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One Hour (a platformer) [ÐL] | @Stage\n\nwhen flag clicked\nforever\n play sound [Monster-scratch-1 v] until done\nend\n\n@Guy\n\nwhen flag clicked\ngo to x: (-222) y: (-125)\nset [level v] to [1]\nset [x-vel v] to [0]\nset [y-vel v] to [0]\nforever\n Frame\nend\n\ndefine Frame\nchange x by (X-vel)\nchange y by (Y-vel)\nif <[-228] > (x position)> then\n set x to (-228)\n set [x-vel v] to [0]\nend\nif <(x position) > [230]> then\n go to x: (-222) y: (-125)\n change [level v] by (1)\n set [x-vel v] to [0]\n set [y-vel v] to [0]\nend\nif <touching (lava v)?> then\n go to x: (-222) y: (-125)\n set [x-vel v] to [0]\n set [y-vel v] to [0]\nend\nchange [y-vel v] by (-1)\nDetect costume [down] X: [0] Y: [1] go back? [yes]\nDetect costume [up] X: [0] Y: [-1] go back? [no]\nDetect costume [left] X: [1] Y: [0] go back? [yes]\nDetect costume [right] X: [-1] Y: [0] go back? [yes]\nchange [x-vel v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1))\nset [y-vel v] to ((Y-vel) * (0.98))\nset [x-vel v] to ((X-vel) * (0.86))\nswitch costume to (main v)\n\ndefine Detect costume (costume) X: (x) Y: (y) go back? (yes/no)\nswitch costume to (costume)\nif <touching (ground v)?> then\n if <(x) = [0]> then\n set [y-vel v] to [0]\n if <<(costume [name v]) = [down]> and <<touching (ground v)?> and <key (up arrow v) pressed?>>> then\n change [y-vel v] by (12)\n start sound [2 box v]\n end\n else\n set [x-vel v] to [0]\n if <key (up arrow v) pressed?> then\n if <(costume) = [left]> then\n if <key (left arrow v) pressed?> then\n set [x-vel v] to [6]\n set [y-vel v] to [9]\n end\n else\n if <key (right arrow v) pressed?> then\n set [x-vel v] to [-6]\n set [y-vel v] to [9]\n end\n end\n end\n end\n repeat until <not <touching (ground v)?>>\n change x by (x)\n change y by (y)\n end\n if <(yes/no) = [yes]> then\n change x by (() - (x))\n change y by (() - (y))\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (([sin v] of (i) ) * (4))\n change [i v] by (3)\n switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nstart\nhide\nforever\n wait (pick random (1) to (3.2)) seconds\n go to x: (-300) y: (pick random (-20) to (200))\n set [ghost v] effect to (pick random (70) to (90))\n set size to (pick random (200) to (360)) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <(x position) > [250]>\n change x by ((size) / (400))\nend\ndelete this clone\n\ndefine start\nset x to (-300)\nrepeat until <(x position) > [250]>\n set y to (pick random (40) to (200))\n set [ghost v] effect to (pick random (70) to (90))\n set size to (pick random (200) to (360)) %\n create clone of (_myself_ v)\n change x by (pick random (20) to (80))\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | |
Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Video Game 1 v] until done\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Cat\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n set [frame v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set y to (170)\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nset correct costume\n\nwhen flag clicked\nset size to (30) %\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [frame v] to [0]\nset [frames per costume v] to [4]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nchange [frame v] by ((1) / (frames per costume))\nset correct costume\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\ndefine set correct costume\nif <(in air) < [50]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(y velocity) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-230]> then\n set x to (230)\n if <(y position) < [5]> then\n set y to (5)\n end\n else\n if <(x position) > [230]> then\n set x to (-230)\n end\n end\nend\n\n@Apple\n\nwhen flag clicked\nset [apples collected v] to [0]\nset size to (50) %\nforever\n set [ghost v] effect to (100)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (80))\n repeat until <not <touching (ground v)?>>\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (80))\n end\n set [ghost v] effect to (0)\n wait until <touching (cat v)?>\n change [apples collected v] by (1)\nend\n\n@Crab\n\nwhen flag clicked\nforever\n if <<(movement) = [left]> or <(movement) = [left jump]>> then\n point in direction (-90)\n walk [-4]\n end\n if <<(movement) = [right]> or <(movement) = [right jump]>> then\n point in direction (90)\n walk [4]\n end\n if <(movement) = [still]> then\n set [frame v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set y to (170)\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nset correct costume\n\nwhen flag clicked\nset size to (30) %\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [frame v] to [0]\nset [frames per costume v] to [4]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nchange [frame v] by ((1) / (frames per costume))\nset correct costume\n\nwhen flag clicked\nforever\n if <(in air) < [8]> then\n if <<(movement) = [jump]> or <<(movement) = [left jump]> or <(movement) = [right jump]>>> then\n set [y velocity v] to [14]\n end\n end\nend\n\ndefine set correct costume\nif <(frame) = [0]> then\n switch costume to (crab-a v)\nelse\n switch costume to ([floor v] of ((1) + ((frame) mod (2))) )\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-230]> then\n set x to (230)\n if <(y position) < [5]> then\n set y to (5)\n end\n else\n if <(x position) > [230]> then\n set x to (-230)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [movement v] to (pick random (1) to (6))\n if <(movement) = [1]> then\n set [movement v] to [left]\n end\n if <(movement) = [2]> then\n set [movement v] to [right]\n end\n if <(movement) = [3]> then\n set [movement v] to [jump]\n end\n if <(movement) = [4]> then\n set [movement v] to [left jump]\n end\n if <(movement) = [5]> then\n set [movement v] to [right jump]\n end\n if <(movement) = [6]> then\n set [movement v] to [still]\n end\n wait (pick random (0.2) to (0.8)) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n if <(Apples Collected) > [0]> then\n change [apples collected v] by (-1)\n say [Got one!] for (2) seconds\n else\n say [Apples!] for (2) seconds\n end\n end\nend\n\n@Crab2\n\nwhen flag clicked\nforever\n if <<(movement) = [left]> or <(movement) = [left jump]>> then\n point in direction (-90)\n walk [-4]\n end\n if <<(movement) = [right]> or <(movement) = [right jump]>> then\n point in direction (90)\n walk [4]\n end\n if <(movement) = [still]> then\n set [frame v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set y to (170)\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nset correct costume\n\nwhen flag clicked\nset size to (30) %\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [frame v] to [0]\nset [frames per costume v] to [4]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nchange [frame v] by ((1) / (frames per costume))\nset correct costume\n\nwhen flag clicked\nforever\n if <(in air) < [8]> then\n if <<(movement) = [jump]> or <<(movement) = [left jump]> or <(movement) = [right jump]>>> then\n set [y velocity v] to [14]\n end\n end\nend\n\ndefine set correct costume\nif <(frame) = [0]> then\n switch costume to (crab-a v)\nelse\n switch costume to ([floor v] of ((1) + ((frame) mod (2))) )\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-230]> then\n set x to (230)\n if <(y position) < [5]> then\n set y to (5)\n end\n else\n if <(x position) > [230]> then\n set x to (-230)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [movement v] to (pick random (1) to (6))\n if <(movement) = [1]> then\n set [movement v] to [left]\n end\n if <(movement) = [2]> then\n set [movement v] to [right]\n end\n if <(movement) = [3]> then\n set [movement v] to [jump]\n end\n if <(movement) = [4]> then\n set [movement v] to [left jump]\n end\n if <(movement) = [5]> then\n set [movement v] to [right jump]\n end\n if <(movement) = [6]> then\n set [movement v] to [still]\n end\n wait (pick random (0.2) to (0.8)) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n if <(Apples Collected) > [0]> then\n change [apples collected v] by (-1)\n say [Got one!] for (2) seconds\n else\n say [Apples!] for (2) seconds\n end\n end\nend\n\n@TIME'S UP\n\nwhen flag clicked\nhide\nset [timer v] to [45]\nrepeat until <(Timer) = [0]>\n wait (1) seconds\n change [timer v] by (-1)\nend\nshow\nstop [all v]\n\n | Avoid the crabs and collect as many apples as you can before the time runs out. |
Dark - A Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Amiga music Turrican II \('The Hero'\) v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (4) seconds\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\nswitch costume to (player v)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\n broadcast (right v)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\n broadcast (left 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 set [sy v] to [16]\n end\nend\nif <key (down arrow v) pressed?> then\n if <(in air) > [4]> then\n set [sy v] to [-16]\n end\n switch costume to (duck v)\nend\nif <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (duck right v)\n broadcast (right duck v)\nend\nif <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (duck left v)\n broadcast (left duck v)\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\nif <(y) < [-180]> then\n set [exit v] to [die]\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 (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 if <(sx) > [0]> then\n Position\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\nchange [x v] by (-1)\nchange [x v] by (1)\n\ndefine Game - die\nset [exit v] to []\nplay sound [Crunch v] until done\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test - die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\nhide variable [collected v]\n\nwhen I receive [right duck v]\nswitch costume to (duck right v)\n\nwhen I receive [left duck v]\nswitch costume to (duck left v)\n\nchange [sx v] by (-2)\n\nchange [sx v] by (2)\n\nwhen I receive [left v]\nswitch costume to (player right v)\n\nwhen I receive [right v]\nswitch costume to (player left v)\n\nswitch costume to (player left v)\n\nswitch costume to (player left v)\n\n@Platforms\n\nwhen I receive [green flag v]\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 hide\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [330]\n Clone at x: [400] y: [30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [347]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [340] y: [-80]\n Clone at x: [275] y: [100]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [30] y: [370]\n Clone at x: [185] y: [300]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [460] y: [-30]\n Clone at x: [580] y: [-20]\n Clone at x: [670] y: [-10]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [515] y: [30]\n Clone at x: [300] y: [50]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n Clone at x: [460] y: [100]\n Clone at x: [550] y: [100]\n Clone at x: [-350] y: [300]\n Clone at x: [-470] y: [460]\n Clone at x: [-490] y: [100]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 1 v)\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [green flag v]\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 Clone at x: [0] y: [330]\n Clone at x: [400] y: [30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [330]\n Clone at x: [0] y: [330]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [30] y: [370]\n Clone at x: [280] y: [178]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [980] y: [-30]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n Clone at x: [415] y: [30]\n Clone at x: [500] y: [100]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 1 v)\n Clone at x: [-] y: [-]\n Clone at x: [1100] y: [300]\n Clone at x: [-900] y: [600]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 1 v)\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Effect\n\nwhen flag clicked\nhide\nrepeat (7)\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n forever\n turn right (1) degrees\n end\nelse\n forever\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (100) layers\nswitch costume to (pick random (1) to (6))\ngo to x: (pick random (-240) to (240)) y: (180)\npoint in direction (pick random (1) to (360))\nrepeat (72)\n change y by (-5)\nend\ndelete this clone\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@Collectables\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 v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [123] y: [-96]\n Clone at x: [174] y: [3]\n Clone at x: [354] y: [-18]\n Clone at x: [705] y: [-31]\n Clone at x: [705] y: [36]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-125] y: [-86]\n Clone at x: [119] y: [14]\n Clone at x: [-71] y: [93]\n Clone at x: [-154] y: [283]\n Clone at x: [24] y: [298]\n Clone at x: [360] y: [417]\n Clone at x: [444] y: [539]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [187] y: [441]\n Clone at x: [216] y: [636]\n Clone at x: [-197] y: [513]\n Clone at x: [-188] y: [346]\n Clone at x: [32] y: [520]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [-99] y: [37]\n Clone at x: [60] y: [-83]\n Clone at x: [303] y: [-147]\n Clone at x: [709] y: [-66]\n Clone at x: [442] y: [17]\n Clone at x: [722] y: [87]\n Clone at x: [805] y: [177]\n else\n if <(LEVEL) = [5]> then\n switch costume to (dot v)\n Clone at x: [-50] y: [-62]\n Clone at x: [115] y: [42]\n Clone at x: [49] y: [215]\n Clone at x: [182] y: [571]\n Clone at x: [117] y: [335]\n Clone at x: [53] y: [668]\n else\n if <(LEVEL) = [6]> then\n switch costume to (dot v)\n Clone at x: [-194] y: [-72]\n Clone at x: [-2] y: [119]\n Clone at x: [538] y: [-90]\n Clone at x: [1331] y: [166]\n Clone at x: [1000] y: [157]\n Clone at x: [1550] y: [55]\n Clone at x: [1899] y: [-12]\n else\n if <(LEVEL) = [7]> then\n switch costume to (dot v)\n Clone at x: [-82] y: [41]\n Clone at x: [590] y: [185]\n Clone at x: [748] y: [15]\n Clone at x: [939] y: [55]\n Clone at x: [1028] y: [266]\n else\n if <(LEVEL) = [8]> then\n switch costume to (dot v)\n Clone at x: [-137] y: [143]\n Clone at x: [-67] y: [281]\n Clone at x: [330] y: [2]\n Clone at x: [492] y: [111]\n Clone at x: [980] y: [209]\n Clone at x: [1158] y: [497]\n Clone at x: [1069] y: [622]\n Clone at x: [703] y: [496]\n Clone at x: [331] y: [1080]\n Clone at x: [-73] y: [1315]\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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\nhide\n\n@Exit\n\nwhen I receive [green flag v]\nshow\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: [944] y: [-47]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [701] y: [535]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [304] y: [572]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [959] y: [225]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [532] y: [694]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [1983] y: [-74]\n else\n if <(LEVEL) = [7]> then\n switch costume to (closed v)\n Clone at x: [432] y: [143]\n else\n if <(LEVEL) = [8]> then\n switch costume to (closed v)\n Clone at x: [109] y: [1088]\n else\n set [x v] to [-99999]\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)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail \n\nwhen flag clicked\ngo to [front v] layer\nshow\nplay sound [Wand v] until done\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (140)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (10)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n | Hey there!\nWelcome to Dark - A Scrolling Platformer. This is my first (real, actually good) platformer so I'm sorry if its a little short.\n-------------------------Controls--------------------------\nUse the arrow keys to move. \nUp arrow to jump. \nDown arrow to crouch.\n\n--------------------------Instructions----------------------\nClues are in the game…\n\n\n\nIf you guys find any glitches or anything please feel free to tell me (:\n\n |
Colorless: A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <([costume # v] of [platform v]) = [22]> then\n switch backdrop to (backdrop3 v)\n end\n if <([costume # v] of [platform v]) = [19]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (5)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (-20)\nend\ndelete this clone\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nforever\n if <<touching (sprite2 v)?> and <([costume # v] of [platform v]) = [21]>> then\n broadcast (yeet v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nclear sound effects\nset [pitch v] effect to (0)\nset volume to (100) %\nforever\n play sound [TheFatRat - Unity vs Megalovania \(by LiterallyNoOne\) v] until done\nend\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (-100)\nhide\nhide\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\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 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 end\n set [player: xv v] to ((Player: Xv) * (0.9))\n change x by (Player: Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Player: 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 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 [12]\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 (platform 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 (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 [player: yv v] to [12]\n end\n end\n if <touching (jump v)?> then\n set [player: yv v] to [20]\n end\n change y by (1)\n if <(x position) > [238]> then\n reset\n broadcast (message1 v)\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n@Jump\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n@Thunmail\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [fgdfgd v]\nswitch costume to (costume13 v)\n\nwhen I receive [yeet v]\nswitch costume to (costume22 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to (player v)\n if <<([costume # v] of [platform v]) = [21]> or <<([costume # v] of [platform v]) = [19]> or >> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (184) y: (190)\nhide\nset [ghost v] effect to (100)\nforever\n if <([costume # v] of [platform v]) = [21]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [yeet v]\ngo to [back v] layer\ngo [forward v] (3) layers\nshow\ngo to (random position v)\npoint in direction (pick random (0) to (360))\nforever\n move (5) steps\n if <touching (_edge_ v)?> then\n if on edge, bounce\n point in direction (pick random (0) to (360))\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [yeet v]\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\ngo to (random position v)\npoint in direction (pick random (0) to (360))\nforever\n move (5) steps\n if <touching (_edge_ v)?> then\n if on edge, bounce\n point in direction (pick random (0) to (360))\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [yeet v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\ngo to (random position v)\npoint in direction (pick random (0) to (360))\nforever\n move (5) steps\n if <touching (_edge_ v)?> then\n if on edge, bounce\n point in direction (pick random (0) to (360))\n end\nend\n\n | Welcome to Colorless: A Platformer!\n\nInstructions: Arrow keys to move. TOUCHSCREEN AVAILABLE!\n\nStory: You are stuck in a world without color. Your goal is to pass each of the levels to find the last bits of color that are left in the world! |
