to [1]\nend\n\ndefine Calculate Score\nif <(normal time?) = [no]> then\n set [-score- v] to (join [-] (join [-] (join [-] (join (join [-] [-]) (join [-] [-])))))\n stop [this script v]\nelse\n if <(normal time?) = [yes]> then\n time score\n DeathsScore\n CalculateOverallScore\n end\nend\n\ndefine time score\nif <(timer) < (☁ Record Time)> then\n set [c.time v] to [200]\nelse\n if <(timer) < ((☁ Record Time) + (20))> then\n set [c.time v] to [100]\n else\n if <(timer) < ((☁ Record Time) + (50))> then\n set [c.time v] to [60]\n else\n if <(timer) < ((☁ Record Time) + (100))> then\n set [c.time v] to [30]\n else\n set [c.time v] to [-5]\n end\n end\n end\nend\n\ndefine DeathsScore\nif <(Deaths) = [0]> then\n if <<[60] = (C.time)> and <[60] < (C.time)>> then\n set [d.s. v] to [400]\n else\n set [d.s. v] to [235]\n end\nelse\n set [d.s. v] to (round (((Deaths) * (8.59)) * (-1)))\nend\n\ndefine CalculateOverallScore\nset [-score- v] to [0]\nwait (.1) seconds\nset [-score- v] to ((D.S.) + (C.time))\nwait (.1) seconds\nset [-score- v] to ((-Score-) + (round ((coins collected) * (1.359))))\nwait (.1) seconds\nset [-score- v] to ((-Score-) + (round ((timer) * (-0.1))))\nwait (.1) seconds\nset [-score- v] to ((-Score-) * (100))\nwait (.1) seconds\nset [-score- v] to ((-Score-) * (10))\n\ndefine TimeRec\nif <<(item ((item # of (username) in [user.admin? v]) + (1)) of [user.admin? v]) = [true]> and <[user.admin v] contains (username)?>> then\n if <(normal time?) = [yes]> then\n if <(page) = [stats]> then\n if <(timer) < (☁ Record Time)> then\n ask [add record? \(y/n\)] and wait\n if <<(answer) = [n]> or <(answer) = [y]>> then\n if <(answer) = [y]> then\n set [☁ record time v] to (timer)\n stop [this script v]\n else\n if <(answer) = [n]> then\n stop [this script v]\n end\n end\n else\n broadcast (invalid response v)\n stop [this script v]\n end\n end\n end\n else\n stop [this script v]\n end\nelse\n if <(normal time?) = [yes]> then\n if <(page) = [stats]> then\n if <(timer) < (☁ Record Time)> then\n if <(timer) < (☁ Record Time)> then\n set [☁ record time v] to (timer)\n stop [this script v]\n end\n else\n stop [this script v]\n end\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [stats/done v]\nCalculate Score\n\n@player\n\nwhen I receive [tick v]\nshow\nif <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nset rotation style [left-right v]\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\nend\nchange y by (1)\n\nwhen I receive [tick v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by ((Xv) * (0.9))\n\ndefine lvl.pos\nif <(Level) = [1]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [2]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [3]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [4]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [5]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [6]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [7]> then\n point in direction (90)\n go to x: (-199) y: (-77)\n rv\nend\nif <(Level) = [8]> then\n point in direction (90)\n go to x: (-199) y: (-85)\n rv\nend\n\ndefine Startup\nbroadcast (Play v)\nbroadcast (PlayerStartup v)\nbroadcast (NextLvl v)\n\nwhen I receive [nextlvl v]\nlvl.pos\n\ndefine rv\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [ts v]\nhide\n\nwhen I receive [pre.tick v]\nset [ghost v] effect to (0)\nif <<touching color (#ff0000)?> or <touching color (#910000)?>> then\n broadcast (Death v)\nend\nif <(y position) < [-179]> then\n broadcast (Death v)\nend\n\nwhen I receive [death v]\nlvl.pos\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [pre.tick v]\nswitch costume to (costume)\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\nwhen I receive [playerstartup v]\nset [deaths v] to [0]\n\n@Level Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [playerstartup v]\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n show\n set [ghost v] effect to (0)\nend\n\nwhen I receive [play v]\nwait (0.05) seconds\nset [level v] to [1]\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine calculate maximum.lvl\nswitch costume to (l1 v)\nset [l v] to [1]\nrepeat until <(costume [number v]) < (L)>\n next costume\n change [l v] by (1)\nend\nset [max.level v] to ((L) - (1))\nswitch costume to (l1 v)\nrepeat (10)\n set [level v] to [1]\nend\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\ndefine C.L.S.\nswitch costume to (l1 v)\nset [cls v] to [1]\nrepeat until <(costume [number v]) < (L)>\n next costume\n change [l v] by (1)\nend\nset [cls v] to (L)\n\nwhen I receive [loadsprites v]\nif <(username) = [epikcoding]> then\n set [max.level v] to [8]\nelse\n set [max.level v] to [8]\nend\n\n@Level art\n\nwhen flag clicked\nhide\n\nwhen I receive [playerstartup v]\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n switch costume to (Level)\n show\nend\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\n@marshmallow\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\npos\npos\n\nwhen I receive [pre.tick v]\nif <[1] = (costume [number v])> then\n go to [front v] layer\n point in direction ((90) + (([sin v] of (((timer) - (0)) * (150)) ) * (10)))\nend\nif <[2] = (costume [number v])> then\n go to [back v] layer\n set size to ((90) + (([sin v] of (((timer) - (0)) * (300)) ) * (10))) %\nend\nif <touching (player v)?> then\n if <(Level) = (Max.Level)> then\n broadcast (Stats/DONE v)\n else\n if <not <(Level) = (Max.Level)>> then\n broadcast (NextLvl v)\n wait until <not <touching (player v)?>>\n end\n end\nend\nset [ghost v] effect to (0)\n\ndefine pos\nhide\nif <(Level) = [1]> then\n go to x: (173) y: (-81)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [2]> then\n go to x: (192) y: (-110)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [3]> then\n go to x: (212) y: (110)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [4]> then\n go to x: (-212) y: (45)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [5]> then\n go to x: (-219) y: (83)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [6]> then\n go to x: (-219) y: (83)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [7]> then\n go to x: (-221) y: (59)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\nif <(Level) = [8]> then\n go to x: (-198) y: (112)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [loadsprites v]\nswitch costume to (costume1 v)\n\nwhen I receive [nextlvl v]\nchange [level v] by (1)\nif <not <(item (2) of [user.admin? v]) = [true]>> then\n add (Level) to [levels.completed v]\nend\n\nwhen I receive [playerstartup v]\ncreate clone of (glow v)\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\ndefine reset lc\ndelete all of [levels.completed v]\n\nwhen I receive [nextlvl v]\nif <(Level) = [8]> then\n go to x: (-198) y: (112)\n show\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\n@Loading\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [ts v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Loading Sign\n\nwhen I receive [loadsprites v]\nhide\nwait (.7) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n turn right ((5) + (([abs v] of ([sin v] of ((direction) / (2)) ) ) * (25))) degrees\n set [brightness v] effect to (100)\n set size to (68) %\nend\n\nwhen I receive [ts v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\n@Home Buttons\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (124.5) %\n point in direction ((90) + (([sin v] of (((timer) - (0)) * (300)) ) * (1)))\n else\n point in direction ((90) + (([sin v] of (((timer) - (0)) * (300)) ) * (1)))\n set size to (120) %\n end\nend\n\nwhen I start as a clone\nforever\n if <(page) = [title]> then\n show\n end\n if <not <(page) = [title]>> then\n hide\n end\nend\n\nwhen I receive [loadsprites v]\ngo to x: (0) y: (10)\nswitch costume to (costume1 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change y by (-65)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(page) = [title]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(page) = [title]> then\n set [level v] to [1]\n broadcast (Play v)\n broadcast (PlayerStartup v)\n broadcast (NextLvl v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <(page) = [title]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (gm v)\n end\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <(page) = [title]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (selct_lvl v)\n end\n end\n end\nend\n\n@ts\n\nwhen I receive [ts v]\nif <(costume [number v]) = [1]> then\n wait until <(page) = [title]>\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [title]>>\n show\n go to [back v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ts v]\nif <(costume [number v]) = [1]> then\n forever\n set y to (([sin v] of ((timer) * (100)) ) * (3))\n end\nend\n\nwhen I receive [loadsprites v]\nswitch costume to (select v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nswitch costume to (title v)\n\nwhen I receive [selct_lvl v]\nif <(costume [number v]) = [2]> then\n wait until <(page) = [select]>\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [select]>>\n show\n go to [back v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [gm v]\nif <(costume [number v]) = [3]> then\n wait until <(page) = [settings]>\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [settings]>>\n show\n go to [back v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [loadsprites v]\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nbroadcast (Rb v)\nforever\n set [stopped? v] to (timer)\nend\n\nwhen flag clicked\nwait until <(stopped?) < (timer)>\nbroadcast (oof v)\nbroadcast (stopped v) and wait\n\nwhen I receive [oof v]\nhide variable [☁ record time v]\nhide variable [costume v]\nhide variable [volume v]\n\nwhen I receive [rb v]\nreset timer\n\nwhen I receive [rb v]\nset [stopped? v] to [-]\nreset timer\n\n@glow\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n show\n switch costume to (costume2 v)\n go to (marshmallow v)\n set size to ((90) + (([sin v] of (((timer) - (0)) * (300)) ) * (10))) %\n go to [back v] layer\n if <(page) = [title]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stats/done v]\ndelete this clone\n\nwhen I receive [ts v]\ndelete this clone\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\n@Return\n\nwhen I start as a clone\nforever\n if <<(page) = [stats]> or <<(page) = [settings]> or <(page) = [select]>>> then\n set size to (100) %\n go to x: (-198) y: (-160)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <<(page) = [stats]> or <<(page) = [settings]> or <(page) = [select]>>>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-14)\n set size to (105) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set size to (100) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n if <(page) = [game]> then\n go to x: (219) y: (169)\n set size to (50) %\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [game]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-14)\n set size to (50) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (50) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set size to (100) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\[email protected]\n\nwhen I receive [loadsprites v]\nClone\n\ndefine Clone\nswitch costume to (type1 v)\ngo to x: (-198) y: (0)\nrepeat (2)\n repeat (4)\n create clone of (_myself_ v)\n change x by (30)\n next costume\n end\n set x to (-198)\n change y by (-40)\nend\n\nwhen I start as a clone\nhide\nforever\n if <(page) = [settings]> then\n set [ghost v] effect to (100)\n show\n if <(costume) = (costume [number v])> then\n set size to (107) %\n set [color v] effect to (0)\n set [brightness v] effect to (10)\n else\n set size to (95) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [settings]>>\n if <(costume) = (costume [number v])> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [color v] effect to (0)\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [costume v] to (costume [number v])\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n set size to (107) %\n set [color v] effect to (0)\n set [brightness v] effect to (10)\n end\n else\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n if <mouse down?> then\n set [costume v] to (costume [number v])\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n set size to (95) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@music\n\nwhen I receive [loadsprites v]\nwait (3) seconds\nforever\n play sound [Fresh Air v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\[email protected]\n\nwhen I receive [loadsprites v]\nClone\n\ndefine Clone\nswitch costume to (costume)\ngo to x: (-115) y: (-91)\n\ndefine reset\nset [costume v] to [1]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (costume)\nend\n\nwhen flag clicked\nforever\n if <(page) = [settings]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [settings]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@end screen\n\nwhen flag clicked\nhide\n\nwhen I receive [stats/done v]\nwait until <(page) = [stats]>\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat until <not <(page) = [stats]>>\n show\n go to [back v] layer\nend\nrepeat (10)\n show\n change [ghost v] effect by (10)\nend\nhide\n\n@Clouds\n\nwhen I receive [loadsprites v]\nforever\n wait (pick random (0.5) to (1.1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (pick random (44) to (pick random (45) to (50))) to (pick random (70) to (pick random (80) to (85))))\nswitch costume to (pick random (1) to (5))\ngo to x: (500) y: (pick random (100) to (180))\nrepeat until <[-239] > (x position)>\n change x by (-2)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(page) = [game]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [pre.tick v]\ngo to [back v] layer\n\ncreate clone of (clouds2 v)\n\n@LevelSelect\n\nwhen I start as a clone\nhide\nset size to (77) %\nforever\n if <(page) = [select]> then\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set size to (77) %\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [select]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [loadsprites v]\nif <(item (2) of [user.admin? v]) = [true]> then\n adminclone\nelse\n clone\nend\n\ndefine clone\nswitch costume to (level-1 v)\nhide\ngo to x: (-185) y: (55)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (60)\n next costume\nend\nset x to (-185)\nchange y by (-40)\nrepeat (2)\n create clone of (_myself_ v)\n change x by (60)\n next costume\nend\nset x to (-185)\nchange y by (-40)\n\ndefine select (costume#)\nif <(costume#) = [1]> then\n set [level v] to [1]\n broadcast (Play v)\n broadcast (PlayerStartup v)\n broadcast (NextLvl v)\nelse\n set [level v] to ((costume#) - (1))\n broadcast (lvl selected v)\n broadcast (PlayerStartup v)\n broadcast (NextLvl v)\nend\n\nwhen I start as a clone\nforever\n if <<(item (2) of [user.admin? v]) = [true]> and <(user.admin?) = (join (username) (join [ ] [true]))>> then\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (80) %\n if <mouse down?> then\n if <(page) = [select]> then\n set size to (85) %\n set [brightness v] effect to (10)\n select (costume [number v])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n set size to (77) %\n set [brightness v] effect to (0)\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (80) %\n if <mouse down?> then\n if <(page) = [select]> then\n set size to (85) %\n set [brightness v] effect to (10)\n select (costume [number v])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n set size to (77) %\n set [brightness v] effect to (0)\n end\n end\n else\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (80) %\n if <mouse down?> then\n if <(page) = [select]> then\n set size to (85) %\n set [brightness v] effect to (10)\n select (costume [number v])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n set size to (77) %\n set [brightness v] effect to (0)\n end\n else\n if <[levels.completed v] contains (costume [number v])?> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (80) %\n if <mouse down?> then\n set size to (85) %\n if <(page) = [select]> then\n set [brightness v] effect to (10)\n select (costume [number v])\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n set size to (77) %\n set [brightness v] effect to (0)\n end\n else\n set size to (77) %\n set [brightness v] effect to (-14.3)\n end\n end\n end\nend\n\ndefine adminclone\nswitch costume to (level-1 v)\nhide\ngo to x: (-123) y: (55)\nrepeat (2)\n repeat (4)\n create clone of (_myself_ v)\n change x by (80)\n next costume\n end\n set x to (-123)\n change y by (-40)\nend\n\n@text\n\ndefine (print) x: (x) y: (y) size: (size) color: (color)\nhide\nset [color v] effect to (color)\nset size to (size) %\ngo to x: (x) y: (y)\nset [txt v] to [1]\nrepeat (length of (print))\n switch costume to (letter (txt) of (print))\n create clone of (_myself_ v)\n change x by ((size) / (9))\n change [txt v] by (1)\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [print text — stats v]\nif <(normal time?) = [yes]> then\n (round (timer)) x: (-105) y: (-9) size: (134) color: (70)\nelse\n [n/a] x: (-105) y: (-9) size: (134) color: (35)\n [n/a] x: (100) y: (-9) size: (134) color: (35)\nend\n(Deaths) x: (-88) y: (-60) size: (134) color: (70)\n(☁ Record Time) x: (-86) y: (-112) size: (134) color: (70)\n\nwhen I start as a clone\nshow\nwait until <(page) = [title]>\ndelete this clone\n\nwhen I start as a clone\nshow\n\n@Clouds2\n\nwhen I start as a clone\nset [brightness v] effect to (-13)\nset [ghost v] effect to (pick random (pick random (44) to (pick random (45) to (50))) to (pick random (70) to (pick random (80) to (85))))\nswitch costume to (pick random (1) to (5))\ngo to x: (500) y: (pick random (100) to (180))\nrepeat until <[-239] > (x position)>\n change x by (-3)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(page) = [game]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [pre.tick v]\ngo to [back v] layer\n\nwhen I receive [loadsprites v]\nforever\n wait (pick random (0.5) to (1.1)) seconds\n create clone of (_myself_ v)\nend\n\n@Vertical Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\nhide\nif <(Level) = [7]> then\n go to x: (144) y: (-130)\n show\n repeat until <not <(Level) = [7]>>\n repeat (80)\n change y by (2)\n go to [back v] layer\n if <<not <(Level) = [7]>> or <not <(page) = [game]>>> then\n hide\n stop [this script v]\n end\n end\n repeat (20)\n change y by (-8)\n if <<not <(Level) = [7]>> or <not <(page) = [game]>>> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\n@Coins\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n next costume\n wait (.1) seconds\nend\n\nwhen I receive [nextlvl v]\nDelete cl\nSet.coin.value\nwait (.02) seconds\nClone for (Level)\n\nwhen I receive [playerstartup v]\nset [coins collected v] to [0]\n\ndefine Clone for (level)\nif <(level) = [1]> then\n Clone at x: [-59] y: [-113]\n Clone at x: [0] y: [-113]\n Clone at x: [59] y: [-113]\nend\nif <(level) = [2]> then\n Clone at x: [-100] y: [-100]\n Clone at x: [0] y: [-50]\n Clone at x: [100] y: [-100]\nend\nif <(level) = [3]> then\n Clone at x: [-100] y: [-100]\n Clone at x: [0] y: [-100]\n Clone at x: [120] y: [-60]\nend\nif <(level) = [4]> then\n Clone at x: [-5] y: [-25]\n Clone at x: [-5] y: [76]\nend\nif <(level) = [5]> then\n Clone at x: [-26] y: [-115]\n Clone at x: [55] y: [90]\nend\nif <(level) = [6]> then\n Clone at x: [221] y: [130]\n Clone at x: [0] y: [-63]\nend\nif <(level) = [7]> then\n Clone at x: [207] y: [-117]\n Clone at x: [-29] y: [160]\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [ts v]\nDelete cl\n\nwhen I receive [stats/done v]\nDelete cl\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nforever\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [Coin v]\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\ndefine Delete cl\ndelete this clone\n\nwhen I receive [death v]\nDelete cl\nRes.coin.value\nClone for (Level)\n\ndefine Res.coin.value\nset [coins collected v] to (Prev.coin.value)\n\ndefine Set.coin.value\nset [prev.coin.value v] to (coins collected)\n\n@score\n\nwhen I start as a clone\nshow\nset size to (85) %\nswitch costume to (0 v)\nwait (.2) seconds\nif <(normal time?) = [no]> then\n switch costume to ( v)\n delete this clone\nelse\n if <(normal time?) = [yes]> then\n forever\n set [brightness v] effect to ((B) * (-0.6))\n switch costume to ((letter ((length of (-Score-)) - (myPlace)) of (-Score-)) * <(length of (-Score-)) > (myPlace)>)\n end\n end\nend\n\nwhen I receive [stats/done v]\ngo to x: (100) y: (-9)\nset [myplace v] to [6]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (15)\n change [myplace v] by (-1)\nend\n\nwhen I receive [playerstartup v]\nhide\ndelete this clone\n\nwhen I receive [ts v]\nhide\ndelete this clone\n\[email protected]\n\nwhen I start as a clone\nshow\nset size to (85) %\nif <(normal time?) = [no]> then\n switch costume to ( v)\nelse\n if <(normal time?) = [yes]> then\n forever\n set [brightness v] effect to ((B) * (-0.6))\n switch costume to ((letter ((length of (☁ Record-Score)) - (myPlace)) of (☁ Record-Score)) * <(length of (☁ Record Time)) > (myPlace)>)\n end\n end\nend\n\nwhen I receive [print text — stats v]\n\ngo to x: (100) y: (-9)\nset [myplace v] to [6]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (15)\n change [myplace v] by (-1)\nend\n\nwhen I receive [playerstartup v]\nhide\ndelete this clone\n\nwhen I receive [ts v]\nhide\ndelete this clone\n\n@door\n\nwhen I receive [nextlvl v]\npos\n\nwhen flag clicked\nhide\n\ndefine pos\nhide\nif <(Level) = [8]> then\n go to x: (92) y: (9)\n show\n switch costume to (costume1 v)\n go to [back v] layer\nend\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [open v]\nshow\nswitch costume to (costume1 v)\nwait (.1) seconds\nrepeat (4)\n next costume\n wait (.04) seconds\nend\nhide\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\npos\n\n@key\n\nwhen flag clicked\nhide\nforever\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\ndefine pos\nhide\nif <(Level) = [8]> then\n go to x: (-208) y: (-14)\n show\n (Level) [8]\nend\n\ndefine (lvl) (num)\nrepeat until <not <(lvl) = (num)>>\n repeat until <touching (player v)?>\n set rotation style [left-right v]\n switch costume to (hover v)\n set size to (100) %\n point in direction (90)\n go to [back v] layer\n set y to ((-10) + (([sin v] of (((timer) - (0)) * (400)) ) * (2)))\n create clone of (_myself_ v)\n end\n switch costume to (player v)\n set size to (50) %\n go to [front v] layer\n repeat until <touching (door v)?>\n go to (player v)\n point in direction ([direction v] of [player v])\n end\n broadcast (open v)\n stop [this script v]\nend\n\nwhen I receive [nextlvl v]\npos\n\nwhen I start as a clone\nchange [brightness v] effect by (-5)\nrepeat (10)\n change [ghost v] effect by (10)\n go to [back v] layer\n change [brightness v] effect by (-2)\nend\ndelete this clone\n\nwhen I receive [open v]\nhide\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\npos\n\[email protected].\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by ((Xv) * (0.9))\nif <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change y by (1)\n if <<<touching (level hitbox v)?> or <touching (vertical platform v)?>> or <touching (door v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\n
MARSHMALLOW NINJA | v1.0\n==============================\nINSTRUCTIONS:\nYou are a marshmallow ninja, who desires the best of marshmallows. You are on a journey to find the largest of them all.\n\nYES, THERE ARE A LOT OF BUGS BUT I DON'T CARE\n\nWASD, arrow keys, or mouse to move. Get to the marshmallow to advance to the next level. Avoid spikes, lava, or anything that looks harmful.\n\nToo easy for you? Try out this advanced platformer: https://scratch.mit.edu/projects/398172531/\n\n- Redesigned my Platformer Engine from Scratch (no pun intended)\n\nCREDITS:\nThanks to @JS_coder for marshmallow rotation\nThanks to @TheChaotic for loading sign rotation\nThanks to soundstripe.com for music\nThanks to @nl320 (me) for art, animations, platforming engine, and pretty much everything else\n\nUPDATE LOGS: (first to last update)\n——————————\n3/30/20 : Version 1.0.0 released\n3/31/20 : Level 7 added\n4/2/20 : Coins added\n4/6/20 : Level Hitbox Glitch Conquered\n4/11/20 : SEVERE Glitches Repaired, Reshared\n4/13/20 : Level 8 added, key glitch fixed\n4/14/20 : Level 8 Marshmallow Glitch Fixed\n5/5/20 : Stats fixed\n\nTAGS:\n#ninja #marshmallow #hungry #fun #platformer #mallow #marsh #whatever #scratch #game #games #interactive #coin #score #console #system #maths #GoodGrammar
The Journey (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@console\n\nwhen flag clicked\nset [load v] to [0]\nwait (0.5) seconds\nbroadcast (loadsprites v)\n\nwhen I receive [loadsprites v]\nset [page v] to [loading]\nwait (3) seconds\nset [load v] to [1]\n\nwhen I receive [ts v]\nset [page v] to [title]\nerase all\n\nwhen I receive [playerstartup v]\nbroadcast (NextLvl v)\nset [page v] to [game]\n\nwhen I receive [selct_lvl v]\nset [page v] to [select]\n\nwhen I receive [help v]\nset [page v] to [help]\n\nwhen I receive [play v]\nset [timer v] to [0]\nforever\n if <(page) = [stats]> then\n stop [this script v]\n end\n wait (1) seconds\n change [timer v] by (1)\n if <(page) = [stats]> then\n stop [this script v]\n end\nend\n\nwhen I receive [stats/done v]\nset [page v] to [stats]\ncheck records\nbroadcast (print text — stats v)\n\ndefine reset.records\nset [☁ record time v] to [25000]\nbroadcast (rr24 v)\nstop [this script v]\n\ndefine check records\nif <<(item ((item # of (username) in [user.admin? v]) + (1)) of [user.admin? v]) = [true]> and <[user.admin v] contains (username)?>> then\n if <(normal time?) = [yes]> then\n if <(page) = [stats]> then\n if <(timer) < (☁ Record Time)> then\n ask [add record? \(y/n\)] and wait\n if <<(answer) = [n]> or <(answer) = [y]>> then\n if <(answer) = [y]> then\n set [☁ record time v] to (timer)\n stop [this script v]\n else\n if <(answer) = [n]> then\n stop [this script v]\n end\n end\n else\n broadcast (invalid response v)\n stop [this script v]\n end\n end\n end\n else\n stop [this script v]\n end\nelse\n if <(normal time?) = [yes]> then\n if <(page) = [stats]> then\n if <(timer) < (☁ Record Time)> then\n set [☁ record time v] to (timer)\n stop [this script v]\n end\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset [normal time? v] to [yes]\n\nwhen I receive [lvl selected v]\nset [normal time? v] to [no]\n\nwhen I receive [playback rec v]\nset [normal time? v] to [no]\n\nwhen I receive [gm v]\nset [page v] to [settings]\n\ndefine Reset.admin\ndelete.all.admin\nadd.default.admin\ncheckfor.admin\n\ndefine checkfor.admin\nif <<(username) = []> or <(username) = [0]>> then\n set [signed.in.user v] to [no]\nelse\n if <not <<(username) = []> or <(username) = [0]>>> then\n set [signed.in.user v] to [yes]\n if <[user.admin v] contains (username)?> then\n add (username) to [user.admin? v]\n add [true] to [user.admin? v]\n set [user.admin.true? v] to [true]\n else\n set [user.admin.true? v] to [false]\n end\n end\nend\n\ndefine add.default.admin\nadd [nl320] to [user.admin v]\nadd [scratchattack3] to [user.admin v]\nadd [epikcoding] to [user.admin v]\n\ndefine temporary.admin.set\nif <not <[user.admin v] contains (username)?>> then\n if <(signed.in.user) = [true]> then\n add (username) to [user.admin v]\n stop [this script v]\n end\nend\n\nwhen I receive [ts v]\nhide variable [☁ record time v]\nshow list [user.admin v]\nshow list [user.admin? v]\nhide variable [volume v]\n\nwhen I receive [gm v]\nshow variable [☁ record time v]\nshow variable [volume v]\nif <<(item ((item # of (username) in [user.admin? v]) + (1)) of [user.admin? v]) = [true]> and <[user.admin v] contains (username)?>> then\n hide list [user.admin? v]\nend\nhide list [user.admin v]\n\ndefine delete.all.admin\ndelete all of [user.admin? v]\ndelete all of [user.admin v]\n\nwhen I receive [loadsprites v]\nReset.admin\n\nwhen flag clicked\nshow list [user.admin v]\nshow list [user.admin? v]\n\n@PLAYER\n\nwhen I receive [playerstartup v]\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xv v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#3fd9ff)?> then\n change x by ((Xv) * (0.3))\n else\n change x by ((Xv) * (0.65))\n end\nend\n\nwhen I receive [nextlvl v]\nclear graphic effects\nset size to (100) %\nhide\nLvlPos\nFadeIn\n\nwhen I receive [playerstartup v]\nforever\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-6)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[15] < (mouse y)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [playerstartup v]\nforever\n if <touching color (#3fd9ff)?> then\n change [yv v] by (-0.2678)\n change y by ((Yv) / (2))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[15] < (mouse y)>>> then\n set [yv v] to [3.8963]\n end\n change y by (-0.3)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (0.3)\n else\n change [yv v] by (-0.85)\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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[15] < (mouse y)>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n end\nend\n\ndefine FadeIn\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine ResetV\nset [xv v] to [0]\nset [yv v] to [1]\n\nwhen flag clicked\nshow list [levels completed v]\nhide\n\nwhen I receive [playerstartup v]\nclear graphic effects\nset [deaths v] to [0]\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nset [color v] effect to (0)\nset [level v] to [1]\nbroadcast (NextLvl v)\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\ndefine LvlPos\nhide\nif <(Level) = [1]> then\n show\n go to x: (-228) y: (-100)\nend\nif <(Level) = [2]> then\n show\n go to x: (-228) y: (-100)\nend\nif <(Level) = [3]> then\n show\n go to x: (-228) y: (-100)\nend\nif <(Level) = [4]> then\n show\n go to x: (-219) y: (-100)\nend\nif <(Level) = [5]> then\n show\n go to x: (-160) y: (-120)\nend\nif <(Level) = [6]> then\n show\n go to x: (128) y: (-35)\nend\nif <(Level) = [7]> then\n show\n go to x: (-205) y: (-100)\nend\nif <(Level) = [8]> then\n show\n go to x: (-208) y: (-100)\nend\nif <(Level) = [9]> then\n show\n go to x: (-27) y: (-145)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [death v]\nLvlPos\nResetV\nFadeIn\n\nwhen I receive [nextlvl v]\nLvlPos\nResetV\nFadeIn\n\nwhen I receive [play v]\nset [level v] to [1]\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [playerstartup v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (Death v)\n end\n if <<touching (door v)?> and <(Lock) = [1]>> then\n if <(Max_levels) = (Level)> then\n broadcast (Stats/DONE v)\n else\n set [level v] to ((Level) + (1))\n if <not <(username) = [nl320]>> then\n add (Level) to [levels completed v]\n end\n broadcast (NextLvl v)\n end\n end\nend\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [nextlvl v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [hold v]\nrepeat (10)\n set [xv v] to [0]\n set [yv v] to [1]\nend\n\nwhen I receive [selct_lvl v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [record v]\ndelete all of [recx v]\ndelete all of [recy v]\nrepeat until <key (space v) pressed?>\n add (x position) to [recx v]\n add (y position) to [recy v]\nend\n\nwhen I receive [playback rec v]\nset [- v] to [1]\nforever\n go to x: (item (-) of [recx v]) y: (item (-) of [recy v])\n change [- v] by (1)\nend\n\nwhen [r v] key pressed\nif <(username) = [nl320]> then\n broadcast (record v)\nend\n\nwhen I receive [tp v]\nResetV\ngo to x: (transport X) y: (transport Y)\nwait until <not <touching (portals v)?>>\nset [touching player v] to [false]\n\nwhen I start as a clone\nswitch costume to (costume)\nclear graphic effects\nset size to (80) %\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen I receive [death v]\nset [lock v] to [2]\n\nwhen I receive [playerstartup v]\nset size to (125) %\nforever\n switch costume to (costume)\n create clone of (tail v)\nend\n\nwhen flag clicked\nhide\n\n@levels\n\nwhen flag clicked\nhide\n\nwhen I receive [playerstartup v]\nset [max_levels v] to [9]\nshow\nforever\n clear graphic effects\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [selct_lvl v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [nextlvl v]\ngo to [back v] layer\n\n@Titlescreen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [loadsprites v]\ngo to x: (0) y: (0)\nif <[1] = (costume [number v])> then\n forever\n if <<(page) = [title]> or <(page) = [help]>> then\n show\n go to x: (0) y: (0)\n switch costume to (main title v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n go to [back v] layer\n change [ghost v] effect by (-10)\n end\n wait until <not <<(page) = [title]> or <(page) = [help]>>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(page) = [title]>\n end\n end\nend\n\nwhen I receive [playerstartup v]\nrepeat (10)\n go to [back v] layer\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [loadsprites v]\nswitch costume to (level select v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nswitch costume to (main title v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <[2] = (costume [number v])> then\n forever\n if <not <(page) = [select]>> then\n hide\n else\n if <(page) = [select]> then\n go to [back v] layer\n switch costume to (level select v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [select]>>\n end\n end\n end\nend\nif <[3] = (costume [number v])> then\n forever\n if <not <(page) = [settings]>> then\n hide\n else\n if <(page) = [settings]> then\n go to [back v] layer\n switch costume to (game settings v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [settings]>>\n end\n end\n end\nend\n\nwhen I receive [selct_lvl v]\nif <[1] = (costume [number v])> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [selct_lvl v]\nif <[1] = (costume [number v])> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <[1] = (costume [number v])> then\n go to [back v] layer\n set y to (([sin v] of (((timer) - (0)) * (150)) ) * (3))\n end\nend\n\nrepeat (6)\n change y by (1)\n wait (.05) seconds\nend\nrepeat (6)\n change y by (-1)\n wait (.05) seconds\nend\n\n@Loader\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\ngo to x: (0) y: (-52)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nforever\n go to [front v] layer\n turn right ((5) + (([abs v] of ([sin v] of ((direction) / (2)) ) ) * (25))) degrees\n set [brightness v] effect to (-500)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (pick random (5) to (7))\n show\n change [ghost v] effect by (-10)\nend\nwait until <(load) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@loadscreen\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(load) = [1]>\nbroadcast (Ts v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@menu_buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\nswitch costume to (play v)\ngo to x: (0) y: (20)\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-60)\n next costume\nend\n\nwhen I start as a clone\nforever\n if <(page) = [title]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [title]>>\n end\nend\n\nwhen I start as a clone\nforever\n if <<<<(page) = [game]> or <<(page) = [select]> or <(page) = [loading]>>> or <(page) = [help]>> or <(page) = [settings]>> then\n hide\n wait until <not <<<<(page) = [game]> or <<(page) = [select]> or <(page) = [loading]>>> or <(page) = [help]>> or <(page) = [settings]>>>\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(page) = [title]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (Play v)\n broadcast (PlayerStartup v)\n end\n else\n set size to (100) %\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n if <(page) = [title]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (selct_lvl v)\n end\n else\n set size to (100) %\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n if <(page) = [title]> then\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (gm v)\n end\n else\n set size to (100) %\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([sin v] of (((timer) - (0)) * (300)) ) * (1.3)))\n else\n point in direction ((90) + (([sin v] of (((timer) - (0)) * (150)) ) * (3)))\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Door\n\nwhen I receive [nextlvl v]\nlvl_pos\n\ndefine lvl_pos\nhide\nif <(Level) = [1]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (220) y: (-135)\n show\nend\nif <(Level) = [2]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (220) y: (-135)\n show\nend\nif <(Level) = [3]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (216) y: (7)\n show\nend\nif <(Level) = [4]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (157) y: (-60)\n show\nend\nif <(Level) = [5]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (-217) y: (-136)\n show\nend\nif <(Level) = [6]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (128) y: (-20)\n show\nend\nif <(Level) = [7]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (222) y: (-107)\n show\nend\nif <(Level) = [8]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (-208) y: (-137)\n show\nend\nif <(Level) = [9]> then\n go to [back v] layer\n set [lock v] to [2]\n go to x: (-206) y: (-111)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ts v]\nhide\n\nwhen I receive [playerstartup v]\nforever\n change [color v] effect by (1)\n switch costume to (Lock)\nend\n\nwhen I receive [playerstartup v]\nlvl_pos\n\nwhen I receive [selct_lvl v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\n@Help\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(page) = [title]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [title]>>\n end\nend\n\nwhen I start as a clone\nforever\n if <<(page) = [settings]> or <<(page) = [game]> or <<(page) = [select]> or <(page) = [loading]>>>> then\n hide\n wait until <not <<(page) = [settings]> or <<(page) = [game]> or <<(page) = [select]> or <(page) = [loading]>>>>>\n end\nend\n\nwhen I receive [loadsprites v]\ngo to x: (210) y: (-150)\ncreate clone of (_myself_ v)\ncreate clone of (help tab v)\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (100)\n set size to (108) %\n if <mouse down?> then\n if <(page) = [title]> then\n broadcast (Help v)\n set [page v] to [help]\n else\n if <(page) = [help]> then\n set [page v] to [title]\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\nend\n\nif <(page) = [help]> then\n if <mouse down?> then\n if <<(mouse x) < [-50]> or <[50] < (mouse x)>> then\n if <<(mouse y) < [-100]> or <[100] < (mouse y)>> then\n set [page v] to [title]\n end\n end\n end\nend\n\n@help tab\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nhide\nforever\n if <(page) = [help]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [help]>>\n end\nend\n\nwhen I start as a clone\nforever\n if <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(page) = [help]> then\n wait until <not <mouse down?>>\n repeat until <not <(page) = [help]>>\n if <mouse down?> then\n if <not <touching (mouse-pointer v)?>> then\n set [page v] to [title]\n end\n end\n end\n end\nend\n\n@Button\n\nwhen I receive [nextlvl v]\nlvl_pos\n\ndefine lvl_pos\nhide\nif <(Level) = [1]> then\n go to x: (0) y: (-145)\n show\n go to [back v] layer\n repeat until <not <(Level) = [1]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [2]> then\n go to x: (125) y: (-145)\n show\n go to [back v] layer\n repeat until <not <(Level) = [2]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-220) y: (95)\n show\n go to [back v] layer\n repeat until <not <(Level) = [3]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [4]> then\n go to x: (-216) y: (-54)\n show\n go to [back v] layer\n repeat until <not <(Level) = [4]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [5]> then\n go to x: (-221) y: (23)\n show\n go to [back v] layer\n repeat until <not <(Level) = [5]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [6]> then\n go to x: (-111) y: (-46)\n show\n go to [back v] layer\n repeat until <not <(Level) = [6]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [7]> then\n go to x: (-218) y: (-51)\n show\n go to [back v] layer\n repeat until <not <(Level) = [7]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [8]> then\n go to x: (141) y: (138)\n show\n go to [back v] layer\n repeat until <not <(Level) = [8]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\nif <(Level) = [9]> then\n go to x: (-114) y: (159)\n show\n go to [back v] layer\n repeat until <not <(Level) = [9]>>\n if <touching (player v)?> then\n set [lock v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ts v]\nhide\n\nwhen I receive [playerstartup v]\nforever\n switch costume to (Lock)\nend\n\nwhen I receive [death v]\nset [lock v] to [2]\n\nwhen I receive [selct_lvl v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\n@Return\n\nwhen flag clicked\nhide\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset drag mode [not draggable v]\nforever\n if <(page) = [game]> then\n set size to (70) %\n go to x: (223) y: (171)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [game]>>\n end\n if <<(page) = [stats]> or <(page) = [settings]>> then\n go to [front v] layer\n go to x: (-213) y: (-167)\n set size to (100) %\n show\n wait until <not <<(page) = [stats]> or <(page) = [settings]>>>\n end\n if <(page) = [title]> then\n hide\n wait until <not <(page) = [title]>>\n end\n if <(page) = [select]> then\n show\n go to x: (-213) y: (-167)\n set size to (100) %\n wait until <not <(page) = [select]>>\n end\nend\n\nwhen I start as a clone\nforever\n if <(page) = [stats]> then\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (100)\n set size to (106) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\n end\n if <(page) = [select]> then\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (100)\n set size to (106) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\n end\n if <(page) = [game]> then\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (100)\n set size to (72) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (70) %\n set [color v] effect to (0)\n end\n end\n if <(page) = [settings]> then\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (100)\n set size to (106) %\n if <mouse down?> then\n broadcast (Ts v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\n end\nend\n\n@Stats\n\nwhen I receive [stats/done v]\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ts v]\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\n\n@text\n\ndefine (print) x: (x) y: (y) size: (size) color: (color)\nhide\nset [color v] effect to (color)\nset size to (size) %\ngo to x: (x) y: (y)\nset [txt v] to [1]\nrepeat (length of (print))\n switch costume to (letter (txt) of (print))\n create clone of (_myself_ v)\n change x by ((size) / (9))\n change [txt v] by (1)\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [print text — stats v]\nif <(normal time?) = [yes]> then\n (round (timer)) x: (-87) y: (28) size: (134) color: (0)\nelse\n [n/a] x: (-87) y: (28) size: (134) color: (0)\nend\n(☁ Record Time) x: (-62) y: (-18) size: (134) color: (0)\n(Deaths) x: (-129) y: (-62) size: (134) color: (0)\n\nbroadcast (Stats/DONE v)\n\nwhen I start as a clone\nshow\nwait until <(page) = [title]>\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nwait until <(page) = [stats]>\nrepeat (10)\n change [ghost v] effect by (-10)\n if <not <(page) = [stats]>> then\n delete this clone\n end\nend\nwait until <not <(page) = [stats]>>\ndelete this clone\n\n@level select\n\nwhen I receive [loadsprites v]\nCLONE x: [-183] y: [60] rows: [4] buttons.in.row: [8] distance: [52]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\nwait until <(page) = [select]>\nforever\n if <(page) = [select]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <(page) = [select]>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(page) = [select]>\n end\nend\n\ndefine next row x: (x) y: (y)\nset x to (x)\nchange y by (y)\n\nwhen I start as a clone\nforever\n if <(page) = [select]> then\n if <mouse down?> then\n if <(ready?) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n broadcast (PlayerStartup v)\n broadcast (Play v)\n else\n if <<(username) = [nl320]> or <(username) = [BlueFlamingo12987]>> then\n set [level v] to (costume [number v])\n broadcast (PlayerStartup v)\n broadcast (lvl selected v)\n else\n if <[levels completed v] contains (costume [number v])?> then\n set [level v] to (costume [number v])\n broadcast (PlayerStartup v)\n broadcast (lvl selected v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine CLONE x: (x) y: (y) rows: (r) buttons.in.row: (b.i.r.) distance: (d)\nswitch costume to (l1 v)\ngo to x: (x) y: (y)\nrepeat (r)\n repeat (b.i.r.)\n create clone of (_myself_ v)\n change x by (d)\n next costume\n end\n next row x: (x) y: [-32]\nend\n\nwhen I receive [playerstartup v]\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n set [color v] effect to (0)\n set size to (106.7) %\n else\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set size to (100) %\n end\n else\n if <<(username) = [nl320]> or <(username) = [BlueFlamingo12987]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n set [color v] effect to (0)\n set size to (106.7) %\n else\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set size to (100) %\n end\n else\n if <[levels completed v] contains (costume [number v])?> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n set [color v] effect to (0)\n set size to (106.7) %\n else\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set size to (100) %\n end\n else\n set [color v] effect to (0)\n set [brightness v] effect to (-30)\n end\n end\n end\nend\n\nwhen I receive [selct_lvl v]\nwait until <not <mouse down?>>\nset [ready? v] to [1]\n\nwhen I receive [playerstartup v]\nset [ready? v] to [0]\n\nwhen I receive [ts v]\nset [ready? v] to [0]\n\n@run example\n\nwhen I start as a clone\ngo to x: (0) y: (-161)\nhide\nforever\n if <(page) = [help]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(page) = [help]>>\n if <touching (mouse-pointer v)?> then\n set size to (106) %\n set [brightness v] effect to (-14)\n if <mouse down?> then\n set [level v] to [1]\n broadcast (Play v)\n broadcast (PlayerStartup v)\n broadcast (playback rec v)\n end\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>>>\n end\nend\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\n@Coming Soon...\n\nwhen I start as a clone\nforever\n if <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <<(page) = [game]> or <<(page) = [title]> or <(page) = [loading]>>>>\n end\nend\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nhide\n\nforever\n if <(page) = [settings]> then\n if <not <(username) = [nl320]>> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n go to x: (0) y: (0)\n repeat until <not <(page) = [settings]>>\n repeat (5)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (5)\n change y by (1)\n wait (0.05) seconds\n end\n end\n end\n end\nend\n\n@splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Music\n\nwhen I receive [loadsprites v]\nSetup music\n\ndefine Setup music\nset [volume v] to [70]\nset volume to ((volume) - (volume)) %\ndelete all of [music list v]\nadd [Adventure] to [music list v]\n\nwhen I receive [loadsprites v]\nwait (3) seconds\nrepeat (10)\n change volume by (7)\nend\n\nwhen I receive [loadsprites v]\nwait (3) seconds\nforever\n play music\nend\n\ndefine play music\nif <[music list v] contains [Adventure]?> then\n play sound [Adventure v] until done\nend\n\nwhen I receive [skip v]\nstop all sounds\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n@Portals\n\nwhen I receive [loadsprites v]\nswitch costume to (type 1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (none v)\nhide\n\nwhen I start as a clone\nhide\n\nwhen I receive [nextlvl v]\nif <(costume [name v]) = [Type 1]> then\n typ1 pos\nelse\n if <(costume [name v]) = [Type 2]> then\n typ2 pos\n end\nend\n\ndefine typ1 pos\nhide\nif <(Level) = [6]> then\n go to x: (-50) y: (144)\n show\n set [portal 1 x v] to (x position)\n set [portal 1 y v] to (y position)\n set [ghost v] effect to (0)\n repeat until <not <(Level) = [6]>>\n show\n if <(touching player) = [false]> then\n if <touching (player v)?> then\n transport\n end\n end\n end\nend\nif <(Level) = [9]> then\n go to x: (-185) y: (147)\n show\n set [portal 1 x v] to (x position)\n set [portal 1 y v] to (y position)\n set [ghost v] effect to (0)\n repeat until <not <(Level) = [9]>>\n show\n if <(touching player) = [false]> then\n if <touching (player v)?> then\n transport\n end\n end\n end\nend\n\ndefine typ2 pos\nhide\nif <(Level) = [6]> then\n go to x: (211) y: (140)\n show\n set [portal 2 x v] to (x position)\n set [portal 2 y v] to (y position)\n set [ghost v] effect to (0)\n repeat until <not <(Level) = [6]>>\n show\n if <(touching player) = [false]> then\n if <touching (player v)?> then\n transport\n end\n end\n end\nend\nif <(Level) = [9]> then\n go to x: (27) y: (-148)\n show\n set [portal 2 x v] to (x position)\n set [portal 2 y v] to (y position)\n set [ghost v] effect to (0)\n repeat until <not <(Level) = [9]>>\n show\n if <(touching player) = [false]> then\n if <touching (player v)?> then\n transport\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n change [color v] effect by (2)\nend\n\ndefine transport\nset [touching player v] to [true]\nif <(costume [number v]) = [1]> then\n set [transport x v] to (portal 2 X)\n set [transport y v] to (portal 2 Y)\nelse\n if <(costume [number v]) = [2]> then\n set [transport x v] to (portal 1 X)\n set [transport y v] to (portal 1 Y)\n end\nend\nbroadcast (tp v)\n\nwhen I start as a clone\nforever\n if <<(page) = [stats]> or <<(page) = [title]> or <(page) = [loading]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <not <<(page) = [stats]> or <<(page) = [title]> or <(page) = [loading]>>>>\n end\nend\n\nbroadcast (NextLvl v)\n\n@recording\n\nwhen I receive [record v]\nforever\n wait (.5) seconds\n show\n wait (1) seconds\n hide\nend\n\nwhen I receive [stats/done v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ts v]\nstop [other scripts in sprite v]\nhide\n\n@costumeselect\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: (-157) y: (-5)\n switch costume to (costume)\n if <[4] < (costume)> then\n set [costume v] to [1]\n end\nend\n\nwhen I start as a clone\nforever\n if <(page) = [settings]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n wait until <not <(page) = [settings]>>\n end\n if <not <(page) = [settings]>> then\n set [ghost v] effect to (100)\n hide\n wait until <(page) = [settings]>\n end\nend\n\nwhen I start as a clone\nset [distance v] to [70]\nforever\n if <(page) = [settings]> then\n repeat until <not <(page) = [settings]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-2)\n set [color v] effect to (0)\n set size to (206) %\n if <mouse down?> then\n set size to (211) %\n set [brightness v] effect to (5)\n change [costume v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n set size to (200) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <<((mouse x) + (distance)) < (x position)> and <((mouse x) - (distance)) < (x position)>> then\n if <<((mouse y) + (distance)) < (y position)> and <((mouse y) - (distance)) < (y position)>> then\nend\n\nwhen I start as a clone\n\n@Tail\n\nwhen I start as a clone\nset [color v] effect to (10)\ngo to (player v)\nswitch costume to (costume)\nclear graphic effects\nset size to (80) %\nshow\nrepeat (11)\n change [ghost v] effect by (10)\n change size by (-2.5)\n if <key (right arrow v) pressed?> then\n turn right (6) degrees\n end\n if <key (left arrow v) pressed?> then\n turn right (-6) degrees\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@costumeheader\n\nwhen I receive [loadsprites v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: (-157) y: (-35)\n switch costume to (costume)\nend\n\nwhen I start as a clone\nforever\n if <(page) = [settings]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n wait until <not <(page) = [settings]>>\n end\n if <not <(page) = [settings]>> then\n set [ghost v] effect to (100)\n hide\n wait until <(page) = [settings]>\n end\nend\n\nwhen I start as a clone\nset [distance v] to [70]\nforever\n if <(page) = [settings]> then\n repeat until <not <(page) = [settings]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-2)\n set [color v] effect to (0)\n set size to (156) %\n else\n set size to (150) %\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nforever\n if <[1] = (costume [number v])> then\n go to [back v] layer\n set y to (([sin v] of (((timer) - (0)) * (300)) ) * (6.4))\n end\nend\n\n
The Journey v1.3\n–––––––––\nUse WASD or arrow keys to move.\nGet to the button to unlock the door, then go to the door to advance to the next level. Avoid red. (Spikes, lava, etc.)\n\nCREDITS:\n@nl320 for programming\n@nl320 for art, animations, levels\n@theChAOTiC for loading sign\n@JS_coder for menu button movement\nsoundstripe.com for the music\nScratch for words/fonts\n\nToo easy for you? Try out this advanced platformer: https://scratch.mit.edu/projects/398172531/\n\nUPDATE LOGS:\n3/18/20 : version 0.5 released, lvl 6 added\n3/18/20 : MAJOR glitches removed\n3/19/20 : Added level 7\n3/20/20 : Changed costume, added clone tail\n3/20/20 : Added level 8, Menu fade fixed\n3/21/20 : Added menu button movement\n3/21/20 : added "admin" script for EX features\n3/22/10 : NOW MOBILE FRIENDLY!\n3/23/20 : Level 9 added\n10/10/21 : UI changed, prepped for dimension launch\n=====================================\n\nTAGS:\n#The #Journey #platformer #nl320?