Sonic Quest - A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (join [bg] (level))\n\nwhen I receive [start game v]\nset [color v] effect to (0)\nswitch backdrop to (join [bg] (level))\nif <(level) = [1]> then\n music [1]\nelse\n if <(level) = [2]> then\n music [4]\n else\n if <(level) = [3]> then\n music [5]\n else\n if <(level) = [4]> then\n music [6]\n end\n end\n end\nend\n\ndefine music (song)\nstop [other scripts in sprite v]\nset [music v] to (song)\nbroadcast (play music v)\n\nwhen I receive [end intro v]\nmusic [2]\n\nwhen I receive [leave title v]\nrepeat (40)\n change volume by (-2.5)\nend\nstop [other scripts in sprite v]\nwait (0.2) seconds\nset volume to (100) %\n\nwhen I receive [world map v]\nswitch backdrop to (bg5 v)\nmusic [3]\nbroadcast (colour bg v)\n\nwhen I receive [colour bg v]\nforever\n set [color v] effect to (((scrollx) * (-1)) / (10))\nend\n\nwhen I receive [toggle pause v]\nif <(pause) = [0]> then\n set volume to (44) %\n repeat (6)\n change volume by (6)\n end\nelse\n set volume to (80) %\n repeat (6)\n change volume by (-6)\n end\nend\n\nwhen I receive [play music v]\nclear sound effects\nset [pitch v] effect to (0)\nset volume to (80) %\nif <(music) = [1]> then\n play sound [Super Bell Hill intro v] until done\n forever\n play sound [Super Bell Hill loop v] until done\n end\nelse\n if <(music) = [2]> then\n play sound [Title intro v] until done\n forever\n play sound [Title loop v] until done\n end\n else\n if <(music) = [3]> then\n forever\n play sound [earth v] until done\n end\n else\n if <(music) = [4]> then\n play sound [cave intro v] until done\n forever\n play sound [cave loop v] until done\n end\n else\n if <(music) = [5]> then\n play sound [AthleticIntro v] until done\n forever\n play sound [AthleticLoop v] until done\n end\n else\n if <(music) = [6]> then\n play sound [fuzzy intro v] until done\n forever\n play sound [fuzzy loop v] until done\n end\n else\n if <(music) = [7]> then\n play sound [Victory intro v] until done\n wait (3) seconds\n broadcast (bad ending v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [goal animation v]\nset volume to (60) %\nrepeat (12)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [thanks for playing v]\nswitch backdrop to (thanks v)\nwait (2.5) seconds\nbroadcast (leave title v)\n\nwhen I receive [play music v]\n\nset [pitch v] effect to ((([abs v] of ([x speed v] of [player v]) ) * ((120) / (7))) - (120))\n\nwhen I receive [vic music v]\nmusic [7]\n\nif <(music) = [4]> then\n forever\n wait until <(underwater?) = [1]>\n change volume by (-30)\n repeat until <(underwater?) = [0]>\n set [pitch v] effect to (-2)\n repeat (5)\n change [pitch v] effect by (0.5)\n end\n if <(underwater?) = [1]> then\n repeat (10)\n change [pitch v] effect by (-0.5)\n end\n if <(underwater?) = [1]> then\n repeat (5)\n change [pitch v] effect by (0.5)\n end\n end\n end\n set [pitch v] effect to (0)\n end\n change volume by (30)\n end\nend\n\nwhen I receive [bad ending v]\nset [color v] effect to (0)\nswitch backdrop to (bg6 v)\nwait (3) seconds\nforever\n switch backdrop to (bg7 v)\n wait (0.5) seconds\n switch backdrop to (bg8 v)\n wait (0.5) seconds\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop1 v)\nstart sound [Sonic the Hedgehog Ending Medley Music v]\n\n@player\n\nwhen I receive [start game v]\nset [newbest v] to [0]\nset [sliding? v] to [0]\nset rotation style [left-right v]\ndelete all of [removed objects v]\nset [playerhurt v] to [0]\nset [scroll speed v] to [0]\npoint in direction (90)\nif <(difficulty) = [1]> then\n set [health v] to [4]\nelse\n set [health v] to [3]\nend\nset [touching ground? v] to [0]\nset [able to swim? v] to [1]\nif <<(lvl hover) = [2]> or <(lvl hover) = [4]>> then\n if <(lvl hover) = [4]> then\n set [checkpoint v] to [01-02-1]\n set [scrollx v] to [0]\n set [scrolly v] to [-360]\n set [sliding? v] to [1]\n else\n set [checkpoint v] to [01-03-1]\n set [scrollx v] to [0]\n set [scrolly v] to [-720]\n end\nelse\n set [checkpoint v] to [01-01-1]\n set [scrollx v] to [0]\n set [scrolly v] to [0]\nend\ndelete all of [checkpoint pos v]\nadd [-100] to [checkpoint pos v]\nif <(lvl hover) = [4]> then\n add [0] to [checkpoint pos v]\nelse\n add [-60] to [checkpoint pos v]\nend\ngo to x: (item (1) of [checkpoint pos v]) y: (item (2) of [checkpoint pos v])\nset [brightness v] effect to (0)\nset size to (100) %\nset [x speed v] to [0]\nset [y speed v] to [0]\nshow\nforever\n set [frame-1x v] to (x position)\n set [frame-1y v] to (y position)\n set [touching ground? v] to [0]\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n if <<(sliding?) = [1]> and <(last ground) = [1]>> then\n set [x speed v] to (slide speed)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(0left mobile) = [1]>> then\n if <<(username) = [ToadfanSchool]> and <key (space v) pressed?>> then\n change [x speed v] by (((-10) - (x speed)) / (4))\n else\n if <(underwater?) = [0]> then\n change [x speed v] by (((-7) - (x speed)) / (4))\n else\n change [x speed v] by ((((-5) + ((last ground) * (2))) - (x speed)) / (4))\n end\n end\n point in direction (-90)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(0right mobile) = [1]>> then\n if <<(username) = [ToadfanSchool]> and <key (space v) pressed?>> then\n change [x speed v] by (((10) - (x speed)) / (4))\n else\n if <(underwater?) = [0]> then\n change [x speed v] by (((7) - (x speed)) / (4))\n else\n change [x speed v] by ((((5) - ((last ground) * (2))) - (x speed)) / (4))\n end\n end\n point in direction (90)\n else\n if <(last ground) = [1]> then\n change [x speed v] by (((0) - (x speed)) / (4))\n else\n change [x speed v] by (((0) - (x speed)) / (20))\n end\n end\n end\n set [slide speed v] to (x speed)\n end\n if <(underwater?) = [0]> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>> then\n change [y speed v] by (-1)\n else\n change [y speed v] by (-1.5)\n end\n if <(y speed) < [-15]> then\n set [y speed v] to [-15]\n end\n else\n change [y speed v] by (-0.5)\n if <(y speed) < [-5]> then\n set [y speed v] to [-5]\n end\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>>> then\n set [able to swim? v] to [1]\n end\n if <<(able to swim?) = [1]> and <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>>> then\n set [able to swim? v] to [0]\n start sound [nsmbwiiSwim v]\n if <(y position) > (([y position v] of [water v]) + (150))> then\n set [y speed v] to [15]\n else\n change [y speed v] by (6)\n if <(y speed) > [7]> then\n set [y speed v] to [7]\n end\n end\n end\n end\n change x by (x speed)\n if <<(level) = [4]> and <(object pos check) = [0]>> then\n change [scrollx v] by ((round ((scroll speed) * (100))) / (100))\n if <(scrollx) < [-8280]> then\n change [scroll speed v] by (((-3) - (scroll speed)) / (40))\n else\n if <(scrollx) < [-5150]> then\n change [scroll speed v] by (((-5) - (scroll speed)) / (40))\n else\n if <(scrollx) < [-700]> then\n change [scroll speed v] by (((-3) - (scroll speed)) / (40))\n else\n change [scroll speed v] by (((-5) - (scroll speed)) / (40))\n end\n end\n end\n if <(scrolly) < [0]> then\n change [scrolly v] by (2)\n change y by (2)\n else\n set [scrolly v] to [0]\n end\n if <(scrollx) < (item (level) of [level end pos v])> then\n set [scrollx v] to (item (level) of [level end pos v])\n else\n change x by (scroll speed)\n end\n end\n if <(x position) < [-230]> then\n set x to (-230)\n end\n if <(x position) > [230]> then\n set x to (230)\n end\n if <not <((round ((x speed) * (100))) / (100)) = [0]>> then\n set [lastx v] to ((round ((x speed) * (100))) / (100))\n end\n if <not <((round ((y speed) * (100))) / (100)) = [0]>> then\n set [lasty v] to ((round ((y speed) * (100))) / (100))\n end\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n xmoveback\n if <([abs v] of (x speed) ) > [0.1]> then\n xslope\n end\n end\n if <<(touching ground?) = [0]> and <(y speed) < [0]>> then\n if <(last ground) = [1]> then\n check for ground\n end\n end\n change y by (y speed)\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n ymoveback\n if <([abs v] of (y speed) ) > [0.1]> then\n end\n if <(touching ground?) = [1]> then\n ground angle\n else\n set [leftfooth v] to [0]\n set [rightfooth v] to [0]\n end\n set [xscrolled v] to [0]\n set [yscrolled v] to [0]\n set [actual x v] to ((scrollx) - (x position))\n set [actual y v] to ((scrolly) - (y position))\n if <[2] = [1]> then\n change [xscrolled v] by ((round ((((actual x) - (scrollx)) / (8)) * (10))) / (10))\n change [scrollx v] by ((round ((((actual x) - (scrollx)) / (8)) * (10))) / (10))\n change x by (xscrolled)\n change [yscrolled v] by ((round ((((actual y) - (scrolly)) / (8)) * (10))) / (10))\n change [scrolly v] by ((round ((((actual y) - (scrolly)) / (8)) * (10))) / (10))\n if <(scrolly) > [-1]> then\n change [yscrolled v] by ((0) - (scrolly))\n change [scrolly v] by ((0) - (scrolly))\n end\n change y by (yscrolled)\n else\n if <<not <<(level) = [4]> and <(object pos check) = [0]>>> and <(level) < [5]>> then\n if <(y position) < [-50]> then\n scroll [4]\n end\n if <(y position) > [50]> then\n scroll [3]\n end\n if <(x position) > [25]> then\n scroll [1]\n end\n if <(x position) < [-25]> then\n scroll [2]\n end\n end\n end\n if <<<(scrolly) = [0]> and <(y position) < [-180]>> or <<touching (lava v)?> or <touching (bottom lava v)?>>> then\n set [health v] to [0]\n end\n broadcast (scroll v)\n set [last ground v] to (touching ground?)\n set [overallspeed v] to (((((x position) - (frame-1x)) - (xscrolled)) + (((y position) - (frame-1y)) - (yscrolled))) / (2))\n set rotation style [left-right v]\n if <(touching ground?) = [1]> then\n if <(sliding?) = [1]> then\n if <<<((leftfootH) + (rightfootH)) < [4]> and <not <([abs v] of (slide speed) ) > [1]>>> or <(underwater?) = [1]>> then\n switch costume to (8 v)\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(0down mobile) = [1]>>> then\n set [sliding? v] to [0]\n end\n else\n switch costume to (7 v)\n end\n if <not <(slide speed) = [0]>> then\n if <(slide speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n else\n switch costume to ((run costume) + (2))\n end\n else\n if <(y speed) > [0]> then\n if <(underwater?) = [0]> then\n switch costume to (5 v)\n else\n switch costume to (11 v)\n end\n else\n if <(sliding?) = [1]> then\n switch costume to (7 v)\n else\n if <(underwater?) = [0]> then\n switch costume to (6 v)\n else\n switch costume to (12 v)\n end\n end\n end\n end\n if <(health) = [0]> then\n start sound [down v]\n if <[temporary green coins v] contains [10]?> then\n delete (item # of [10] in [temporary green coins v]) of [temporary green coins v]\n broadcast (update green coin counter v)\n end\n if <[temporary green coins v] contains [20]?> then\n delete (item # of [20] in [temporary green coins v]) of [temporary green coins v]\n broadcast (update green coin counter v)\n end\n if <[temporary green coins v] contains [30]?> then\n delete (item # of [30] in [temporary green coins v]) of [temporary green coins v]\n broadcast (update green coin counter v)\n end\n if <not <(y position) < [-180]>> then\n switch costume to (13 v)\n set [y speed v] to [12]\n set [x speed v] to ((knockback dir) * (5))\n repeat until <(y position) < [-180]>\n change x by (x speed)\n change y by (y speed)\n change [y speed v] by (-1.5)\n change [x speed v] by (((0) - (x speed)) / (20))\n wait until <(pause) = [0]>\n end\n set [x speed v] to [0]\n set [y speed v] to [0]\n hide\n else\n hide\n wait (1) seconds\n end\n wait until <(pause) = [0]>\n start sound [respawn v]\n repeat (25)\n if <(join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) = [01]> then\n change [scrollx v] by ((((((join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) - (1)) * (-480)) - (0)) - (scrollx)) / (4))\n change [scrolly v] by ((((((join (letter (4) of (checkpoint)) (letter (5) of (checkpoint))) - (1)) * (-360)) - (0)) - (scrolly)) / (4))\n if <(scrollx) < (item (level) of [level end pos v])> then\n set [scrollx v] to (item (level) of [level end pos v])\n end\n else\n change [scrollx v] by ((((((join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) - (1)) * (-480)) - (item (1) of [checkpoint pos v])) - (scrollx)) / (4))\n change [scrolly v] by ((((((join (letter (4) of (checkpoint)) (letter (5) of (checkpoint))) - (1)) * (-360)) - (item (2) of [checkpoint pos v])) - (scrolly)) / (4))\n if <(scrollx) < (item (level) of [level end pos v])> then\n set [scrollx v] to (item (level) of [level end pos v])\n end\n end\n if <(scrolly) > [0]> then\n set [scrolly v] to [0]\n end\n broadcast (scroll v)\n set [scroll speed v] to [0]\n wait until <(pause) = [0]>\n end\n show\n set [playerhurt v] to [0]\n if <(difficulty) = [1]> then\n set [health v] to [4]\n else\n set [health v] to [3]\n end\n point in direction (90)\n if <(join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) = [01]> then\n go to x: (item (1) of [checkpoint pos v]) y: (item (2) of [checkpoint pos v])\n else\n go to x: (current checkX) y: ((current checkY) + (40))\n end\n set [x speed v] to [0]\n set [y speed v] to [0]\n if <(join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) = [01]> then\n set [scrollx v] to (((join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) - (1)) * (-480))\n set [scrolly v] to (((join (letter (4) of (checkpoint)) (letter (5) of (checkpoint))) - (1)) * (-360))\n else\n set [scrollx v] to ((((join (letter (1) of (checkpoint)) (letter (2) of (checkpoint))) - (1)) * (-480)) - (item (1) of [checkpoint pos v]))\n set [scrolly v] to ((((join (letter (4) of (checkpoint)) (letter (5) of (checkpoint))) - (1)) * (-360)) - (item (2) of [checkpoint pos v]))\n end\n if <(scrollx) < (item (level) of [level end pos v])> then\n set [scrollx v] to (item (level) of [level end pos v])\n end\n if <(scrolly) > [0]> then\n set [scrolly v] to [0]\n end\n if <<(scrollx) > [-100]> and <(level) = [4]>> then\n set [sliding? v] to [1]\n end\n end\n wait until <(pause) = [0]>\nend\n\nchange [xscrolled v] by (((actual x) - (scrollx)) / (8))\nchange [scrollx v] by (((actual x) - (scrollx)) / (8))\nchange x by (xscrolled)\nif <([abs v] of (((actual y) - (scrolly)) / (8)) ) > [0.05]> then\n change [yscrolled v] by (((actual y) - (scrolly)) / (8))\n change [scrolly v] by (((actual y) - (scrolly)) / (8))\n if <(scrolly) > [-1]> then\n change [yscrolled v] by ((0) - (scrolly))\n change [scrolly v] by ((0) - (scrolly))\n end\n change y by (yscrolled)\nend\n\nwhen I receive [start game v]\nwait (0.5) seconds\nforever\n wait until <(underwater?) = [1]>\n start sound [Splash v]\n wait until <(underwater?) = [0]>\n start sound [Plunge v]\nend\n\nwhen I receive [start game v]\nwait (0.5) seconds\nforever\n wait until <(underwater?) = [1]>\n start sound [Splash v]\n wait until <(underwater?) = [0]>\n start sound [Plunge v]\nend\n\nwhen I receive [start game v]\nwait (0.5) seconds\nforever\n wait until <(underwater?) = [1]>\n start sound [Splash v]\n wait until <(underwater?) = [0]>\n start sound [Plunge v]\nend\n\ngo to x: (-100) y: (-60)\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\n\nwhen I receive [start game v]\nforever\n if <((leftfootH) - (rightfootH)) > [0]> then\n set [slide speed v] to ((slide speed) * (-1))\n end\n if <([abs v] of ((leftfootH) - (rightfootH)) ) < [2]> then\n change [slide speed v] by (((0) - (slide speed)) / (10))\n else\n if <(slide speed) < ([abs v] of ((leftfootH) - (rightfootH)) )> then\n change [slide speed v] by ((0.1) * ([abs v] of ((leftfootH) - (rightfootH)) ))\n end\n end\n if <(slide speed) > [10]> then\n set [slide speed v] to [10]\n end\n if <((leftfootH) - (rightfootH)) > [0]> then\n set [slide speed v] to ((slide speed) * (-1))\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<([abs v] of (x speed) ) > [1]> and <(sliding?) = [0]>> then\n if <(touching ground?) = [1]> then\n start sound (pick random (4) to (5))\n end\n set [run costume v] to [1]\n repeat (3)\n if <(underwater?) = [1]> then\n wait (0) seconds\n end\n change [run costume v] by (1)\n end\n repeat (3)\n if <(underwater?) = [1]> then\n wait (0) seconds\n end\n change [run costume v] by (-1)\n end\n else\n set [run costume v] to [0]\n end\n wait until <<(pause) = [0]> and <(health) > [0]>>\nend\n\nwhen flag clicked\nset [newbest v] to [0]\nset [knockback dir v] to [-1]\nset [underwater? v] to [0]\nset [playerhurt v] to [0]\nset rotation style [left-right v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nhide\n\ndefine xslope\nset [slopemoves v] to [0]\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nif <<not <touching (level v)?>> and <not <touching (solid objects v)?>>> then\n change y by (3)\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n change x by (([abs v] of (x speed) ) / (x speed))\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n repeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [6]>>\n change y by (-1)\n change [slopemoves v] by (1)\n end\n if <(slopemoves) > [6]> then\n set x to (oldx)\n set y to (oldY)\n end\n else\n change x by (-3)\n end\n else\n change y by (-3)\n change y by (-3)\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n change x by (([abs v] of (x speed) ) / (x speed))\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n repeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [6]>>\n change y by (1)\n change [slopemoves v] by (1)\n end\n if <(slopemoves) > [6]> then\n set x to (oldx)\n set y to (oldY)\n end\n else\n change x by (-3)\n end\n else\n change y by (3)\n end\n end\nend\n\ndefine xmoveback\nif <not <((round ((x speed) * (1000))) / (100)) = [0]>> then\n set [oldx v] to (x position)\n set [oldy v] to (y position)\n set [slopemoves v] to [0]\n repeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [50]>>\n change y by (1)\n change [slopemoves v] by (1)\n end\n go to x: (oldx) y: (oldY)\n if <(slopemoves) > [15]> then\n set [slopemoves v] to [0]\n repeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [50]>>\n change [slopemoves v] by (1)\n change x by (((([abs v] of (lastX) ) / (lastX)) * (-1)) / (4))\n end\n if <(slopemoves) > [50]> then\n go to x: (oldx) y: (oldY)\n end\n else\n change x by (((([abs v] of (x speed) ) / (x speed)) / (-3)) * (slopemoves))\n end\nend\n\nwhen [r v] key pressed\nif <(username) = [ToadfanSchool]> then\n go to x: (-100) y: (-60)\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [scrollx v] to [0]\n set [scrolly v] to [0]\nelse\n set [health v] to [0]\nend\n\ndefine ymoveback\nset [slopemoves v] to [0]\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nrepeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [100]>>\n change [slopemoves v] by (1)\n change y by (((([abs v] of (lastY) ) / (lastY)) * (-1)) / (4))\nend\nif <(slopemoves) > [100]> then\n go to x: (oldx) y: (oldY)\nelse\n if <(y speed) > [0]> then\n set [touching ground? v] to [2]\n broadcast (check block v)\n else\n set [touching ground? v] to [1]\n end\n set [y speed v] to [0]\n if <<<<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>> and <((([abs v] of (lastY) ) / (lastY)) * (-1)) = [1]>> and <(can jump on ground?) = [1]>> and <(underwater?) = [0]>> then\n set [oldx v] to (x position)\n set [oldy v] to (y position)\n set [y speed v] to [15]\n broadcast (player jump v)\n change y by (3)\n set [can jump on ground? v] to [0]\n if <<touching (level v)?> or <touching (solid objects v)?>> then\n go to x: (oldx) y: (oldY)\n set [y speed v] to [0]\n set [x speed v] to [0]\n else\n start sound [jump v]\n set [sliding? v] to [0]\n end\n end\nend\n\ndefine scroll (number or text)\nif <(number or text) = [1]> then\n repeat until <<not <(x position) > [25]>> or <([abs v] of (scrollx) ) > ([abs v] of (item (level) of [level end pos v]) )>>\n change x by (-1)\n change [scrollx v] by (-1)\n change [xscrolled v] by (-1)\n end\nelse\n if <(number or text) = [2]> then\n repeat until <<not <(x position) < [-25]>> or <(scrollx) > [-1]>>\n change x by (1)\n change [scrollx v] by (1)\n change [xscrolled v] by (1)\n end\n else\n if <(number or text) = [3]> then\n repeat until <not <(y position) > [50]>>\n change y by (-1)\n change [scrolly v] by (-1)\n change [yscrolled v] by (-1)\n end\n else\n repeat until <<not <(y position) < [-50]>> or <(scrolly) > [-1]>>\n change y by (1)\n change [scrolly v] by (1)\n change [yscrolled v] by (1)\n end\n end\n end\nend\n\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nset [slopemoves v] to [0]\nrepeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [50]>>\n change y by (1)\n change [slopemoves v] by (1)\nend\nsay (slopemoves)\ngo to x: (oldx) y: (oldY)\nif <(slopemoves) > [15]> then\n set [slopemoves v] to [0]\n repeat until <<<not <touching (level v)?>> and <not <touching (solid objects v)?>>> or <(slopemoves) > [50]>>\n change [slopemoves v] by (1)\n change x by (((([abs v] of (lastX) ) / (lastX)) * (-1)) / (4))\n end\n if <(slopemoves) > [50]> then\n go to x: (oldx) y: (oldY)\n end\nend\n\nwhen I receive [start game v]\nset [can jump on ground? v] to [1]\nforever\n wait until <(can jump on ground?) = [0]>\n wait until <<<<not <key (w v) pressed?>> and <not <key (up arrow v) pressed?>>> and <not <key (5 v) pressed?>>> and <not <(0up mobile) = [1]>>>\n set [can jump on ground? v] to [1]\n wait until <(pause) = [0]>\nend\n\ndefine check for ground\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nset [slopemoves v] to [0]\nrepeat until <<<touching (level v)?> or <touching (solid objects v)?>> or <(slopemoves) > [10]>>\n change [slopemoves v] by (1)\n change y by (-1)\nend\nif <(slopemoves) > [10]> then\n go to x: (oldx) y: (oldY)\nelse\n set [touching ground? v] to [1]\nend\n\nwhen I receive [start game v]\nforever\n wait until <(touching ground?) = [0]>\n wait until <not <(touching ground?) = [0]>>\n if <(touching ground?) = [1]> then\n start sound [landgrass v]\n else\n start sound [hit ceiling v]\n end\nend\n\nwhen [e v] key pressed\nif <(username) = [ToadfanSchool]> then\n set y to (70)\n set [x speed v] to [0]\n set [y speed v] to [0]\nend\n\nwait (0) seconds\n\ndefine ground angle\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nswitch costume to (lefthit v)\nset [up times v] to [0]\nrepeat until <<<touching (level v)?