Mountain Climber - A Scrolling Platformer
@Stage\n\nwhen I receive [play game v]\nswitch backdrop to (lost v)\n\nwhen [e v] key pressed\n\nwhen flag clicked\nswitch backdrop to (lost v)\nset [position tool v] to [1]\n\nif <(position tool) = [1]> then\n set [mouse v] to (join ((mouse x) + (scroll x)) (join [, ] ((mouse y) + (scroll y))))\n show variable [mouse v]\n set [position tool v] to [0]\nelse\n hide variable [mouse v]\n set [position tool v] to [1]\nend\n\n@blank\n\n@man\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [scroll x checkpoint v] to [0]\nset [scroll y checkpoint v] to [0]\nset [progress v] to [1]\nbroadcast (reset v) and wait\nbroadcast (setup v) and wait\nstart\nforever\n tick\n broadcast (tick v)\n go to [front v] layer\n set [machete x v] to (x position)\n set [machete y v] to (y position)\n set [machete direction v] to (direction)\n if <(EXIT) = [die]> then\n game over\n end\nend\n\ndefine game on\nset [x v] to (scroll x checkpoint)\nset [y v] to (scroll y checkpoint)\nset [scroll x v] to (scroll x checkpoint)\nset [scroll y v] to (scroll y checkpoint)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\ndefine tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (8)))\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nif <(scroll x) > [9367]> then\n set [scroll x v] to [9367]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (8)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [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 (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game over\nset [exit v] to []\nbroadcast (machete hide v)\nstart sound [Basketball Bounce v]\nstart sound [Crunch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngame on\n\ndefine Test - die\nif <<(y position) < [-179]> or <touching (spike v)?>> then\n set [exit v] to [DIE]\nelse\n clear graphic effects\nend\n\nwhen I receive [setup v]\nset size to (100) %\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\ndefine start\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 [progress v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\nwhen I receive [game on v]\ngame on\nbroadcast (reset v)\nbroadcast (setup v)\n\nwhen flag clicked\n\nbroadcast (green flag v)\nbroadcast (Play game v)\n\nwhen I receive [green flag v]\nforever\n if <not <<(EXIT) = [win]> or <(EXIT) = [die]>>> then\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n game on\n broadcast (reset v)\n broadcast (setup v)\n end\n end\nend\n\n@Machete\n\nwhen I receive [green flag v]\nset [on/off v] to [0]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition\nwhen attack?\n\ndefine position\ngo to x: (machete x) y: (machete y)\n\ndefine when attack?\nif <<key (space v) pressed?> or <mouse down?>> then\n if <(ON/OFF) = [0]> then\n broadcast (machete animation v) and wait\n end\nend\n\nwhen I receive [machete animation v]\nset [on/off v] to [1]\nif <(machete direction) = [90]> then\n set [direction v] to [-10]\n switch costume to (costume1 v)\n point in direction (120)\nelse\n set [direction v] to [10]\n switch costume to (costume2 v)\n point in direction (60)\nend\nshow\nset [ghost v] effect to (100)\nrepeat (3)\n change [ghost v] effect by (-33)\nend\nrepeat (28)\n turn right (direction) degrees\n if <(machete direction) = [90]> then\n switch costume to (costume1 v)\n change [direction v] by (1)\n else\n switch costume to (costume2 v)\n change [direction v] by (-1)\n end\nend\nrepeat (3)\n change [ghost v] effect by (33)\nend\nhide\nclear graphic effects\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nset [on/off v] to [0]\n\nwhen I receive [machete hide v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\ngo to [front v] layer\n\n@platform\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 size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [340] y: [340]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [-100]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [30]\nclone at x: [440] y: [90]\nclone at x: [480] y: [0]\nclone at x: [480] y: [60]\nclone at x: [480] y: [-20]\nclone at x: [475] y: [20]\nclone at x: [340] y: [290]\nclone at x: [470] y: [0]\nclone at x: [480] y: [30]\nclone at x: [340] y: [320]\nclone at x: [340] y: [290]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine clone at x: (x) y: (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 2 v)\ngo to x: (0) y: (0)\n\n@spike\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [650] y: [-40]\nclone at x: [120] y: [50]\nclone at x: [100] y: [95]\nclone at x: [290] y: [190]\nclone at x: [340] y: [0]\nclone at x: [130] y: [0]\nclone at x: [585] y: [0]\nclone at x: [250] y: [0]\nclone at x: [250] y: [0]\nclone at x: [250] y: [0]\nclone at x: [340] y: [0]\nclone at x: [340] y: [0]\nclone at x: [550] y: [0]\nclone at x: [270] y: [100]\nclone at x: [340] y: [0]\nclone at x: [340] y: [0]\nclone at x: [480] y: [0]\nclone at x: [480] y: [0]\nclone at x: [380] y: [200]\nclone at x: [420] y: [100]\nclone at x: [480] y: [100]\nclone at x: [420] y: [100]\nclone at x: [260] y: [200]\nclone at x: [300] y: [200]\nclone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\n@sign\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <(costume [number v]) = [1]> then\n if <touching (man v)?> then\n say [Move with arrow keys or WASD] for (0) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n if <touching (man v)?> then\n say [Use your machete by clicking or pressing space] for (0) seconds\n end\n else\n if <(costume [number v]) = [3]> then\n if <touching (man v)?> then\n say [The flag is a checkpoint] for (0) seconds\n end\n else\n if <(costume [number v]) = [4]> then\n if <touching (man v)?> then\n say [The spikes are dangerous!] for (0) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [300] y: [0]\nclone at x: [100] y: [0]\nclone at x: [140] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\n@decoration\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (grass v)\nclone at x: [485] y: [0]\nclone at x: [445] y: [0]\nclone at x: [350] y: [340]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [-100]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [2020] y: [150]\nclone at x: [330] y: [0]\nclone at x: [370] y: [100]\nclone at x: [450] y: [250]\nclone at x: [470] y: [0]\nclone at x: [390] y: [120]\nclone at x: [370] y: [320]\nclone at x: [370] y: [200]\nclone at x: [500] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\n@background\n\nwhen I receive [green flag v]\ngo to [back v] layer\ngo to x: (0) y: (50)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [tick v]\nset y to (round (((scroll y) - ((scroll y) * (2))) / (5)))\nset x to (round (((scroll x) - ((scroll x) * (2))) / (15)))\ngo to [back v] layer\n\nwhen I receive [play game v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (-70)\n\n@menu\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-220) y: (160)\nswitch costume to (menu button v)\ngo to [front v] layer\nset size to (70) %\nset [menu buttons v] to [0]\nshow\n\nwhen I receive [tick v]\nif <not <(EXIT) > []>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n wait until <mouse down?>\n set [menu buttons v] to [1]\n broadcast (menu buttons v)\n wait until <not <mouse down?>>\n else\n set [brightness v] effect to (0)\n if <(mouse y) < [145]> then\n set [menu buttons v] to [0]\n end\n end\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@volum\n\nwhen I receive [menu buttons v]\nshow\nclear graphic effects\nglide (0.2) secs to x: (-190) y: (160)\ngo to [front v] layer\nrepeat until <<(mouse y) < [145]> or <(mouse x) > [-145]>>\n if <(menu buttons) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n if <(costume [number v]) = [1]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\n wait until <not <mouse down?>>\n end\n end\nend\nglide (0.4) secs to x: (-220) y: (160)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo to x: (-220) y: (160)\nset size to (70) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reset v]\nif <(x position) > [-220]> then\n glide (0.2) secs to x: (-220) y: (160)\n hide\nend\n\nwhen I receive [play game v]\nset volume to (50) %\nswitch costume to (on v)\nwait (1) seconds\nforever\n play sound [Distant_Lands v] until done\n wait (1) seconds\nend\n\n@skip\n\nwhen I receive [menu buttons v]\nshow\nclear graphic effects\nglide (0.2) secs to x: (-160) y: (160)\ngo to [front v] layer\nrepeat until <<(mouse y) < [145]> or <(mouse x) > [-145]>>\n if <(menu buttons) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (skip v) and wait\n broadcast (Game on v) and wait\n wait until <not <mouse down?>>\n end\n end\nend\nglide (0.4) secs to x: (-220) y: (160)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo to x: (-220) y: (160)\nset size to (70) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reset v]\nif <(x position) > [-220]> then\n glide (0.2) secs to x: (-220) y: (160)\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (png v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nif <(endy) = [0]> then\n switch costume to (thumbnail v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n start sound [Manea_2 v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nelse\n switch costume to (thumbnail2 v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n start sound [TheFatRat+-+Time+Lapse v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nend\n\nclear graphic effects\ngo to [front v] layer\nswitch costume to (thumbnail3 v)\n\n@Checkpoint 1\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [499]\n set [scroll y checkpoint v] to [-10]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [499] y: [-70]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [0]> then\n set [scroll x checkpoint v] to [499]\n set [scroll y checkpoint v] to [-10]\nend\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [1323]\n set [scroll y checkpoint v] to [332]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [1323] y: [272]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [1]> then\n set [scroll x checkpoint v] to [1323]\n set [scroll y checkpoint v] to [332]\nend\n\n@Checkpoint 3\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [2330]\n set [scroll y checkpoint v] to [329]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [2330] y: [269]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [2]> then\n set [scroll x checkpoint v] to [2330]\n set [scroll y checkpoint v] to [329]\nend\n\n@Checkpoint 4\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [3242]\n set [scroll y checkpoint v] to [291]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [3242] y: [231]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [3]> then\n set [scroll x checkpoint v] to [3242]\n set [scroll y checkpoint v] to [291]\nend\n\n@Checkpoint 5\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [4306]\n set [scroll y checkpoint v] to [427]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [4306] y: [367]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [4]> then\n set [scroll x checkpoint v] to [4306]\n set [scroll y checkpoint v] to [427]\nend\n\n@Checkpoint 6\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [5274]\n set [scroll y checkpoint v] to [438]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [5274] y: [378]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [5]> then\n set [scroll x checkpoint v] to [5274]\n set [scroll y checkpoint v] to [438]\nend\n\n@Checkpoint 7\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [6178]\n set [scroll y checkpoint v] to [437]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [6178] y: [377]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [6]> then\n set [scroll x checkpoint v] to [6178]\n set [scroll y checkpoint v] to [437]\nend\n\n@Checkpoint 8\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [7003]\n set [scroll y checkpoint v] to [747]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [7003] y: [687]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [7]> then\n set [scroll x checkpoint v] to [7003]\n set [scroll y checkpoint v] to [747]\nend\n\n@Checkpoint 9\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [scroll x checkpoint v] to [8241]\n set [scroll y checkpoint v] to [1373]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [8241] y: [1313]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [8]> then\n set [scroll x checkpoint v] to [8241]\n set [scroll y checkpoint v] to [1373]\nend\n\n@Checkpoint 10\n\nwhen I receive [green flag v]\nset [endy v] to [0]\nswitch costume to (checkpoint 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\nforever\n if <touching (man v)?> then\n set [endy v] to [1]\n stop [all v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [9545] y: [1309]\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)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [9]> then\n set [scroll x checkpoint v] to [9445]\n set [scroll y checkpoint v] to [1369]\nend\n\n@new intro\n\nwhen flag clicked\nbroadcast (green flag v)\nreset timer\nhide\nstart game\n\nset size to (100) %\nshow\nswitch costume to (bg v)\ngo to x: (0) y: (0)\nset [clone id v] to [1]\nrepeat (length of [kikoko])\n create clone of (_myself_ v)\n change [clone id v] by (1)\n wait (0.2) seconds\nend\nwait until <(timer) > [4.1]>\ncreate clone of (_myself_ v)\nwait until <(timer) > [5.5]>\nstart game\nrepeat (5)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nrepeat (5)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n switch costume to (k v)\n intro start [240] glide to x [-105] wait [3.5] when timer > [5.5] delete clone\nelse\n if <(clone id) = [2]> then\n switch costume to (i v)\n intro start [240] glide to x [-74] wait [3.6] when timer > [5.5] delete clone\n else\n if <(clone id) = [3]> then\n switch costume to (k v)\n intro start [240] glide to x [-39] wait [3.7] when timer > [5.5] delete clone\n else\n if <(clone id) = [4]> then\n switch costume to (o v)\n intro start [240] glide to x [6] wait [3.8] when timer > [5.5] delete clone\n else\n if <(clone id) = [5]> then\n switch costume to (k v)\n intro start [240] glide to x [55] wait [3.9] when timer > [5.5] delete clone\n else\n if <(clone id) = [6]> then\n switch costume to (o v)\n intro start [240] glide to x [100] wait [4] when timer > [5.5] delete clone\n else\n if <(clone id) = [7]> then\n show\n go to [front v] layer\n switch costume to (productions v)\n go to x: (0) y: (-40)\n set size to (170) %\n start sound [low end2 v]\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to ((size) - (100))\n end\n wait until <(timer) > [5.5]>\n repeat (5)\n change [ghost v] effect by (20)\n go to [front v] layer\n change size by (5)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine intro start (x) glide to x (destination) wait (timer) when timer > (#) delete clone\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (x) y: (0)\nrepeat until <(timer) > (timer)>\n set x to (((x position) + ((destination) / (10))) / (1.1))\n set [ghost v] effect to ((x position) - (destination))\nend\nset size to (150) %\nstart sound [low end v]\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\nend\nwait until <(timer) > (#)>\nrepeat (5)\n change [ghost v] effect by (20)\n go to [front v] layer\n change size by (5)\nend\ndelete this clone\n\ndefine start game\nbroadcast (green flag v)\nbroadcast (Play game v)\n\n
v1.4.1\nThis should be obvious, but NO ADVERTISING\n\nYou are lost in the jungle searching for Scratchu Picchu. But there are spikes from the old ruins that slows you down...\n\nDifficulty rating: Medium to Hard\nPart 2: https://scratch.mit.edu/projects/388702554/\nThere is one level with 10 checkpoints\n\nMay lag on slow computers*\nNo advertising!\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\nControls:\n• -->Controls instruction in-game<--\n• "R" to restart the current checkpoint. \n• Mute the music or skip with the icon top left.\n• No wall jumps\n• You don't actually need the machete for anything yet\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\nEnjoy!\nIf you like this game, make sure to ❤️ , ⭐️ and follow!\nAnd check out my other projects :D\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\nCredits:\n• Inspired by Hiram Bingham's adventure to Machu Picchu\n• Thanks to @griffpatch for scrolling engine (modified by me) \n• Big thank you to @Thepugmen for grass sprite\n• Tree art inspired from @--Dove-- , made by me\n• Sound effects from scratch sound library\n• Title from cooltext.com\n• Background music is from YouTube audiolibrary\n• Thanks to TheFatRat for music at the end\n\n\n#platformer #game #mountain #fun #mountainplatformer #scrollingplatformer #mobile #mobile_compatible #mobile_friendly #love #favorite #follow #kikoko
ηαтυяε’s яσα∂ || a mobile Platformer v1.3
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (join (mouse x) [ , ]) (mouse y))\n\nwhen I receive [startproject v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(Mewsic) = [0]> then\n play sound [Happy Upbeat Acoustic - AShamaluevMusic v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Lvl) = [0]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Lvl) = [6]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Lvl) = [10]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nset [mewsic v] to [0]\n\n@You\n\nset x to (36)\n\n\n\nwhen I receive [reset v]\ngo to x: (-226) y: (-20)\n\nwhen I receive [let’s start for realz v]\n\nwhen I receive [reset v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (10)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [go platformer script v]\nforever\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.8)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change x by ((Xv) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (the v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (the v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [25]\n end\n end\n change y by (1)\n if then\n broadcast (Reset v)\n end\n if <touching (water v)?> then\n change y by ([abs v] of ((Xv) + (1)) )\n change [yv v] by (0.001)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (3)\n set [yv v] to ((Yv) * (0.8))\n else\n change [yv v] by (-0.2)\n end\n end\n if <touching (sprite7 v)?> then\n change [xv v] by (7)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to ( v)\n end\nend\n\nwhen I receive [let’s start for realz v]\nhide\nset size to (75) %\nshow\nswitch costume to ( v)\nset rotation style [left-right v]\nset [lvl v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-226) y: (-20)\nforever\n broadcast (Go platformer script v)\nend\n\nwhen I receive [hey v]\nhide\nbroadcast (Intro v) and wait\nbroadcast (startProject v)\n\n@The\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s start for realz v]\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [dyeet v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s start for realz v]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\n\nwhen I receive [dyeet v]\nnext costume\n\n@Sprite4\n\nwhen I start as a clone\nshow\nset y to (pick random (152) to (0))\nset [ghost v] effect to (pick random (30) to (50))\nswitch costume to (pick random (1) to (4))\nrepeat until <(x position) > [251]>\n change x by (5)\nend\ndelete this clone\n\nwhen [space v] key pressed\ngo to [back v] layer\ngo to x: (-236) y: (41)\nhide\n\nwhen I receive [let’s start for realz v]\nrepeat until <(Lvl) = [6]>\n create clone of (_myself_ v)\n wait (pick random (1) to (2.5)) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine Clone x: (number or text) Y: (y)\ngo to x: (number or text) y: (y)\nchange [coin max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [setup v]\nset [coin max v] to [0]\nif <(Lvl) = [0]> then\n Clone x: [0] Y: [100]\nend\nif <(Lvl) = [1]> then\n Clone x: [-46] Y: [-53]\n Clone x: [42] Y: [-52]\nend\nif <(Lvl) = [2]> then\n Clone x: [9] Y: [-23]\n Clone x: [-122] Y: [-50]\nend\nif <(Lvl) = [3]> then\n Clone x: [-31] Y: [60]\n Clone x: [-224] Y: [-48]\nend\nif <(Lvl) = [4]> then\n Clone x: [32] Y: [-144]\nend\nif <(Lvl) = [5]> then\n Clone x: [-162] Y: [-79]\n Clone x: [-33] Y: [1]\n Clone x: [120] Y: [69]\n Clone x: [208] Y: [149]\nend\nif <(Lvl) = [6]> then\n Clone x: [214] Y: [105]\nend\nif <(Lvl) = [7]> then\n Clone x: [19] Y: [6]\nend\nif <(Lvl) = [8]> then\n Clone x: [-38] Y: [67]\nend\nif <(Lvl) = [9]> then\n Clone x: [] Y: [144]\nend\nif <(Lvl) = [10]> then\n Clone x: [147] Y: [-64]\nend\nif <(Lvl) = [11]> then\n Clone x: [-64] Y: [-7]\nend\nif <(Lvl) = [12]> then\n Clone x: [186] Y: [-20]\nend\n\nwhen I receive [setup v]\nset [collct v] to [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [dyeet v]\nset [collct v] to [0]\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nwait until <touching (you v)?>\nchange [collct v] by (1)\nstart sound [pop v]\nif <(Collct) = (Coin max)> then\n broadcast (Open portal v)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to ((timer) * (20))\nend\n\n@Sprite6\n\nwhen I receive [let’s start for realz v]\nshow\nset [ghost v] effect to (25)\nswitch costume to (closed v)\nbroadcast (Setup v)\ngo to x: (182) y: (-41)\nforever\n if <<(costume [name v]) = [Open]> and <touching (you v)?>> then\n broadcast (DYEET v)\n broadcast (Reset v)\n change [lvl v] by (1)\n broadcast (Setup v)\n end\n Position <(Lvl) = [2]> Then go to x: [182] Y: [-41]\n Position <(Lvl) = [3]> Then go to x: [138] Y: [125]\n Position <(Lvl) = [4]> Then go to x: [182] Y: [-41]\n Position <(Lvl) = [7]> Then go to x: [202] Y: [-9]\n Position <(Lvl) = [8]> Then go to x: [168] Y: [110]\n Position <(Lvl) = [10]> Then go to x: [214] Y: [168]\n Position <(Lvl) = [11]> Then go to x: [90] Y: [-65]\n Position <(Lvl) = [12]> Then go to x: [18] Y: [-140]\n if <(Lvl) = [13]> then\n hide\n end\nend\n\nwhen I receive [dyeet v]\nswitch costume to (closed v)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [reset v]\nswitch costume to (closed v)\nset [collected v] to [0]\n\nwhen I receive [reset v]\nbroadcast (Setup v)\n\ndefine Position <boolean> Then go to x: (number or text) Y: (yert)\nif <boolean> then\n go to x: (number or text) y: (yert)\nend\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen I start as a clone\nshow\nforever\n switch costume to ((Lvl) + (1))\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [let’s start for realz v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [let’s start for realz v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [startproject v]\nshow\n\n@Sprite8\n\nwhen flag clicked\nhide\nset [yeet v] to [0]\n\nwhen I receive [startproject v]\ngo to [front v] layer\nshow\nwait until <mouse down?>\nbroadcast (Let’s start for realz v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(Lvl) > [9]> then\n show\n go to (you v)\n go to [back v] layer\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite16\n\nwhen I receive [let’s start for realz v]\nshow\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [let’s start for realz v]\nshow\n\nwhen this sprite clicked\nbroadcast (Reset v)\nbroadcast (DYEET v)\nchange [lvl v] by (1)\n\nwhen flag clicked\nforever\n if <(Lvl) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Hey v)\n\n
NEW GAME: https://scratch.mit.edu/projects/391267422\nHmm.... what’s the Easter egg? Find it!\nDOUBLE CLICK FLAG-I MEAN IT OR IT WILL CRASH\nArrow keys or mobile- get all the white coins to unlock the portal\nHow to compleate lvl. 2: right after you get the coin, JUMP!\n96% by @yellowtrees\nWow @levi_Minecraft loved and faved :|______\\n@theFlamingarrow34 loved and faved ( .0.)\n@maddypadd loved& faved 0_0\n@cheekyscuola loved and faved ‘0_________0’\n@squadd_legend loved &faved 0.o\n@-emeraldwolf- loved and faved [ 0_o]\n@fcp308 loved& faved (. 0. )\n@lukas1410 loved& faved (I_I )\nOML @--periodicgames-- loved& faved!!!!!!!!! |-|\nWow @hydreox loved and faved ;)\n@crazy44spider and @fcp308 loeved and smashed that sun!(I’m getting lazy lol)\nTop luved yus\nWOWOWOWOW @DUOOF LUVED
Space - A Platformer (Beta)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nwait (3.5) seconds\nforever\n play sound [bensound-deepblue v] until done\nend\n\nwhen backdrop switches to [story v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (10) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\ngo to x: (10) y: (0)\n\nmove (10) steps\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (8) seconds\nshow\ngo to x: (10) y: (0)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Sprite3\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (12) y: (-101)\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n turn right (2) degrees\nend\n\nwhen this sprite clicked\nbroadcast (mess2 v)\nrepeat (100)\n change [ghost v] effect by (5)\nend\nwait (.1) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwait (1) seconds\n\nwhen backdrop switches to [backdrop1 v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching color (#38ff39)?> then\n broadcast (death v)\n wait (.00001) seconds\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (3) seconds\n go to x: (-178) y: (-114)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-178) y: (-114)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume4 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\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 x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [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 [yv v] by (-1)\n change y by (Yv)\n if <touching color (#949494)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#949494)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n if <touching color (#3a3a3a)?> then\n set [yv v] to [20]\n end\n change y by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-190) y: (-95)\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n broadcast (bob v)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (3) seconds\n next backdrop\n go to x: (-178) y: (-114)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\n\nnext backdrop\n\nwhen [r v] key pressed\ngo to x: (-178) y: (-114)\n\n@Rocketship\n\nwhen I receive [death v]\nwait (.00001) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo [forward v] (999) layers\n\nwhen I receive [bob v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop8 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop1 v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nswitch backdrop to (story v)\n\nwhen flag clicked\nforever\n turn right (1.5) degrees\nend\n\nwhen this sprite clicked\nwait (1) seconds\nbroadcast (message1 v)\nrepeat (100)\n change [ghost v] effect by (5)\nend\nwait (.1) seconds\nswitch backdrop to (story v)\n\nwhen flag clicked\ngo to x: (-157) y: (-55)\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen backdrop switches to [backdrop2 v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\n@Sprite6\n\nwhen backdrop switches to [story v]\nshow\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nwhen this sprite clicked\nrepeat (100)\n change [ghost v] effect by (5)\nend\nwait (.1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\nset [ghost v] effect to (100)\n\n@Sprite7\n\nwhen backdrop switches to [story v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\n@Sprite8\n\nwhen backdrop switches to [backdrop1 v]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen backdrop switches to [backdrop2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [story v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\n@Sprite9\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen backdrop switches to [backdrop2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [story v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [bob v]\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\n@Sprite10\n\nwhen I receive [bob v]\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [death v]\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Sprite12\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (165) y: (-41)\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\nwhen this sprite clicked\nbroadcast (credits v)\nrepeat (100)\n change [ghost v] effect by (5)\nend\nwait (.1) seconds\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwait (1) seconds\n\nwhen backdrop switches to [backdrop1 v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\n@Sprite13\n\nwhen backdrop switches to [backdrop1 v]\nhide\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nrepeat (100)\n change [ghost v] effect by (5)\nend\nwait (.1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop7 v]\nshow\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\n@Sprite14\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [backdrop8 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [credits v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (16.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [mess2 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message1 v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen backdrop switches to [story v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo [backward v] (99999) layers\n\n
Version 1.1: Release of "Space - A Platformer" \n-----------------------------------------------------------------\nUpdate 1.2:\nTHE WALL GLITCH IS SOLVED! \nPUSH R TO TELEPORT TO THE BEGINNING!\n-----------------------------------------------------------------\nUpdate 1.3:\nTrampolines, More Levels, Bug fixes, Wall glitch patched! \n
Chess Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [bnl v] to [0]\ngo to x: (-220) y: (-100)\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\nswitch backdrop to (level 1 v)\nforever\n if <touching color (#ffe900)?> then\n set [yv v] to [20]\n end\n if <touching color (#00cc10)?> then\n broadcast (BNL v)\n set [bnl v] to [1]\n end\n if <touching color (#404040)?> then\n set [yv v] to [0]\n go to x: (-220) y: (-100)\n set [xv v] to [0]\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching color (#ffffff)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [12.5]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-220) y: (-100)\n broadcast (NX v)\n end\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nrepeat (7)\n wait (0.5) seconds\n next costume\nend\nwait (1) seconds\nstop [other scripts in sprite v]\nswitch backdrop to (animation v)\ngo to x: (-142) y: (-130)\npoint in direction (120)\nwait (0.5) seconds\nglide (0.3) secs to x: (172) y: (78)\nwait (1) seconds\npoint in direction (90)\nglide (1) secs to x: (210) y: (-135)\nnext costume\nwait (2) seconds\nbroadcast (CKM v)\nhide\n\nwhen I receive [nx v]\nnext backdrop\ngo to x: (-220) y: (-100)\n\nwhen I receive [bk v]\nif <(backdrop [number v]) > [2]> then\n go to x: (-220) y: (-100)\n switch backdrop to ((backdrop [number v]) - (1))\nend\n\nwhen I receive [bnl v]\nswitch backdrop to (blevel1 v)\ngo to x: (-220) y: (-100)\n\nwhen I receive [end2 v]\nswitch costume to (costume1 v)\nstop [other scripts in sprite v]\nhide\n\n@Assets\n\n@board\n\nwhen flag clicked\ngo to x: (190) y: (135)\nshow\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [7]> then\n broadcast (END v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [nx v]\nif <(costume [number v]) < [7]> then\n next costume\nend\n\nwhen I receive [bk v]\nif <[1] < (costume [number v])> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [bnl v]\nswitch costume to (costume8 v)\ngo to x: (180) y: (135)\n\nwhen I receive [end2 v]\nhide\n\n@Black king\n\nwhen I receive [end v]\nwait (5.5) seconds\nshow\nswitch costume to (costume1 v)\nwait (0.5) seconds\nnext costume\nrepeat (6)\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\nbroadcast (END v)\n\nwhen I receive [ckm v]\nhide\n\n@PolarFalcon Logo\n\nwhen I receive [ckm v]\nswitch costume to (polarfalcon logo v)\nset [ghost v] effect to (100)\nset size to (300) %\nswitch costume to (polarfalcon logo v)\nshow\nset [brightness v] effect to (0)\ngo to [back v] layer\ngo to x: (0) y: (0)\nwait () seconds\nrepeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (2)\nend\nwait () seconds\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nwait (1) seconds\nset size to (100) %\nnext costume\n\nwhen flag clicked\nhide\n\n@SKIP\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2.5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nif <(BNL) = [0]> then\n set size to (105) %\n wait (0.1) seconds\n set size to (110) %\n wait (0.1) seconds\n broadcast (NX v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [bnl v] to [0]\n\nwhen I receive [stn v]\nshow\n\nwhen I receive [-stn v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [bnl v]\nswitch costume to (costume2 v)\n\nwhen I receive [end2 v]\nhide\n\n@Settings\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set size to (105) %\n wait (0.1) seconds\n set size to (110) %\n wait (0.1) seconds\nend\nif <(OPT) = [0]> then\n broadcast (STN v)\n set [opt v] to [1]\n switch costume to (costume2 v)\nelse\n broadcast (-STN v)\n set [opt v] to [0]\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <(mouse x) < [-190]> then\n if <(costume [number v]) = [1]> then\n repeat until <(size) = [110]>\n change size by (2.5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nset [opt v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [end2 v]\nhide\n\n@BACK\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2.5)\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen this sprite clicked\nif <(BNL) = [0]> then\n set size to (105) %\n wait (0.1) seconds\n set size to (110) %\n wait (0.1) seconds\n broadcast (BK v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [bnl v] to [0]\n\nwhen I receive [stn v]\nshow\n\nwhen I receive [-stn v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [bnl v]\nswitch costume to (costume2 v)\n\nwhen I receive [end2 v]\nhide\n\n@?\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [stn v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [-stn v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end2 v]\nhide\n\n@Black king2\n\nwhen I receive [end2 v]\nwait (1) seconds\nshow\nswitch costume to (costume8 v)\nwait (0.5) seconds\nnext costume\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nbroadcast (SHN v)\nwait (5) seconds\nswitch backdrop to (animation v)\nbroadcast (CKM v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ckm v]\nhide\n\nwhen backdrop switches to [an2 v]\nbroadcast (END2 v)\n\n@Shine\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [shn v]\nshow\nrepeat (155)\n turn right (2) degrees\nend\nhide\n\n
WASD keys to Move\nMore instruction inside\nAll levels are possible\nCheck out my other games @PolarFalcon and in FalconCode studio.\n\nLeave a ❤️ and ⭐!\n\nFollow FalconCode studio and view the projects!\n\n
Quartz - a scrolling platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\nforever\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\nbroadcast (start v)\n\n@Character\n\ndefine Go (direction) (speed)\nif <(ded) = [0]> then\n point in direction (direction)\n change x by (speed)\n set [sthoppp v] to [0]\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <<not <touching color (#00d7df)?>> and <<not <touching color (#fff631)?>> and <not <touching color (#f7f7f7)?>>>>>\n change y by (1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(sthoppp) = [1]> then\n set [xvel v] to [0]\n end\n end\n if <(x position) < [-100]> then\n if <[5] > (scroll x)> then\n set [sthoppp v] to [1]\n set [scroll xvel v] to [5]\n change x by (5)\n end\n end\n if <[100] < (x position)> then\n set [sthoppp v] to [1]\n set [scroll xvel v] to [-5]\n change x by (-5)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\nset [yvel v] to [0]\nshow\nset [xvel v] to [0]\nforever\n change [yvel v] by (-0.8)\n change y by (yvel)\n set [touched? v] to [0]\n touch ground <(yvel) > [0]>\nend\n\nwhen I receive [play v]\nforever\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set [yvel v] to [10]\n end\nend\n\nwhen I receive [play v]\nforever\n set [xvel v] to [0]\n set [ded v] to [0]\n if <key (right arrow v) pressed?> then\n Go [90] [5]\n set [xvel v] to [5]\n end\n if <key (left arrow v) pressed?> then\n Go [90] [-5]\n set [xvel v] to [-5]\n end\n if <<<touching color (#f7f7f7)?> or <touching color (#fff631)?>> or <touching color (#00d7df)?>> then\n set [xvel v] to ((xvel) * (-1))\n change x by (xvel)\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\n set [touched? v] to [1]\n end\nend\n\ndefine touch ground <up?>\nchange [is it falling? v] by (1)\nrepeat until <<not <touching color (#00d7df)?>> and <<not <touching color (#fff631)?>> and <not <touching color (#f7f7f7)?>>>>\n if <up?> then\n change y by (-1)\n set [touched? v] to [1]\n else\n change y by (1)\n set [is it falling? v] to [0]\n set [touched? v] to [1]\n end\n set [yvel v] to [0]\n set [touched? v] to [1]\n if <touching color (#fff631)?> then\n insert (scroll x) at (1) of [save scroll x v] \n insert (x position) at (1) of [save x v] \n insert (y position) at (1) of [save y v] \n else\n if <touching color (#00d7df)?> then\n broadcast (finished v)\n end\n end\nend\n\nwhen I receive [play v]\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nforever\n change [scroll x v] by (scroll xvel)\n set [scroll xvel v] to [0]\nend\n\nwhen I receive [play v]\nforever\n if <[-178] > (y position)> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching color (#ff8300)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (qwerty v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\nend\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (110) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\n\nwhen I receive [play v]\nset size to (110) %\nset [brightness v] effect to (100)\n\nwhen I receive [start v]\nbroadcast (play v)\n\nwhen I receive [restart v]\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<[1] > (yvel)> and <(yvel) > [-1]>> then\n if <(touched?) = [1]> then\n set volume to (100) %\n start sound [Quartz hit v]\n wait until <not <<[1] > (yvel)> and <(yvel) > [-1]>>>\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set volume to (100) %\n start sound [Quartz hit v]\n wait until <not <<key (up arrow v) pressed?> and <(is it falling?) < [3]>>>\n end\nend\n\nwhen flag clicked\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \n\nwhen I receive [play v]\nforever\n if <touching color (#9f69fe)?> then\n set [yvel v] to [15]\n start sound [sliem v]\n end\nend\n\nwhen I receive [finished v]\nset [best one v] to (join [BEST SCORE:] (☁ best score))\nif <not <(score) = [0]>> then\n stop [this script v]\nend\nif <(score) = [0]> then\n set [score v] to (join [YOUR SCORE:] (round (timer)))\n if <(☁ best score) > (round (timer))> then\n set [☁ best score v] to (round (timer))\n broadcast (new record v)\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [start v]\nreset timer\n\nwhen I receive [play v]\nforever\n add (y position) to [movements v]\n add (x position) to [movements2 v]\n add (scroll x) to [movements3 v]\nend\n\nwhen flag clicked\ndelete all of [movements v]\ndelete all of [movements2 v]\ndelete all of [movements3 v]\n\nwhen I receive [new record v]\ndelete all of [saved1 v]\ndelete all of [saved2 v]\ndelete all of [saved3 v]\nsave (length of [movements v])\n\ndefine save (#)\nrepeat ((#) / (64))\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\n add (item (saved # times) of [movements v]) to [saved1 v]\n add (item (saved # times) of [movements2 v]) to [saved2 v]\n add (item (saved # times) of [movements3 v]) to [saved3 v]\n change [saved # times v] by (1)\nend\n\nwhen I receive [start v]\nset [saved # times v] to [1]\n\n@level\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nset [scroll x v] to [0]\nswitch costume to (level1 v)\nrepeat (15)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scroll x) + (((costume [number v]) * (480)) - (480))) y: (0)\nend\n\n@Borders\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@qwerty\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nswitch costume to (1 v)\ncreate a sawblade in [0] [0]\nnext costume\ncreate a sawblade in [0] [0]\nnext costume\ncreate a sawblade in [0] [0]\nnext costume\ncreate a sawblade in [0] [0]\nnext costume\n\ndefine create a sawblade in (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n show\n if <(costume [number v]) = [1]> then\n go to x: ((scroll x) + (3950)) y: (-48)\n turn right (5) degrees\n go to [back v] layer\n end\n if <(costume [number v]) = [2]> then\n go to x: ((scroll x) + (4550)) y: (70)\n turn right (5) degrees\n go to [back v] layer\n end\n if <(costume [number v]) = [3]> then\n go to x: ((scroll x) + (4880)) y: (-105)\n turn right (5) degrees\n go to [back v] layer\n end\n if <(costume [number v]) = [4]> then\n go to x: ((scroll x) + (5475)) y: (-105)\n turn right (5) degrees\n go to [back v] layer\n end\nend\n\n@Visuals\n\ndefine Write (text)\nset [değişkenim v] to [1]\nrepeat (length of (text))\n switch costume to (letter (değişkenim) of (text))\n create clone of (_myself_ v)\n change [değişkenim v] by (1)\n change x by (12)\n if <(x position) > [219]> then\n change y by (-20)\n set x to (-220)\n end\nend\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [finished v]\nshow\nforever\n set size to (100) %\n go to x: (-200) y: (150)\n set [brightness v] effect to (-100)\n Write (score)\n go to x: (-200) y: (120)\n set [brightness v] effect to (-100)\n Write (best one)\n go to x: (-200) y: (90)\n set [brightness v] effect to (-100)\n Write [PLAY AGAIN AND BEAT THE HIGH SCORE!]\nend\n\n@.\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@i\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [move v] to [1]\nforever\n go to x: (((item (move) of [saved2 v]) + ((item (move) of [saved3 v]) * (-1))) + (scroll x)) y: (item (move) of [saved1 v])\n change [move v] by (1)\nend\n\n
Quartz, a scrolling platformer\n-Arrow keys to move.\n-Yellow: checkpoint\n-Avoid Lava.\n-Avoid the saw blades.\n-Purple will make you jump.
Classic Replaceable | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [pre-load v]\nswitch backdrop to (bg first animation v)\n\nwhen I receive [go v]\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nplay sound [main v] until done\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (skip intro v)\n broadcast (final save v)\n stop [this script v]\n end\nend\n\nbroadcast (go v)\n\nwhen I receive [begaining animation v]\nrepeat (10)\n play sound [intresting v] until done\nend\n\n@player\n\nwhen I receive [saving screen v]\nset [load time v] to [0]\nbroadcast (pre-load v)\nrepeat (pick random (100) to (200))\n change [load time v] by (.1)\nend\nbroadcast (load finish v)\n\nwhen I receive [go v]\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (foward v)\n else\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (real platformer v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y move v] to [7]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> 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 (y move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (normal v)\ngo to [back v] layer\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n if <<<(y position) < [-175]> or <touching color (#d7842e)?>> or <<touching color (#cb853d)?> or <<touching color (#bc864f)?> or <<touching color (#de8326)?> or >>>> then\n go to x: (-225) y: (-40)\n start sound [Crunch v]\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x move 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 move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [final save v]\nwait (4) seconds\nbroadcast (go v)\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@real platformer \n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@deco\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@fog\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Snow extra\n\nwhen I start as a clone\npoint in direction (180)\nrepeat until <touching (deco v)?>\n move (10) steps\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to [back v] layer\npoint in direction (-140)\nshow\ngo to x: (240) y: (pick random (60) to (-60))\nwait (.4) seconds\nforever\n repeat until <<touching (_edge_ v)?> or <touching (deco v)?>>\n end\n delete this clone\nend\n\nrepeat (5)\n turn right (pick random (-4) to (4)) degrees\nend\nwait (1) seconds\n\nwhen I receive [winter cutsene v]\nhide\nforever\n if <(level) = [1]> then\n repeat until <(level) = [15]>\n wait (.08) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [winter cutsene v]\ndelete this clone\n\n@Snow extra2\n\nwhen I start as a clone\npoint in direction (180)\nrepeat until <touching (deco v)?>\n move (10) steps\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to [back v] layer\npoint in direction (-150)\nshow\ngo to x: (pick random (-237) to (237)) y: (179)\nwait (.4) seconds\nforever\n repeat until <<touching (_edge_ v)?> or <touching (deco v)?>>\n end\n delete this clone\nend\n\nrepeat (5)\n turn right (pick random (-4) to (4)) degrees\nend\nwait (1) seconds\n\nwhen I receive [winter cutsene v]\nhide\nforever\n if <(level) = [1]> then\n repeat until <(level) = [15]>\n wait (.08) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [winter cutsene v]\ndelete this clone\n\n@Snow\n\nwhen I start as a clone\npoint in direction (180)\nrepeat until <touching (deco v)?>\n move (10) steps\nend\n\nwhen I start as a clone\nset size to (150) %\ngo to [back v] layer\npoint in direction (-150)\nshow\ngo to x: (pick random (-237) to (237)) y: (179)\nwait (.4) seconds\nforever\n repeat until <<touching (_edge_ v)?> or <touching (deco v)?>>\n end\n delete this clone\nend\n\nrepeat (5)\n turn right (pick random (-4) to (4)) degrees\nend\nwait (1) seconds\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n repeat until <(level) = [15]>\n wait (.08) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@winter intro\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\n\nwhen I receive [winter cutsene v]\nrepeat (70)\n change [ghost v] effect by (.5)\nend\n\nwhen I receive [done winter cut scene v]\nrepeat (70)\n change [ghost v] effect by (-.5)\nend\n\nwhen I receive [done winter cut scene v]\nrepeat (70)\n change [brightness v] effect by (-1)\nend\nswitch costume to (costume1 v)\nbroadcast (saving screen v)\n\nwhen flag clicked\nset volume to (50) %\nplay sound [snow storm sound v] until done\n\nwhen I receive [load finish v]\nhide\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (6)\n change size by (5)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (4)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (6)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (6)\n end\n repeat (3)\n change x by (5)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n wait (1) seconds\n repeat (2)\n change size by (-6)\n end\n repeat (3)\n change size by (-8)\n end\n repeat (4)\n change size by (-10)\n end\n repeat (5)\n change size by (-14)\n end\n broadcast (winter cutsene v)\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\n\n@pigmented logo\n\nwhen I receive [winter cutsene v]\nstart sound [intro sound v]\nset volume to (150) %\nshow\nrepeat (140)\n change [ghost v] effect by (-.3)\nend\nwait (3) seconds\nbroadcast (done winter cut scene v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nset size to (90) %\npoint in direction (90)\nhide\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [winter cutsene v]\nshow\nrepeat (380)\n change size by (.1)\nend\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\n\n@saving\n\nwhen I receive [saving screen v]\nshow\ngo to [front v] layer\nforever\n next costume\n wait (.1) seconds\nend\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen I receive [load finish v]\nhide\nbroadcast (begaining animation v)\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [final save v]\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n next costume\n wait (.1) seconds\nend\n\n@fire jump\n\nwhen I receive [go v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Effect\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (45) to (90))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1.0) to (3.0)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@go animation\n\nwhen I receive [pre-load v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (robo v)\nset size to (150) %\nset [macenrae? v] to [no]\ngo to [back v] layer\n\nwhen I receive [begaining animation v]\ngo to [front v] layer\nrepeat (50)\n change size by (-.3)\nend\nswitch costume to (robo pt2 v)\nrepeat (50)\n change size by (-.3)\nend\nswitch costume to (robo pt3 v)\nrepeat (50)\n change size by (-.3)\nend\nwait (2) seconds\ngo to [back v] layer\nhide\ngo to [front v] layer\nwait (1) seconds\nshow\nswitch costume to (still conver v)\nset size to (100) %\nwait (3) seconds\nswitch costume to (still side conver v)\nwait (.2) seconds\nswitch costume to (still conver v)\nwait (.2) seconds\nrepeat (10)\n repeat until <(costume [number v]) = [12]>\n next costume\n wait (.1) seconds\n end\n switch costume to (move cover v)\nend\nset [macenrae? v] to [wait]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (fade v)\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [begaining animation v]\nwait until <(macenrae?) = [wait]>\nswitch costume to (machine move v)\nwait (1.1) seconds\nrepeat until <(costume [number v]) = [18]>\n wait (.2) seconds\n next costume\nend\nrepeat (5)\n repeat until <(costume [number v]) = [23]>\n wait (.1) seconds\n next costume\n end\n repeat until <(costume [number v]) = [19]>\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n end\nend\nswitch costume to (robo go bye v)\nrepeat until <(costume [number v]) = [41]>\n next costume\n wait (.1) seconds\nend\ncreate clone of (_myself_ v)\nwait (.6) seconds\nswitch costume to (fade v)\nbroadcast (final save v)\n\nwhen I receive [begaining animation v]\nwait (3.8) seconds\ncreate clone of (_myself_ v)\n\nbroadcast (pre-load v)\nbroadcast (begaining animation v)\n\nwhen I receive [go v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skip intro v]\ndelete this clone\n\nwhen I receive [skip intro v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [fade v]\ncreate clone of (_myself_ v)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [final save v]\nshow\n\nwhen I receive [go v]\nhide\nstop [other scripts in sprite v]\n\n@final animation\n\nwhen flag clicked\nwait (4) seconds\ngo to [front v] layer\nhide\nswitch costume to (closed v)\nwait until <(level) = [15]>\nwait (1) seconds\nbroadcast (fade v)\nwait (2) seconds\nbroadcast (hide v)\nshow\nwait (6) seconds\nrepeat (5)\n next costume\n wait (.02) seconds\nend\nwait (.5) seconds\nrepeat (3)\n next costume\n wait (.04) seconds\nend\nwait (2) seconds\nbroadcast (fade v)\nbroadcast (the end v)\nhide\n\nwhen flag clicked\nset [level v] to [1]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nwait (4) seconds\nshow\ngo to [front v] layer\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n
YO, thx for 3k followers. so yea...\n\nAnyways I will make this quick I have had an amazing 3 years on scratch! Scratch has been my hobby for a long time now and for me to be able to get this many people that care about my work is super cool! :D\n\nAlso, the intro animation sucks, cause I made it\nAlso, this game is meant to be super easy\n\nTo play the games use WASD or ARROW keys, blah blah blah you know the drill
Adventure || A Platformer
@Stage\n\nwhen flag clicked\nswitch costume to (intro v)\n\n@Player\n\nwhen I receive [go v]\nforever\n if <not <<<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>> or <<<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [16]>>>> then\n create clone of (fade of player v)\n wait (.05) seconds\n end\nend\n\nwhen I receive [go v]\nshow variable [timer v]\ngo to [front v] layer\ngo [forward v] (999999999999) layers\nset [brightness v] effect to (10)\ngo to x: (-214) y: (115)\nswitch costume to (costume3 v)\nswitch backdrop to (next backdrop v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [x vel v]\nhide variable [y vel v]\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n change [y vel v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(left key pressed) = [1]>>> then\n change [x vel v] by (-.9)\n switch costume to (costume2 v)\n go to [front v] layer\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(right key pressed) = [1]>>> then\n change [x vel v] by (.9)\n switch costume to (costume1 v)\n go to [front v] layer\n end\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(right key pressed) = [1]>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(left key pressed) = [1]>>>>> then\n switch costume to (costume3 v)\n go to [front v] layer\n end\n set [x vel v] to ((x vel) * (.9))\n change x by (x vel)\n if <touching (ground v)?> then\n change y by (.5)\n end\n if <touching (ground v)?> then\n change y by (.5)\n end\n if <touching (ground v)?> then\n change y by (.5)\n end\n if <touching (ground v)?> then\n change y by (.5)\n end\n if <touching (ground v)?> then\n change y by (-3)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(up key pressed) = [1]>>> then\n set [y vel v] to [12]\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n else\n set [x vel v] to [0]\n end\n end\n change y by (y vel)\n if <touching (ground v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(up key pressed) = [1]>>> and <touching (ground v)?>> then\n set [y vel v] to [12]\n end\n change y by (1)\n if <<touching (spikes v)?> or <(y position) = [-187]>> then\n go to x: (-217) y: (-20)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <(x position) > [222]> then\n if <not <(backdrop [number v]) = [18]>> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n broadcast (Next Level v)\n set [x vel v] to [0]\n end\n end\n if <key (space v) pressed?> then\n go to x: (-217) y: (-20)\n end\n if <touching (jump v)?> then\n set [y vel v] to [20]\n end\nend\n\nwhen I receive [start v]\nshow variable [☁ fastest time v]\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nset [brightness v] effect to (10)\nswitch costume to (costume3 v)\ngo to x: (4) y: (54)\nshow\n\nwhen flag clicked\nset [☁ fastest time v] to (☁ Fastest Time)\nhide variable [☁ fastest time v]\nhide variable [timer v]\nhide\ngo to [front v] layer\n\nwhen I receive [go v]\nshow variable [timer v]\nhide variable [☁ fastest time v]\nreset timer\nrepeat until <(backdrop [number v]) = [18]>\n set [timer v] to (timer)\nend\nif <(Timer) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (Timer)\n say (join [You got the Fastest Time of ] (☁ Fastest Time)) for (10) seconds\nend\n\n@Play\n\nwhen this sprite clicked\nrepeat (7)\n change [brightness v] effect by (5)\nend\nset [brightness v] effect to (0)\nhide\nbroadcast (go v)\n\nwhen I receive [start v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nhide\n\n@Mute\n\nwhen this sprite clicked\nnext costume\nrepeat (5)\n change [brightness v] effect by (4)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (85) %\nforever\n if <(costume [name v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [name v]) = [2]> then\n set volume to (0) %\n end\n if <(backdrop [number v]) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nhide\n\n@Jump\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume1 v)\n else\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n go to x: (0) y: (-81)\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (-55) y: (-81)\n create clone of (_myself_ v)\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (120) y: (-81)\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (.1) seconds\n else\n switch costume to (costume1 v)\n end\n if <<(backdrop [number v]) > [6]> or <(backdrop [number v]) < [6]>> then\n hide\n delete this clone\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (2) layers\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\n@TurboTrap\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (9999) layers\n set [turbotrap v] to [0]\n wait (0.0001) seconds\n say []\n if <(turbotrap) > [100]> then\n switch costume to (pick random (1) to (2))\n forever\n show\n go to [front v] layer\n go [forward v] (9999) layers\n stop [all v]\n end\n else\n hide\n end\n go to [front v] layer\n go [forward v] (9999) layers\nend\n\nwhen flag clicked\nforever\n change [turbotrap v] by (99)\nend\n\n@Light\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [backward v] (999999999999999) layers\nforever\n go to (player v)\n if <(backdrop [number v]) = [12]> then\n show\n end\n if <(backdrop [number v]) = [17]> then\n hide\n end\nend\n\n@Fade of Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (player v)\nshow\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (15)\n change size by (-4)\n change [ghost v] effect by (5)\n change [color v] effect by (25)\nend\ndelete this clone\n\n@clouds\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [x cloud v] to (pick random (-1) to (-3))\nset [ghost v] effect to (pick random (50) to (75))\nset size to (pick random (20) to (100)) %\nset y to (pick random (130) to (160))\nset x to (220)\nrepeat until <(x position) < [-200]>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen I receive [go v]\nhide\nforever\n if <not <<<(backdrop [number v]) = [12]> or <(backdrop [number v]) = [13]>> or <<<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [15]>> or <(backdrop [number v]) = [16]>>>> then\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\n end\nend\n\n@Mobile Mode\n\nwhen this sprite clicked\nrepeat (7)\n change [brightness v] effect by (5)\nend\nset [brightness v] effect to (0)\nhide\nset [mobile? v] to [1]\nbroadcast (go v)\n\nwhen I receive [start v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\nset [mobile? v] to [0]\n\nwhen I receive [go v]\nhide\n\n@Joy\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\nwhen I receive [go v]\ngo to x: (-190) 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 (25)\ngo to [front v] layer\nforever\n go to x: (-190) y: (-140)\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: (-190) y: (-140)\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@Stick\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to x: (-190) y: (-140)\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Intro\n\nwhen flag clicked\nswitch backdrop to (intro v)\nswitch costume to (cool text - s690889 355369787354229 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (1) %\nshow\nrepeat (3)\n change size by (20)\nend\nchange [color v] effect by (0)\nrepeat (3)\n point in direction (90)\n repeat (4)\n change size by (20)\n change [color v] effect by (5)\n turn right (5) degrees\n end\n repeat (4)\n change size by (5)\n change [color v] effect by (5)\n turn right (2) degrees\n end\n wait (.12) seconds\n repeat (4)\n change size by (-20)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n repeat (4)\n change size by (-5)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n wait (.12) seconds\nend\nwait (.12) seconds\nrepeat (12)\n change size by (10)\n change [color v] effect by (-5)\n turn right (-15) degrees\nend\nrepeat (12)\n change size by (-5)\n change [color v] effect by (-5)\n turn right (-15) degrees\nend\nset size to (100) %\npoint in direction (90)\nrepeat (3)\n point in direction (90)\n repeat (4)\n change size by (20)\n change [color v] effect by (5)\n turn right (5) degrees\n end\n repeat (4)\n change size by (5)\n change [color v] effect by (5)\n turn right (2) degrees\n end\n wait (.1) seconds\n repeat (4)\n change size by (-20)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n repeat (4)\n change size by (-5)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n wait (.1) seconds\nend\nrepeat (2)\n wait (.09) seconds\n point in direction (90)\n repeat (4)\n change size by (20)\n change [color v] effect by (5)\n turn right (5) degrees\n end\n repeat (4)\n change size by (5)\n change [color v] effect by (5)\n turn right (2) degrees\n end\n wait (.1) seconds\n repeat (4)\n change size by (-20)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n repeat (4)\n change size by (-5)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n wait (.1) seconds\n wait (.12) seconds\n repeat (12)\n change size by (10)\n change [color v] effect by (-5)\n turn right (-15) degrees\n end\n repeat (12)\n change size by (-10)\n change [color v] effect by (-5)\n turn right (-15) degrees\n end\n set size to (100) %\n point in direction (90)\nend\nrepeat (3)\n repeat (4)\n change size by (20)\n change [color v] effect by (5)\n turn right (5) degrees\n end\n repeat (4)\n change size by (5)\n change [color v] effect by (5)\n turn right (2) degrees\n end\n wait (.1) seconds\n repeat (4)\n change size by (-20)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n repeat (4)\n change size by (-5)\n change [color v] effect by (5)\n turn right (-5) degrees\n end\n wait (.1) seconds\n wait (.12) seconds\nend\nrepeat (12)\n change size by (10)\n change [color v] effect by (-5)\n turn right (-15) degrees\nend\nrepeat (12)\n change [color v] effect by (-5)\n change [ghost v] effect by (10)\n change size by (-10)\n turn right (-15) degrees\nend\nset size to (100) %\npoint in direction (90)\nset [color v] effect to (0)\nswitch costume to (s690889 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (.05) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.05) seconds\nend\nbroadcast (Start v)\n\nwhen I start as a clone\nrepeat (8)\n change [color v] effect by (5)\n change size by (-7)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nplay sound [s690889's new intro v] until done\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [endintro v]\nhide\nstop [other scripts in sprite v]\nbroadcast (Start v)\n\n@End Intro\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (EndIntro v)\nhide\n\n