> or <touching (solid objects v)?>> or <(up times) > [12]>>\n change [up times v] by (1)\n change y by (-1)\nend\nset [leftfooth v] to (up times)\nif <(up times) > [12]> then\n set [leftfooth v] to [0]\nend\ngo to x: (oldx) y: (oldY)\nswitch costume to (righthit v)\nset [up times v] to [0]\nrepeat until <<<touching (level v)?> or <touching (solid objects v)?>> or <(up times) > [12]>>\n change [up times v] by (1)\n change y by (-1)\nend\nset [rightfooth v] to (up times)\nif <(up times) > [12]> then\n set [rightfooth v] to [0]\nend\ngo to x: (oldx) y: (oldY)\n\nwhen I receive [start game v]\nforever\n wait until <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(0down mobile) = [1]>> and <(touching ground?) = [1]>>\n if <(pause) = [0]> then\n set [sliding? v] to [1]\n if <((leftfootH) + (rightfootH)) < [4]> then\n if <(round (x speed)) = [0]> then\n set [slide speed v] to [0]\n else\n if <(x speed) > [0]> then\n set [slide speed v] to [1]\n else\n set [slide speed v] to [-1]\n end\n end\n end\n if <<((leftfootH) + (rightfootH)) < [4]> and <not <([abs v] of (slide speed) ) > [1]>>> then\n start sound [WU_SE_PLY_QUAT v]\n end\n if <(pause) = [0]> then\n wait until <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(0down mobile) = [1]>>>\n if <([abs v] of ((leftfootH) - (rightfootH)) ) < [2]> then\n set [sliding? v] to [0]\n end\n end\n end\n wait until <(pause) = [0]>\nend\n\nwhen I receive [start game v]\nforever\n if <<<(sliding?) = [1]> and <(touching ground?) = [1]>> and <not <<((leftfootH) + (rightfootH)) < [4]> and <not <([abs v] of (slide speed) ) > [1]>>>>> then\n start sound [slide start v]\n wait (0.1) seconds\n repeat until <not <<<(sliding?) = [1]> and <(touching ground?) = [1]>> and <not <<((leftfootH) + (rightfootH)) < [4]> and <not <([abs v] of (slide speed) ) > [1]>>>>>>\n start sound [slide v]\n wait (0.22) seconds\n wait until <<(pause) = [0]> and <not <(health) = [0]>>>\n end\n end\n wait until <<(pause) = [0]> and <not <(health) = [0]>>>\nend\n\nwhen I receive [bounce player v]\nset [y speed v] to [10]\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>> then\n change [y speed v] by (8)\nend\n\nwhen I receive [start game v]\nforever\n wait until <(playerhurt) = [1]>\n start sound [power-down v]\n start sound [Crunch v]\n set [x speed v] to (((([abs v] of ((x speed) * (2)) ) + (5)) - (touching ground?)) * (knockback dir))\n set [y speed v] to [2]\n change [health v] by (-1)\n if <(health) < [0]> then\n set [health v] to [0]\n end\n repeat (6)\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (10)\n wait until <(pause) = [0]>\n end\n repeat (5)\n change [ghost v] effect by (-10)\n wait until <(pause) = [0]>\n end\n end\n set [playerhurt v] to [0]\nend\n\nif then\n set [scrollx v] to ((-480) * (11))\nend\n\nwhen I receive [goal animation v]\nstop [other scripts in sprite v]\npoint in direction (90)\nset [ghost v] effect to (0)\nswitch costume to (9 v)\nset x to ((flagX) - (30))\nstart sound [WU_SE_PLY_QUAT v]\nwait (1) seconds\nrepeat until <(y position) < ((flagY) - (60))>\n change y by (-4)\n if <(y position) < ((flagY) - (60))> then\n set y to ((flagY) - (61))\n end\nend\n\nwhen I receive [course clear text v]\nset x to ((flagX) - (30))\nset y to ((flagY) - (61))\nset rotation style [all around v]\nswitch costume to (7 v)\nset [y speed v] to [10]\nchange y by (5)\nrepeat (21)\n turn right (-16) degrees\n change y by (y speed)\n change x by (-4)\n change [y speed v] by (-1)\nend\nset y to ((flagY) - (76))\npoint in direction (90)\nswitch costume to (0 v)\nif <(level) = [4]> then\n wait (0.8) seconds\n switch costume to (8 v)\n wait (0.5) seconds\nelse\n wait (1.2) seconds\n switch costume to (8 v)\n wait (0.4) seconds\nend\nswitch costume to (10 v)\nrepeat (3)\n change y by (5)\nend\nrepeat (2)\n change y by (2)\nend\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spring bounce v]\nset [y speed v] to [15]\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (5 v) pressed?>> or <(0up mobile) = [1]>> then\n change [y speed v] by (5)\nend\n\nwhen [k v] key pressed\nif <(username) = [ToadfanSchool]> then\n set [health v] to [0]\nend\n\nset [scrollx v] to (item (level) of [level end pos v])\n\nwhen I receive [the end v]\nhide\n\n@bg\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\nswitch costume to (box v)\nif <<(id) = [1]> or <(id) = [2]>> then\n if <(level) = [3]> then\n go to x: ((scrollx) / (10)) y: (((scrolly) + (((360) * ((screen) - (1))) * (10))) / (10))\n else\n go to x: (((scrollx) + (((480) * ((screen) - (1))) * (10))) / (10)) y: ((scrolly) / (10))\n end\nelse\n if <<(id) = [3]> or <(id) = [4]>> then\n go to x: (((scrollx) + (((480) * ((screen) - (1))) * (3))) / (3)) y: ((scrolly) / (3))\n else\n go to x: (((scrollx) + (((480) * ((screen) - (1))) * (2))) / (2)) y: ((scrolly) / (2))\n end\nend\ncostume\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<<(id) = [1]> or <(id) = [2]>> and <(lvl theme) = [3]>> then\n set [ghost v] effect to (90)\nend\nif <<<(id) = [3]> or <(id) = [4]>> and <(lvl theme) = [3]>> then\n set [ghost v] effect to (50)\nend\ngo to x: (0) y: (0)\nif <<<(id) = [1]> or <(id) = [3]>> or <(id) = [5]>> then\n set [screen v] to [1]\nelse\n set [screen v] to [2]\nend\nif <<<(id) = [1]> or <(id) = [2]>> and <(level) = [1]>> then\n set [ghost v] effect to (50)\nend\ncostume\nshow\nforever\n if <not <(lvl theme) = [0]>> then\n if <<<(id) = [1]> or <(id) = [2]>> and <(level) = [3]>> then\n if <(y position) > [360]> then\n change [screen v] by (-2)\n wait (0.1) seconds\n end\n if <(y position) < [-360]> then\n change [screen v] by (2)\n wait (0.1) seconds\n end\n else\n if <(x position) > [480]> then\n change [screen v] by (-2)\n wait (0.1) seconds\n end\n if <(x position) < [-480]> then\n change [screen v] by (2)\n wait (0.1) seconds\n end\n end\n end\nend\n\ndefine clone (no)\nset [id v] to [0]\nrepeat (no)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start game v]\nclone [6]\n\nwhen I receive [end intro v]\nset [lvl theme v] to (level)\n\nclone [6]\n\nwhen I receive [world map v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\nset [lvl theme v] to [0]\nclone [2]\n\ndefine costume\nset [color v] effect to (0)\nif <<(id) = [1]> or <(id) = [2]>> then\n switch costume to (join (lvl theme) (join [-] [1]))\n if <(lvl theme) = [0]> then\n set [color v] effect to (((scrollx) * (-1)) / (10))\n end\nelse\n if <<(id) = [3]> or <(id) = [4]>> then\n switch costume to (join (lvl theme) (join [-] [2]))\n else\n switch costume to (join (lvl theme) (join [-] [3]))\n end\nend\n\nwhen I receive [bad ending v]\nhide\n\n@solid objects\n\nwhen [b v] key pressed\nif <(username) = [ToadfanSchool]> then\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\nend\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen [b v] key pressed\nif <(username) = [ToadfanSchool]> then\n delete (item # of (obj no) in [on screen solid-objs v]) of [on screen solid-objs v]\n delete this clone\nend\n\nwhen I receive [scroll v]\nif <(id) = [x]> then\n check\nelse\n switch costume to (box v)\n go to x: (((scrollx) + ((480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1)))) + (x)) y: (((scrolly) + ((360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1)))) + (y))\n costume\nend\n\ndefine create objects lvl: (level)\nif <(level) = [04-01-1]> then\n set [obj lvl v] to (level)\nend\n\nid: [1] x: [-50] y: [0] variation: [1] object no. [1]\n\ndefine check\nset [count v] to [0]\nrepeat (length of [shown levels v])\n change [count v] by (1)\n create objects lvl: (item (count) of [shown levels v])\nend\n\ndefine id: (id) x: (x pos) y: (y pos) variation: (vari) object no. (obj no)\nif <<not <[on screen solid-objs v] contains (obj no)?>> and <[shown levels v] contains (obj lvl)?>> then\n set [obj no v] to (obj no)\n set [vari v] to (vari)\n set [id v] to (id)\n set [x v] to (x pos)\n set [y v] to (y pos)\n create clone of (_myself_ v)\n set [id v] to [x]\nend\n\nwhen I start as a clone\nadd (obj no) to [on screen solid-objs v]\nwait until <not <[shown levels v] contains (obj lvl)?>>\ndelete (item # of (obj no) in [on screen solid-objs v]) of [on screen solid-objs v]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (box v)\ngo to x: (((scrollx) + ((480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1)))) + (x)) y: (((scrolly) + ((360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1)))) + (y))\ncostume\n\nwhen I receive [start game v]\ndelete all of [on-screen ns-objects v]\n\nwhen I receive [check block v]\nif <<(id) = [1]> and <<touching (player v)?> and <(used?) = [0]>>> then\n set [used? v] to [1]\nend\n\ndefine costume\nif <(id) = [1]> then\n if <(used?) = [0]> then\n switch costume to (block v)\n else\n switch costume to (empty block v)\n end\nelse\n if <(id) = [2]> then\n switch costume to (locked door v)\n else\n if <(id) = [3]> then\n end\nend\n\nwhen flag clicked\nset [id v] to [x]\ndelete all of [on-screen ns-objects v]\nhide\n\nwhen I receive [bad ending v]\nhide\n\n@non-solid objs\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\nif <(id) = [x]> then\n check\nelse\n switch costume to (box v)\n go to x: (((scrollx) + ((480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1)))) + (x)) y: (((scrolly) + ((360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1)))) + (y))\n costume\n if <<(id) = [1]> and <touching (player v)?>> then\n if <(coin collected?) = [0]> then\n if <<not <[temporary green coins v] contains (join (vari) [0])?>> and <not <[temporary green coins v] contains (join (vari) [1])?>>> then\n add (join (vari) [0]) to [temporary green coins v]\n end\n start sound [unlock v]\n start sound [galaxy chime v]\n set [coin collected? v] to [1]\n set [ghost v] effect to (0)\n broadcast (update green coin counter v)\n end\n end\n if <<(id) = [1]> and <(coin collected?) = [1]>> then\n change size by (15)\n change [ghost v] effect by (10)\n if <(size) > [220]> then\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\n end\n end\n if <<<(id) = [2]> and <touching (player v)?>> and <(costume [name v]) = [checkpoint0]>> then\n set [checkpoint v] to (obj lvl)\n replace item (1) of [checkpoint pos v] with (x)\n replace item (2) of [checkpoint pos v] with (y)\n start sound [flag v]\n if <(difficulty) = [1]> then\n set [health v] to [4]\n else\n set [health v] to [3]\n end\n if <([x position v] of [player v]) > (x position)> then\n point in direction (60)\n else\n point in direction (120)\n end\n if <[temporary green coins v] contains [10]?> then\n replace item (item # of [10] in [temporary green coins v]) of [temporary green coins v] with [11]\n end\n if <[temporary green coins v] contains [20]?> then\n replace item (item # of [20] in [temporary green coins v]) of [temporary green coins v] with [21]\n end\n if <[temporary green coins v] contains [30]?> then\n replace item (item # of [30] in [temporary green coins v]) of [temporary green coins v] with [31]\n end\n end\n if <(id) = [2]> then\n turn right (((90) - (direction)) / (4)) degrees\n set [current checkx v] to (x position)\n set [current checky v] to (y position)\n end\n if <(id) = [3]> then\n change [frame v] by (0.5)\n if <(frame) > [6]> then\n set [frame v] to [1]\n end\n if <(coin collected?) = [1]> then\n change size by (15)\n change [ghost v] effect by (10)\n if <(size) > [220]> then\n add (obj no) to [removed objects v]\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\n end\n end\n end\n if <<touching (player v)?> and <(id) = [3]>> then\n if <(coin collected?) = [0]> then\n start sound [coin v]\n change [coins v] by (1)\n set [coin collected? v] to [1]\n end\n end\n if <(id) = [4]> then\n if <<touching (player v)?> and <(dead?) = [0]>> then\n if <<(([y position v] of [player v]) - (y position)) > [18]> or <<(sliding?) = [1]> and <([abs v] of ([x speed v] of [player v]) ) > [3]>>> then\n if <([y speed v] of [player v]) < [0]> then\n broadcast (bounce player v)\n start sound [smb_stomp v]\n set [dead? v] to [1]\n set [costumeno v] to [5]\n else\n if <<(sliding?) = [1]> and <([abs v] of ([x speed v] of [player v]) ) > [3]>> then\n start sound [smb_stomp v]\n set [dead? v] to [1]\n set [costumeno v] to [5]\n end\n end\n else\n set [knockback dir v] to ((([x position v] of [player v]) - (x position)) / ([abs v] of (([x position v] of [player v]) - (x position)) ))\n set [playerhurt v] to [1]\n end\n end\n if <(dead?) = [1]> then\n change [costumeno v] by (1)\n if <(costumeno) > [9]> then\n hide\n \n end\n end\n switch costume to (join [mushroom] (costumeno))\n end\n if <(id) = [5]> then\n if <touching (player v)?> then\n if <<not <[green coins v] contains (join (level) (join [-] [1]))?>> and <<[temporary green coins v] contains [10]?> or <[temporary green coins v] contains [11]?>>> then\n add (join (level) (join [-] [1])) to [green coins v]\n end\n if <<not <[green coins v] contains (join (level) (join [-] [2]))?>> and <<[temporary green coins v] contains [20]?> or <[temporary green coins v] contains [21]?>>> then\n add (join (level) (join [-] [2])) to [green coins v]\n end\n if <<not <[green coins v] contains (join (level) (join [-] [3]))?>> and <<[temporary green coins v] contains [30]?> or <[temporary green coins v] contains [31]?>>> then\n add (join (level) (join [-] [3])) to [green coins v]\n end\n if <not <[cleared v] contains (level)?>> then\n add (level) to [cleared v]\n end\n if <(level) = [1]> then\n if <(timer) < (☁ lvl1)> then\n set [☁ lvl1 v] to (timer)\n set [newbest v] to [1]\n end\n else\n if <(level) = [2]> then\n if <(timer) < (☁ lvl2)> then\n set [☁ lvl2 v] to (timer)\n set [newbest v] to [1]\n end\n else\n if <(level) = [3]> then\n if <(timer) < (☁ lvl3)> then\n set [☁ lvl3 v] to (timer)\n set [newbest v] to [1]\n end\n else\n if <(level) = [4]> then\n if <(timer) < (☁ lvl4)> then\n set [☁ lvl4 v] to (timer)\n set [newbest v] to [1]\n end\n end\n end\n end\n end\n set [flagx v] to (x position)\n set [flagy v] to (y position)\n broadcast (goal animation v)\n add (obj no) to [removed objects v]\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\n end\n end\n if <<<(id) = [6]> or <<(id) = [8]> or <(id) = [9]>>> or <<(id) = [10]> or <<(id) = [11]> or <<(id) = [12]> or <(id) = [13]>>>>> then\n if <<touching (player v)?> and <(dead?) = [0]>> then\n set [knockback dir v] to ((([x position v] of [player v]) - (x position)) / ([abs v] of (([x position v] of [player v]) - (x position)) ))\n set [playerhurt v] to [1]\n end\n end\n if <(id) = [7]> then\n if <<<<touching (player v)?> and <([y speed v] of [player v]) < [0]>> and <([y position v] of [player v]) > ((y position) + (20))>> and <([abs v] of (([x position v] of [player v]) - (x position)) ) < [32]>> then\n start sound [smw_spring_jump v]\n broadcast (spring bounce v)\n if <(vari) = [2]> then\n switch costume to (fspring2 v)\n else\n switch costume to (spring2 v)\n end\n end\n end\n if <<(id) < [13]> and <(id) > [9]>> then\n turn right (5) degrees\n end\n if <(object pos check) = [1]> then\n say (join ((x position) + (((-480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1))) - (scrollx))) (join [,] ((y position) + (((-360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1))) - (scrolly)))))\n if <<([abs v] of (x position) ) < [220]> and <([abs v] of (y position) ) < [160]>> then\n set [x v] to ((x position) + (((-480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1))) - (scrollx)))\n set [y v] to ((y position) + (((-360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1))) - (scrolly)))\n end\n else\n say []\n end\nend\n\nwhen I start as a clone\nadd (obj no) to [on-screen ns-objects v]\nwait until <not <[shown levels v] contains (obj lvl)?>>\ndelete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\ndelete this clone\n\ndefine create objects lvl: (level)\nset [obj lvl v] to (level)\nif <(level) = [05-01-1]> then\n id: [1] x: [139] y: [72] variation: [1] object no. [1]\nelse\n if <(level) = [05-02-1]> then\n id: [2] x: [-150] y: [-4] variation: [1] object no. [2]\n else\n if <(level) = [02-01-1]> then\n id: [3] x: [-50] y: [90] variation: [1] object no. [3]\n id: [3] x: [0] y: [90] variation: [1] object no. [4]\n else\n if <(level) = [03-01-1]> then\n id: [3] x: [140] y: [20] variation: [1] object no. [5]\n else\n if <(level) = [04-01-1]> then\n id: [3] x: [0] y: [145] variation: [1] object no. [6]\n id: [3] x: [-40] y: [160] variation: [1] object no. [7]\n else\n if <(level) = [04-02-1]> then\n id: [3] x: [40] y: [-45] variation: [1] object no. [8]\n else\n if <(level) = [06-02-1]> then\n id: [3] x: [-140] y: [-45] variation: [1] object no. [9]\n id: [3] x: [-60] y: [-100] variation: [1] object no. [10]\n id: [3] x: [20] y: [-160] variation: [1] object no. [11]\n else\n if <(level) = [06-01-1]> then\n id: [3] x: [100] y: [140] variation: [1] object no. [12]\n id: [3] x: [-30] y: [50] variation: [1] object no. [14]\n id: [3] x: [-150] y: [50] variation: [1] object no. [15]\n id: [3] x: [-90] y: [50] variation: [1] object no. [16]\n else\n if <(level) = [07-02-1]> then\n id: [1] x: [80] y: [-40] variation: [2] object no. [13]\n else\n if <(level) = [07-01-1]> then\n id: [3] x: [-50] y: [20] variation: [1] object no. [17]\n id: [3] x: [15] y: [20] variation: [1] object no. [18]\n else\n if <(level) = [08-01-1]> then\n id: [3] x: [-100] y: [70] variation: [1] object no. [19]\n id: [3] x: [-40] y: [70] variation: [1] object no. [20]\n id: [3] x: [15] y: [70] variation: [1] object no. [21]\n id: [4] x: [-40] y: [-15] variation: [1] object no. [22]\n id: [2] x: [160] y: [-82] variation: [1] object no. [23]\n else\n if <(level) = [09-01-1]> then\n id: [4] x: [40] y: [35] variation: [1] object no. [24]\n id: [1] x: [-170] y: [220] variation: [3] object no. [25]\n id: [3] x: [-20] y: [150] variation: [1] object no. [26]\n id: [3] x: [40] y: [150] variation: [1] object no. [27]\n id: [3] x: [100] y: [150] variation: [1] object no. [29]\n id: [3] x: [198] y: [90] variation: [1] object no. [30]\n else\n if <(level) = [10-01-1]> then\n id: [3] x: [-102] y: [30] variation: [1] object no. [31]\n id: [3] x: [79] y: [-30] variation: [1] object no. [32]\n id: [3] x: [195] y: [30] variation: [1] object no. [33]\n else\n if <(level) = [11-01-1]> then\n id: [4] x: [40] y: [-15] variation: [1] object no. [34]\n else\n if <(level) = [12-01-1]> then\n id: [5] x: [80] y: [15] variation: [1] object no. [35]\n end\n end\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\nif <(level) = [02-01-2]> then\n id: [3] x: [-165] y: [180] variation: [1] object no. [1]\n id: [3] x: [-165] y: [120] variation: [1] object no. [2]\n id: [3] x: [165] y: [180] variation: [1] object no. [3]\n id: [3] x: [165] y: [120] variation: [1] object no. [4]\nelse\n if <(level) = [02-02-2]> then\n id: [3] x: [-165] y: [-120] variation: [1] object no. [5]\n id: [3] x: [165] y: [-120] variation: [1] object no. [6]\n else\n if <(level) = [02-03-2]> then\n id: [1] x: [0] y: [-120] variation: [1] object no. [7]\n else\n if <(level) = [03-02-2]> then\n id: [4] x: [100] y: [38] variation: [1] object no. [15]\n id: [4] x: [-150] y: [120] variation: [1] object no. [16]\n else\n if <(level) = [03-03-2]> then\n id: [4] x: [100] y: [-155] variation: [1] object no. [17]\n else\n if <(level) = [04-01-2]> then\n id: [2] x: [-148] y: [18] variation: [1] object no. [8]\n id: [6] x: [130] y: [80] variation: [1] object no. [14]\n else\n if <(level) = [04-02-2]> then\n id: [3] x: [-130] y: [140] variation: [1] object no. [9]\n id: [3] x: [-130] y: [70] variation: [1] object no. [10]\n id: [3] x: [-130] y: [0] variation: [1] object no. [11]\n id: [3] x: [-130] y: [-70] variation: [1] object no. [12]\n id: [3] x: [-130] y: [-140] variation: [1] object no. [13]\n else\n if <(level) = [05-01-2]> then\n id: [6] x: [0] y: [0] variation: [1] object no. [18]\n id: [6] x: [160] y: [-80] variation: [1] object no. [19]\n id: [3] x: [80] y: [-40] variation: [1] object no. [20]\n id: [3] x: [-160] y: [80] variation: [1] object no. [21]\n else\n if <(level) = [06-01-2]> then\n id: [6] x: [-120] y: [-140] variation: [1] object no. [22]\n id: [6] x: [0] y: [40] variation: [1] object no. [23]\n id: [6] x: [70] y: [-20] variation: [1] object no. [24]\n id: [3] x: [-80] y: [-20] variation: [1] object no. [28]\n id: [3] x: [0] y: [-60] variation: [1] object no. [29]\n id: [3] x: [90] y: [-100] variation: [1] object no. [30]\n id: [3] x: [200] y: [-10] variation: [1] object no. [31]\n else\n if <(level) = [07-01-2]> then\n id: [6] x: [-220] y: [-140] variation: [1] object no. [25]\n id: [6] x: [-150] y: [30] variation: [1] object no. [26]\n id: [2] x: [0] y: [-112] variation: [1] object no. [27]\n id: [6] x: [-40] y: [80] variation: [2] object no. [32]\n id: [6] x: [190] y: [80] variation: [2] object no. [33]\n id: [3] x: [75] y: [80] variation: [1] object no. [34]\n else\n if <(level) = [07-02-2]> then\n id: [6] x: [75] y: [-100] variation: [2] object no. [35]\n id: [3] x: [-40] y: [-100] variation: [1] object no. [36]\n id: [3] x: [190] y: [-100] variation: [1] object no. [37]\n id: [9] x: [-40] y: [80] variation: [1] object no. [38]\n id: [9] x: [190] y: [80] variation: [1] object no. [39]\n id: [3] x: [75] y: [100] variation: [1] object no. [40]\n else\n if <(level) = [07-03-2]> then\n id: [1] x: [-40] y: [-100] variation: [2] object no. [41]\n else\n if <(level) = [08-02-2]> then\n id: [3] x: [85] y: [100] variation: [1] object no. [47]\n id: [9] x: [180] y: [80] variation: [1] object no. [46]\n id: [9] x: [-10] y: [80] variation: [1] object no. [45]\n id: [3] x: [180] y: [-100] variation: [1] object no. [44]\n id: [3] x: [-10] y: [-100] variation: [1] object no. [43]\n id: [8] x: [85] y: [-100] variation: [2] object no. [42]\n else\n if <(level) = [08-01-2]> then\n id: [3] x: [85] y: [100] variation: [1] object no. [52]\n id: [6] x: [180] y: [100] variation: [2] object no. [51]\n id: [6] x: [-10] y: [100] variation: [2] object no. [50]\n id: [8] x: [25] y: [-90] variation: [1] object no. [53]\n id: [8] x: [125] y: [-90] variation: [1] object no. [54]\n id: [3] x: [200] y: [0] variation: [1] object no. [55]\n id: [1] x: [-100] y: [-100] variation: [3] object no. [56]\n else\n if <(level) = [10-01-2]> then\n id: [5] x: [100] y: [-15] variation: [3] object no. [57]\n end\n end\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\nif <(level) = [01-01-3]> then\n id: [3] x: [-60] y: [55] variation: [1] object no. [4]\n id: [3] x: [62] y: [142] variation: [1] object no. [5]\n id: [3] x: [170] y: [190] variation: [1] object no. [6]\nelse\n if <(level) = [02-01-3]> then\n id: [7] x: [194] y: [100] variation: [1] object no. [1]\n id: [1] x: [120] y: [90] variation: [1] object no. [2]\n else\n if <(level) = [02-02-3]> then\n id: [7] x: [48] y: [-53] variation: [1] object no. [3]\n id: [3] x: [-203] y: [-118] variation: [1] object no. [8]\n id: [3] x: [-99] y: [-72] variation: [1] object no. [9]\n id: [3] x: [-140] y: [200] variation: [1] object no. [10]\n id: [3] x: [-40] y: [152] variation: [1] object no. [11]\n else\n if <(level) = [01-03-3]> then\n id: [4] x: [140] y: [-111] variation: [1] object no. [12]\n id: [7] x: [-113] y: [-50] variation: [1] object no. [13]\n id: [7] x: [41] y: [89] variation: [1] object no. [14]\n id: [7] x: [197] y: [159] variation: [1] object no. [15]\n id: [3] x: [-113] y: [50] variation: [1] object no. [16]\n id: [3] x: [41] y: [190] variation: [1] object no. [17]\n id: [2] x: [-164] y: [-64] variation: [1] object no. [19]\n else\n if <(level) = [01-04-3]> then\n id: [1] x: [-200] y: [-40] variation: [2] object no. [21]\n id: [3] x: [197] y: [-100] variation: [1] object no. [18]\n id: [7] x: [86] y: [160] variation: [1] object no. [24]\n id: [3] x: [86] y: ((160) + (80)) variation: [1] object no. [28]\n else\n if <(level) = [02-04-3]> then\n id: [4] x: [135] y: [4] variation: [1] object no. [20]\n id: [4] x: [-155] y: [152] variation: [1] object no. [22]\n id: [3] x: [-26] y: [111] variation: [1] object no. [23]\n else\n if <(level) = [01-05-3]> then\n id: [7] x: [-33] y: [-21] variation: [1] object no. [25]\n id: [7] x: [179] y: [123] variation: [1] object no. [26]\n id: [3] x: [-33] y: ((-21) + (80)) variation: [1] object no. [27]\n id: [3] x: [179] y: ((123) + (80)) variation: [1] object no. [29]\n else\n if <(level) = [02-05-3]> then\n id: [7] x: [-53] y: [94] variation: [1] object no. [30]\n id: [3] x: [-53] y: ((94) + (80)) variation: [1] object no. [31]\n else\n if <(level) = [02-06-3]> then\n id: [2] x: [104] y: [-126] variation: [1] object no. [32]\n id: [7] x: [-7] y: [95] variation: [1] object no. [33]\n id: [3] x: [-7] y: ((95) + (80)) variation: [1] object no. [43]\n else\n if <(level) = [02-07-3]> then\n id: [7] x: [-174] y: [-116] variation: [1] object no. [34]\n id: [10] x: [-91] y: [-180] variation: [1] object no. [35]\n id: [3] x: [-174] y: ((-116) + (80)) variation: [1] object no. [44]\n else\n if <(level) = [01-07-3]> then\n id: [7] x: [91] y: [-116] variation: [1] object no. [36]\n id: [10] x: [204] y: [-35] variation: [1] object no. [37]\n id: [7] x: [-88] y: [-42] variation: [1] object no. [38]\n id: [10] x: [-10] y: [-35] variation: [1] object no. [39]\n id: [7] x: [64] y: [54] variation: [2] object no. [40]\n id: [7] x: [200] y: [160] variation: [2] object no. [41]\n id: [10] x: [129] y: [160] variation: [1] object no. [42]\n id: [3] x: [91] y: ((-116) + (80)) variation: [1] object no. [45]\n id: [3] x: [-88] y: ((-42) + (80)) variation: [1] object no. [46]\n id: [3] x: [64] y: ((54) + (80)) variation: [2] object no. [47]\n id: [3] x: [200] y: ((160) + (80)) variation: [2] object no. [48]\n else\n if <(level) = [02-08-3]> then\n id: [2] x: [-138] y: [-111] variation: [1] object no. [49]\n id: [7] x: [-11] y: [-97] variation: [1] object no. [50]\n id: [7] x: [98] y: [26] variation: [2] object no. [51]\n id: [11] x: [150] y: [90] variation: [1] object no. [53]\n id: [7] x: [-30] y: [180] variation: [1] object no. [54]\n else\n if <(level) = [02-09-3]> then\n id: [12] x: [76] y: [-120] variation: [1] object no. [55]\n id: [7] x: [-200] y: [-70] variation: [2] object no. [56]\n id: [12] x: [-130] y: [-120] variation: [1] object no. [57]\n id: [1] x: [200] y: [160] variation: [3] object no. [64]\n id: [7] x: [200] y: [-70] variation: [2] object no. [52]\n id: [11] x: [200] y: [100] variation: [1] object no. [65]\n id: [3] x: [-200] y: ((-70) + (80)) variation: [2] object no. [66]\n else\n if <(level) = [01-09-3]> then\n id: [3] x: [150] y: ((-70) + (80)) variation: [2] object no. [67]\n id: [3] x: [10] y: ((-70) + (80)) variation: [2] object no. [68]\n id: [12] x: [215] y: [-80] variation: [1] object no. [60]\n id: [7] x: [150] y: [-70] variation: [2] object no. [58]\n id: [7] x: [10] y: [-70] variation: [2] object no. [59]\n id: [12] x: [80] y: [-80] variation: [1] object no. [61]\n id: [7] x: [-123] y: [-125] variation: [1] object no. [62]\n id: [7] x: [-185] y: [40] variation: [2] object no. [63]\n id: [7] x: [179] y: [167] variation: [1] object no. [69]\n id: [4] x: [50] y: [175] variation: [1] object no. [71]\n else\n if <(level) = [01-10-3]> then\n id: [3] x: [179] y: [-105] variation: [1] object no. [70]\n else\n if <(level) = [02-10-3]> then\n id: [5] x: [110] y: [15] variation: [1] object no. [72]\n end\n end\n end\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\nif <(level) = [01-02-4]> then\n id: [4] x: [35] y: [-69] variation: [2] object no. [2]\n id: [4] x: [152] y: [-122] variation: [2] object no. [3]\nelse\n if <(level) = [02-01-4]> then\n id: [4] x: [-193] y: [187] variation: [2] object no. [4]\n id: [4] x: [-76] y: [134] variation: [2] object no. [5]\n id: [4] x: [68] y: [77] variation: [2] object no. [7]\n id: [4] x: [193] y: [18] variation: [2] object no. [6]\n else\n if <(level) = [03-01-4]> then\n id: [2] x: [-38] y: [-82] variation: [2] object no. [1]\n else\n if <(level) = [04-01-4]> then\n id: [3] x: [-190] y: [55] variation: [1] object no. [8]\n id: [3] x: [3] y: [117] variation: [1] object no. [9]\n id: [3] x: [105] y: [21] variation: [1] object no. [10]\n id: [3] x: [105] y: [-40] variation: [1] object no. [11]\n else\n if <(level) = [05-01-4]> then\n id: [1] x: [-202] y: [138] variation: [1] object no. [7]\n id: [3] x: [-101] y: [24] variation: [1] object no. [12]\n id: [4] x: [120] y: [-58] variation: [1] object no. [13]\n else\n if <(level) = [06-01-4]> then\n id: [2] x: [-204] y: [-82] variation: [1] object no. [14]\n id: [3] x: [24] y: [-78] variation: [2] object no. [16]\n id: [3] x: [204] y: [-6] variation: [2] object no. [17]\n else\n if <(level) = [07-01-4]> then\n id: [1] x: [-55] y: [-65] variation: [2] object no. [15]\n id: [3] x: [96] y: [30] variation: [2] object no. [19]\n else\n if <(level) = [08-01-4]> then\n id: [13] x: [-30] y: [0] variation: [2] object no. [18]\n id: [3] x: [-155] y: [-81] variation: [2] object no. [20]\n id: [3] x: [84] y: [-81] variation: [2] object no. [21]\n else\n if <(level) = [09-01-4]> then\n id: [2] x: [-189] y: [-83] variation: [2] object no. [22]\n id: [13] x: [182] y: [0] variation: [2] object no. [23]\n id: [3] x: [82] y: [-80] variation: [2] object no. [25]\n else\n if <(level) = [10-01-4]> then\n id: [13] x: [-80] y: [30] variation: [2] object no. [24]\n id: [3] x: [-201] y: [-7] variation: [2] object no. [26]\n id: [3] x: [-80] y: [60] variation: [2] object no. [27]\n id: [3] x: [38] y: [-7] variation: [2] object no. [28]\n id: [13] x: [160] y: [60] variation: [2] object no. [30]\n id: [3] x: [160] y: [60] variation: [2] object no. [31]\n else\n if <(level) = [11-01-4]> then\n id: [3] x: [-204] y: [-7] variation: [2] object no. [29]\n id: [13] x: [0] y: [-35] variation: [2] object no. [32]\n id: [13] x: [180] y: [-35] variation: [2] object no. [33]\n else\n if <(level) = [12-01-4]> then\n id: [2] x: [-204] y: [-83] variation: [2] object no. [34]\n id: [3] x: [7] y: [14] variation: [2] object no. [42]\n id: [3] x: [158] y: [86] variation: [2] object no. [43]\n else\n if <(level) = [13-01-4]> then\n id: [3] x: [-126] y: [-8] variation: [2] object no. [44]\n id: [3] x: [83] y: [-81] variation: [2] object no. [45]\n else\n if <(level) = [14-01-4]> then\n id: [3] x: [-201] y: [-8] variation: [2] object no. [46]\n id: [3] x: [69] y: [-8] variation: [2] object no. [47]\n id: [3] x: [205] y: [65] variation: [2] object no. [48]\n else\n if <(level) = [15-01-4]> then\n id: [3] x: [96] y: [33] variation: [2] object no. [49]\n else\n if <(level) = [16-01-4]> then\n id: [7] x: [-130] y: [-88] variation: [1] object no. [35]\n id: [1] x: [-201] y: [135] variation: [3] object no. [36]\n id: [13] x: [65] y: [90] variation: [3] object no. [37]\n id: [3] x: [186] y: [-8] variation: [2] object no. [50]\n else\n if <(level) = [17-01-4]> then\n id: [13] x: [-170] y: [0] variation: [3] object no. [38]\n id: [13] x: [65] y: [40] variation: [3] object no. [39]\n id: [3] x: [-52] y: [-8] variation: [2] object no. [51]\n id: [3] x: [174] y: [-64] variation: [2] object no. [52]\n else\n if <(level) = [18-01-4]> then\n id: [13] x: [-205] y: [0] variation: [2] object no. [40]\n else\n if <(level) = [19-01-4]> then\n id: [5] x: [100] y: [15] variation: [2] object no. [41]\n id: [3] x: [-150] y: [-60] variation: [2] object no. [53]\n id: [3] x: [-75] y: [-60] variation: [2] object no. [54]\n id: [3] x: [0] y: [-60] variation: [2] object no. [55]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine id: (id) x: (x pos) y: (y pos) variation: (vari) object no. (obj no)\nif <<<not <[on-screen ns-objects v] contains (obj no)?>> and <[shown levels v] contains (obj lvl)?>> and <not <[removed objects v] contains (obj no)?>>> then\n if <not <<<(difficulty) = [3]> and <(id) = [2]>> and <(vari) = [1]>>> then\n set [obj no v] to (obj no)\n set [vari v] to (vari)\n set [id v] to (id)\n set [x v] to (x pos)\n set [y v] to (y pos)\n create clone of (_myself_ v)\n set [id v] to [x]\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [can jump? v] to [0]\nset [dead? v] to [0]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [orignal x v] to (x)\nset [original y v] to (y)\nset [frame v] to [1]\nset [costumeno v] to [1]\nswitch costume to (box v)\ngo to x: (((scrollx) + ((480) * ((join (letter (1) of (obj lvl)) (letter (2) of (obj lvl))) - (1)))) + (x)) y: (((scrolly) + ((360) * ((join (letter (4) of (obj lvl)) (letter (5) of (obj lvl))) - (1)))) + (y))\ncostume\nshow\n\ndefine costume\nif <(id) = [1]> then\n if <(coin collected?) = [1]> then\n switch costume to (green coin end v)\n else\n if <<[green coins v] contains (join (level) (join [-] (vari)))?> or <<[temporary green coins v] contains (join (vari) [0])?> or <[temporary green coins v] contains (join (vari) [1])?>>> then\n switch costume to (green coin2 v)\n set [ghost v] effect to (50)\n else\n switch costume to (green coin v)\n set [ghost v] effect to (0)\n end\n end\nelse\n if <(id) = [2]> then\n if <(obj lvl) = (checkpoint)> then\n switch costume to (checkpoint1 v)\n else\n switch costume to (checkpoint0 v)\n end\n else\n if <(id) = [3]> then\n if <(coin collected?) = [1]> then\n switch costume to (coin end v)\n else\n switch costume to (join [coin] (round (frame)))\n if <(level) > [4]> then\n set [level v] to [4]\n end\n end\n else\n if <(id) = [4]> then\n switch costume to (mushroom1 v)\n else\n if <(id) = [5]> then\n switch costume to (goalflag1 v)\n else\n if <(id) = [6]> then\n switch costume to (spikeball v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [7]> then\n if <(vari) = [2]> then\n switch costume to (fspring v)\n else\n switch costume to (spring v)\n end\n else\n if <(id) = [8]> then\n switch costume to (spikeballhor v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [9]> then\n switch costume to (spikeballver v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [10]> then\n switch costume to (saw v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [11]> then\n switch costume to (sawhor v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [12]> then\n switch costume to (sawver v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n else\n if <(id) = [13]> then\n switch costume to (fireball v)\n set size to ((100) * ((0.5) + ((vari) / (2)))) %\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<<(id) = [1]> or <(id) = [6]>> or <<(id) = [8]> or <(id) = [9]>>> then\n set [move v] to [0]\n forever\n change [move v] by (6)\n change [y v] by (([sin v] of (move) ) / (2))\n if <(id) = [1]> then\n change [brightness v] effect by (([sin v] of (move) ) / (2))\n end\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nset [id v] to [x]\nset [object pos check v] to [0]\nset [coin collected? v] to [0]\ndelete all of [on screen solid-objs v]\ndelete all of [removed objects v]\ndelete all of [temporary green coins v]\nhide\n\ndefine check\nset [count v] to [0]\nrepeat (length of [shown levels v])\n change [count v] by (1)\n create objects lvl: (item (count) of [shown levels v])\nend\n\nwhen I receive [start game v]\nset [object pos check v] to [0]\nset [coins v] to [0]\ndelete all of [on screen solid-objs v]\ndelete all of [removed objects v]\ndelete all of [temporary green coins v]\n\nwhen [b v] key pressed\nif <(username) = [ToadfanSchool]> then\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\nend\n\nwhen I start as a clone\nset [costumeno v] to [1]\nif <<(id) = [4]> and <not <(vari) = [2]>>> then\n forever\n wait (0.02) seconds\n if <(dead?) = [1]> then\n stop [this script v]\n end\n change [costumeno v] by (1)\n if <(costumeno) > [5]> then\n set [costumeno v] to [1]\n end\n wait until <(pause) = [0]>\n if <(dead?) = [1]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nif <<(id) = [4]> and <not <(vari) = [2]>>> then\n set [costumeno v] to [1]\n set rotation style [left-right v]\n point in direction (90)\n forever\n if <(dead?) = [1]> then\n stop [this script v]\n end\n set [x v] to (orignal x)\n repeat (18)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n change [x v] by (3)\n wait until <(pause) = [0]>\n end\n point in direction (-90)\n repeat (36)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n change [x v] by (-3)\n wait until <(pause) = [0]>\n end\n point in direction (90)\n repeat (18)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n change [x v] by (3)\n wait until <(pause) = [0]>\n end\n end\nend\n\nwhen [x v] key pressed\nif <(username) = [ToadfanSchool]> then\n delete all of [removed objects v]\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n if <<[temporary green coins v] contains (join (vari) [0])?> or <[temporary green coins v] contains (join (vari) [1])?>> then\n delete (item # of (obj no) in [on-screen ns-objects v]) of [on-screen ns-objects v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n set volume to (0) %\n forever\n wait until <(distance to [player v]) < [340]>\n play sound [shine v] until done\n end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n set volume to (0) %\n forever\n set volume to (((100) - ((distance to [player v]) / (3.4))) / (1.5)) %\n set [pan left/right v] effect to (((x position) - ([x position v] of [player v])) / (5))\n end\nend\n\nwhen I start as a clone\nif <<<(id) = [8]> or <(id) = [9]>> or <<(id) = [11]> or <(id) = [12]>>> then\n forever\n if <(dead?) = [1]> then\n stop [this script v]\n end\n set [x v] to (orignal x)\n set [y v] to (original y)\n repeat (30)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n if <<(id) = [8]> or <(id) = [11]>> then\n change [x v] by (2)\n else\n change [y v] by (2)\n end\n wait until <(pause) = [0]>\n end\n repeat (60)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n if <<(id) = [8]> or <(id) = [11]>> then\n change [x v] by (-2)\n else\n change [y v] by (-2)\n end\n wait until <(pause) = [0]>\n end\n repeat (30)\n if <(dead?) = [1]> then\n stop [this script v]\n end\n if <<(id) = [8]> or <(id) = [11]>> then\n change [x v] by (2)\n else\n change [y v] by (2)\n end\n wait until <(pause) = [0]>\n end\n end\nend\n\nwhen I receive [start game v]\nif <<(id) = [x]> and <(username) = [ToadfanSchool]>> then\n forever\n wait until <key (q v) pressed?>\n set [object pos check v] to [1]\n start sound [smb_stomp v]\n wait until <not <key (q v) pressed?>>\n wait until <key (q v) pressed?>\n set [object pos check v] to [0]\n start sound [smb_stomp v]\n wait until <not <key (q v) pressed?