NOT THAT HARD!!\n=========================================\nDon't you think this deserves a ❤ and/or⭐? Maybe even a follow?\n=========================================\n -----------------------Story-------------------------\nOne day, you wake up in the middle of nowhere with no memory of how you got there. All you remember is where your house is and that you have to make it back as soon as possible.\n -----------------------Controls-------------------------\nArrow Keys or WAD to move and to Jump\nMobile Friendly\nPress Space to restart a Level \n -----------------------Objective-----------------------\nAvoid Spikes\nGet To The End\nAll the levels are possible (maybe not on mobile)!!!!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHelp me get to 100 followers.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAnd then 150
Ouside Demo - Pen Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nstart sound [TheFatRat - Epic \[Jackpot EP Track 2\] v]\n\nwhen flag clicked\nforever\n if <(Next level) = [1]> then\n switch backdrop to (2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (50) %\nswitch costume to (1 v)\nshow\ngo to x: (-150) y: (77)\npoint in direction (90)\nset [yv v] to [0]\nforever\n set [xv v] to [0]\n forever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#17ca5e)?> then\n change y by (1)\n if <touching color (#17ca5e)?> then\n change y by (1)\n if <touching color (#17ca5e)?> then\n change y by (1)\n if <touching color (#17ca5e)?> then\n change y by (1)\n if <touching color (#17ca5e)?> then\n change y by (1)\n if <touching color (#17ca5e)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n end\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#17ca5e)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#17ca5e)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <<touching color (#000000)?> or <touching color (#612900)?>> then\n start sound [Bonk v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-175) y: (77)\n set [ghost v] effect to (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#c34200)?> then\n start sound [Magic Spell v]\n go to x: (75) y: (-22)\n end\n if <(y position) < [-180]> then\n wait (0.01) seconds\n start sound [Bonk v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-175) y: (77)\n end\n end\nend\n\nwhen I receive [#1 v]\ngo to x: (-175) y: (77)\n\n@Map \n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (1) %\ngo to x: (-800) y: (-20)\nerase all\npen down\nset pen size to (10)\nset pen color to (#17ca5f)\nglide (0.2) secs to x: (300) y: (-20)\npen up\ngo to x: (-600) y: (-30)\nset pen color to (#009804)\npen down\nglide (0.2) secs to x: (300) y: (-30)\nset pen color to (#612900)\nset pen size to (40)\npen up\ngo to x: (-600) y: (-55)\npen down\nglide (0.2) secs to x: (300) y: (-55)\npen up\ngo to x: (-600) y: (-95)\npen down\nglide (0.2) secs to x: (300) y: (-95)\npen up\ngo to x: (-600) y: (-130)\npen down\nglide (0.2) secs to x: (300) y: (-130)\npen up\nset pen color to (#422010)\ngo to x: (-600) y: (-170)\npen down\nglide (0.1) secs to x: (0) y: (-160)\nglide (0.1) secs to x: (300) y: (-170)\n\nwhen flag clicked\nforever\n if <(Next level) = [1]> then\n set pen color to (#17ca5f)\n pen up\n go to x: (0) y: (-13)\n pen down\n go to x: (0) y: (50)\n pen up\n set pen size to (30)\n set pen color to (#612900)\n go to x: (0) y: (-50)\n pen down\n go to x: (0) y: (48)\n end\nend\n\nwhen flag clicked\nforever\n if <(Next level) = [2]> then\n erase all\n pen up\n set pen size to (10)\n set pen color to (#17ca5e)\n go to x: (-300) y: (-55)\n pen down\n go to x: (-66) y: (-55)\n go to x: (300) y: (-120)\n pen up\n set pen color to (#009803)\n go to x: (-300) y: (-65)\n pen down\n go to x: (-66) y: (-65)\n go to x: (300) y: (-130)\n pen up\n set pen size to (40)\n set pen color to (#612900)\n go to x: (-300) y: (-90)\n pen down\n go to x: (-66) y: (-90)\n go to x: (300) y: (-156)\n pen up\n go to x: (-300) y: (-130)\n pen down\n go to x: (-66) y: (-130)\n go to x: (300) y: (-200)\n pen up\n go to x: (-300) y: (-168)\n set pen color to (#422010)\n pen down\n go to x: (-66) y: (-168)\n set pen size to (30)\n go to x: (-66) y: (-163)\n go to x: (300) y: (-200)\n pen up\n set pen color to (#000000)\n set pen size to (10)\n go to x: (33) y: (-67)\n pen down\n go to x: (65) y: (-40)\n go to x: (80) y: (-78)\n go to x: (33) y: (-67)\n go to x: (70) y: (-50)\n go to x: (50) y: (-70)\n go to x: (70) y: (-65)\n pen up\n go to x: (150) y: (-94)\n set pen size to (35)\n set pen color to (#17ca5e)\n pen down\n go to x: (150) y: (100)\n pen up\n go to x: (150) y: (-150)\n set pen size to (25)\n set pen color to (#612900)\n pen down\n go to x: (150) y: (100)\n pen up\n set pen size to (40)\n set pen color to (#422010)\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <(Next level) = [3]> then\n erase all\n pen up\n set pen size to (10)\n set pen color to (#17ca5e)\n go to x: (-300) y: (-100)\n pen down\n go to x: (-80) y: (-60)\n go to x: (300) y: (-60)\n pen up\n set pen size to (10)\n set pen color to (#009803)\n go to x: (-300) y: (-110)\n pen down\n go to x: (-80) y: (-70)\n go to x: (300) y: (-70)\n pen up\n set pen size to (40)\n set pen color to (#612900)\n go to x: (-300) y: (-135)\n pen down\n go to x: (-80) y: (-95)\n go to x: (300) y: (-95)\n pen up\n go to x: (-300) y: (-175)\n pen down\n go to x: (-80) y: (-130)\n go to x: (300) y: (-130)\n pen up\n set pen color to (#422010)\n set pen size to (40)\n go to x: (-300) y: (-200)\n pen down\n go to x: (-50) y: (-140)\n go to x: (300) y: (-140)\n pen up\n go to x: (-300) y: (-200)\n pen down\n go to x: (300) y: (-200)\n pen up\n set pen size to (40)\n set pen color to (#17ca5e)\n go to x: (21) y: (-54)\n pen down\n go to x: (21) y: (300)\n pen up\n set pen size to (30)\n set pen color to (#612900)\n go to x: (21) y: (-80)\n pen down\n go to x: (21) y: (300)\n pen up\n set pen color to (#000000)\n set pen size to (10)\n go to x: (-60) y: (-53)\n pen down\n go to x: (-35) y: (-15)\n go to x: (-10) y: (-53)\n go to x: (-60) y: (-53)\n go to x: (-32) y: (-28)\n go to x: (-20) y: (-50)\n go to x: (-45) y: (-45)\n go to x: (-30) y: (-37)\n pen up\n set pen size to (55)\n set pen color to (#c34200)\n go to x: (-33) y: (145)\n pen down\n pen up\n set pen color to (#c73800)\n go to x: (75) y: (-22)\n pen down\n pen up\n set pen color to (#17ca5e)\n set pen size to (40)\n go to x: (181) y: (-50)\n pen down\n go to x: (181) y: (110)\n pen up\n set pen color to (#612900)\n set pen size to (30)\n go to x: (181) y: (-80)\n pen down\n go to x: (181) y: (110)\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <(Next level) = [4]> then\n erase all\n pen up\n set pen size to (10)\n set pen color to (#17ca5e)\n go to x: (-300) y: (-100)\n pen down\n go to x: (-140) y: (-100)\n go to x: (-140) y: (-200)\n pen up\n set pen color to (#612900)\n set pen size to (20)\n go to x: (-300) y: (-115)\n pen down\n go to x: (-153) y: (-115)\n go to x: (-153) y: (-300)\n pen up\n go to x: (-300) y: (-135)\n pen down\n go to x: (-168) y: (-135)\n go to x: (-168) y: (-300)\n pen up\n go to x: (-300) y: (-155)\n pen down\n go to x: (-168) y: (-155)\n go to x: (-168) y: (-300)\n pen up\n go to x: (-300) y: (-170)\n pen down\n go to x: (-168) y: (-170)\n pen up\n go to x: (-55) y: (-30)\n set pen size to (20)\n set pen color to (#17ca5e)\n pen down\n go to x: (5) y: (-30)\n pen up\n set pen color to (#542200)\n set pen size to (20)\n go to x: (-55) y: (-35)\n pen down\n go to x: (5) y: (-35)\n pen up\n set pen color to (#17ca5e)\n set pen size to (40)\n go to x: (120) y: (-399)\n pen down\n go to x: (120) y: (120)\n pen up\n set pen color to (#612900)\n set pen size to (30)\n go to x: (120) y: (-399)\n pen down\n go to x: (120) y: (120)\n pen up\n set pen color to (#17ca5e)\n set pen size to (40)\n go to x: (210) y: (399)\n pen down\n go to x: (210) y: (-100)\n pen up\n set pen color to (#612900)\n set pen size to (30)\n go to x: (210) y: (399)\n pen down\n go to x: (210) y: (-100)\n pen up\n set pen color to (#17ca5e)\n go to x: (149.8) y: (-200)\n pen down\n go to x: (300) y: (-200)\n pen up\n set pen color to (#612900)\n set pen size to (20)\n go to x: (140) y: (-200)\n pen down\n go to x: (300) y: (-200)\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <(Next level) = [5]> then\n erase all\n pen down\n set pen size to (10)\n set pen color to (#17ca5f)\n glide (0) secs to x: (300) y: (-20)\n pen up\n go to x: (-600) y: (-30)\n set pen color to (#17ca5e)\n pen down\n glide (0) secs to x: (300) y: (-30)\n set pen color to (#612900)\n set pen size to (40)\n pen up\n go to x: (-600) y: (-55)\n pen down\n glide (0) secs to x: (300) y: (-55)\n pen up\n go to x: (-600) y: (-95)\n pen down\n glide (0) secs to x: (300) y: (-95)\n pen up\n go to x: (-600) y: (-130)\n pen down\n glide (0) secs to x: (300) y: (-130)\n pen up\n set pen color to (#422010)\n go to x: (-600) y: (-170)\n pen down\n glide (0) secs to x: (0) y: (-160)\n glide (0) secs to x: (300) y: (-170)\n pen up\n broadcast (#2 v)\n end\nend\n\n@Next level\n\nwhen flag clicked\nset [next level v] to [0]\ngo to x: (300) y: (-23)\nset [ghost v] effect to (100)\nrepeat until <(Next level) = [5]>\n if <touching (player v)?> then\n broadcast (#1 v)\n change [next level v] by (1)\n end\nend\n\n@Outro\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (10) y: (110)\n\nwhen I receive [#2 v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I start as a clone\nset size to (80) %\nset [ghost v] effect to (0)\nswitch costume to (2 v)\ngo to x: (-173) y: (-129)\nforever\n glide (0.6) secs to x: (-173) y: (-129)\n glide (0.6) secs to x: (-173) y: (-125)\nend\n\nwhen I receive [#2 v]\ncreate clone of (_myself_ v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (-65) y: (-17)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Thumbnail2\n\nwhen flag clicked\ngo to x: (-65) y: (-17)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nstop [this script v]\n\n
Hi ! Welcome to OᑌᔕIᗪE ᗪEᗰO - ᑭEᑎ ᑭᒪᗩTᖴOᖇᗰEᖇ !\nClick on the green flag :D\nPress the arrows to move !\nNo advertising !\nArt - 100% by @kodiak77-77 (me)\nIf you can love and favorite ! :D\nI know it's short but it's normal because it's a test !\n@--Dove-- love and favorite this game ! \nI think i will make a full version :D
Plains || Platformer v1.1
@Stage\n\nwhen flag clicked\nforever\n play sound [OMFG Hello PIANO v] until done\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [time of day v] to [Day]\nswitch backdrop to (day v)\nshow\nforever\n switch costume to (Time of Day)\nend\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\ngo to x: (-200) y: (-50)\nshow\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 (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 (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [14]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <(x position) > [240]> then\n hide\n broadcast (Next Level v) and wait\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-80)\n show\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-175]> then\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (jump pad v)?> then\n set [y v] to [24]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (10)\ngo [forward v] (2) layers\nforever\n switch costume to (Level)\n if <(Time of Day) = [Night]> then\n hide\n else\n show\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Next Level Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nif <(Level) = [12]> then\n switch costume to (end v)\nelse\n switch costume to (next level v)\nend\nrepeat (50)\n change y by (((360) - (y position)) / (10))\nend\nif <not <(Level) = [12]>> then\n change [level v] by (1)\n wait (1) seconds\n repeat (35)\n change y by (((0) - (y position)) / (10))\n end\n hide\n stop [this script v]\nend\nforever\n\n@Jump Pad\n\nwhen flag clicked\nhide\nCreate Pad at [-110] [-97] on level [8]\nCreate Pad at [-210] [-97] on level [9]\nCreate Pad at [-150] [-97] on level [11]\nCreate Pad at [0] [-97] on level [11]\nCreate Pad at [150] [-97] on level [11]\n\ndefine Create Pad at (x) (y) on level (level)\nwait until <(Level) = (level)>\nset size to (50) %\nset [clonelevel v] to (level)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (pad1 v)\nforever\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\n if <not <(Level) = (CloneLevel)>> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\n@Splash\n\nwhen flag clicked\nhide\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nset [time of day v] to [Day]\nswitch costume to (day v)\nshow\nforever\n switch costume to (Time of Day)\nend\n\n@Sun/Moon\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (250) y: (-150)\npoint in direction (-10)\nforever\n switch costume to (sun v)\n set [time of day v] to [Day]\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n move (1.2) steps\n turn left (0.2) degrees\n end\n switch costume to (moon v)\n set [time of day v] to [Night]\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n move (1.2) steps\n turn left (0.2) degrees\n end\nend\n\n
Play https://scratch.mit.edu/projects/390571010/ it is\nway better than this.\n\n(Use Fullscreen)\n\nInstructions:\n -Use the arrow keys or WASD to move\n -Avoid red spikes\n -Purple trampolines are bouncy\n\nNote: This game is mostly me testing out new vector\ngraphics for my upcoming platformers, this is not \nsupposed to be hard or creative.
Mario - Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n set [frametime v] to (timer)\n reset timer\nend\n\nwhen [timer v] > ((FrameTime) / (0.033))\nbroadcast (Stop v)\n\nwhen flag clicked\nset [completinglevel v] to [0]\nset volume to (75) %\nforever\n if <(CompletingLevel) = [0]> then\n if <(LevelSelectScreen) = [1]> then\n play sound [Backround2 - Kevin MacLeod Wallpaper v] until done\n else\n play sound [Super Mario Bros Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n set [click v] to [0]\n if <<mouse down?> and <(Clicked) = [false]>> then\n set [click v] to [1]\n end\n set [clicked v] to <mouse down?>\nend\n\nwhen I receive [stop v]\nif <(username) = [Coltroc]> then\n set [levelscompleted v] to [0]\n set [coins v] to [0]\nend\n\nwhen I receive [levelcomplete v]\nset [completinglevel v] to [1]\nstop all sounds\nplay sound [Level complete v] until done\nbroadcast (LoadLevelSelect v)\nstop all sounds\nset [completinglevel v] to [0]\nif <<((Level) - (1)) = (LevelsCompleted)> and <((LevelsCompleted) + (1)) < (length of [levelselect.x v])>> then\n change [levelscompleted v] by (1)\nend\n\nwait until <(Intro) = [1]>\nstart sound [Backround3 - Kevin MacLeod Dreamy Flashback v]\nwait until <(Intro) = [0]>\nrepeat (50)\n change volume by (-1.5)\nend\nset volume to (0) %\nstop all sounds\nbroadcast (fade v)\n\nset [intro v] to [0]\n\nwhen I receive [fade v]\nrepeat (50)\n change volume by (1.5)\nend\nset volume to (75) %\n\n@Visualiser\n\ndefine Visuals\nerase all\nif <<<(Editing) = [0]> or <not <(username) = [Coltroc]>>> and <(LevelSelectScreen) = [1]>> then\n DrawLine x: [] y: [] x2: [] y2: [] width: [1000] color: [35] brightness: [100] saturation: [85] transparency: [0]\n DrawLevels\n CalculatePlayerPos\n DrawLevelSelectWorld\n if <((Level) - (LevelSelect.PreviousLevel)) < [0]> then\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.l] ghost: [0] brightness: [0] color: [0]\n else\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.r] ghost: [0] brightness: [0] color: [0]\n end\n DrawLevelSelectUI\nelse\n DrawBlocks\n DrawObjects\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [build.x v] to ((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n set [build.y v] to ((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n DrawCostume x: (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x)) y: (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: [pointer] ghost: [0] brightness: [0] color: [0]\n if <(Block/Object) = [1]> then\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (item (selectedObjectType) of [object.type.costume v]) ghost: [] brightness: [] color: []\n else\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (join [block] (selectedBlockPlaceType)) ghost: [] brightness: [] color: []\n end\n end\nend\nDrawLine x: [0] y: [0] x2: [0] y2: [0] width: [1000] color: [0] brightness: [100] saturation: [0] transparency: (FadeTing.Ghost)\nDrawCoins\n\nwhen flag clicked\nset [cam.x v] to [0]\nset [cam.y v] to [0]\nset [block.size v] to [60]\nset [screen.size v] to [8]\nset [world.height v] to [12]\nforever\n Visuals\nend\n\ndefine DrawBlocks\nset [i v] to ((1) + ((([ceiling v] of ((cam.x) / (Block.Size)) ) - (1)) * (World.height)))\nchange [i v] by ([floor v] of ((cam.y) / (Block.Size)) )\nrepeat (((Screen.size) + (1)) * (((World.height) + (2)) / (2)))\n if <not <(i) > (length of [blocks.type v])>> then\n if <([ceiling v] of ((cam.y) / (Block.Size)) ) > [5]> then\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) = [1]> then\n change [i v] by (5)\n end\n else\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) > ((6) + ([ceiling v] of ((cam.y) / (Block.Size)) ))> then\n change [i v] by (5)\n end\n end\n set [x v] to (([floor v] of (((i) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n DrawCostume x: (((x) * (Block.Size)) - (cam.x)) y: (((y) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: (join [block] (item (i) of [blocks.type v])) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawCostume x: (x) y: (y) direction: (direction) size: (size) costume: (costume) ghost: (ghost) brightness: (brightness) color: (color)\nset size to (100) %\nswitch costume to (poscheck v)\ngo to x: ([floor v] of (x) ) y: ([floor v] of (y) )\nswitch costume to (costume)\nif <<<(x position) = ([floor v] of (x) )> and <(y position) = ([floor v] of (y) )>> and <not <(costume [name v]) = [PosCheck]>>> then\n set size to (size) %\n set [ghost v] effect to (ghost)\n set [brightness v] effect to (brightness)\n set [color v] effect to (color)\n point in direction (direction)\n stamp\nend\n\ndefine DrawObjects\nset [i v] to [1]\nrepeat (length of [object.type v])\n if <<([abs v] of ((item (i) of [object.x v]) - (cam.x)) ) < [480]> and <([abs v] of ((item (i) of [object.y v]) - (cam.y)) ) < [360]>> then\n DrawCostume x: ((item (i) of [object.x v]) - (cam.x)) y: ((item (i) of [object.y v]) - (cam.y)) direction: [90] size: [600] costume: (item (i) of [objects.costume v]) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine new block\ndelete all of [levels.blocks.type v]\nrepeat (20)\n repeat ((Screen.size) * (20))\n add [2] to [levels.blocks.type v]\n add [1] to [levels.blocks.type v]\n repeat (10)\n add [0] to [levels.blocks.type v]\n end\n end\nend\n\ndefine DrawLevels\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [25] saturation: [75] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [75] saturation: [75] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [50] saturation: [50] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [100] saturation: [50] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [levelselect.x v])\n if <(i) > ((LevelsCompleted) + (1))> then\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [-75] color: []\n else\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawLine x: (x) y: (y) x2: (x2) y2: (y2) width: (width) color: (color) brightness: (brightness) saturation: (saturation) transparency: (transparency)\nswitch costume to (poscheck v)\nset size to (200000) %\nset pen size to (width)\nset pen (color v) to (color)\nset pen (brightness v) to (brightness)\nset pen (saturation v) to (saturation)\nset pen (transparency v) to (100)\ngo to x: (x) y: (y)\npen down\nset pen (transparency v) to (transparency)\nif <(y2) = []> then\n go to x: (x2) y: (y)\nelse\n go to x: (x2) y: (y2)\nend\npen up\n\nwhen flag clicked\nset [levelselect.previouslevel v] to [1]\nset [levelselectscreen v] to [1]\nset [levelselect.timer v] to [1]\nset [level v] to [1]\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [levelselect.changelevel v]\nrepeat until <(LevelSelect.Timer) > [1]>\n change [levelselect.timer v] by (FrameTime)\n if <(LevelSelect.Timer) > [1]> then\n set [levelselect.timer v] to [1]\n end\nend\nset [levelselect.timer v] to [1]\n\ndefine DrawLevelSelectUI\nDrawLine x: [-210] y: [-135] x2: [-50] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [15]\nDrawLine x: [60] y: [-135] x2: [210] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [15]\nDrawCostume x: [-140] y: [-135] direction: [90] size: [100] costume: [Level] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: [140] y: [-135] direction: [90] size: [100] costume: [Play] ghost: [0] brightness: [0] color: [0]\nif <<([abs v] of ((x position) - (mouse x)) ) < [100]> and <[25] > ([abs v] of ((y position) - (mouse y)) )>> then\n DrawLine x: [60] y: [-135] x2: [210] y2: [] width: [50] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [140] y: [-135] direction: [90] size: [100] costume: [Play] ghost: [0] brightness: [-30] color: [0]\n if <(Click) = [1]> then\n broadcast (StartLevel v)\n end\nend\nDrawCostume x: [-90] y: [-135] direction: [90] size: [100] costume: (join [number] (Level)) ghost: [0] brightness: [0] color: [0]\nif <<(Level) > [1]> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-210] y: [-135] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [20]> then\n DrawLine x: [-210] y: [-135] x2: [-210] y2: [] width: [40] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [-210] y: [-135] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [-30] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (-1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\nif <<((LevelsCompleted) + (1)) > (Level)> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-50] y: [-135] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [30]> then\n DrawLine x: [-50] y: [-135] x2: [-50] y2: [] width: [40] color: [0] brightness: [0] saturation: [0] transparency: [50]\n DrawCostume x: [-50] y: [-135] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [-35] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\n\ndefine CalculatePlayerPos\nset [playerlevelselect.x v] to ((item (LevelSelect.PreviousLevel) of [levelselect.x v]) + (((item (Level) of [levelselect.x v]) - (item (LevelSelect.PreviousLevel) of [levelselect.x v])) * (LevelSelect.Timer)))\nset [playerlevelselect.y v] to ((item (LevelSelect.PreviousLevel) of [levelselect.y v]) + (((item (Level) of [levelselect.y v]) - (item (LevelSelect.PreviousLevel) of [levelselect.y v])) * (LevelSelect.Timer)))\nUpdateCamPos x: (PlayerLevelSelect.x) y: (PlayerLevelSelect.y) time: [5]\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[0] < (cam.y)> then\n set [cam.y v] to [0]\nend\n\nwhen I receive [startlevel v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n set [cam.x v] to (PlayerLevelSelect.x)\n set [cam.y v] to (PlayerLevelSelect.y)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [0]\nstop all sounds\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (10)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [loadlevelselect v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [1]\nstop all sounds\nset [cam.y v] to [0]\nset [cam.x v] to (item (Level) of [levelselect.x v])\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\ndefine DrawCoins\nchange [coins v] by (0)\nset [coins.ui v] to (coins)\nrepeat ((8) - (length of (coins)))\n set [coins.ui v] to (join [0] (Coins.UI))\nend\nDrawLine x: [110] y: [155] x2: [220] y2: [] width: [35] color: [] brightness: [] saturation: [] transparency: [20]\nDrawNumber size: [100] number: (Coins.UI) x: [110] y: [155]\n\ndefine DrawNumber size: (size) number: (number) x: (x) y: (y)\nset [i2 v] to [1]\nrepeat (length of (number))\n DrawCostume x: ((x) + (((i2) - (1)) * ((15) * ((size) / (100))))) y: (y) direction: [90] size: (size) costume: (join [number] (letter (i2) of (number))) ghost: [0] brightness: [100] color: [0]\n change [i2 v] by (1)\nend\n\ndefine DrawLevelSelectWorld\nDrawCostume x: ((-150) - (cam.x)) y: [50] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-150) - (cam.x)) y: [45] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-45) - (cam.x)) y: [85] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-100) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [rock] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-110) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((75) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((200) - (cam.x)) y: [-40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((250) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((485) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [castle] ghost: [0] brightness: [] color: [0]\n\nset [intro v] to [1]\nwait until <(Intro) = [0]>\n\n@Objects\n\nwhen flag clicked\nset [editing v] to [0]\n\ndefine CreateObject x: (x) y: (y) type: (type) costume: (costume) direction: (direction)\nadd (type) to [object.type v]\nadd (x) to [object.x v]\nadd [0] to [object.xv v]\nadd (y) to [object.y v]\nadd [0] to [object.yv v]\nadd (costume) to [objects.costume v]\nadd (direction) to [object.direction v]\nif <(type) = [5]> then\n replace item (length of [object.xv v]) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (length of [object.yv v]) of [object.yv v] with (pick random (5) to (15.0))\nend\n\ndefine Delete id: (id)\ndelete (id) of [object.type v]\ndelete (id) of [object.x v]\ndelete (id) of [object.xv v]\ndelete (id) of [object.y v]\ndelete (id) of [object.yv v]\ndelete (id) of [objects.costume v]\ndelete (id) of [object.direction v]\n\ndefine DeleteAll\nrepeat (length of [object.type v])\n Delete id: [1]\nend\n\ndefine ObjectVelocityUpdate\nset [i4 v] to [1]\nrepeat (length of [object.type v])\n if <<not <(item (i4) of [object.type v]) = [1]>> and <not <(item (i4) of [object.type v]) = [5]>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n if <(item (i4) of [object.type v]) = [2]> then\n if <<(item (i4) of [object.xv v]) = [0]> or <(item (i4) of [object.yv v]) = [0]>> then\n replace item (i4) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (i4) of [object.yv v] with (pick random (5) to (15.0))\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n end\n end\n if <(item (i4) of [object.type v]) = [5]> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (() - (item (i4) of [object.xv v])))\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (() - (item (i4) of [object.yv v])))\n if <(item (i4) of [object.yv v]) < [0]> then\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with [0.0]\n end\n if <[collidingblocks v] contains [2]?