>>\n end\nend\n\nwhen I start as a clone\nif <(id) = [13]> then\n set [x v] to (orignal x)\n set [y v] to (original y)\n forever\n point in direction (-90)\n set [y speed v] to [0]\n repeat until <(y) < [-160]>\n change [y speed v] by (-0.5)\n change [y v] by (y speed)\n wait until <(pause) = [0]>\n end\n point in direction (90)\n if <([abs v] of (x position) ) < [240]> then\n start sound [Splash v]\n end\n repeat until <(y) > ((original y) - (5))>\n change [y v] by (((original y) - (y)) / (10))\n wait until <(pause) = [0]>\n end\n end\nend\n\nset [scrollx v] to ((-480) * (10.6))\n\nwhen I receive [bad ending v]\nhide\n\n@water\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\nset [underwater? v] to [0]\nset volume to (0) %\ndelete this clone\n\nwhen flag clicked\nset [watery v] to [40]\nset volume to (0) %\nset [underwater? v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [scroll v]\nif <(level) = [2]> then\n set y to ((scrolly) + (waterY))\n if <(y position) > [40]> then\n set y to (40)\n end\n if <<([y position v] of [player v]) < ((y position) + (185))> and <(music) = [4]>> then\n set [underwater? v] to [1]\n else\n set [underwater? v] to [0]\n end\nend\n\nwhen I receive [start game v]\nif <(level) = [2]> then\n set [ghost v] effect to (50)\n show\n wait (0.5) seconds\n forever\n play sound [underwater v] until done\n end\nend\n\nwhen I receive [start game v]\nif <(level) = [2]> then\n forever\n set volume to (0) %\n wait until <(underwater?) = [1]>\n set volume to (90) %\n wait until <(underwater?) = [0]>\n set volume to (0) %\n end\nend\n\nwhen I receive [start game v]\nif <(level) = [2]> then\n set [watery v] to [40]\n wait (0.5) seconds\n forever\n if <(scrollx) < [-3750]> then\n change [watery v] by (((-340) - (waterY)) / (20))\n else\n if <(scrollx) < [-2185]> then\n if <(waterY) < [320]> then\n change [watery v] by (20)\n else\n set [watery v] to [320]\n end\n else\n set [watery v] to [40]\n end\n end\n end\nend\n\nwhen I receive [bad ending v]\nhide\n\n@logo\n\nwhen I receive [world map v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [end intro v]\nswitch costume to (costume1 v)\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nshow\ngo to x: (0) y: (229)\nset [logo y v] to [0]\nforever\n change [logo y v] by (-1)\n change y by (logo y)\n if <(y position) < [40]> then\n set [logo y v] to ((logo y) / (-2))\n set y to (40)\n end\n broadcast (scroll v)\n change [scrollx v] by (-2)\nend\n\nwhen flag clicked\nhide\n\n@fade\n\nwhen I receive [leave title v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (75)\nset y to (345)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.25) seconds\nbroadcast (world map v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [select level v]\nwait (1) seconds\nstop [other scripts in sprite v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.25) seconds\nbroadcast (start game v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [exit stage v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.25) seconds\nbroadcast (world map v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [bad ending v]\nhide\n\n@map bg\n\nwhen flag clicked\nhide\n\nwhen I receive [world map v]\n\nshow\ngo to [back v] layer\nswitch costume to (backdrop1 v)\nset size to (100) %\nswitch costume to (lines v)\nset [ghost v] effect to (92)\nforever\n go to x: (0) y: (0)\n repeat (201)\n change x by (0.5)\n end\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@hud\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ncreate clone of (_myself_ v)\ngo to x: (-193) y: (134)\nshow\nset [health timer v] to [0]\nforever\n switch costume to (join (join (health) (difficulty)) [])\n change [health timer v] by (1)\n if <(health timer) > [79]> then\n if <not <(health) = [1]>> then\n change x by (-5)\n end\n set [health timer v] to [80]\n else\n change x by (((-193) - (x position)) / (2))\n end\n set [ghost v] effect to (((-193) - (x position)) * (2))\n change size by (((100) - (size)) / (4))\n if <not <(health) = (old health)>> then\n set [health timer v] to [0]\n set size to (125) %\n set x to (-193)\n end\n set [old health v] to (health)\nend\n\nset [health v] to [4]\n\nset [health v] to [3]\n\nset [health v] to [2]\n\nset [health v] to [1]\n\nwhen I receive [goal animation v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nswitch costume to (coinbg v)\nset size to (100) %\nset [health timer v] to [80]\nset [old health v] to [0]\nset x to (250)\nshow\nforever\n change [health timer v] by (1)\n if <(health timer) > [79]> then\n change x by (5)\n set [health timer v] to [80]\n else\n change x by (((193) - (x position)) / (2))\n end\n set [ghost v] effect to (((193) - (x position)) * (-2))\n if <not <(coins) = (old health)>> then\n set [health timer v] to [0]\n set x to (193)\n end\n set [old health v] to (coins)\nend\n\n@level bg\n\nwhen [z v] key pressed\nif <(username) = [ToadfanSchool]> then\n if <[1] = [1]> then\n delete this clone\n end\n clone\n set [id v] to [x]\nend\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\nif <not <(id) = [x]>> then\n switch costume to (box v)\n go to x: ((scrollx) + ((480) * ((join (letter (1) of (id)) (letter (2) of (id))) - (1)))) y: ((scrolly) + ((360) * ((join (letter (4) of (id)) (letter (5) of (id))) - (1))))\n switch costume to (id)\n if <<([abs v] of (x position) ) > [479]> or <([abs v] of (y position) ) > [359]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [id v] to [x]\nhide\n\ndefine clone\nif <(level) = [1]> then\n set [id v] to [01-01-1]\n create clone of (_myself_ v)\n set [id v] to [02-01-1]\n create clone of (_myself_ v)\n set [id v] to [03-01-1]\n create clone of (_myself_ v)\n set [id v] to [04-01-1]\n create clone of (_myself_ v)\n set [id v] to [05-02-1]\n create clone of (_myself_ v)\n set [id v] to [05-01-1]\n create clone of (_myself_ v)\n set [id v] to [06-01-1]\n create clone of (_myself_ v)\n set [id v] to [06-02-1]\n create clone of (_myself_ v)\n set [id v] to [07-02-1]\n create clone of (_myself_ v)\nelse\n if <(level) = [2]> then\n set [id v] to [01-02-2]\n create clone of (_myself_ v)\n set [id v] to [02-01-2]\n create clone of (_myself_ v)\n set [id v] to [03-03-2]\n create clone of (_myself_ v)\n set [id v] to [07-01-2]\n create clone of (_myself_ v)\n set [id v] to [08-03-2]\n create clone of (_myself_ v)\n set [id v] to [09-01-2]\n create clone of (_myself_ v)\n else\n if <(level) = [3]> then\n set [id v] to [01-01-3]\n create clone of (_myself_ v)\n set [id v] to [02-06-3]\n create clone of (_myself_ v)\n set [id v] to [01-08-3]\n create clone of (_myself_ v)\n else\n if <(level) = [4]> then\n set [id v] to [03-01-4]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I receive [start game v]\nif <(id) = [x]> then\n clone\n set [id v] to [x]\nend\n\n@mobile controls\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset all zero\nhide\n\nwhen I receive [start game v]\nset all zero\nforever\n set all zero\n if <<mouse down?> and <(pause) = [0]>> then\n if <(mouse x) > [80]> then\n set [0right mobile v] to [1]\n else\n if <(mouse x) < [-80]> then\n set [0left mobile v] to [1]\n end\n end\n if <(mouse y) > [60]> then\n set [0up mobile v] to [1]\n else\n if <(mouse y) < [-60]> then\n set [0down mobile v] to [1]\n end\n end\n if <<(mouse x) < [-80]> and <(mouse y) < [-60]>> then\n set [pause v] to [1]\n broadcast (toggle pause v)\n end\n else\n set all zero\n end\n if <(pause) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [exit stage v]\nstop [other scripts in sprite v]\nhide\n\ndefine set all zero\nset [0up mobile v] to [0]\nset [0down mobile v] to [0]\nset [0left mobile v] to [0]\nset [0right mobile v] to [0]\n\nwhen I receive [start game v]\nset [ghost v] effect to (100)\nshow\nforever\n wait until <mouse down?>\n if <(pause) = [0]> then\n set [ghost v] effect to (60)\n show\n wait until <not <mouse down?>>\n wait (2) seconds\n if <not <mouse down?>> then\n repeat (20)\n if <not <mouse down?>> then\n change [ghost v] effect by (2)\n else\n set [ghost v] effect to (60)\n end\n end\n end\n if <mouse down?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I receive [goal animation v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen [c v] key pressed\nif <(username) = [ToadfanSchool]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@pause\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nset [pause v] to [0]\nhide\ndelete this clone\n\nwhen I receive [start game v]\nhide\nwait (0.1) seconds\nforever\n wait until <key (p v) pressed?>\n set [pause v] to [1]\n broadcast (toggle pause v)\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n set [pause v] to [0]\n broadcast (toggle pause v)\n wait until <not <key (p v) pressed?>>\nend\n\nwhen flag clicked\nset [pause v] to [0]\nhide\nset [id v] to [x]\n\nwhen I receive [toggle pause v]\nif <<(pause) = [1]> and <(id) = [x]>> then\n start sound [pause menu v]\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [x]\n switch costume to (white v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-10)\n end\nelse\n if <(id) = [x]> then\n set [ghost v] effect to (50)\n show\n repeat (5)\n change [ghost v] effect by (10)\n end\n hide\n else\n start sound [menu disappear v]\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\nend\n\nwhen I receive [goal animation v]\nstop [other scripts in sprite v]\nset [pause v] to [0]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo [forward v] (2) layers\nswitch costume to ((id) + (1))\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nif <(id) = [2]> then\n set [size time v] to [0]\n forever\n change [size time v] by (4)\n change size by (([sin v] of (size time) ) / (2))\n end\nend\n\nset [pause v] to [1]\nbroadcast (toggle pause v)\n\n@goal\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [goal animation v]\nswitch costume to (pole v)\ngo to x: (flagX) y: ((flagY) - (1))\nshow\ncreate clone of (_myself_ v)\nwait (5.3) seconds\nswitch costume to (pole2 v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (badflag v)\nwait (1) seconds\nstart sound [nsmb_flagpole v]\nrepeat (21)\n change y by (-6)\nend\nrepeat (5)\n change y by (-4)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nwait (0.5) seconds\nif <(level) = [4]> then\n broadcast (vic music v)\nelse\n start sound [goal v]\nend\nbroadcast (course clear text v)\nwait (1.8) seconds\nset [brightness v] effect to (0)\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (5)\nend\nswitch costume to (goodflag v)\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n change y by (((flagY) - (y position)) / (4))\nend\nset y to (flagY)\n\n@scoreboard\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [course clear text v]\nwait (2.4) seconds\nset [ghost v] effect to (0)\nswitch costume to (course clear v)\nshow\nset size to (0) %\nrepeat (20)\n change size by (((100) - (size)) / (4))\nend\nset size to (100) %\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (results v)\nset [ghost v] effect to (100)\nswitch costume to (black v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\nbroadcast (time screen v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (2) seconds\nwait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\nbroadcast (exit stage v)\nstart sound [begin v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nif <(id) = [1]> then\n switch costume to (score text v)\nelse\n switch costume to (space v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [time screen v]\nif <(id) = [1]> then\n switch costume to (time text v)\nelse\n delete this clone\nend\n\n@score nos\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nset [coins v] to [0]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine clone (id)\nset [row v] to (id)\nset [id v] to [0]\nif <(id) = [1]> then\n repeat (length of (coins))\n change [id v] by (1)\n switch costume to (letter (id) of (coins))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (x100 v)\n create clone of (_myself_ v)\nelse\n if <(id) = [2]> then\n repeat (length of (length of [temporary green coins v]))\n change [id v] by (1)\n switch costume to (letter (id) of (length of [temporary green coins v]))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (x1000 v)\n create clone of (_myself_ v)\n else\n if <(id) = [3]> then\n repeat (length of (total score))\n change [id v] by (1)\n switch costume to (letter (id) of (total score))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [4]> then\n change [id v] by (1)\n switch costume to (coin v)\n create clone of (_myself_ v)\n repeat (length of (coins))\n change [id v] by (1)\n switch costume to (letter ((id) - (1)) of (coins))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [5]> then\n repeat (length of (timer))\n change [id v] by (1)\n switch costume to (letter (id) of (timer))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [6]> then\n if <(level) = [1]> then\n repeat (length of (☁ lvl1))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ lvl1))\n create clone of (_myself_ v)\n end\n else\n if <(level) = [2]> then\n repeat (length of (☁ lvl2))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ lvl2))\n create clone of (_myself_ v)\n end\n else\n if <(level) = [3]> then\n repeat (length of (☁ lvl3))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ lvl3))\n create clone of (_myself_ v)\n end\n else\n if <(level) = [4]> then\n repeat (length of (☁ lvl4))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ lvl4))\n create clone of (_myself_ v)\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\nset [total score v] to [0]\nset size to (80) %\nhide\n\nwhen I start as a clone\nif <(row) = [4]> then\n set [ghost v] effect to (0)\n show\n set [old coin v] to (coins)\n wait until <not <(coins) = (old coin)>>\n delete this clone\nelse\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nset size to (80) %\nif <(row) = [1]> then\n go to x: ((0) + (((14) * (id)) - (14))) y: (42)\nelse\n if <(row) = [2]> then\n go to x: ((0) + (((14) * (id)) - (14))) y: (2)\n else\n if <(row) = [3]> then\n set size to (160) %\n go to x: ((0) + (((28) * (id)) - (14))) y: (-85)\n else\n if <(row) = [4]> then\n set size to (160) %\n go to x: (((212) + (((28) * (id)) - (28))) - ((length of (coins)) * (28))) y: (148)\n wait (2.6) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(row) = [5]> then\n go to x: ((0) + (((14) * (id)) - (14))) y: (23)\n else\n if <(row) = [6]> then\n go to x: ((0) + (((14) * (id)) - (14))) y: (-16)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [results v]\nset [total score v] to [0]\nwait (0.5) seconds\nstart sound [coin v]\nclone (1)\nwait (1) seconds\nclone (2)\nstart sound [coin-special v]\nwait (1) seconds\nset [total score v] to (((coins) * (100)) + ((length of [temporary green coins v]) * (1000)))\nstart sound [Tada v]\nclone (3)\n\nwhen I receive [start game v]\nset [old coin v] to [0]\nforever\n if <not <(coins) = (old coin)>> then\n clone (4)\n end\n set [old coin v] to (coins)\nend\n\nwhen I receive [time screen v]\nif <[1] = [1]> then\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\nwait (0.5) seconds\nstart sound [Glug v]\nclone (5)\nwait (1) seconds\nif <(newbest) = [1]> then\n start sound [Tada v]\nelse\n start sound [Glug v]\nend\nclone (6)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.25)\nif <(t?) = [1]> then\n switch costume to (turbo mode v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [front v] layer\n show\n start sound [wrong v]\nelse\n switch costume to (costume1 v)\n go to x: (0) y: (110)\n go to [front v] layer\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\n@turbo detector\n\nwhen flag clicked\nset [t? v] to [0]\nset [ghost v] effect to (100)\nshow\nforever\n set [turbo timer v] to [0]\n go to x: (0) y: (182)\n repeat (7)\n change x by (10)\n end\n if <(turbo timer) = [0]> then\n set [t? v] to [1]\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [turbo timer v] to [0]\nforever\n change [turbo timer v] by (1)\n wait (0.01) seconds\nend\n\n@Intro\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nif <(id) = [1]> then\n point in direction (80)\n switch costume to (logo bg v)\n show\n set size to (50) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (4)\n change size by (((-15) - (size)) / (3))\n end\n hide\n delete this clone\nelse\n if <(id) = [2]> then\n change y by (-5)\n point in direction (65)\n switch costume to (logo v)\n show\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (6)\n change size by (((-8) - (size)) / (3))\n end\n hide\n delete this clone\n else\n if <<(id) = [3]> or <(id) = [4]>> then\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat (40)\n switch costume to (costume2 v)\n change size by (((2750) - (size)) / (8))\n if <(id) = [3]> then\n switch costume to (costume3 v)\n else\n change [brightness v] effect by (-4)\n switch costume to (costume1 v)\n end\n end\n else\n hide\n set volume to (75) %\n if <(id) = [5]> then\n set [pan left/right v] effect to (-100)\n play sound [monodyL v] until done\n delete this clone\n else\n set [pan left/right v] effect to (100)\n play sound [monodyR v] until done\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nif <(intro end animation?) = [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.6) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.45) seconds\nrepeat (4)\n set size to (150) %\n set [brightness v] effect to (20)\n repeat (5)\n change [brightness v] effect by (-1)\n end\nend\nrepeat (15)\n change [brightness v] effect by (-1.5)\nend\nwait (0.675) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nif <(costume [number v]) = [1]> then\n set [intro played? v] to [0]\n go to x: (0) y: (0)\n switch costume to (bg2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n hide\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [x v] to (mouse x)\nset [intro: y v] to (mouse y)\nwait until <not <mouse down?>>\nif <(mouse y) > [179]> then\n wait until <not <(mouse x) = (x)>>\n wait until <not <(mouse y) = (Intro: y)>>\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<not <mouse down?>> or <touching (mouse-pointer v)?>>\n if <<touching (mouse-pointer v)?> and <(intro end animation?) = [0]>> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n broadcast (z intro fade v)\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n repeat (15)\n change volume by (-7.5)\n end\n wait (0.5) seconds\n broadcast (end intro v)\n stop [this script v]\n end\n end\nend\n\ndefine float\nif <(costume [number v]) = [1]> then\n change [float v] by (3)\n change y by (([sin v] of (float) ) / (4))\nelse\n if <(costume [number v]) = [3]> then\n change [float v] by (6)\n else\n change [float v] by (-6)\n end\n change y by (([sin v] of (float) ) / (3))\n change size by (([sin v] of (float) ) / (4))\n turn right (([sin v] of (float) ) / (5)) degrees\nend\n\nwhen flag clicked\nshow\nif <(intro played?) = [0]> then\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [6]\n create clone of (_myself_ v)\n set [intro end animation? v] to [0]\n set volume to (100) %\n set [brightness v] effect to (-100)\n go to x: (0) y: (0)\n set size to (87) %\n switch costume to (bg v)\n point in direction (90)\n show\n go to [front v] layer\n repeat (75)\n change size by (((125) - (size)) / (50))\n change [brightness v] effect by (1)\n float\n end\n forever\n float\n change size by (((100) - (size)) / (25))\n end\nelse\n set [brightness v] effect to (-100)\n wait (0.15) seconds\n hide\n broadcast (end intro v)\n set [intro played? v] to [0]\nend\n\nwhen flag clicked\nwait (7.2) seconds\nif <(intro end animation?) = [0]> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n wait (1) seconds\n broadcast (end intro v)\nend\n\nwhen I start as a clone\nset [float v] to [0]\nwait (0.25) seconds\nif <(id) = [1]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\nelse\n if <(id) = [2]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (-50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\n end\nend\n\nmove (10) steps\n\nwhen I receive [z intro fade v]\nif <(id) > [4]> then\n repeat (15)\n change volume by (-7.5)\n end\nend\n\nwhen flag clicked\nset [intro played? v] to [1]\n\nwhen I receive [bad ending v]\nhide\n\nwhen I receive [good ending v]\nhide\n\n@planet\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [world map v]\nshow\ngo to x: (0) y: (-320)\nswitch costume to (costume2 v)\nset size to (180) %\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + ((scrollx) / (3.5)))\n set [color v] effect to (((scrollx) * (-1)) / (10))\nend\n\nwhen I receive [bad ending v]\nhide\n\nwhen I receive [good ending v]\nhide\n\n@menu title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back to map v]\nstop [other scripts in sprite v]\nset y to (0)\nrepeat (4)\n change y by (10)\nend\nswitch costume to (lvl select v)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\n\nwhen I receive [world map v]\nswitch costume to (lvl select v)\nset y to (0)\nshow\n\nwhen I receive [data menu v]\nstop [other scripts in sprite v]\nset y to (0)\nrepeat (4)\n change y by (10)\nend\nswitch costume to (data v)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\n\nwhen I receive [select level v]\nstop [other scripts in sprite v]\nrepeat (4)\n change y by (10)\nend\nset y to (0)\nhide\n\nwhen I receive [error code v]\nstop [other scripts in sprite v]\nset y to (0)\nrepeat (4)\n change y by (10)\nend\nswitch costume to (error v)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\n\n@green coin icon\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen flag clicked\nset [id v] to [x]\nhide\n\nwhen I receive [back to map v]\nif <[1] = [1]> then\n delete this clone\nend\nclone\n\nwhen I receive [world map v]\nif <[1] = [1]> then\n delete this clone\nend\nclone\n\ndefine clone\nset [id v] to [0]\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [x]\n\nwhen I start as a clone\nforever\n if <(lvl theme) = [0]> then\n show\n if <[green coins v] contains (join (lvl hover) (join [-] (id)))?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n go to x: ((132) + (((id) - (1)) * (40))) y: (153)\n else\n if <<[temporary green coins v] contains (join (id) [0])?> or <[temporary green coins v] contains (join (id) [1])?>> then\n switch costume to (costume1 v)\n else\n if <[green coins v] contains (join (level) (join [-] (id)))?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n end\n go to x: ((-40) + (((id) - (1)) * (40))) y: (153)\n end\nend\n\nwhen I receive [data menu v]\ndelete this clone\n\nwhen I receive [select level v]\ndelete this clone\n\nwhen I receive [start game v]\nif <[1] = [1]> then\n delete this clone\nend\nclone\n\nwhen I receive [update green coin counter v]\nif <not <(id) = [x]>> then\n wait (0) seconds\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n show\n wait (1.5) seconds\n repeat (20)\n if <(costume [number v]) = [1]> then\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (2.5)\n end\n end\n set [ghost v] effect to (0)\n hide\nend\n\n@lava\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [4]> then\n set [ghost v] effect to (15)\n go to x: (-137) y: (0)\n show\n forever\n wait until <(pause) = [0]>\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nif <(level) = [4]> then\n forever\n if <(scrollx) < [-8280]> then\n change x by (((-137) - (x position)) / (40))\n else\n change x by (((0) - (x position)) / (40))\n end\n end\nend\n\nwhen I receive [bad ending v]\nhide\n\n@bottom lava\n\nwhen I receive [scroll v]\nif <(level) = [4]> then\n switch costume to (costume2 v)\n set y to ((scrolly) + (0))\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(level) = [4]> then\n set [ghost v] effect to (15)\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [bad ending v]\nhide\n\n@clear icon\n\nwhen flag clicked\nset [id v] to [x]\nhide\n\nwhen I receive [back to map v]\nshow\nforever\n if <[cleared v] contains (lvl hover)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [world map v]\nshow\nforever\n if <[cleared v] contains (lvl hover)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [data menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [select level v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@timer\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [timer v] to [0]\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nset [timer v] to [0]\nrepeat until <(timer) = [999]>\n repeat (30)\n wait until <(pause) = [0]>\n end\n change [timer v] by (1)\nend\n\nwhen I receive [goal animation v]\nstop [other scripts in sprite v]\n\nset [scrollx v] to [-5000]\n\n@level\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\nif <not <(id) = [x]>> then\n switch costume to (box v)\n go to x: ((scrollx) + ((480) * ((join (letter (1) of (id)) (letter (2) of (id))) - (1)))) y: ((scrolly) + ((360) * ((join (letter (4) of (id)) (letter (5) of (id))) - (1))))\n broadcast (ground move v)\n switch costume to (id)\n if <<([abs v] of (x position) ) > [479]> or <([abs v] of (y position) ) > [359]>> then\n hide\n if <[shown levels v] contains (id)?