> then\n Delete id: (i4)\n end\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n if <<(Editing) = [0]> and <<([abs v] of ((item (i4) of [object.x v]) - (item (player.i) of [object.x v])) ) < ((20) * (3))> and <([abs v] of ((item (player.i) of [object.y v]) - (item (i4) of [object.y v])) ) < ((20) * (3))>>> then\n broadcast (Coin v)\n change [coins v] by (1)\n Delete id: (i4)\n end\n end\n change [i4 v] by (1)\nend\n\ndefine PlayerUpdate\nif <(CompletingLevel) = [0]> then\n set [player.i v] to (item # of [1] in [object.type v])\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (1))\n replace item (player.i) of [objects.costume v] with [player.r]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (-1))\n replace item (player.i) of [objects.costume v] with [player.l]\n end\n UpdateCamPos x: ((item (player.i) of [object.x v]) + (0)) y: ((item (player.i) of [object.y v]) + (0)) time: [4]\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) * (0.9))\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (item (player.i) of [object.xv v]))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (1))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (5))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (() - (item (player.i) of [object.xv v])))\n replace item (player.i) of [object.xv v] with [0]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-5))\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-1))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1.25))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n if <(item (player.i) of [object.yv v]) > [0]> then\n replace item (player.i) of [object.yv v] with [-3]\n if <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>> then\n broadcast (BreakBrick v)\n end\n repeat (2)\n if <[collidingblocks v] contains [3]?> then\n repeat (2)\n set [i3 v] to (item (item # of [3] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block4.Particle] direction: [90]\n end\n repeat (1)\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [3] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-1]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n repeat (2)\n if <[collidingblocks v] contains [4]?> then\n repeat (2)\n set [i3 v] to (item (item # of [4] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block5.Particle] direction: [90]\n end\n repeat (pick random (0) to (0))\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [4] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-2]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n else\n replace item (player.i) of [object.yv v] with [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n replace item (player.i) of [object.yv v] with [20]\n broadcast (Jump v)\n end\n end\n end\n delete all of [collidingblocks v]\n delete all of [collidingblocks.id v]\nend\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[360] < (cam.y)> then\n set [cam.y v] to [360]\nend\n\ndefine CheckBlockCollision x: (x) y: (y) width: (width) heigth: (heigth) type: (type) id: (id)\ndelete all of [collidingblocks v]\ndelete all of [collidingblocks.id v]\nset [hitbox.heigth v] to (([ceiling v] of (((heigth) * (3)) / (Block.Size)) ) + (2))\nset [hitbox.width v] to (([ceiling v] of (((width) * (3)) / (Block.Size)) ) + (2))\nset [i2 v] to ((1) + (((([ceiling v] of ((x) / (Block.Size)) ) - ([floor v] of ((hitbox.width) / (2)) )) + (3)) * (World.height)))\nif <((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))) < ((2) + ([floor v] of ((hitbox.heigth) / (2)) ))> then\nelse\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) = [11]> then\n change [i2 v] by (((0) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n else\n change [i2 v] by (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n end\nend\nrepeat ((hitbox.width) * (hitbox.heigth))\n set [y v] to ((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height)))\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) > ((World.height) - (hitbox.heigth))> then\n if <(y) = [1]> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n else\n if <(y) > ((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )))> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n end\n set [x v] to (([floor v] of (((i2) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n set [dx v] to ([abs v] of ((x) - ((x) * (Block.Size))) )\n set [dy v] to ([abs v] of ((y) - ((y) * (Block.Size))) )\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < (((Block.Size) + ((heigth) * (3))) / (2))>> then\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [6]> then\n if <(type) = [1]> then\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (player.i) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (id) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [5]> then\n if <<<(dx) < ((((Block.Size) - (20)) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (20)) + ((heigth) * (3))) / (2))>> and <(type) = [1]>> then\n replace item (i2) of [blocks.type v] with [-3]\n change [coins v] by (1)\n broadcast (Coin v)\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [2]> then\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (4)) + ((heigth) * (3))) / (2))>> then\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n end\n end\n change [i2 v] by (1)\nend\nif <(CompletingLevel) = [0]> then\n if <(x) < ((-240) + (((width) * (3)) / (2)))> then\n add [1] to [collidingblocks v]\n end\n if <(type) = [1]> then\n if <<[collidingblocks v] contains [2]?> or <(y) < [-200]>> then\n Delete id: (item # of [1] in [object.type v])\n broadcast (Death v)\n end\n if <<(x) > ((item (item # of [3] in [object.type v]) of [object.x v]) - (30))> and <(item # of [3] in [object.type v]) > [0]>> then\n stop [other scripts in sprite v]\n broadcast (LevelComplete v)\n end\n end\nend\n\nwhen I receive [restartplayer v]\nLoadLevel (Level)\nDelete id: (item # of [1] in [object.type v])\nCreateObject x: [0] y: [0] type: [1] costume: [player.r] direction: [90]\nrepeat until <(item # of [1] in [object.type v]) = [0]>\n PlayerUpdate\nend\n\ndefine LoadLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v] with (item (i) of [levels.blocks.type v])\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [blocks.type v]) = [-1]> then\n replace item (i) of [blocks.type v] with [4]\n end\n if <(item (i) of [blocks.type v]) = [-2]> then\n replace item (i) of [blocks.type v] with [5]\n end\n if <(item (1) of [blocks.type v]) = [-3]> then\n replace item (i) of [blocks.type v] with [9]\n end\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nDeleteAll\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [level.object.type v]) > [2]> then\n CreateObject x: (item (i) of [level.object.x v]) y: (item (i) of [level.object.y v]) type: (item (i) of [level.object.type v]) costume: (item (item (i) of [level.object.type v]) of [object.type.costume v]) direction: (item (i) of [level.object.direction v])\n end\n change [i v] by (1)\nend\nset [i v] to [1]\n\nwhen I receive [death v]\nLoadLevel (Level)\nrepeat until <<(round ((cam.x) / (20))) = [0]> and <(round ((cam.y) / (20))) = [0]>>\n UpdateCamPos x: [0] y: [0] time: [8]\nend\nbroadcast (RestartPlayer v)\n\ndefine SaveLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [levels.blocks.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v])\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [level.object.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.type v])\n replace item (i) of [level.object.direction v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.direction v])\n replace item (i) of [level.object.x v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.x v])\n replace item (i) of [level.object.y v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.y v])\n change [i v] by (1)\nend\n\nwhen [space v] key pressed\nif <(username) = [Coltroc]> then\n if <(Editing) = [1]> then\n ask [Save level? y/n] and wait\n if <(answer) = [y]> then\n set [editing v] to [0]\n SaveLevel (Level)\n end\n else\n ask [Edit level? y/n] and wait\n if <(answer) = [y]> then\n ask [Which level? 1-20] and wait\n if <<(answer) > [0]> and <(answer) < [21]>> then\n set [level v] to (answer)\n set [editing v] to [1]\n DeleteAll\n LoadLevel (Level)\n end\n end\n end\nend\n\nwhen I receive [startlevel v]\nDeleteAll\nbroadcast (RestartPlayer v)\n\nwhen I receive [loadlevelselect v]\nstop [other scripts in sprite v]\n\nwhen I receive [createobject v]\nif <(selectedObjectType) = [2]> then\n Delete id: (length of [object.type v])\nelse\n CreateObject x: (Build.x) y: (Build.y) type: (selectedObjectType) costume: (item (selectedObjectType) of [object.type.costume v]) direction: [90]\nend\n\nwhen I receive [startlevel v]\nforever\n ObjectVelocityUpdate\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n if <key (right arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (10)) y: (cam.y) time: [1]\n end\n if <key (left arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (-10)) y: (cam.y) time: [1]\n end\n if <key (up arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (10)) time: [1]\n end\n if <key (down arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (-10)) time: [1]\n end\n end\nend\n\nwhen I receive [levelcomplete v]\nwait until <(CompletingLevel) = [1]>\nrepeat until <[collidingblocks v] contains [1]?>\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n if <(item (player.i) of [object.yv v]) < [-3]> then\n replace item (player.i) of [object.yv v] with [-3]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\n UpdateCamPos x: (item (item # of [3] in [object.type v]) of [object.x v]) y: (item (player.i) of [object.y v]) time: [5]\nend\nwait (1) seconds\nrepeat until <(CompletingLevel) = [0]>\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (5))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\nend\n\n@Blocks\n\nwhen flag clicked\nforever\n hide variable [selectedblockplacetype v]\n hide variable [selectedobjecttype v]\n hide variable [block/object v]\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [selectedblock.id v] to (((((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) + (((((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) * (World.height)))\n set [selectedblock.id v] to (selectedBlock.Id)\n if <(Block/Object) = [0]> then\n if <mouse down?> then\n replace item (selectedBlock.Id) of [blocks.type v] with (selectedBlockPlaceType)\n end\n else\n if <(Click) = [1]> then\n broadcast (CreateObject v)\n end\n end\n show variable [selectedblockplacetype v]\n show variable [selectedobjecttype v]\n show variable [block/object v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nwait (0.1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sounds\n\nwhen I receive [coin v]\nstart sound [coin v]\n\nwhen I receive [death v]\nstart sound [Hurt v]\n\nwhen I receive [jump v]\nstart sound [Jump v]\n\nwhen I receive [breakbrick v]\nstart sound [Break Brick v]\n\n@Story\n\nwhen flag clicked\nwait until <(Intro) = [1]>\nwait (0.1) seconds\nset [intro v] to [0]\n\nwhen flag clicked\n\nshow\n\n
THIS IS A REMIX\nWASD or Arrow keys to move.\nJump over obstacles and gaps, Break blocks and earn coins. Get to the green flag at the end to pass the level.\npro tip: die to get more coins\n\nCurrently there are 4 levels\n\nWarning: This game might lag but probably wont.
Gravity - A Platformer (Mobile Friendly)
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [done v]\nnext backdrop\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [JJD - Aeon.mp3 v] until done\nend\n\n@Playergravity man\n\nwhen flag clicked\nhide\n\ndefine xcoll\nrepeat until <not <touching color (#000000)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nif <(gravity) = [-1]> then\n repeat until <not <touching color (#000000)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\nend\nif <(gravity) = [1]> then\n repeat until <not <touching color (#000000)?>>\n if <(y) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<key (p v) pressed?> and <not <(backdrop [number v]) = [20]>>> then\n start sound [Win v]\n broadcast (done v)\n set [x v] to [0]\n set [y v] to [0]\n set [gravity v] to [-1]\n point in direction (90)\n go to x: (-210) y: (-80)\n wait until <not <key (p v) pressed?>>\n end\n if <key (r v) pressed?> then\n start sound [Restart v]\n set [x v] to [0]\n set [y v] to [0]\n set [gravity v] to [-1]\n point in direction (90)\n go to x: (-210) y: (-80)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [before start v]\nset [gravity v] to [-1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-80)\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (normal v)\nshow\nforever\n switch costume to (clones v)\n create clone of (_myself_ v)\n if <(gravity) > [0]> then\n switch costume to (upsidedown v)\n else\n switch costume to (normal v)\n end\n change [y v] by (gravity)\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 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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n SlopeDetection\n if <touching color (#000000)?> then\n change y by ((gravity) * (6))\n xcoll\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n ycoll\n if <(gravity) = [-1]> then\n set [y v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> * (14))\n else\n set [y v] to (<<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> and <(y) > [0]>> * (-14))\n end\n end\n if <<<touching color (#ff0000)?> or <touching color (#da0000)?>> or <<(y position) > [180]> or <(y position) < [-180]>>> then\n start sound [Crunch v]\n set [x v] to [0]\n set [y v] to [0]\n set [gravity v] to [-1]\n point in direction (90)\n go to x: (-210) y: (-80)\n end\n if <(x position) > [240]> then\n start sound [Win v]\n broadcast (done v)\n set [x v] to [0]\n set [y v] to [0]\n set [gravity v] to [-1]\n point in direction (90)\n go to x: (-210) y: (-80)\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<key (space v) pressed?> or <touching (mouse-pointer v)?>> then\n start sound [SwitchGravity v]\n set [gravity v] to ((gravity) * (-1))\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine SlopeDetection\nrepeat (6)\n if <touching color (#000000)?> then\n change y by ((gravity) * (-1))\n end\nend\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@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n
[Arrow Keys] or [WASD] - Move\n\nMobile Controls:\nTouch the character - Switch gravity\n\nGoing off the top or bottom of the screen results in ded.
Orange__ A Platformer #Games #All
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [thefatrat-anna-yvette-laura-brehm-chosen-MkyFOQcWg v] until done\nend\n\n@player\n\ndefine Physics\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xmovement v] by (2)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n change [xmovement v] by (-2)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching color (#f3d468)?> then\n change y by (1)\nend\nif <touching color (#f3d468)?> then\n change y by (1)\nend\nif <touching color (#f3d468)?> then\n change y by (1)\nend\nif <touching color (#f3d468)?> then\n change y by (1)\nend\nif <touching color (#f3d468)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#f3d468)?> 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?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching color (#f3d468)?>> then\n set [yv v] to [15]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\nend\nif <(y position) < [-179]> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#fff0d1)?> then\n set [yv v] to [26]\nend\nif <touching color (#bb9714)?> then\n go to x: (-198) y: (-45)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\npoint in direction (-90)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (15) %\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nstart sound [TheFatRat - Windfall-WmGuFSPl3 v]\nswitch costume to (56345681_60x60 v)\nhide\nset size to (200) %\ngo to [front v] layer\nset [bounce v] to [0]\npoint in direction (90)\ngo to x: (240) y: (0)\nwait (0.5) seconds\nshow\nrepeat (50)\n change x by ((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1))\n turn right (((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1)) * (1.68)) degrees\nend\nwait (0.5) seconds\nrepeat (2)\n set [bounce v] to [7]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn right (Bounce) degrees\n end\n set [bounce v] to [5]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\n end\nend\nrepeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\nend\nhide\nwait (1) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nset size to (250) %\npoint in direction (90)\nshow\nswitch costume to (56345681_60x2 v)\ngo to [back v] layer\nwait (5) seconds\ndelete this clone\n\nhide\n\n@skip button\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [start v]\nshow\ngo to x: (-220) y: (120)\n\nwhen flag clicked\nhide\n\n@restart button\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\n\nwhen I receive [start v]\nshow\ngo to x: (-220) y: (160)\n\nwhen flag clicked\nhide\n\n
Hey guys this is my new platformer enjoy :)\nIf you liked it pls fav and love i spent lots of time on this :)\n\nWe have 1000 views wow Thanks sooooooooo much i just cant express how happy i am :)\nWooow 5000 views ??? how is this even possible :D\n20000 views !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\nThank you soo much for #117 on games !!!\nNow (7. 3.) it is #89 can we get it even higher ?? Thank you soo much :)\n\n
Nightfall / A Platformer
@Stage\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (pick random (-100) to (100))\n set [ghost v] effect to (pick random (-10) to (10))\n set [brightness v] effect to (pick random (-50) to (10))\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [trueno v] until done\nend\n\n@player\n\nwhen flag clicked\nset [time v] to [0]\nshow variable [time v]\nswitch costume to (disfraz1 v)\nset [puntaje v] to [0]\nshow variable [puntaje v]\nhide variable [piso v]\nset rotation style [left-right v]\npoint in direction (90)\nset size to (250) %\n\nwhen I receive [restart v]\ngo to x: (-130) y: (-40)\nswitch costume to (disfraz1 v)\npoint in direction (90)\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (disfraz1 v)\n point in direction (90)\n repeat (3)\n wait (0.1.000000) seconds\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n next costume\n end\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (disfraz4 v)\n end\n switch costume to (disfraz3 v)\n wait (0.1.000000) seconds\n switch costume to (disfraz2 v)\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n wait (0.1.000000) seconds\n switch costume to (disfraz1 v)\n wait (0.1.000000) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to (disfraz1 v)\n point in direction (-90)\n repeat (3)\n wait (0.1.000000) seconds\n next costume\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n end\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (disfraz4 v)\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n end\n switch costume to (disfraz3 v)\n wait (0.1.000000) seconds\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n switch costume to (disfraz2 v)\n wait (0.1.000000) seconds\n switch costume to (disfraz1 v)\n wait (0.1.000000) seconds\n end\n if <key (up arrow v) pressed?> then\n switch costume to (disfraz1 v)\n point in direction (-90)\n switch costume to (disfraz5 v)\n repeat (2)\n wait (0.1.000000) seconds\n next costume\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n end\n repeat until <touching (escenario v)?>\n switch costume to (disfraz7 v)\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n end\n switch costume to (disfraz1 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (disfraz8 v)\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n wait until <not <key (down arrow v) pressed?>>\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\n switch costume to (disfraz1 v)\n end\n if <touching (rayo v)?> then\n start sound [Oops v]\n broadcast (De nuevo v)\n end\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@escenario\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\nswitch costume to (disfraz1 v)\ngo to x: (153) y: (187)\nset size to (400) %\n\nwhen I receive [derecha v]\nchange x by (-10)\n\nwhen I receive [izquierda v]\nchange x by (10)\n\nwhen I receive [caer v]\nchange y by (6)\n\nwhen I receive [salto v]\nrepeat (10)\n change y by (-15)\nend\n\nwhen flag clicked\nforever\n set [d v] to (costume [number v])\nend\n\nwhen I receive [de nuevo v]\nbroadcast (REstart v)\ngo to x: (153) y: (187)\n\nwhen I receive [start v]\nforever\n if <touching (abajo v)?> then\n set [piso v] to [1]\n else\n set [piso v] to [0]\n end\n if <(Puntaje) = [3]> then\n set [puntaje v] to [0]\n change [level v] by (1)\n broadcast (siguiente v)\n next costume\n go to x: (153) y: (187)\n end\n if <key (space v) pressed?> then\n broadcast (REstart v)\n go to x: (153) y: (187)\n end\nend\n\n@derecha\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <<key (right arrow v) pressed?> and <not <touching (escenario v)?>>> then\n broadcast (derecha v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (9999999999)\ngo to (player v)\n\n@izquierda\n\nwhen flag clicked\nset [ghost v] effect to (9999999999)\ngo to (player v)\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <<key (left arrow v) pressed?> and <not <touching (escenario v)?>>> then\n broadcast (izquierda v)\n end\nend\n\n@abajo\n\nwhen flag clicked\nset [ghost v] effect to (999999999)\ngo to (player v)\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <not <touching (escenario v)?>> then\n broadcast (caer v)\n end\nend\n\n@arriba\n\nwhen flag clicked\nset [ghost v] effect to (9999999)\ngo to (player v)\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <<key (up arrow v) pressed?> and <<not <touching (escenario v)?>> and <(piso) = [1]>>> then\n broadcast (salto v)\n end\nend\n\n@nada\n\nwhen flag clicked\nset [ghost v] effect to (9999999999)\n\n@lluvia\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nshow\ngo to x: (pick random (-215) to (215)) y: (161)\nrepeat until <touching (nada v)?>\n change y by (-10)\nend\ndelete this clone\n\n@Objeto2\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to (escenario v)\nshow\nset [brightness v] effect to (-30)\n\nwhen I receive [siguiente v]\nnext costume\nshow\n\nwhen I receive [restart v]\nshow\nset [puntaje v] to [0]\n\nwhen I receive [start v]\nforever\n go to (escenario v)\n if <touching (player v)?> then\n change [puntaje v] by (1)\n start sound [Collect v]\n hide\n end\nend\n\n@Objeto5\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to (escenario v)\nshow\nset [brightness v] effect to (-30)\n\nwhen I receive [siguiente v]\nnext costume\nshow\n\nwhen I receive [restart v]\nshow\nset [puntaje v] to [0]\n\nwhen I receive [start v]\nforever\n go to (escenario v)\n if <touching (player v)?> then\n change [puntaje v] by (1)\n start sound [Collect v]\n hide\n end\nend\n\n@Objeto6\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to (escenario v)\nshow\nset [brightness v] effect to (-30)\n\nwhen I receive [siguiente v]\nnext costume\nshow\n\nwhen I receive [restart v]\nshow\nset [puntaje v] to [0]\n\nwhen I receive [start v]\nforever\n go to (escenario v)\n if <touching (player v)?> then\n change [puntaje v] by (1)\n start sound [Collect v]\n hide\n end\nend\n\n@Objeto1\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Objeto7\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nnext costume\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@Objeto8\n\nwhen flag clicked\nhide\ngo to [back v] layer\nshow variable [puntaje v]\n\ngo to [front v] layer\n\n@RAYO\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [caer v]\nchange y by (6)\n\nwhen I receive [izquierda v]\nchange x by (10)\n\nwhen I receive [derecha v]\nchange x by (-10)\n\nwhen I receive [salto v]\nrepeat (10)\n change y by (-15)\nend\n\nwhen flag clicked\nforever\n if <not <<(d) = [5]> or <(d) = [8]>>> then\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n hide\n wait until <(d) = [5]>\n show\n repeat (32)\n change x by (5)\n end\n wait until <(d) = [5]>\n wait (0.5) seconds\n repeat (32)\n change x by (-5)\n end\n wait until <(d) = [5]>\n wait (0.5) seconds\n repeat (32)\n change y by (5)\n end\n wait until <(d) = [5]>\n wait (0.5) seconds\n repeat (32)\n change y by (-5)\n end\n wait until <(d) = [5]>\n wait (0.5) seconds\n glide (0.8) secs to x: (X) y: (Y)\n wait until <(d) = [5]>\n repeat (10)\n change size by (10)\n end\n wait until <(d) = [5]>\n repeat (10)\n change size by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n hide\n wait until <(d) = [8]>\n show\n glide (0.8) secs to (random position v)\n wait until <(d) = [8]>\n wait (0.5) seconds\n glide (0.5) secs to (random position v)\n wait until <(d) = [8]>\n wait (0.5) seconds\n glide (0.3) secs to (random position v)\n wait until <(d) = [8]>\n wait (0.5) seconds\n glide (0.2) secs to (random position v)\n wait until <(d) = [8]>\n wait (0.5) seconds\n glide (0.7) secs to x: (X) y: (Y)\n wait until <(d) = [8]>\n repeat (10)\n change size by (10)\n end\n wait until <(d) = [8]>\n repeat (10)\n change size by (-10)\n end\nend\n\nrepeat (32)\n change x by (5)\nend\n\n@Objeto3\n\nwhen flag clicked\nshow\nswitch costume to (disfraz1 v)\nrepeat (18)\n wait (0.5) seconds\n next costume\nend\nwait (2.6) seconds\nhide\nbroadcast (START v)\n\nwhen flag clicked\nwait (0.2) seconds\nwait until <(costume [number v]) = [13]>\nstart sound [Collect v]\n\n@hitbox\n\nwhen flag clicked\nset [ghost v] effect to (99999999999)\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#ff0000)?> then\n start sound [hu v]\n broadcast (De nuevo v)\n end\nend\n\n
Te movés con las flechas, y cuando tenés 3 monedas pasás de nivel y con ESPACIO volvés al principio del nivel
Outlines - A mobile platformer
@Stage\n\nwhen flag clicked\n\n@thingamajig\n\nwhen flag clicked\nforever\n change [yv v] by (-1)\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 color (#343434)?> then\n change y by (1)\n if <touching color (#343434)?> then\n change y by (1)\n if <touching color (#343434)?> then\n change y by (1)\n if <touching color (#343434)?> then\n change y by (1)\n if <touching color (#343434)?> then\n change y by (1)\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)) > [50]>>> then\n set [xv v] to ((xv) * (-2))\n set [yv v] to [15]\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#343434)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#343434)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <color (#5ed1d1) is touching (#ff4040)?> then\n go to x: (-260) y: (-94)\n end\n if <(x position) > [235]> then\n broadcast (message1 v)\n glide (1) secs to x: (-241) y: (-136)\n end\n if <color (#5ed1d1) is touching (#9966ff)?> then\n set [yv v] to [21]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-328) y: (-83)\n\nif <<color (#a99c47) is touching (#303030)?> and <<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n repeat until <not <touching color (#303030)?>>\n change y by (10)\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 (60)\nwait (.15) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n start sound [Inferno v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-258) y: (-110)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nplay sound [Inferno v] until done\n\nwhen I receive [message2 v]\ngo to x: (-189) y: (-134)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\n\n@Particle\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (pick random (1) to (500)) %\nset [ghost v] effect to (pick random (75) to (105))\ngo to x: (400) y: (pick random (-170) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (message1 v)\nbroadcast (Message2 v)\nhide\n\nswitch costume to (costume2 v)\nwait (2.8) seconds\n\nwhen flag clicked\nshow\n\n
Arrow keys\nM to mute, n to unmute.\n100% possible\nThere is kinda an easter egg cuz it was shared around easter!\nFollow. \nLove and fave, it reduces lag. Really! Try it!