> then\n delete (item # of (id) in [shown levels v]) of [shown levels v]\n end\n else\n show\n if <not <[shown levels v] contains (id)?>> then\n add (id) to [shown levels v]\n end\n end\nend\n\nwhen flag clicked\nset [id v] to [x]\ndelete all of [shown levels v]\nhide\n\ndefine clone\nif <not <(id) = [x]>> then\n delete this clone\nend\nif <(level) = [1]> then\n set [id v] to [01-01-1]\n create clone of (_myself_ v)\n set [id v] to [02-01-1]\n create clone of (_myself_ v)\n set [id v] to [03-01-1]\n create clone of (_myself_ v)\n set [id v] to [04-01-1]\n create clone of (_myself_ v)\n set [id v] to [05-01-1]\n create clone of (_myself_ v)\n set [id v] to [04-02-1]\n create clone of (_myself_ v)\n set [id v] to [05-02-1]\n create clone of (_myself_ v)\n set [id v] to [06-02-1]\n create clone of (_myself_ v)\n set [id v] to [06-01-1]\n create clone of (_myself_ v)\n set [id v] to [07-01-1]\n create clone of (_myself_ v)\n set [id v] to [07-02-1]\n create clone of (_myself_ v)\n set [id v] to [08-01-1]\n create clone of (_myself_ v)\n set [id v] to [09-01-1]\n create clone of (_myself_ v)\n set [id v] to [10-01-1]\n create clone of (_myself_ v)\n set [id v] to [11-01-1]\n create clone of (_myself_ v)\n set [id v] to [12-01-1]\n create clone of (_myself_ v)\nelse\n if <(level) = [2]> then\n set [id v] to [01-01-2]\n create clone of (_myself_ v)\n set [id v] to [01-02-2]\n create clone of (_myself_ v)\n set [id v] to [02-01-2]\n create clone of (_myself_ v)\n set [id v] to [02-02-2]\n create clone of (_myself_ v)\n set [id v] to [03-01-2]\n create clone of (_myself_ v)\n set [id v] to [02-03-2]\n create clone of (_myself_ v)\n set [id v] to [03-02-2]\n create clone of (_myself_ v)\n set [id v] to [03-03-2]\n create clone of (_myself_ v)\n set [id v] to [04-03-2]\n create clone of (_myself_ v)\n set [id v] to [04-02-2]\n create clone of (_myself_ v)\n set [id v] to [04-01-2]\n create clone of (_myself_ v)\n set [id v] to [05-01-2]\n create clone of (_myself_ v)\n set [id v] to [05-02-2]\n create clone of (_myself_ v)\n set [id v] to [06-01-2]\n create clone of (_myself_ v)\n set [id v] to [06-02-2]\n create clone of (_myself_ v)\n set [id v] to [07-01-2]\n create clone of (_myself_ v)\n set [id v] to [07-02-2]\n create clone of (_myself_ v)\n set [id v] to [08-01-2]\n create clone of (_myself_ v)\n set [id v] to [08-02-2]\n create clone of (_myself_ v)\n set [id v] to [07-03-2]\n create clone of (_myself_ v)\n set [id v] to [06-03-2]\n create clone of (_myself_ v)\n set [id v] to [07-03-2]\n create clone of (_myself_ v)\n set [id v] to [09-03-2]\n create clone of (_myself_ v)\n set [id v] to [09-02-2]\n create clone of (_myself_ v)\n set [id v] to [09-01-2]\n create clone of (_myself_ v)\n set [id v] to [10-01-2]\n create clone of (_myself_ v)\n else\n if <(level) = [3]> then\n set [id v] to [01-01-3]\n create clone of (_myself_ v)\n set [id v] to [02-01-3]\n create clone of (_myself_ v)\n set [id v] to [02-02-3]\n create clone of (_myself_ v)\n set [id v] to [01-03-3]\n create clone of (_myself_ v)\n set [id v] to [01-04-3]\n create clone of (_myself_ v)\n set [id v] to [02-04-3]\n create clone of (_myself_ v)\n set [id v] to [01-05-3]\n create clone of (_myself_ v)\n set [id v] to [02-05-3]\n create clone of (_myself_ v)\n set [id v] to [02-06-3]\n create clone of (_myself_ v)\n set [id v] to [01-06-3]\n create clone of (_myself_ v)\n set [id v] to [01-07-3]\n create clone of (_myself_ v)\n set [id v] to [02-07-3]\n create clone of (_myself_ v)\n set [id v] to [01-08-3]\n create clone of (_myself_ v)\n set [id v] to [02-08-3]\n create clone of (_myself_ v)\n set [id v] to [01-09-3]\n create clone of (_myself_ v)\n set [id v] to [02-09-3]\n create clone of (_myself_ v)\n set [id v] to [01-10-3]\n create clone of (_myself_ v)\n set [id v] to [02-10-3]\n create clone of (_myself_ v)\n else\n if <(level) = [4]> then\n set [id v] to [01-01-4]\n create clone of (_myself_ v)\n set [id v] to [01-02-4]\n create clone of (_myself_ v)\n set [id v] to [02-01-4]\n create clone of (_myself_ v)\n set [id v] to [03-01-4]\n create clone of (_myself_ v)\n set [id v] to [04-01-4]\n create clone of (_myself_ v)\n set [id v] to [05-01-4]\n create clone of (_myself_ v)\n set [id v] to [06-01-4]\n create clone of (_myself_ v)\n set [id v] to [07-01-4]\n create clone of (_myself_ v)\n set [id v] to [08-01-4]\n create clone of (_myself_ v)\n set [id v] to [09-01-4]\n create clone of (_myself_ v)\n set [id v] to [10-01-4]\n create clone of (_myself_ v)\n set [id v] to [11-01-4]\n create clone of (_myself_ v)\n set [id v] to [12-01-4]\n create clone of (_myself_ v)\n set [id v] to [13-01-4]\n create clone of (_myself_ v)\n set [id v] to [14-01-4]\n create clone of (_myself_ v)\n set [id v] to [15-01-4]\n create clone of (_myself_ v)\n set [id v] to [16-01-4]\n create clone of (_myself_ v)\n set [id v] to [17-01-4]\n create clone of (_myself_ v)\n set [id v] to [18-01-4]\n create clone of (_myself_ v)\n set [id v] to [19-01-4]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I receive [start game v]\ndelete all of [shown levels v]\nset [id v] to [x]\nclone\nset [id v] to [x]\n\nwhen [z v] key pressed\nif <(username) = [ToadfanSchool]> then\n clone\nend\n\nwhen I receive [bad ending v]\nhide\n\n@map levels2\n\ndefine clone\nset [id v] to [0]\nrepeat (4)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [x]\n\nwhen I start as a clone\nset [yhover v] to (((id) - (1)) * (180))\nset size to (100) %\nset y to (35)\nshow\nforever\n change [yhover v] by (4)\n switch costume to (box v)\n set x to ((scrollx) + ((id) * (200)))\n set y to (((35) + (([sin v] of (yHover) ) * (10))) - (([abs v] of ((scrollx) + ((id) * (200))) ) / (3)))\n if <<(id) = [3]> and <(length of [cleared v]) < [2]>> then\n switch costume to (lvl4-lock v)\n else\n switch costume to ((id) + (3))\n end\n set size to ((100) - (([abs v] of (x position) ) / (5))) %\n set [ghost v] effect to (([abs v] of (x position) ) / (3))\n if <([abs v] of (x position) ) > [350]> then\n hide\n else\n show\n end\n if <(id) > [3]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [id v] to [x]\nhide\n\nwhen I receive [world map v]\nset [scrollx v] to (((level) - (1)) * (-200))\nset [scrolly v] to [0]\nset [lvl hover v] to (level)\ncreate lvl icons\n\nwhen I receive [world map v]\nmap controls\n\nwhen I receive [select level v]\nstop [other scripts in sprite v]\nif <<((id) + (1)) = (lvl hover)> and <not <(id) = [x]>>> then\n start sound [enter level v]\n set size to (50) %\n set [level v] to (lvl hover)\n set [lvl theme v] to (lvl hover)\n show\n switch costume to ((lvl hover) + (2))\n set [ghost v] effect to (0)\n set x to (0)\n repeat (30)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (8))\n end\n set size to (100) %\n set y to (0)\n go to x: (0) y: (0)\n set [zoom v] to [0]\n set [zoom2 v] to [0]\n start sound [Rip2 v]\n repeat (20)\n change [zoom2 v] by (0.5)\n change [zoom v] by (zoom2)\n switch costume to (box2 v)\n change size by (zoom)\n switch costume to ((lvl hover) + (2))\n end\n if <(level) < [5]> then\n delete this clone\n end\nelse\n delete this clone\nend\n\nwhen I receive [data menu v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [back to map v]\ncreate lvl icons\n\ndefine create lvl icons\nif <[1] = [1]> then\n delete this clone\nend\nclone\nforever\n change [scrollx v] by ((((((lvl hover) * (-1)) + (1)) * (200)) - (scrollx)) / (4))\n broadcast (scroll v)\nend\n\ndefine map controls\nforever\n if <key (left arrow v) pressed?> then\n change [lvl hover v] by (-1)\n if <(lvl hover) < [1]> then\n set [lvl hover v] to [1]\n else\n start sound [Rip v]\n end\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n change [lvl hover v] by (1)\n if <(lvl hover) > [4]> then\n set [lvl hover v] to [4]\n else\n start sound [Rip v]\n end\n wait until <not <key (right arrow v) pressed?>>\n end\nend\n\nwhen I receive [back to map v]\nmap controls\n\nwhen I receive [change difficulty v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [bad ending v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [good ending v]\nstop [other scripts in sprite v]\nhide\n\n@red glow\n\nwhen I receive [exit stage v]\nwait (0.3) seconds\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [start game v]\nif <(difficulty) = [4]> then\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bad ending v]\nhide\n\n@buttons\n\ndefine clone id: (id) repeat: (times)\nset [id v] to (id)\nrepeat (times)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [x]\n\nwhen flag clicked\nshow list [your code: v]\nset [id v] to [x]\nhide\n\nwhen I start as a clone\nshow\nset size to (0) %\nif <(id) = [0]> then\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <<(id) = [4]> or <(id) = [10]>> then\n change x by (((180) - (x position)) / (2))\n end\n if <(id) = [13]> then\n change x by (((-180) - (x position)) / (2))\n end\n if <mouse down?> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n if <<(id) = [4]> or <(id) = [10]>> then\n change x by (((195) - (x position)) / (4))\n end\n if <(id) = [13]> then\n change x by (((-195) - (x position)) / (4))\n end\n end\n if <touching (mouse-pointer v)?> then\n if <(id) = [0]> then\n end\n end\n else\n change size by (((100) - (size)) / (4))\n if <<(id) = [4]> or <(id) = [10]>> then\n change x by (((190) - (x position)) / (4))\n end\n if <(id) = [13]> then\n change x by (((-190) - (x position)) / (4))\n end\n end\n repeat until <not <mouse down?>>\n change size by (((100) - (size)) / (4))\n if <<(id) = [4]> or <(id) = [10]>> then\n change x by (((190) - (x position)) / (4))\n end\n if <(id) = [13]> then\n change x by (((-190) - (x position)) / (4))\n end\n end\nend\n\nwhen I receive [end intro v]\nif <(id) = [x]> then\n wait (2) seconds\n clone id: [1] repeat: [1]\n clone id: [10] repeat: [1]\nend\n\nwhen I receive [world map v]\nif <(id) = [x]> then\n clone id: [2] repeat: [1]\n clone id: [4] repeat: [1]\n clone id: [7] repeat: [2]\n clone id: [13] repeat: [1]\nend\n\nwhen I start as a clone\nif <<(id) = [1]> or <(id) = [2]>> then\n wait until <not <key (space v) pressed?>>\n forever\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n if <(id) = [1]> then\n broadcast (leave title v)\n else\n if <(id) = [2]> then\n if <<not <<(lvl hover) = [4]> and <(length of [cleared v]) < [2]>>> and <(lvl hover) < [5]>> then\n broadcast (select level v)\n end\n end\n end\n end\nend\n\nwhen I receive [toggle pause v]\nif <<(id) = [x]> and <(pause) = [1]>> then\n clone id: [3] repeat: [1]\n clone id: [9] repeat: [1]\nend\nif <<not <(id) = [x]>> and <(pause) = [0]>> then\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [data menu v]\nif <(id) = [x]> then\n clone id: [5] repeat: [2]\n clone id: [3] repeat: [1]\nelse\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [back to map v]\nif <(id) = [x]> then\n clone id: [2] repeat: [1]\n clone id: [4] repeat: [1]\n clone id: [7] repeat: [2]\n clone id: [13] repeat: [1]\nelse\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [select level v]\nif <not <(id) = [x]>> then\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [leave title v]\nif <not <(id) = [x]>> then\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [exit stage v]\nif <not <(id) = [x]>> then\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [save data v]\nif <(id) = [x]> then\n save\n hide list [your code: v]\nend\n\ndefine save\ndelete all of [your code: v]\ndelete all of [temp code v]\nset [code counter v] to [0]\nrepeat (4)\n change [code counter v] by (1)\n if <[cleared v] contains (code counter)?> then\n add (join (item (item # of (pick random (1) to (5)) in [n2 v]) of [n1 v]) []) to [temp code v]\n else\n add (join (item (item # of (pick random (6) to (9)) in [n2 v]) of [n1 v]) []) to [temp code v]\n end\n set [code counter2 v] to [0]\n repeat (3)\n change [code counter2 v] by (1)\n if <[green coins v] contains (join (code counter) (join [-] (code counter2)))?> then\n add (join (item (item # of (pick random (1) to (5)) in [n2 v]) of [n1 v]) []) to [temp code v]\n else\n add (join (item (item # of (pick random (6) to (9)) in [n2 v]) of [n1 v]) []) to [temp code v]\n end\n end\nend\nadd (join (item (item # of (lvl hover) in [n2 v]) of [n1 v]) []) to [temp code v]\nadd (join (item (item # of (difficulty) in [n2 v]) of [n1 v]) []) to [temp code v]\nset [code counter v] to [0]\nrepeat (length of (username))\n change [code counter v] by (1)\n add (item (item # of (letter (code counter) of (username)) in [n2 v]) of [n1 v]) to [temp code v]\nend\nadd [Your save code is below. It contains your game progress, so please keep it safe!] to [your code: v]\nadd [Triple-click the code, then press Ctrl+C or ⌘+C to copy it:] to [your code: v]\nadd (temp code) to [your code: v]\n\nwhen I receive [load data v]\nif <not <(id) = [x]>> then\n delete this clone\nelse\n ask [Please input your save code:] and wait\n if <(length of (answer)) < [10]> then\n start sound [back button v]\n set [code work? v] to [0]\n else\n load\n end\n if <(backdrop [number v]) = [6]> then\n if <(code work?) = [1]> then\n broadcast (back to map v)\n else\n clone id: [5] repeat: [2]\n clone id: [3] repeat: [1]\n end\n else\n if <(code work?) = [1]> then\n broadcast (leave title v)\n else\n clone id: [1] repeat: [1]\n clone id: [10] repeat: [1]\n end\n end\nend\n\ndefine load\nset [code work? v] to [0]\ndelete all of [n3 v]\nset [code counter v] to [0]\nrepeat (length of (username))\n change [code counter v] by (1)\n add (join (item (item # of (letter (((length of (answer)) - (length of (username))) + (code counter)) of (answer)) in [n1 v]) of [n2 v]) []) to [n3 v]\nend\nif <<(username) = (n3)> and <(length of (answer)) = ((length of (username)) + (18))>> then\n delete all of [green coins v]\n delete all of [cleared v]\n set [code counter3 v] to [0]\n set [code counter v] to [0]\n repeat (4)\n change [code counter v] by (1)\n change [code counter3 v] by (1)\n if <(item (item # of (letter (code counter3) of (answer)) in [n1 v]) of [n2 v]) < [6]> then\n add (code counter) to [cleared v]\n end\n set [code counter2 v] to [0]\n repeat (3)\n change [code counter2 v] by (1)\n change [code counter3 v] by (1)\n if <(item (item # of (letter (code counter3) of (answer)) in [n1 v]) of [n2 v]) < [6]> then\n add (join (code counter) (join [-] (code counter2))) to [green coins v]\n end\n end\n end\n change [code counter3 v] by (1)\n set [lvl hover v] to (item (item # of (letter (code counter3) of (answer)) in [n1 v]) of [n2 v])\n change [code counter3 v] by (1)\n set [difficulty v] to (item (item # of (letter (code counter3) of (answer)) in [n1 v]) of [n2 v])\n set [code work? v] to [1]\n start sound [begin v]\nelse\n start sound [error v]\n broadcast (error code v)\nend\n\nwhen I receive [difficulty v]\nif <(id) = [x]> then\n clone id: [11] repeat: [2]\n clone id: [14] repeat: [1]\n if <(length of [green coins v]) = [12]> then\n clone id: [15] repeat: [1]\n end\nelse\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [change difficulty v]\nif <(id) = [x]> then\n clone id: [11] repeat: [2]\n clone id: [3] repeat: [1]\n clone id: [14] repeat: [1]\n if <(length of [green coins v]) = [12]> then\n clone id: [15] repeat: [1]\n end\nelse\n stop [other scripts in sprite v]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [bad ending v]\nhide\n\n | instructions in game but make sure to play "Volcanic Valley zone" last for a better time. |
COVID 19 - Hope - A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nset [your deaths v] to [0]\nset [skips v] to [0]\n\nwhen I receive [+ deaths v]\nchange [your deaths v] by (1)\nchange [☁ world number of deaths v] by (1)\n\nwhen I receive [finish v]\nif <(Skips) = [0]> then\n change [☁ world number of times game completed v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [Avicii - Wake Me Up v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n set [level number v] to (backdrop [number v])\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop28 v)\n\nwhen I receive [start v]\nshow variable [level number v]\nshow variable [☁ world number of times game completed v]\nshow variable [☁ world number of deaths v]\nshow variable [your deaths v]\n\nwhen flag clicked\nhide variable [level number v]\nhide variable [☁ world number of times game completed v]\nhide variable [☁ world number of deaths v]\nhide variable [your deaths v]\n\nwhen backdrop switches to [backdrop26 v]\nbroadcast (FINISH v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume6 v)\nset size to (200) %\ngo to x: (0) y: (-100)\nshow\n\nwhen this sprite clicked\n\nwhen I receive [start v]\nset size to (90) %\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching color (#53cf57)?> then\n change y by (1)\n if <touching color (#53cf57)?> then\n change y by (1)\n if <touching color (#53cf57)?> then\n change y by (1)\n if <touching color (#53cf57)?> then\n change y by (1)\n if <touching color (#53cf57)?> then\n change y by (1)\n if <touching color (#53cf57)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#53cf57)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#53cf57)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n if <<touching color (#c2c8ff)?> or <<touching color (#93e2ff)?> or <<<touching color (#fff4f4)?> or <touching color (#dcc2ff)?>> or <(y position) < [-170]>>>> then\n start sound [Crunch v]\n go to x: (-200) y: (0)\n broadcast (+ Deaths v)\n end\n if <(x position) > [235]> then\n if <not <[] = [14]>> then\n next backdrop\n go to x: (-200) y: (0)\n wait (.000001) seconds\n end\n end\n if <touching color (#000000)?> then\n set [y v] to [20]\n end\nend\n\nwhen this sprite clicked\nif <(backdrop [number v]) = [28]> then\n next costume\nend\n\n@Sprite1\n\nwhen this sprite clicked\nchange [skips v] by (1)\nnext backdrop\n\nwhen backdrop switches to [backdrop26 v]\nhide\n\nwhen I receive [start v]\nset [skips v] to [0]\ngo to x: (270) y: (-137)\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (START v)\nhide\n\n | WARNING: If you skip even only ONE level, then when you reach the end the "☁ World number of times game completed" WILL NOT GO UP! So, if you cheat by skipping a level, then that variable's number won't go up. You have to earn it!!!\n\nUse WSAD, the arrow keys or move your finger around on the screen to move. You'll realise what everything else does eventually :P\n\nThe platformer is dedicated to all those who have lost their lives in the battle against COVID-19.\n\nAll levels are possible!\n\nEnjoy! |
Dark Land || A Platformer [Beta](mobile freindely) | @Stage\n\nwhen flag clicked\nforever\n play sound [pop v] until done\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n switch costume to (trail v)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nwait (2) seconds\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nwait (2) seconds\nswitch costume to (hitbox v)\nset [level v] to [1]\nshow\ngo to x: (-177) y: (-30)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> 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 (platformes v)?> then\n change y by (1)\n end\n if <touching (platformes v)?> then\n change y by (1)\n end\n if <touching (platformes v)?> then\n change y by (1)\n end\n if <touching (platformes v)?> then\n change y by (1)\n end\n if <touching (platformes v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platformes v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (platformes v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-177) y: (-30)\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <<(y position) < [-160]> or <touching (spikes v)?>> then\n go to x: (-177) y: (-30)\n start sound [Oops v]\n end\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n forever\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n else\n switch costume to (player3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n else\n switch costume to (player3 v)\n end\n end\n end\nend\n\nforever\n if <key (up arrow v) pressed?> then\n wait (0.5) seconds\n play sound [Jump v] until done\n wait (0.5) seconds\n end\nend\n\n@platformes\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis.mp2 v] until done\nend\n\[email protected]\n\nwhen [timer v] > (0.01)\ngo to x: (0) y: (0)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (20)\n show\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-6)\nend\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n | ==============INSTRUCTIONS===============\nUse arows keys or touch the screen \ntry to finish the game \nlove and favorite &follow me for more\nPLEASE STOP THE ADDS !!!!!\n========================================= |
No Colors (platformer) | @Stage\n\n@Sprite1\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (sprite8 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 start as a clone\nrepeat (15)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\ngo to x: (-210) y: (90)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n set size to (50) %\n switch costume to (costume1 v)\n show\n set rotation style [left-right v]\n change [speed y v] by (-1)\n change y by (Speed y)\n Touch Ground <(Speed y) > [0]>\n set [speed x v] to ((Speed x) * (0.7))\n if <(Wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n end\n end\n if <(Speed x) < [-0.2]> then\n Walk (Speed x) [-90]\n else\n if <(Speed x) > [0.2]> then\n Walk (Speed x) [90]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[3] > (Falling)>> then\n set [falling v] to [6]\n set [speed y v] to [12]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (140)\n\nset [wall jump v] to [1]\nchange y by (1)\nchange x by ((-1) * (Speed x))\n\nwhen flag clicked\nset [wall jump v] to [0]\n\nwhen I receive [next level v]\nset [wall jump v] to [0]\n\nwhen I receive [message1 v]\nforever\n repeat until <not <<key (down arrow v) pressed?> or <[1] = (Shrink)>>>\n switch costume to (costume2 v)\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [mobile v]\ngo to x: (-210) y: (90)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n set size to (50) %\n switch costume to (costume1 v)\n show\n set rotation style [left-right v]\n change [speed y v] by (-1)\n change y by (Speed y)\n Touch Ground <(Speed y) > [0]>\n set [speed x v] to ((Speed x) * (0.7))\n if <(Wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Left) = [1]> then\n change [speed x v] by (-2)\n end\n if <(Right) = [1]> then\n change [speed x v] by (2)\n end\n end\n if <(Speed x) < [-0.2]> then\n Walk (Speed x) [-90]\n else\n if <(Speed x) > [0.2]> then\n Walk (Speed x) [90]\n end\n end\n if <<(Jump) = [1]> and <[3] > (Falling)>> then\n set [falling v] to [6]\n set [speed y v] to [12]\n end\nend\n\nwhen I receive [mobile v]\nforever\n repeat until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <[1] = (Shrink)>>>\n switch costume to (costume2 v)\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [mobile v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [redo v]\ngo to x: (-210) y: (90)\n\nwhen flag clicked\nforever\n if <[-179] > (y position)> then\n broadcast (Redo v)\n end\nend\n\nwhen I receive [skip v]\nbroadcast (Redo v)\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n go to x: (-210) y: (140)\n end\nend\n\ndefine Walk (speed) (direction)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\n if <<<key (up arrow v) pressed?> or <[1] = (Jump)>> and <([abs v] of (speed) ) > [0.5]>> then\n if <(Wall jump) = [0]> then\n set [speed x v] to ((-0.5) * (speed))\n set [speed y v] to [10]\n set [falling v] to [0]\n set [wall jump v] to [5]\n end\n else\n set [speed x v] to [0]\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nset size to (120) %\nwait (0.3) seconds\nset size to (100) %\nchange [ghost v] effect by (100)\nhide\nbroadcast (Game start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro over v]\nhide\npoint in direction (80)\nforever\n show\n repeat (40)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\nend\n\nwhen I receive [intro over v]\nset size to (100) %\nforever\n wait (0.75) seconds\n change size by (10)\n wait (0.75) seconds\n change size by (-10)\nend\n\n@Ground\n\nwhen I receive [game start v]\nswitch costume to (costume8 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [skip v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [message1 v]\nnext costume\nforever\n show\n if <[235] < ([x position v] of [sprite1 v])> then\n broadcast (Next level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [mobile v]\nnext costume\nforever\n show\n if <[235] < ([x position v] of [sprite1 v])> then\n broadcast (Next level v)\n change [level v] by (1)\n end\nend\n\nTouch Ground <(Speed y) > [0]>\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <[15] = (costume [number v])> then\n broadcast (Game over v)\n stop [other scripts in sprite v]\n end\nend\n\nTouch Ground <(Speed y) > [0]>\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [skip v]\nwait (0.1) seconds\nif <(Level) < [3]> then\n hide\nend\nif <(Level) = [3]> then\n show\n switch costume to (costume1 v)\nend\nif <[3] < (Level)> then\n next costume\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\n switch costume to (costume1 v)\nend\nif <[3] < (Level)> then\n next costume\n show\nend\n\nwhen I receive [game over v]\nswitch costume to (costume12 v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to [back v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [mobile v]\ngo to [back v] layer\nshow\n\nwhen I receive [game over v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile v]\nshow\n\nwhen I receive [message1 v]\nshow\ngo to [back v] layer\n\nwhen this sprite clicked\nbroadcast (Redo v)\n\nwhen I receive [game over v]\nhide\n\n@Sprite5\n\nwhen I receive [game start v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Mobile v)\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [mobile v]\ngo to x: (-171) y: (-108)\ngo to [back v] layer\nset [ghost v] effect to (50)\nshow\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen I receive [mobile v]\ngo to x: (-171) y: (-108)\nset [jump v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [shrink v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\nforever\n go to x: (-171) y: (-108)\n set [jump v] to [0]\n set [left v] to [0]\n set [right v] to [0]\n set [shrink v] to [0]\n point in direction (0)\n if <mouse down?> then\n go to x: (-171) y: (-108)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) < [60]> and <(direction) > [-60]>> then\n set [jump v] to [1]\n else\n if <<(direction) > [120]> or <(direction) < [-120]>> then\n set [shrink v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n set [direction v] to (direction)\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (_edge_ v)?> or <<touching (sprite3 v)?> or <<[150] < (y position)> or <touching (ground v)?>>>>\n change y by (4)\n end\n wait (0.5) seconds\n change y by (-4)\n repeat until <<touching (_edge_ v)?> or <<touching (sprite3 v)?> or <<(y position) < [20]> or <touching (ground v)?>>>>\n change y by (-4)\n end\n wait (0.5) seconds\n change y by (4)\nend\n\nwhen I receive [next level v]\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nif <(Level) = [9]> then\n go to x: (36) y: (28)\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n go to x: (10) y: (100)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n go to x: (90) y: (51)\n create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n go to x: (-71) y: (49)\n create clone of (_myself_ v)\n go to x: (89) y: (92)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [skip v]\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nif <(Level) = [9]> then\n go to x: (36) y: (28)\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n go to x: (10) y: (100)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n go to x: (90) y: (51)\n create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n go to x: (-71) y: (49)\n create clone of (_myself_ v)\n go to x: (89) y: (92)\n create clone of (_myself_ v)\nend\n\n@Sprite11\n\nwhen flag clicked\nclear graphic effects\nset [intro x v] to [50]\nset [intro y v] to [15]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume3 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nset size to (100) %\nrepeat (75)\n go to [front v] layer\n change x by (Intro x)\n change y by (Intro y)\n change [intro y v] by (((50) - (y position)) / (10))\n set [intro y v] to ((Intro y) * (0.8))\n change [intro x v] by (((0) - (x position)) / (10))\n set [intro x v] to ((Intro x) * (0.8))\n change size by ((([abs v] of (Intro y) ) + ([abs v] of (Intro x) )) / (20))\nend\nbroadcast (Intro over v)\n\nwhen I start as a clone\nset size to (100) %\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro over v]\nrepeat (5)\n change [brightness v] effect by (20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\n@Sprite9\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (message1 v)\n\nwhen I receive [mobile v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nshow\n\n | Plz ❤️,⭐️, and FOLLOW\nI will be very happy!!!\nWhich leads to better projects!!!\nAll levels are possible.\nArrow keys or WASD to move\nDown arrow or S to shrink\nAvoid spikes\nThere is a mobile mode\nI made a restart and skip button to make stuff easier\nYou can wall jump!\nLike it? Love, favorite, follow!\n14 levels (I rushed)! \nHave fun!\n |
Banana - A Platformer v.03 #games | @Stage\n\nwhen I receive [start story v]\nset volume to (100) %\nplay sound [徐梦圆 - Boun myfreemp3 v] until done\n\nwhen I receive [stop music v]\nstop all sounds\n\n@Intro\n\nwhen I receive [start story v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (cooltext386071833316202 v)\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nswitch costume to (cooltext3860718333162023 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162022 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162025 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162026 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162024 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162027 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162028 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162023 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162022 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162025 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162026 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162024 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162027 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162028 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162023 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162022 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162025 v)\nwait (0.1) seconds\nswitch costume to (cooltext3860718333162026 v)\nbroadcast (Start story v)\nhide\n\n@Story\n\nwhen I receive [start story v]\nshow\nswitch costume to (banana platformer v)\nwait (1.6) seconds\nrepeat (10)\n change [pixelate v] effect by (15)\nend\nswitch costume to (costume1 v)\nrepeat (10)\n change [pixelate v] effect by (-15)\nend\nclear graphic effects\nforever\n if <key (space v) pressed?> then\n wait (0.1) seconds\n next costume\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [9]> then\n hide\n broadcast (Start game v)\n stop [this script v]\n end\nend\n\n@Player\n\nwhen I receive [start game v]\ngo to x: (-218) y: (-68)\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n switch costume to (costume4 v)\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (level change v) and wait\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level change v) and wait\n end\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching color (#b20dfc)?> or <touching color (#7c746c)?>> then\n broadcast (Level switch v)\n end\nend\n\nwhen I receive [level switch v]\ngo to x: (-218) y: (-68)\n\nwhen flag clicked\nforever\n if <touching color (#678a4d)?> then\n go to x: (-218) y: (-68)\n end\nend\n\nwhen flag clicked\nif <(username) = [griffpatch]> then\n change [☁ griffpatch v] by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-68)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (blue java banana v)?> then\n broadcast (End story v)\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cherry v)?> then\n set [yv v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n play sound [Jump v] until done\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00d1fc)?> then\n broadcast (New level v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-68)\n\nwhen flag clicked\nif <(username) = [chipm0nk]> then\n play drum (1 v) for (0.30) beats\n play drum (1 v) for (0.30) beats\n play drum (4 v) for (0.25) beats\n play drum (1 v) for (0.30) beats\n play drum (1 v) for (0.30) beats\n play drum (1 v) for (0.30) beats\n play drum (7 v) for (0.25) beats\n play drum (1 v) for (0.30) beats\nend\n\nwhen flag clicked\nforever\n if <touching color (#b500f8)?> then\n broadcast (Level switch v)\n play sound [Zoop v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#678a4d)?> then\n play sound [Wobble v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level switch v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (Java banana v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Cherry show? v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (Cherry hide v)\n end\nend\n\nwhen I receive [end story v]\nhide\n\n@Green banana\n\n@Cherry\n\nwhen flag clicked\nhide\n\nwhen I receive [cherry show? v]\nshow\n\nwhen I receive [cherry hide v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n play sound [Boing v] until done\n else\n switch costume to (costume1 v)\n end\nend\n\n@Blue java banana\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [java banana v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\nend\n\nwhen I receive [end story v]\nforever\n switch costume to (blank v)\nend\n\n@End story\n\nwhen I receive [end story v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nswitch costume to (blank v)\nhide\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\n\nwhen I receive [end story v]\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Outro v)\n end\nend\n\n@Outro\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [outro v]\nbroadcast (STOP MUSIC v)\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [outro v]\nset volume to (100) %\nplay sound [Live in the moment v] until done\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | |
Fire and Ice - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (play v)\n\nwhen I receive [start the game v]\nnext backdrop\n\nwhen I receive [next level v]\nwait (.3) seconds\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (black v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [gravity v] to [0]\nset size to (90) %\ngo to x: (-200) y: (-65)\nset [brightness v] effect to (-16)\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nglide (.7) secs to x: (x position) y: (y position)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start the game v]\n\nwhen I receive [start the game v]\nset [level v] to [1]\nshow\nwait (.5) seconds\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) + (-15))>>> then\n change [x v] by (-1.2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <((x position) + (15)) < (mouse x)>>> then\n change [x v] by (1.2)\n end\n change x by (x)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change x by ((x) * (-1))\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) + (17))>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [12]\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 v] by (-1)\n change y by (y)\n change y by (10.1)\n change y by (-10)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <not <<touching color (#680000)?> or <touching (barrier v)?>>> then\n change y by (-.1)\n end\n end\n change y by (-1)\n if <<touching color (#680000)?> or <touching (barrier v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n go to [front v] layer\n if <[-175] > (y position)> then\n wait (.09) seconds\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n wait (.02) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\ngo to x: (-200) y: (-20)\nglide (.0) secs to x: (x position) y: (y position)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\nswitch costume to (white v)\nrepeat (20)\n change [brightness v] effect by (999)\n change size by (-4)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [level v] to (backdrop [number v])\n\nwhen I receive [next level v]\nwait (.7) seconds\nif <(level) = [15]> then\n go to x: (-200) y: (-68)\nend\n\n@Play\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\nhide\ngo to x: (400) y: (-80)\nset size to (60) %\nwait (.1) seconds\nshow\nglide (.1) secs to x: (80) y: (-80)\nforever\n change [random v] by (3.999)\nend\n\nwhen this sprite clicked\nrepeat (3)\n change size by (4)\nend\nwait (.07) seconds\nhide\nbroadcast (Begin v)\n\nwhen flag clicked\nforever\n change y by ([sin v] of (random) )\nend\n\n@Ice\n\nwhen flag clicked\nhide\ngo to x: (20) y: (-75)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [start the game v]\nswitch costume to (1 v)\nshow\nforever\n if <touching (player v)?> then\n set [x v] to ((x) * (.88))\n else\n set [x v] to ((x) * (.8))\n end\n switch costume to (level)\nend\n\nwhen I receive [next level v]\nwait (.5) seconds\nif <(costume [name v]) = [10]> then\n repeat until <(costume [name v]) = [11]>\n glide (0) secs to (moving platforms v)\n end\n go to x: (20) y: (-75)\nend\n\n@Fire\n\nwhen flag clicked\nclear graphic effects\nset size to (80) %\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n change y by (([sin v] of (random) ) * (.4))\n if <(level) = [0]> then\n switch costume to (0 v)\n end\n if <(level) = [1]> then\n switch costume to (1 v)\n end\n if <(level) = [2]> then\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n switch costume to (3 v)\n end\n if <(level) = [4]> then\n switch costume to (4 v)\n end\n if <(level) = [5]> then\n switch costume to (5 v)\n end\n if <(level) = [6]> then\n switch costume to (6 v)\n end\n if <(level) = [7]> then\n switch costume to (7 v)\n end\n if <(level) = [8]> then\n switch costume to (8 v)\n end\n if <(level) = [9]> then\n switch costume to (9 v)\n end\n if <(level) = [10]> then\n switch costume to (10 v)\n end\n if <(level) = [11]> then\n switch costume to (11 v)\n end\n if <(level) = [12]> then\n switch costume to (12 v)\n end\n if <(level) = [13]> then\n switch costume to (13 v)\n end\n if <(level) = [14]> then\n switch costume to (14 v)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nforever\n\nwhen I receive [start the game v]\nwait (.5) seconds\nshow variable [level v]\n\nwhen I receive [next level v]\nwait (.5) seconds\nif <(level) = [0]> then\n go to x: (0) y: (0)\nend\nif <(level) = [1]> then\n go to x: (0) y: (0)\nend\nif <(level) = [2]> then\n go to x: (0) y: (-59)\nend\nif <(level) = [3]> then\n go to x: (0) y: (0)\nend\nif <(level) = [4]> then\n go to x: (150) y: (-59)\nend\nif <(level) = [5]> then\n go to x: (0) y: (0)\nend\nif <(level) = [6]> then\n go to x: (150) y: (-59)\n set size to (80) %\nend\nif <(level) = [7]> then\n go to x: (16) y: (-50)\n set size to (100) %\nend\nif <(level) = [8]> then\n go to x: (16) y: (-50)\n set size to (100) %\nend\nif <(level) = [9]> then\n go to x: (0) y: (0)\n set size to (80) %\nend\nif <(level) = [10]> then\n go to x: (0) y: (-30)\n set size to (100) %\nend\nif <(level) = [11]> then\n go to x: (-12) y: (0)\n set size to (100) %\nend\nif <(level) = [11]> then\n go to x: (131) y: (0)\n set size to (100) %\nend\nif <(level) = [12]> then\n go to x: (113) y: (0)\n set size to (100) %\nend\nif <(level) = [11]> then\n go to x: (131) y: (0)\n set size to (100) %\nend\nif <(level) = [12]> then\n go to x: (113) y: (0)\n set size to (100) %\nend\nif <(level) = [13]> then\n go to x: (131) y: (0)\n set size to (100) %\nend\nif <(level) = [14]> then\n go to x: (52) y: (-51)\n set size to (100) %\nend\n\n\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (restart v)\n end\n if <(level) = [15]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\n@Next Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [begin v]\nswitch costume to (costume7 v)\nshow\nrepeat (5)\n wait (.03) seconds\n next costume\nend\nwait (.4) seconds\nrepeat (5)\n wait (.03) seconds\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen I receive [begin v]\nwait (.4) seconds\nbroadcast (start the game v)\n\nwhen I receive [next level v]\nswitch costume to (costume7 v)\nshow\nrepeat (5)\n next costume\nend\nwait (.4) seconds\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Cool picture\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n change [ghost v] effect by (100)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@sound\n\nwhen flag clicked\ngo to x: (208) y: (149)\nset [volume v] to [100]\nset [pitch v] effect to (0)\nset [pan left/right v] effect to (0)\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Moving Platforms\n\nwhen I receive [start the game v]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(level) = [9]> then\n repeat until <(level) = [10]>\n go to x: (-97) y: (-83)\n glide (2) secs to x: (107) y: (-83)\n glide (2) secs to x: (-96) y: (-83)\n end\n end\n if <(level) = [10]> then\n repeat until <(level) = [11]>\n go to x: (-97) y: (-83)\n glide (2) secs to x: (107) y: (-83)\n glide (2) secs to x: (-97) y: (-83)\n end\n end\nend\n\nwhen I receive [next level v]\nwait (.4) seconds\nif <(level) = [1]> then\n hide\nend\nif <(level) = [9]> then\n show\nend\nif <(level) = [10]> then\n show\nend\nif <(level) = [11]> then\n hide\nend\n\n@barrier\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (99)\nforever\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\n | Ice makes you go faster, and fire makes you restart the level.\nArrow keys or ADW to move your player, also touch screen!\nBest if played in full screen.\nAll Levels are 100% Possible.\nLike, Fav, and Follow for more!\n |