Rainbow Platformer
@Stage\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [end v]\nhide\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 (#44a63f)?> then\n change y by (1)\n end\n if <touching color (#44a63f)?> then\n change y by (1)\n end\n if <touching color (#44a63f)?> then\n change y by (1)\n end\n if <touching color (#44a63f)?> then\n change y by (1)\n end\n if <touching color (#44a63f)?> 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 (#44a63f)?> 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 (#44a63f)?>> 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\nend\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\n
Not going to be adding more level s.\n\nINSTRUCTIONS\nArrow keys\nR to respawn
Blue Cube (Platformer)
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [music v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n play sound [TevoOriginalMix-Vexento-4515378 v] until done\n play sound [We Are One - Vexento_ Micco \[128kbps_MP3\] \(1\) v] until done\n play sound [bensound-adventure v] until done\nend\n\n@Blue Cube\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (pick random (3) to (5))\nset size to (120) %\nset [ghost v] effect to (0)\nrepeat (10)\n turn right (5) degrees\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\npoint in direction (90)\nshow\nforever\n change [y velocity 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 switch costume to (costume1 v)\n point in direction (90)\n change [x velocity v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x velocity v] by (-0.9)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change x by ((X Velocity) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-6.5]\n else\n set [x velocity v] to [6.5]\n end\n set [y velocity v] to [7]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y Velocity)\n if <touching (platformer v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [7]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n broadcast (Lever s v)\n broadcast (Next Level v)\n start sound [Magic Spell v]\n go to x: (-210) y: (0)\n end\n if <<(y position) = [-180]> or <(y position) < [-180]>> then\n broadcast (Lever s v)\n broadcast (Next Level v)\n start sound [Magic Spell v]\n go to x: (-210) y: (0)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (-210) y: (0)\nswitch costume to (costume1 v)\nset size to (150) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [start v]\nforever\n if <<touching color (#c80404)?> or <touching color (#ff0000)?>> then\n go to x: (-210) y: (0)\n end\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [start v]\nset size to (150) %\nforever\n clear graphic effects\nend\n\nwhen I receive [start v]\nforever\n if <touching (springs v)?> then\n set [y velocity v] to [13.5]\n end\nend\n\nwhen flag clicked\nhide\n\n@Platformer\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [start v]\ngo to [front v] layer\nset [level v] to [1]\ngo [forward v] (3) layers\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@The scene\n\nwhen I receive [lever s v]\nchange [level s v] by (1)\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (2) layers\nset [level s v] to [1]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level s)\nend\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (100)) %\nset [ghost v] effect to (pick random (20) to (40))\nset y to (pick random (95) to (180))\nset x to (320)\nshow\nrepeat until <<(x position) = [-300]> or <(x position) < [-300]>>\n change x by (-1.2)\nend\ndelete this clone\n\nwhen [timer v] > (.01)\nbroadcast (Stop v)\n\nwhen I receive [stop v]\nforever\n reset timer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (13) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@springs\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n if <touching (blue cube v)?> then\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [start v]\nhide\nwait until <(Level) = [6]>\nshow\ngo to x: (-3) y: (-92)\nwait until <(Level) = [7]>\nhide\nwait until <(Level) = [10]>\nshow\ngo to x: (40) y: (-107)\nwait until <(Level) = [11]>\nhide\ngo to x: (40) y: (-107)\n\nwhen flag clicked\nhide\n\n@Let\n\ngo to [back v] layer\n\nwhen I receive [start v]\nhide\nwait until <<(Level) = [10]> or <(Level) = [11]>>\nshow\ngo [forward v] (4) layers\nrepeat until <(Level) = [12]>\n go to (blue cube v)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Button\n\nwhen flag clicked\ngo to x: (0) y: (-110)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (93))\n if <mouse down?> then\n broadcast (Start v)\n start sound [A Bass v]\n stop [other scripts in sprite v]\n repeat until <(size) < [5]>\n change size by (((size) - (140)) / (10))\n end\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nset size to (4) %\nrepeat until <(size) > [99]>\n change size by (((100) - (size)) / (10))\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [start v]\n\n@logo\n\nwhen flag clicked\npoint in direction (90)\nset size to (0) %\nshow\ngo to x: (0) y: (40)\nrepeat (30)\n change size by (3.333)\nend\nforever\nend\n\nwhen I receive [start v]\nrepeat (10)\n change size by (-10)\nend\nhide\n\nchange size by (5)\nwait (0.1) seconds\nchange size by (-5)\n\n@Sprite1\n\nwhen I receive [start v]\nset [score v] to [0]\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\nwhen flag clicked\nhide variable [score v]\n\n@Sprite2\n\n@number\n\ndefine print\nshow\nbroadcast (click v)\ngo to x: (-220) y: (-162)\nset [element v] to [1]\nrepeat (length of (Score))\n switch costume to (letter (element) of (Score))\n change x by (19)\n change [element v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [click v]\nchange [digit v] by (1)\nforever\n delete this clone\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [score v] to [0]\nhide\nforever\n print\nend\n\n@Sun k\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n turn right (0.5) degrees\nend\n\nwhen I receive [start v]\nshow\npoint in direction (90)\ngo to [back v] layer\ncreate clone of (_myself_ v)\ngo to x: (227) y: (158)\nswitch costume to (costume1 v)\nforever\n turn right (0.5) degrees\nend\n\n@Sprite3\n\n
-Cách chơi: Nhấn các phím mũi tên để di chuyển.\nNhấp vào lá cờ để chơi.\n
Grassformer - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [before start v]\nswitch backdrop to (game v)\nforever\n play sound [thefatrat-phaera-sunlight-D1OBcvDG v] until done\nend\n\nwhen I receive [before start v]\nforever\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\n@guy\n\nwhen flag clicked\nhide\n\ndefine platform\nchange [y v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (guy v)\n change [x v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (guy v)\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (finish v)?> then\n start sound [Win v]\n broadcast (go v)\n go to x: (0) y: (0)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (bad v)?> then\n start sound [Crunch v]\n broadcast (ded v)\n go to x: (0) y: (0)\n set [scrollx v] to [300]\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (1)\n if <touching (stages v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [14]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 (stages v)?> then\n ycoll\n set [y v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(y) < [0]>> * (14))\nend\nchange [scrollx v] by (x position)\nset x to (0)\n\ndefine ycoll\nrepeat until <not <touching (stages v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (stages v)?>>\n if <(x) > [0]> then\n change x by (-0.9)\n else\n change x by (0.9)\n end\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n switch costume to (trail v)\n go to [back v] layer\n go to (guy v)\n repeat (10)\n change x by ((x) * (-1))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n switch costume to (eye v)\n go to [front v] layer\n show\n forever\n go to (guy v)\n change x by ((x) * (0.25))\n change y by ((y) * (0.25))\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<key (p v) pressed?> and <not <([costume # v] of [stages v]) = [6]>>> then\n start sound [Win v]\n broadcast (go v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (0) y: (0)\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I receive [before start v]\nset size to (99) %\ncreate clone of (_myself_ v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nswitch costume to (guy v)\nset size to (100) %\nshow\nforever\n create clone of (_myself_ v)\n platform\nend\n\n@stages\n\nwhen flag clicked\nhide\nset drag mode [not draggable v]\n\ndefine go der\nswitch costume to (costume)\ngo to x: ((place) - (scrollx)) y: (0)\nshow\nif <((place) - (scrollx)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [message1 v]\ngo der\n\nwhen I receive [go v]\nforever\n broadcast (message1 v)\nend\n\nwhen I receive [ded v]\nset [scrollx v] to [300]\n\nwhen I receive [go v]\nmake level (level)\n\ndefine make level (level)\ndelete\nset [scrollx v] to [300]\nset [place v] to [0]\nif <(level) = [1]> then\n set [costume v] to [0]\n repeat (3)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [2]> then\n set [costume v] to [3]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [3]> then\n set [costume v] to [7]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [4]> then\n set [costume v] to [11]\n repeat (5)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [5]> then\n set [costume v] to [16]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [6]> then\n set [costume v] to [20]\n repeat (5)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [7]> then\n set [costume v] to [26]\n set [place v] to [480]\n create clone of (_myself_ v)\nend\n\ndefine delete\ndelete this clone\n\nwhen I receive [before start v]\ngo to x: (0) y: (0)\nswitch costume to (4 v)\nset [level v] to [1]\nbroadcast (go v)\n\n@bad\n\nwhen I receive [message1 v]\ngo der\n\ndefine go der\nswitch costume to (costume)\ngo to x: ((place) - (scrollx)) y: (0)\nif <((place) - (scrollx)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [go v]\ndelete\nset [scrollx v] to [300]\nset [place v] to [0]\nif <(level) = [1]> then\n set [costume v] to [0]\n repeat (3)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [2]> then\n set [costume v] to [3]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [3]> then\n set [costume v] to [7]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [4]> then\n set [costume v] to [11]\n repeat (5)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [5]> then\n set [costume v] to [16]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [6]> then\n set [costume v] to [20]\n repeat (4)\n change [costume v] by (1)\n change [place v] by (480)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [7]> then\n set [costume v] to [25]\n change [place v] by (480)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nhide\n\ndefine delete\ndelete this clone\n\n@Finish\n\nwhen flag clicked\nhide\nset [place v] to [0]\n\nwhen I receive [go v]\ngo to x: (1000) y: (1000)\nset [place v] to [0]\nif <(level) = [1]> then\n set [place v] to [1440]\n create clone of (_myself_ v)\nend\nif <(level) = [2]> then\n set [place v] to [1920]\n create clone of (_myself_ v)\nend\nif <(level) = [3]> then\n set [place v] to [1920]\n create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n set [place v] to [2400]\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n set [place v] to [1920]\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n set [place v] to [2400]\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n set [place v] to [2400]\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n set [place v] to [100000000000]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [message1 v]\ngo der\n\ndefine go der\nswitch costume to (costume)\ngo to x: ((place) - (scrollx)) y: (0)\nif <((place) - (scrollx)) = (x position)> then\n show\nelse\n hide\nend\n\n@Level\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [go v]\nswitch costume to (level)\ngo to x: (0) y: (135)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Rando Bando clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (240) y: (pick random (150) to (50))\n repeat until <(x position) < [-240]>\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-240) y: (pick random (150) to (50))\n repeat until <(x position) > [240]>\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (20) to (25)) seconds\nend\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@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n
[Arrow Keys] or [WASD] - Move\n[P] - Skip Level
Pen Platformer
@Stage\n\n@Pen\n\nwhen I receive [stopp v]\nif <key (right arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (1)\nend\nif <not <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>>> then\n change [x v] by (1)\nend\nLandschaft (X) (Y) Level (Level)\n\ndefine Gehe zu (x) (y)\npen up\ngo to x: (x) y: (y)\npen down\n\ndefine Landschaft (x) (y) Level (level)\nerase all\npoint in direction (90)\nstern draw\nset pen size to (10)\nGehe zu (x) (y)\nif <(level) = [1]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#00a9ff)\n change y by (50)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a8ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-30)\n set pen color to (#ff0000)\n change x by (70)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-50)\n set pen color to (#ff0000)\n change x by (70)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-50)\n set pen color to (#ff0000)\n change x by (70)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#00a8ff)\n change y by (-70)\n set pen color to (#ff0000)\n change x by (50)\n set pen color to (#00a8ff)\n change y by (70)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-70)\n set pen color to (#ff0000)\n change x by (110)\n set pen color to (#00a8ff)\n change y by (70)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#f5fa00)\n change y by (200)\nend\nif <(level) = [2]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#00a8ff)\n change y by (-200)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (20)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#ff0000)\n change y by (-20)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (20)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#ff0000)\n change y by (-20)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (20)\n set pen color to (#ff0000)\n change x by (35)\n set pen color to (#ff0000)\n change y by (-20)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-300)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#ff0000)\n change x by (50)\n set pen color to (#00a8ff)\n change y by (20)\n set pen color to (#003bff)\n change x by (80)\n set pen color to (#f5fa00)\n change y by (200)\nend\nif <(level) = [3]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#ff0000)\n change x by (40)\n set pen color to (#00a9ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a9ff)\n change y by (-300)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change x by (10)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (10)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (10)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (10)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#00a9ff)\n change y by (50)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (50)\n set pen color to (#00a8ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a9ff)\n change y by (50)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change x by (50)\n set pen color to (#00a7ff)\n change y by (30)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-70)\n set pen color to (#ff0000)\n change x by (100)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#00a8ff)\n change y by (-70)\n set pen color to (#ff0000)\n change x by (100)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#f5fa00)\n change y by (200)\nend\nif <(level) = [4]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#ff0000)\n change y by (25)\n change x by (25)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change y by (25)\n change x by (25)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change y by (25)\n change x by (25)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (-100)\n change x by (30)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#003bff)\n change x by (70)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#003bff)\n change x by (100)\n change x by (10)\n set pen color to (#00a8ff)\n change y by (70)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change x by (20)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#f5fa00)\n change y by (200)\nend\nif <(level) = [5]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#00a8ff)\n change y by (-200)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (50)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change y by (50)\n set pen color to (#003bff)\n change x by (40)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (-50)\n change x by (85)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change x by (30)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#003bff)\n change x by (200)\n change x by (-200)\n set pen color to (#ff0000)\n change y by (30)\n change y by (-30)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change y by (40)\n change y by (-40)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change y by (45)\n change y by (-45)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#f5fa00)\n change y by (200)\nend\nif <(level) = [6]> then\n set pen color to (#00a8ff)\n change y by (-240)\n set pen color to (#003bff)\n change x by (300)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#ff0000)\n change y by (40)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#00a8ff)\n change y by (-500)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#ff0000)\n change y by (500)\n set pen color to (#003bff)\n change x by (60)\n set pen color to (#ff0000)\n change x by (80)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#000000)\n change y by (50)\n set pen color to (#003bff)\n change x by (-200)\n set pen color to (#000000)\n change x by (100)\n set pen color to (#003bff)\n change x by (100)\n set pen color to (#000000)\n change y by (70)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#000000)\n change y by (70)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#000000)\n change x by (100)\n set pen color to (#003bff)\n change x by (50)\n set pen color to (#000000)\n change x by (100)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#ff0000)\n change y by (50)\n change y by (-50)\n set pen color to (#000000)\n change x by (65)\n set pen color to (#003bff)\n change x by (200)\n set pen color to (#f5fa00)\n change y by (200)\nend\n\nwhen I receive [stopp v]\nchange [zähler v] by (-1)\nset [abstand v] to [0]\nchange [x v] by (join (Y_X) [7])\nLandschaft (X) (Y) Level (Level)\n\nwhen I receive [züurück v]\nrepeat until <(Zähler) < [50]>\n change [x v] by (80)\n Landschaft (X) (Y) Level (Level)\n set [y_x v] to [-]\n change [zähler v] by (-16)\nend\nchange [x v] by (-50)\nLandschaft (X) (Y) Level (Level)\nset [y_x v] to [-]\nset [y v] to [180]\nset [x v] to [-240]\nLandschaft (X) (Y) Level (Level)\nset [zähler v] to [0]\n\nwhen I receive [züurück v]\nrepeat until <(Y) = [180]>\n Landschaft (X) (Y) Level (Level)\n if <(Y) > [180]> then\n change [y v] by (-5)\n Landschaft (X) (Y) Level (Level)\n end\n if <(Y) < [180]> then\n change [y v] by (5)\n Landschaft (X) (Y) Level (Level)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Musik v] until done\nend\n\nwhen I receive [lv up v]\nset [y v] to [180]\nset [x v] to [-240]\nLandschaft (X) (Y) Level (Level)\n\nwhen flag clicked\nset [x v] to [-240]\nset [y v] to [180]\nforever\n if <key (up arrow v) pressed?> then\n set [falltempo v] to [-15]\n repeat (10)\n change [y v] by (Falltempo)\n Landschaft (X) (Y) Level (Level)\n change [falltempo v] by (1)\n end\n set [falltempo v] to [0]\n repeat until <(Berührt) = [1]>\n change [y v] by (Falltempo)\n Landschaft (X) (Y) Level (Level)\n change [falltempo v] by (1)\n end\n end\n if <(Runter) = [1]> then\n set [falltempo v] to [2]\n repeat until <(Runter) = [0]>\n change [y v] by (Falltempo)\n Landschaft (X) (Y) Level (Level)\n change [falltempo v] by (3)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [zähler v] to [0]\nset [x v] to [-240]\nset [y v] to [180]\nLandschaft (X) (Y) Level (Level)\nforever\n if <key (right arrow v) pressed?> then\n set [y_x v] to []\n change [zähler v] by (1)\n change [x v] by (-5)\n Landschaft (X) (Y) Level (Level)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (5)\n Landschaft (X) (Y) Level (Level)\n set [y_x v] to [-]\n change [zähler v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <[2000] < (y position)> then\n set [falltempo v] to [0]\n broadcast (Züurück v)\n end\n if <(Level) = [7]> then\n broadcast (win v)\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Win v]\n stop [this script v]\n end\nend\n\nset [level v] to [5]\n\nchange y by (40)\nchange x by (60)\n\nset pen color to (#00a8ff)\n\nset pen color to (#ff0000)\n\nchange x by (80)\nchange x by (60)\n\nset pen color to (#003bff)\nset pen color to (#003bff)\nset pen color to (#003bff)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<<(y position) = [3774]> or <(y position) = [3604]>> or <<(y position) = [3724]> or <<(y position) = [3864]> or <(y position) = [3604]>>>> then\n forever\n broadcast (error v)\n show\n switch costume to (kostüm2 v)\n go to x: (0) y: (0)\n erase all\n end\n else\n hide\n switch costume to (kostüm1 v)\n end\nend\n\nset [level v] to [6]\n\nchange x by (30)\n\nset [level v] to [6]\n\nset pen color to (#00a8ff)\nchange y by (-200)\nset pen color to (#003bff)\n\nset pen color to (#000000)\n\nchange x by (200)\nchange x by (100)\n\nset pen color to (#003bff)\nchange x by (-200)\n\nset pen color to (#003bff)\n\nchange y by (70)\n\nset pen color to (#00a8ff)\nchange y by (-200)\nset pen color to (#003bff)\nchange x by (200)\n\ndefine stern create\ndelete all of [stern x v]\ndelete all of [stern y v]\ndelete all of [stern dicke v]\npen up\nrepeat (50)\n go to (random position v)\n add (x position) to [stern x v]\n add (y position) to [stern y v]\n add (pick random (2) to (7)) to [stern dicke v]\nend\n\nwhen flag clicked\nstern create\n\ndefine stern draw\nset [counter v] to [0]\nrepeat (length of [stern x v])\n set pen color to (#ffffff)\n change [counter v] by (1)\n pen up\n go to x: (item (counter) of [stern x v]) y: (item (counter) of [stern y v])\n set pen size to (item (counter) of [stern dicke v])\n pen down\n change x by (0.1)\nend\n\nset [counter v] to [0]\n\n@Kreis+Anfangsbild\n\nwhen flag clicked\nset [color v] effect to (0)\nshow\nset [level v] to [1]\ngo to x: (-100) y: (-5)\nswitch costume to (kostüm1 v)\nforever\n if <<touching color (#003bff)?> or <touching color (#ff0000)?>> then\n set [berührt v] to [1]\n else\n set [berührt v] to [0]\n end\n if <touching color (#00a7ff)?> then\n broadcast (Stopp v)\n end\n if <touching color (#ff0000)?> then\n broadcast (Züurück v)\n end\n if <not <touching color (#003bff)?>> then\n set [runter v] to [1]\n else\n set [runter v] to [0]\n end\n if <touching color (#f4fa00)?> then\n broadcast (Lv up v) and wait\n set [zähler v] to [0]\n change [level v] by (1)\n end\nend\n\nwhen I receive [win v]\nswitch costume to (kostüm2 v)\ngo to x: (0) y: (0)\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [error v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#00a8ff)?> then\n broadcast (Stopp v)\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\n\n
Try to reacg the yellow "gate/portal" which brings you to the new level. Avoid to touch the red lines - Enjoy the music and atmosphere of my game and have fun! (normal control via arrow keys).\nSend me your likes, comments and ideas to improve - many thanks!
// ѕєαя¢нιиg- A Platformer //
@Stage\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch backdrop to (null v)\n\nwhen flag clicked\nswitch backdrop to (null v)\n\nwhen I receive [previous level v]\nswitch backdrop to (previous backdrop v)\n\nwhen I receive [next level v]\nswitch backdrop to (next backdrop v)\n\nwhen backdrop switches to [costume13 v]\nbroadcast (End Game v)\n\nwhen I receive [start v]\nswitch backdrop to (costume1 v)\n\n@Level\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nset size to (90) %\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Bossfight Start v)\n stop [this script v]\n end\nend\n\nwhen I receive [end game v]\n\n@Spikes\n\nwhen flag clicked\n\nset size to (90) %\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(backdrop [number v]) = [1]> then\n go to x: (-38) y: (-115)\n end\n if <(backdrop [number v]) = [2]> then\n go to x: (-38) y: (-115)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to [front v] layer\n\n@Sound\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [recording2 v] until done\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [open menu v]\ngo to x: (204) y: (92)\nshow\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [open menu v]\ngo to x: (124) y: (142)\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Cheater! Lol XD v)\nbroadcast (Next Level v)\n\n@Restart\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen I receive [open menu v]\ngo to x: (146) y: (93)\nshow\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Menu\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\ngo to x: (203) y: (141)\n\nwhen this sprite clicked\nif <(Menu ID) = [0]> then\n broadcast (Open MENU v)\n change [menu id v] by (1)\nelse\n broadcast (Close MENU v)\n change [menu id v] by (-1)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [menu id v] to [0]\n\n@Moving Platform\n\nwhen flag clicked\nset size to (90) %\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(backdrop [number v]) = [2]> then\n show\n glide (1) secs to x: (-48) y: (-179)\n repeat until <not <(backdrop [number v]) = [2]>>\n glide (1) secs to x: (100) y: (-104.5)\n glide (1) secs to x: (-48) y: (-179)\n end\n else\n repeat (10)\n hide\n end\n end\nend\n\n@Thumb\n\nwhen [timer v] > (0.0001)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n go to [front v] layer\n wait (0.05) seconds\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\n@portal\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\ngo to x: (212) y: (0)\ncreate clone of (_myself_ v)\nshow\nforever\n turn right (2.5) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume4 v)\nforever\n turn left (2.5) degrees\n if <(backdrop [number v]) = [6]> then\n go to x: (212) y: (55)\n else\n go to x: (212) y: (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(backdrop [number v]) = [6]> then\n go to x: (212) y: (55)\n else\n go to x: (212) y: (0)\n end\nend\n\n@glow\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\nset size to (25) %\nforever\n go to (platformer boi v)\nend\n\nwhen flag clicked\nwait (8) seconds\nforever\n if <[5] < (backdrop [number v])> then\n show\n else\n hide\n end\nend\n\n@Trampoline2\n\n@Platformer Boi\n\nwhen flag clicked\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [start v]\nforever\n wait (6) seconds\n broadcast (Blink v)\nend\n\nwhen I receive [restart v]\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-82)\nshow\n\nwhen flag clicked\nset size to (100) %\n\nwhen I start as a clone\nshow\nrepeat (15)\n switch costume to (hello9 v)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [blink v]\nswitch costume to (hello5 v)\nrepeat (4)\n wait (0.05) seconds\n next costume\nend\nswitch costume to (hello5 v)\n\nwhen I receive [start v]\nswitch costume to (hello5 v)\nshow\ngo to x: (-232) y: (-101)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (1)\n else\n switch costume to (hello2 v)\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <[4] < (costume [number v])> then\n change [x v] by (-1)\n else\n switch costume to (hello3 v)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform 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 (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n if <[4] < (costume [number v])> then\n set [y v] to [10]\n else\n set [y v] to [10]\n switch costume to (hello4 v)\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (bew missiile v)?> or <<[-175] > (y position)> or <<touching (spiketrap v)?> or <<touching color (#ff0000)?> or <<touching (lazar v)?> or <<touching (boss v)?> or <<touching (lazar2 v)?> or <<touching (bomb v)?> or >>>>>>>>> then\n change [deaths v] by (1)\n start sound [Pew v]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [yv v] to [0]\n set [y v] to [0]\n go to x: (-216) y: (-82)\n show\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-82)\nshow\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [previous level v]\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-82)\nshow\n\nwhen I receive [next level v]\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-82)\nshow\n\nwhen flag clicked\nhide\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<touching (trampoline v)?> or <<touching (trampoline2 v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nwait (7) seconds\n\nwhen this sprite clicked\nchange [color v] effect by (10)\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@Bew MISSIILE\n\nwhen flag clicked\nhide\n\nwhen I receive [missile boiz v]\ncreate clone of (_myself_ v)\n\nforever\n set rotation style [left-right v]\nend\n\nwhen I start as a clone\nshow\ngo to (cannon v)\npoint towards (platformer boi v)\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (platformer boi v)?>>>\n move (8) steps\nend\ndelete this clone\n\n@Cannon\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [8]> then\n wait (1) seconds\n go to x: (103) y: (137)\n show\n repeat until <not <(backdrop [number v]) = [8]>>\n wait (0.8) seconds\n broadcast (MISSILE BOIZ v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[0.2] < (timer)> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Leveltrap\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platformer boi v)?> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Spiketrap\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(backdrop [number v]) = [9]> then\n show\n repeat until <not <(backdrop [number v]) = [9]>>\n if <touching (platformer boi v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (99)\n end\n end\n else\n hide\n end\nend\n\n\n\n@Lazar\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nshow\nforever\n reset timer\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(backdrop [number v]) = [10]> then\n show\n switch costume to (costume1 v)\n repeat until <not <(backdrop [number v]) = [10]>>\n hide\n wait (0.7) seconds\n show\n wait (0.7) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nrepeat until <not <(backdrop [number v]) = [10]>>\n hide\n wait (0.75) seconds\n show\n wait (0.75) seconds\nend\ndelete this clone\n\n@Boss\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\nset [boss health v] to [0]\n\nwhen I receive [bossfight start v]\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\nchange [boss health v] by (5)\n\nwhen I receive [next level v]\nif <not <(Boss Health) = [0]>> then\n set [boss health v] to [0]\nend\n\nwhen I receive [boss dead v]\nswitch costume to (costume2 v)\nsay [No... NOOOOOOOOOO!] for (3) seconds\nsay [I will have my revenge on you, I swear!] for (4) seconds\nhide\n\nwhen I receive [restart v]\nif <not <(Boss Health) = [0]>> then\n set [boss health v] to [5]\nend\n\n@Decor\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n go to [front v] layer\n wait (8) seconds\n else\n go to [back v] layer\n end\nend\n\n@Lazar2\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(backdrop [number v]) = [10]> then\n show\n repeat until <not <(backdrop [number v]) = [10]>>\n hide\n wait (0.7) seconds\n show\n wait (0.7) seconds\n end\n else\n hide\n end\nend\n\n@coin\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bossfight start v]\nwait (1) seconds\nrepeat until <(Boss Health) = [0]>\n wait (8) seconds\n go to x: (-12) y: (-2)\n show\n switch costume to (costume1 v)\nend\n\nwhen I receive [boss dead v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (platformer boi v)?> then\n change [boss health v] by (-1)\n hide\n wait (1) seconds\n end\nend\n\n@Boss Attacks\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I start as a clone\nif <(pick random (1) to (3)) = [1]> then\n repeat (4)\n go to [back v] layer\n hide\n go to x: (pick random (-190) to (30)) y: (-45)\n set [x 'o' warnin v] to (x position)\n set [y 'o' warnin v] to (y position)\n switch costume to (2 v)\n show\n wait (0.5) seconds\n broadcast (CMON SPIKE BOI v)\n hide\n wait (0.5) seconds\n end\n delete this clone\nend\nif <(pick random (1) to (3)) = [2]> then\n repeat (3)\n hide\n wait (1) seconds\n broadcast (Shoot BOIZ2 v)\n end\n delete this clone\nend\nif <(pick random (1) to (3)) = [3]> then\n repeat (2)\n wait (1.5) seconds\n broadcast (SMOOSH v)\n end\n delete this clone\nend\n\nwhen I receive [bossfight start v]\nhide\nwait (1) seconds\nrepeat until <(Boss Health) = [0]>\n repeat (2)\n wait (pick random (4) to (4.5)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Boss Health) = [0]> then\n hide\n broadcast (Boss Dead v)\nend\n\nwhen flag clicked\nset [x 'o' warnin v] to [0]\nset [y 'o' warnin v] to [0]\n\nbroadcast (coin BOI COME OUT v)\n\n@Bomb\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume9 v)\ngo to x: (pick random (-160) to (5)) y: (100)\npoint in direction (180)\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (platformer boi v)?>>>\n move (10) steps\nend\npoint in direction (90)\nset size to (200) %\nchange y by (-10)\nrepeat (8)\n wait (0.05) seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [shoot boiz2 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@Sprite2\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [smoosh v]\nrepeat (2)\n hide\n switch costume to (costume1 v)\n go to x: (pick random (-130) to (5)) y: (110)\n show\n wait (1) seconds\n change y by (-80)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@spike boi\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [cmon spike boi v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset x to (X 'O' WARNIN)\nset y to (y 'o' warnin)\nwait (0.05) seconds\nshow\nwait (0.4) seconds\nhide\n\n@da diamond\n\nwhen I receive [end game v]\nif <(Timey) < (☁ Time Highscore)> then\n set [☁ time highscore v] to (Timey)\n set [☁ time highscore holder v] to (username)\nend\n\nwhen I receive [end game v]\nif <(Deaths) < (☁ HighScore of Deaths)> then\n set [☁ highscore of deaths v] to (Deaths)\n set [☁ deaths record holder v] to (username)\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [timey v] to [0]\n\nwhen flag clicked\nset voice to (tenor v)::tts\n\nwhen I receive [start v]\nrepeat until <(backdrop [number v]) = [13]>\n wait (0.01) seconds\n change [timey v] by (0.01)\nend\n\nwhen I receive [end game v]\nspeak [Your time was...]::tts\nspeak (Timey)::tts\nspeak [The Highscore time is...]::tts\nspeak (☁ Time Highscore)::tts\nspeak [The current record holder is...]::tts\nspeak (username)::tts\nspeak [Your time was...]::tts\nspeak (Deaths)::tts\nspeak [The Highscore Deaths are]::tts\nspeak (☁ HighScore of Deaths)::tts\nspeak [The current record holder is...]::tts\nspeak (username)::tts\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platformer boi v)?> then\n broadcast (End Game v)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [cheater! lol xd v]\nchange [deaths v] by (5)\nchange [timey v] by (10)\n\n
---===ѕєαя¢нιиg===--\nPlease ❤️and ⭐️ to support this project! \n---===Controls and Instructions===---\nUse WASD, Arrow Keys, or Mobile Mode!\n*Click Character To Change Color!!*\nAvoid:\n~Spikes\n~Voids\n~The Boss\n~Boss Attacks\n~Try to get to the portal to go to the next level!\n~During the bossfight, try to get the coins. They reduce the boss' health.\n~You can walljump.\n~Click the Menu button to open the Menu and Skip, Restart, Turn off Music, Go Back, and Close Menu.\n~There are highscores. Skipping won't help. Ha. Take that, cheaters.\nADVERTISERS, BEWARE!\n*The project needs your username for highscores*\n--Milestones--\n100 views?\n40 loves? wow.\n60 loves! \n200 views!\nON 60TH ON TRENDING FOR GAMES!!!!!!!!!!!!!!!\n300 views. BRUH.\n70 loves in less than a day and a half 0_o\n400 views!\n800 views and 130 loves .___________.\n150 loves and 1,200 views >.<\n190 loves and 1,900 views XD\n200 loves, 2000 views!\n350 loves and 4,500 views '.'
Levels a Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nstart sound [F-777 - Deadlocked \[FULL SONG\] v]\nswitch backdrop to (menu v)\n\nwhen I receive [play game v]\nswitch backdrop to (game v)\n\nwhen I receive [back to menu v]\nswitch backdrop to (menu v)\n\n@nothing\n\n@Player\n\nwhen I receive [play game v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-100)\nshow\nforever\n go to [front v] layer\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 (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 (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [14]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n start sound [Boing v]\n set [y v] to [14]\n end\n change y by (1)\n if <(x position) > [240]> then\n Check to see if level is complete\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-175]> then\n go to x: (-200) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (jump pad v)?> then\n if <key (down arrow v) pressed?> then\n set [y v] to [10]\n else\n if <key (up arrow v) pressed?> then\n set [y v] to [24]\n else\n set [y v] to [21]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [teleport v]\ngo to x: (xPosPortalPurple) y: (yPosPortalPurple)\n\nwhen [s v] key pressed\nCheck to see if level is complete\n\ndefine Check to see if level is complete\nif <(item (Level) of [max stages v]) = (Stage)> then\n if <(letter (7) of (item (1) of [locked levels v])) = ((Level) + (1))> then\n delete (1) of [locked levels v]\n end\n hide\n broadcast (Delete player trail v) and wait\n set [level v] to []\n set [stage v] to []\n broadcast (Level Complete v) and wait\n broadcast (Back to Menu v)\n stop [this script v]\nelse\n hide\n broadcast (Delete player trail v) and wait\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\n go to x: (-200) y: (-100)\n show\nend\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nrepeat (33)\n change size by (-3)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [back to menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [delete player trail v]\ndelete this clone\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play game v]\nswitch costume to (join [Level ] (join (Level) [ 1]))\nshow\nforever\n switch costume to (join [Level ] (join (Level) (join [ ] (Stage))))\nend\n\nwhen I receive [back to menu v]\nhide\n\n@Spikes\n\nwhen I receive [play game v]\nswitch costume to (join [Level ] (join (Level) [ 1]))\nshow\nforever\n switch costume to (join [Level ] (join (Level) (join [ ] (Stage))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back to menu v]\nhide\n\n@Menu Screen\n\ndefine Fancy to size (size)\nchange size by (((size) - (size)) / (10))\n\ndefine Clone Info x: (x) y: (y) ID: (id) size: (size) interactable (?) class (class)\ngo to x: (x) y: (y)\nset size to (size) %\nset [interactive v] to (?)\nset [clone id v] to (id)\nset [class v] to (class)\nset [size v] to (size)\nset [y v] to (y)\nswitch costume to (id)\ncreate clone of (_myself_ v)\nset [clone id v] to []\n\nwhen flag clicked\nhide\nclear graphic effects\nset [level v] to []\nSetup lists and variables\nClone Info x: [0] y: [100] ID: [Title] size: [75] interactable [No] class []\nClone Info x: [0] y: [0] ID: [Play] size: [100] interactable [Yes] class []\nClone Info x: [0] y: [-100] ID: [How to play] size: [100] interactable [Yes] class []\n\nwhen I start as a clone\nshow\nforever\n if <<(Interactive) = [Yes]> and <touching (mouse-pointer v)?>> then\n Fancy to size ((Size) + (25))\n else\n Fancy to size (Size)\n end\n if <<<(y position) < [-100]> or <(y position) > [100]>> and <(Class) = [Play]>> then\n set [ghost v] effect to ((([abs v] of (y position) ) - (100)) * (1.5))\n else\n set [ghost v] effect to (0)\n end\n if <(Class) = [Play]> then\n set y to ((y) - (MenuY))\n end\n if <[locked levels v] contains (Clone ID)?> then\n switch costume to (locked v)\n else\n if <[stars v] contains (Clone ID)?> then\n switch costume to (join (Clone ID) [ STAR])\n else\n switch costume to (Clone ID)\n end\n end\nend\n\nwhen I receive [play v]\nrepeat (1)\n delete this clone\nend\nLevel Screen\n\nwhen this sprite clicked\nif <not <(costume [name v]) = [Locked]>> then\n broadcast (Clone ID)\n if <(Class) = [Play]> then\n broadcast (Play Game v)\n set [level v] to (letter (7) of (costume [name v]))\n set [stage v] to [1]\n end\n delete this clone\nend\n\nwhen [up arrow v] key pressed\nif <<<(Clone ID) = []> and <not <(MenuY) = [0]>>> and <(Level) = []>> then\n change [menuy v] by (15)\nend\n\nwhen [down arrow v] key pressed\nif <<<(Clone ID) = []> and <(Level) = []>> and <not <(MenuY) = [-210]>>> then\n change [menuy v] by (-15)\nend\n\nwhen I receive [play game v]\ndelete this clone\n\ndefine Setup lists and variables\nset [menuy v] to [0]\ndelete all of [locked levels v]\ndelete all of [stars v]\nadd [Level 2] to [locked levels v]\nadd [Level 3] to [locked levels v]\nadd [Level 4] to [locked levels v]\nadd [Level 5] to [locked levels v]\ndelete all of [max stages v]\nrepeat (5)\n add [4] to [max stages v]\nend\n\nwhen I receive [back to menu v]\nLevel Screen\n\nwhen I receive [how to play v]\nrepeat (1)\n delete this clone\nend\nClone Info x: [0] y: [0] ID: [Info Screen] size: [100] interactable [No] class []\nClone Info x: [0] y: [-150] ID: [Back] size: [50] interactable [Yes] class []\n\nwhen I receive [back v]\nrepeat (1)\n delete this clone\nend\nClone Info x: [0] y: [100] ID: [Title] size: [75] interactable [No] class []\nClone Info x: [0] y: [0] ID: [Play] size: [100] interactable [Yes] class []\nClone Info x: [0] y: [-100] ID: [How to play] size: [100] interactable [Yes] class []\n\nwhen I receive [back 2 v]\nrepeat (1)\n delete this clone\nend\nClone Info x: [0] y: [100] ID: [Title] size: [75] interactable [No] class []\nClone Info x: [0] y: [0] ID: [Play] size: [100] interactable [Yes] class []\nClone Info x: [0] y: [-100] ID: [How to play] size: [100] interactable [Yes] class []\n\ndefine Level Screen\nClone Info x: [0] y: [100] ID: [Level 1] size: [100] interactable [Yes] class [Play]\nClone Info x: [0] y: [0] ID: [Level 2] size: [100] interactable [Yes] class [Play]\nClone Info x: [0] y: [-100] ID: [Level 3] size: [100] interactable [Yes] class [Play]\nClone Info x: [0] y: [-200] ID: [Level 4] size: [100] interactable [Yes] class [Play]\nClone Info x: [0] y: [-300] ID: [Level 5] size: [100] interactable [Yes] class [Play]\nClone Info x: [-200] y: [135] ID: [Back 2] size: [65] interactable [Yes] class []\n\n@Jump Pad\n\nwhen flag clicked\nhide\nset [level v] to []\nCreate Pad at [-80] [-120] on level [3] [1]\nCreate Pad at [-110] [-120] on level [3] [2]\nCreate Pad at [-70] [-120] on level [3] [2]\nCreate Pad at [-30] [-120] on level [3] [2]\nCreate Pad at [10] [-120] on level [3] [2]\nCreate Pad at [50] [-120] on level [3] [2]\nCreate Pad at [90] [-120] on level [3] [2]\nCreate Pad at [130] [-120] on level [3] [2]\nCreate Pad at [-150] [-120] on level [3] [2]\nCreate Pad at [170] [-120] on level [3] [2]\nCreate Pad at [210] [-120] on level [3] [2]\nCreate Pad at [-220] [-120] on level [3] [3]\nCreate Pad at [-100] [-120] on level [3] [3]\nCreate Pad at [20] [-120] on level [3] [3]\nCreate Pad at [140] [-120] on level [3] [3]\nCreate Pad at [-200] [-120] on level [3] [4]\nCreate Pad at [-72] [-120] on level [3] [4]\nCreate Pad at [73] [-120] on level [3] [4]\nCreate Pad at [32] [-120] on level [4] [1]\nCreate Pad at [-64] [47] on level [4] [1]\nCreate Pad at [-180] [-120] on level [4] [4]\nCreate Pad at [-60] [-120] on level [4] [4]\nCreate Pad at [60] [-120] on level [4] [4]\nCreate Pad at [-135] [-55] on level [5] [1]\nCreate Pad at [-3] [-50] on level [5] [3]\n\ndefine Create Pad at (x) (y) on level (level) (stage)\nwait until <<(Level) = (level)> and <(Stage) = (stage)>>\nset size to (50) %\nset [clonelevel v] to (stage)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (pad1 v)\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Stage) = (CloneLevel)>> then\n delete this clone\n end\nend\n\n@Level Complete\n\nwhen flag clicked\nhide\n\ndefine Create Clones\nset [clone id v] to [L_C 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [L_C 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Sprite]\n\nwhen I receive [level complete v]\nCreate Clones\nwait (4.5) seconds\n\nwhen I start as a clone\nswitch costume to (dot v)\ngo to x: (0) y: ((300) - (((letter (5) of (Clone ID)) mod (2)) * (600)))\nswitch costume to (Clone ID)\nshow\ngo to [front v] layer\nrepeat (50)\n change y by ((((0.429897) - ((((letter (5) of (Clone ID)) + (1)) mod (2)) * ((0.429897) * (2)))) - (y position)) / (10))\nend\nwait (1) seconds\nrepeat (10)\n change x by ((((50) - (((letter (5) of (Clone ID)) mod (2)) * (100))) - (x position)) / (10))\nend\nrepeat (50)\n change x by ((((460) - ((((letter (5) of (Clone ID)) + (1)) mod (2)) * (920))) - (x position)) / (10))\nend\nrepeat (50)\n change y by ((((180) - (((letter (5) of (Clone ID)) mod (2)) * (360))) - (y position)) / (10))\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@Portals\n\nwhen flag clicked\nhide\nset [level v] to []\nClear\nCreate Portal at [-200] [75] on level [4] [1] and second [160] [135]\nClear\nCreate Portal at [200] [-100] on level [4] [2] and second [-200] [-25]\nCreate Portal at [200] [-25] on level [4] [2] and second [-200] [50]\nCreate Portal at [200] [50] on level [4] [2] and second [-200] [125]\nClear\nCreate Portal at [-125] [-100] on level [4] [3] and second [-125] [140]\nCreate Portal at [0] [-100] on level [4] [3] and second [0] [140]\nCreate Portal at [125] [-100] on level [4] [3] and second [125] [140]\nClear\nCreate Portal at [-180] [155] on level [4] [4] and second [175] [20]\nCreate Portal at [-60] [155] on level [4] [4] and second [175] [-90]\nCreate Portal at [60] [155] on level [4] [4] and second [175] [135]\nClear\nCreate Portal at [200] [-100] on level [5] [1] and second [205] [150]\nCreate Portal at [125] [95] on level [5] [1] and second [125] [160]\nCreate Portal at [210] [35] on level [5] [1] and second [-215] [150]\nClear\nCreate Portal at [-205] [150] on level [5] [2] and second [-100] [-100]\nCreate Portal at [-100] [150] on level [5] [2] and second [5] [-105]\nCreate Portal at [5] [150] on level [5] [2] and second [110] [-105]\nCreate Portal at [110] [150] on level [5] [2] and second [210] [150]\nClear\nCreate Portal at [-90] [-105] on level [5] [3] and second [-210] [155]\nCreate Portal at [-145] [155] on level [5] [3] and second [-90] [30]\nCreate Portal at [-90] [-40] on level [5] [3] and second [35] [-100]\nCreate Portal at [-25] [-100] on level [5] [3] and second [-80] [100]\nCreate Portal at [-80] [155] on level [5] [3] and second [205] [-100]\nCreate Portal at [100] [-100] on level [5] [3] and second [60] [150]\nCreate Portal at [60] [100] on level [5] [3] and second [215] [150]\nCreate Portal at [210] [90] on level [5] [3] and second [65] [30]\nCreate Portal at [125] [-35] on level [5] [3] and second [130] [30]\n\ndefine Create Portal at (x) (y) on level (level) (stage) and second (x2) (2)\nwait until <<(Level) = (level)> and <(Stage) = (stage)>>\nset [clone id v] to [Main]\nset size to (75) %\nset [clonelevel v] to (stage)\ngo to x: (x) y: (y)\nswitch costume to (green v)\ncreate clone of (_myself_ v)\ngo to x: (x2) y: (2)\nswitch costume to (purple v)\nset [xposportalpurple v] to (x2)\nset [yposportalpurple v] to (2)\nadd (x2) to [purpleportalxpos v]\nadd (2) to [purpleportalypos v]\ncreate clone of (_myself_ v)\nset [clone id v] to [Second]\nset size to (75) %\nset [clonelevel v] to (stage)\ngo to x: (x) y: (y)\nswitch costume to (green v)\ncreate clone of (_myself_ v)\ngo to x: (x2) y: (2)\nswitch costume to (purple v)\ncreate clone of (_myself_ v)\nchange [i v] by (1)\n\nwhen I start as a clone\nshow\nforever\n if <(Clone ID) = [Main]> then\n turn right (3) degrees\n else\n turn left (3) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Stage) = (CloneLevel)>> then\n delete this clone\n end\nend\n\ndefine Clear\nset [oldlevel v] to (Stage)\nwait until <not <(Stage) = (OldLevel)>>\nset [i v] to [1]\ndelete all of [purpleportalxpos v]\ndelete all of [purpleportalypos v]\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [xposportalpurple v] to (item (i) of [purpleportalxpos v])\n set [yposportalpurple v] to (item (i) of [purpleportalypos v])\n broadcast (Teleport v)\n end\nend\n\nchange [stage v] by (3)\n\ndelete all of [locked levels v]\n\n@Stars\n\nwhen flag clicked\nhide\nset [i v] to [1]\nset [stage v] to []\nswitch costume to (star v)\nrepeat (length of [starlevel v])\n repeat until <(item (i) of [starlevel v]) = (join (Level) (join [ ] (Stage)))>\n go to x: (item (i) of [starx v]) y: (item (i) of [stary v])\n show\n repeat until <not <(item (i) of [starlevel v]) = (join (Level) (join [ ] (Stage)))>>\n turn right (3) degrees\n if <touching (player v)?> then\n switch costume to (grey v)\n point in direction (90)\n add (join [Level ] (Level)) to [stars v]\n repeat until <not <(item (i) of [starlevel v]) = (join (Level) (join [ ] (Stage)))>>\n end\n end\n end\n hide\n switch costume to (star v)\n change [i v] by (1)\nend\n\n@splash\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Use fullscreen or it might lag\n\nFull Instructions:\n-Use the arrow keys or WASD to move\n-Each level is 4 stages\n-Avoid red spikes\n-Purple trampolines are bouncy\n-Go into the green portal and you will come out the purple one\n-Press the up arrow on a trampoline to jump higher\n-Press the down arrow on a trampoline to jump lower\n-Try to collect all of the stars\n-Scroll in the menu to see all of the levels.\n-s to skip a stage\n\nFor level 5 I just spammed portals everywhere XD
➳ invisible | platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [551527_BOT-LAB v] until done\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to x: (-204) y: (122)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-175]> or <touching (bad stuff v)?>> then\n go to x: (-204) y: (122)\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 (levels v)?> then\n change y by (-2)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (levels 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 [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 (levels v)?>> then\n change y by (-1)\n if <not <touching (levels v)?>> then\n change y by (-1)\n if <not <touching (levels v)?>> then\n change y by (-1)\n if <not <touching (levels v)?>> then\n change y by (-1)\n if <not <touching (levels v)?>> then\n change y by (-1)\n if <not <touching (levels v)?>> 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 (levels v)?> then\n change y by (-2)\n if <touching (levels v)?> 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 flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1.5 v)\n wait (0) seconds\n switch costume to (costume1 v)\n wait until <not <key (right arrow v) pressed?>>\n switch costume to (costume1.5 v)\n wait (0) seconds\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2.5 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait until <not <key (left arrow v) pressed?>>\n switch costume to (costume2.5 v)\n wait (0) seconds\n switch costume to (costume2 v)\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-204) y: (122)\n broadcast (message1 v)\n end\nend\n\n@levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-20)\n\nwhen I receive [message1 v]\nnext costume\n\n@goal\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@bad stuff\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-20)\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@thing\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (-200)\n\nwhen I receive [message1 v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n