Jumper - A Platformer | @Stage\n\nwhen flag clicked\nbroadcast (show music v)\nset volume to (20) %\nforever\n wait (0) seconds\n play sound [Xaf - Nebula v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [on v]\nset volume to (20) %\nforever\n play sound [Xaf - Nebula v] until done\nend\n\nwhen I receive [off v]\nstop all sounds\n\n@Player\n\nwhen flag clicked\nset volume to (20) %\ngo to [front v] layer\nset [hurts v] to [0]\nset size to (80) %\nclear graphic effects\nswitch costume to (player1 v)\npoint in direction (90)\ngo to x: (-210) y: (-70)\nset rotation style [left-right v]\ngo [forward v] (2) layers\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 [player v])>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1.5)\n switch costume to (player1 v)\n end\n if <<<mouse down?> and <([x position v] of [player v]) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1.5)\n switch costume to (player2 v)\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 (0)\n scroll x\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ([y position v] of [player 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 (platforms v)?> then\n scroll y\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ([y position v] of [player 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) > [240]> and <not <(level) > [11]>>> then\n broadcast (finish v)\n set [y v] to [0]\n set [x v] to [0]\n wait (0.25) seconds\n change [level v] by (1)\n go to x: (-210) y: (-70)\n else\n point in direction (90)\n end\n if <touching (spikes v)?> then\n set [hurts v] to [1]\n broadcast (hurt v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n go to x: (-210) y: (-70)\n clear graphic effects\n wait (.1) seconds\n switch costume to (player1 v)\n set [x v] to [0]\n set [y v] to [0]\n set [hurts v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [20]\n end\nend\n\ndefine scroll x\nrepeat until <not <touching (platforms v)?>>\n if <(X) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine scroll y\nrepeat until <not <touching (platforms v)?>>\n if <(Y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (s v) pressed?> and <not <([costume # v] of [platforms v]) = [16]>>> and <not <(level) > [11]>>> then\n change [level v] by (1)\n broadcast (finish v)\n set [y v] to [0]\n set [x v] to [0]\n wait (0.25) seconds\n go to x: (-210) y: (-70)\n wait until <not <key (s v) pressed?>>\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [level3 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level4 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level6 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level5 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level1 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level2 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level8 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level9 v]\ngo to x: (-210) y: (-70)\n\nwhen I receive [level7 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level10 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [level11 v]\ngo to x: (-210) y: (-64)\n\nwhen I receive [ending v]\ngo to x: (-210) y: (-64)\n\nwhen flag clicked\nreset timer\nforever\n if <key (r v) pressed?> then\n go to x: (-220) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nrepeat until <(level) = [12]>\n set [time v] to (timer)\nend\n\n@Platforms\n\nwhen I receive [finish v]\nwait (0.25) seconds\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (0) y: (-10)\n\nwhen I receive [level1 v]\nswitch costume to (level 1 v)\n\nwhen I receive [level2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [level4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [level5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [level7 v]\nswitch costume to (level 7 v)\n\nwhen I receive [level6 v]\nswitch costume to (level 6 v)\n\nwhen I receive [level3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [level8 v]\nswitch costume to (level 8 v)\n\nwhen I receive [level9 v]\nswitch costume to (level 9 v)\n\nwhen I receive [level11 v]\nswitch costume to (level 11 v)\n\nwhen I receive [ending v]\nswitch costume to (you win! v)\n\nwhen I receive [level10 v]\nswitch costume to (level 10 v)\n\n@Spikes\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\nswitch costume to (s l 2 v)\nset size to (95) %\nforever\n if <(level) = [1]> then\n switch costume to (s l 2 v)\n set size to (95) %\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (50) y: (15)\n end\n if <(level) = [3]> then\n set size to (80) %\n show\n switch costume to (s l 3 v)\n go to x: (80) y: (170)\n end\n if <(level) = [4]> then\n set size to (80) %\n show\n switch costume to (s l 4 v)\n go to x: (80) y: (170)\n end\n if <(level) = [5]> then\n set size to (100) %\n show\n switch costume to (s l 5 v)\n go to x: (90) y: (29)\n end\n if <(level) = [6]> then\n set size to (100) %\n show\n switch costume to (s l 6 v)\n go to x: (90) y: (29)\n end\n if <(level) = [7]> then\n set size to (100) %\n show\n switch costume to (s l 7 v)\n go to x: (0) y: (0)\n end\n if <(level) = [8]> then\n set size to (100) %\n show\n switch costume to (s l 8 v)\n go to x: (0) y: (0)\n end\n if <(level) = [9]> then\n set size to (100) %\n show\n switch costume to (s l 9 v)\n go to x: (0) y: (0)\n end\n if <(level) = [10]> then\n set size to (100) %\n show\n switch costume to (s l 10 v)\n go to x: (0) y: (0)\n end\n if <(level) = [11]> then\n set size to (100) %\n show\n switch costume to (s l 11 v)\n go to x: (0) y: (0)\n end\n if <(level) = [12]> then\n go to [back v] layer\n set size to (100) %\n show\n switch costume to (you win! v)\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [level1 v]\nhide\n\nwhen I receive [level2 v]\nswitch costume to (s l 2 v)\n\nwhen I receive [level3 v]\nswitch costume to (s l 3 v)\n\nwhen I receive [level4 v]\nswitch costume to (s l 4 v)\n\nwhen I receive [level5 v]\nswitch costume to (s l 5 v)\n\nwhen I receive [level6 v]\nswitch costume to (s l 6 v)\n\nwhen I receive [level7 v]\nswitch costume to (s l 7 v)\n\nwhen I receive [level8 v]\nswitch costume to (s l 8 v)\n\nwhen I receive [level9 v]\nswitch costume to (s l 9 v)\n\nwhen I receive [level10 v]\nswitch costume to (s l 10 v)\n\nwhen I receive [level11 v]\nswitch costume to (s l 11 v)\n\nwhen I receive [ending v]\nswitch costume to (you win! v)\n\n@bouncer\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nforever\n if <(level) = [5]> then\n show\n go to x: (-50) y: (10)\n end\n if <(level) = [6]> then\n show\n go to x: (-150) y: (10)\n end\n if <(level) = [7]> then\n show\n go to x: (-150) y: (10)\n end\n if <(level) = [8]> then\n show\n go to x: (-175) y: (10)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-150) y: (10)\n end\n if <(level) = [12]> then\n hide\n end\nend\n\nwhen I receive [level1 v]\nhide\n\nwhen I receive [level2 v]\nhide\n\nwhen I receive [level3 v]\nhide\n\nwhen I receive [level4 v]\nhide\n\nwhen I receive [level5 v]\nshow\ngo to x: (-50) y: (10)\n\nwhen I receive [level6 v]\nshow\ngo to x: (-150) y: (10)\n\nwhen I receive [level7 v]\nshow\ngo to x: (-150) y: (10)\n\nwhen I receive [level8 v]\nshow\ngo to x: (-175) y: (10)\n\nwhen I receive [level9 v]\nhide\n\nwhen I receive [level10 v]\nhide\n\nwhen I receive [level11 v]\nshow\ngo to x: (-150) y: (10)\n\nwhen flag clicked\nset volume to (20) %\nforever\n if <touching (player 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 (player v)?>>\n end\nend\n\n@finish\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [finish v]\nset volume to (20) %\nstart sound [Connect v]\ngo to x: (0) y: (0)\nshow\nchange [ghost v] effect by (-100)\nwait (0.1) seconds\nrepeat (100)\n change [ghost v] effect by (2.5)\nend\nhide\n\n@clouds\n\nwhen flag clicked\nforever\n set [cn v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (8) to (14)) seconds\nend\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 (8))\nif <(cn) = [1]> then\n go to x: (240) y: (pick random (30) to (100))\n repeat until <[240] > (x position)>\n change x by (-1)\n end\n wait (0.5) seconds\n delete this clone\nend\nif <(cn) = [2]> then\n go to x: (-240) y: (pick random (30) to (100))\n repeat until <[240] < (x position)>\n change x by (1)\n end\n wait (0.5) seconds\n delete this clone\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (50) %\nwait (0) seconds\nshow\nrepeat (220)\n change size by (1.8)\n change [ghost v] effect by (1.8)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo [forward v] (10) layers\nrepeat (100)\n change [ghost v] effect by (2)\nend\nhide\n\n@menu\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (menu v)\nshow\n\nwhen this sprite clicked\nbroadcast (menu v)\nswitch costume to (menu opened v)\n\nwhen I receive [menu hide v]\nswitch costume to (menu v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (on v)\nhide\n\nwhen I receive [menu v]\nshow\nbroadcast (show music v)\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [show music v]\nforever\n if <(costume [name v]) = [on]> then\n broadcast (on v)\n end\n if <(costume [name v]) = [off]> then\n broadcast (off v)\n end\nend\n\nwhen I receive [menu hide v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menu hide v]\nhide\n\nwhen this sprite clicked\nnext costume\nbroadcast (levels v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <key (1 v) pressed?> then\n set [level v] to [1]\n broadcast (level1 v)\n end\n if <key (2 v) pressed?> then\n set [level v] to [2]\n broadcast (Level2 v)\n end\n if <key (3 v) pressed?> then\n set [level v] to [3]\n broadcast (Level3 v)\n end\n if <key (4 v) pressed?> then\n set [level v] to [4]\n broadcast (Level4 v)\n end\n if <key (5 v) pressed?> then\n set [level v] to [5]\n broadcast (Level5 v)\n end\n if <key (6 v) pressed?> then\n set [level v] to [6]\n broadcast (Level6 v)\n end\n if <key (7 v) pressed?> then\n set [level v] to [7]\n broadcast (level7 v)\n end\n if <key (8 v) pressed?> then\n set [level v] to [8]\n broadcast (level8 v)\n end\n if <key (9 v) pressed?> then\n set [level v] to [9]\n broadcast (level9 v)\n end\n if <key (0 v) pressed?> then\n set [level v] to [10]\n broadcast (level10 v)\n end\n if <key (l v) pressed?> then\n set [level v] to [11]\n broadcast (level11 v)\n end\n if <key (e v) pressed?> then\n set [level v] to [12]\n broadcast (ending v)\n end\n end\n if <not <(costume [number v]) = [1]>> then\n point in direction (90)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nbroadcast (menu hide v)\n\nwhen I receive [menu hide v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nhide variable [time v]\nswitch costume to (show timer v)\nforever\n go to x: (0) y: (208)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (timer show v)\nend\nif <(costume [number v]) = [2]> then\n broadcast (timer hide v)\nend\n\nwhen I receive [timer hide v]\nhide variable [time v]\nswitch costume to (show timer v)\n\nwhen I receive [timer show v]\nshow variable [time v]\nswitch costume to (hide timer v)\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [menu hide v]\nhide\n\n | 11 levels\nUse arrow keys or wasd or mobile controls\nIf lags probably skip the level or click the green flag again.\nPress S to skip levels that are too hard for you.\nPress R to restart a level.\nHave fun!!\nClick the menu to turn the music off and on and levels auto and the timer.\nOn level auto press the numbers to change the level.\nThings to press to switch the levels to which one you want:\n1 = Level 1\n2 = Level 2\n3 = Level 3\n4 = Level 4\n5 = Level 5\n6 = Level 6\n7 = Level 7\n8 = Level 8\n9 = Level 9\n0 = Level 10\nL = Level 11\nE = Ending\nDon't forget to love, fav , remix,\ncomment, follow, share, and play my other games!! \n |
Clinger: A Platformer | @Stage\n\n@Platform\n\nwhen flag clicked\nforever\n if <(Level) < [20]> then\n switch costume to (Level)\n else\n if <(Level) = [20]> then\n set [timerstop v] to [1]\n switch costume to (end v)\n show variable [deaths v]\n show variable [timer v]\n end\n end\nend\n\nwhen flag clicked\nset [death# v] to [0]\nset [timerstop v] to [0]\nforever\n play sound [Monkeys Spinning Monkeys v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (9)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [timer v]\nset [antibug v] to [0]\ngo to x: (-195) y: (-103)\nset [level v] to [1]\nshow\nset [x vol v] to [0]\nset [y vol v] to [0]\nforever\n platform physics\nend\n\ndefine platform physics\nchange y by (y vol)\nif <<touching (platform v)?> or <touching (star v)?>> then\n repeat ([abs v] of (y vol) )\n if <<touching (platform v)?> or <touching (star v)?>> then\n change y by ((-1) * (([abs v] of (y vol) ) / (y vol)))\n end\n end\n set [y vol v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vol v] to [12]\n end\nelse\n change [y vol v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n change [x vol v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[-10] > (mouse x)>>> then\n change [x vol v] by (-1)\nend\nchange x by (x vol)\nif <<touching (platform v)?> or <touching (star v)?>> then\n repeat ([ceiling v] of ([abs v] of (x vol) ) )\n if <<touching (platform v)?> or <touching (star v)?>> then\n change x by ((-1) * (([abs v] of (x vol) ) / (x vol)))\n end\n end\n set [x vol v] to [0]\nend\nset [x vol v] to ((x vol) * (0.9))\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n go to x: (-195) y: (-103)\n change [level v] by (1)\n set [antibug v] to [0]\n set [antiantibug v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (kill v)?> and <not <(Level) = [1]>>> then\n glide ((distance to [point v]) / (250)) secs to x: (-195) y: (-103)\n change [death# v] by (1)\n end\nend\n\nwhen [r v] key pressed\nset [antibug v] to [0]\nset [antiantibug v] to [1]\nglide ((distance to [point v]) / (250)) secs to x: (-195) y: (-103)\nset [antibug v] to [0]\nset [antiantibug v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [star v]\nif <(clone?) = [0]> then\n say [You found the easter egg! Comment "This is a normal comment..."] for (5) seconds\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [restart v]\nset [antibug v] to [0]\nset [antiantibug v] to [1]\nglide ((distance to [point v]) / (250)) secs to x: (-195) y: (-103)\nset [antibug v] to [0]\nset [antiantibug v] to [0]\n\nwhen flag clicked\nforever\n if <(TimerStop) = [0]> then\n set [timer v] to (timer)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Death#) = [0]> or <[1] < (Death#)>> then\n set [deaths v] to (join (Death#) [ 💀s])\n else\n set [deaths v] to [1 💀]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nreset timer\n\nwhen I receive [nl v]\ngo to x: (-195) y: (-103)\nchange [level v] by (1)\n\nwhen flag clicked\nset [clone? v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [fdasf v]\ngo to x: (-195) y: (-103)\n\n@Kill\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (1)\n go to [front v] layer\nend\nbroadcast (start v)\nforever\n change [ghost v] effect by (1)\n go to [front v] layer\nend\n\n@Point\n\nwhen flag clicked\nhide\n\n@AttackerX\n\nwhen flag clicked\nforever\n if <<<(Level) = [15]> or <(Level) = [14]>> and <(antiantibug) = [0]>> then\n show\n else\n hide\n end\n if <(x position) < (x)> then\n change [x vol v] by (1)\n else\n change [x vol v] by (-1)\n end\n if <<touching (player v)?> and <<(Level) = [15]> or <(Level) = [14]>>> then\n broadcast (restart v)\n set x to (217)\n end\n change x by (x vol)\n if <touching (platform v)?> then\n repeat ([ceiling v] of ([abs v] of (x vol) ) )\n if <touching (platform v)?> then\n change x by ((-1) * (([abs v] of (x vol) ) / (x vol)))\n end\n end\n set [x vol v] to [0]\n end\n set [x vol v] to ((x vol) * (0.7))\n if <<(antibug) = [0]> and <<(Level) = [14]> or <(Level) = [15]>>> then\n set [antibug v] to [1]\n set x to (217)\n end\nend\n\n@Star\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (star v)\n end\nend\n\n@AttackerY\n\nwhen flag clicked\nforever\n if <<(Level) = [18]> and <(antiantibug) = [0]>> then\n show\n else\n hide\n end\n if <(y position) < (y)> then\n change [y vol v] by (1)\n else\n change [y vol v] by (-1)\n end\n if <<touching (player v)?> and <(Level) = [18]>> then\n broadcast (restart v)\n set y to (-95)\n end\n change y by (y vol)\n if <touching (platform v)?> then\n repeat ([ceiling v] of ([abs v] of (y vol) ) )\n if <touching (platform v)?> then\n change y by ((-1) * (([abs v] of (y vol) ) / (y vol)))\n end\n end\n set [y vol v] to [0]\n end\n set [y vol v] to ((y vol) * (0.7))\n if <<(antibug) = [0]> and <(Level) = [18]>> then\n set [antibug v] to [1]\n set y to (-95)\n end\nend\n\n@Blank\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(distance to [mouse-pointer v]) < [30]> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (70)\n end\n if <(Level) = [20]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (fdasf v)\nif <(Level) < [20]> then\n change [level v] by (1)\nend\n\n@Report Detector\n\nwhen flag clicked\ngo to x: (5) y: (-53)\nforever\n set [report v] to <<mouse down?> and <touching (mouse-pointer v)?>>\n if <(report) = [true]> then\n wait (0.2) seconds\n if <(report) = [true]> then\n change [☁ reported? v] by (1)\n stop [this script v]\n end\n end\nend\n\n | Reshared to fix bugs. How to cling: On mobile, click up high, as in jumping, and you can cling to a surface that is white. On a computer, hold W or the up arrow key to cling. If you like it, don’t forget to love, fave, and follow!\n\nSTORY:\n\nSomehow there is now a way to cling to the ceilings. You need to escape to get back normal gravity. Click R to reset (No way to reset on mobile). Use arrow keys or WASD keys. 20 levels total. Try to find the easter egg!\n\n#game #games #platformer #platformers #sfff #trending #clinger #uboiscratch #series #mobilefriendly #friendly #mobile #uniqueplatformer #unique #uniueplatformers\n#blocky |
Candyland- A Platformer | @Stage\n\n@Sprite1\n\nwhen I receive [go v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ffdafe)?> then\n change y by (1)\n end\n if <touching color (#ffdafe)?> then\n change y by (1)\n end\n if <touching color (#ffdafe)?> then\n change y by (1)\n end\n if <touching color (#ffdafe)?> then\n change y by (1)\n end\n if <touching color (#ffdafe)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#ffdafe)?> 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 (#ffdafe)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [250]> then\n if <(backdrop [number v]) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n next backdrop\n end\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\ngo to x: (-152) y: (-20)\nswitch backdrop to (backdrop2 v)\nbroadcast (go v)\n\nwhen flag clicked\nforever\n play sound [MusicbyAden - Me & You \(Vlog No Copyright Music\) v] until done\nend\n\n | ヽ(〃・ω・)ノ When radishes start appearing in Candyland, you need to help Candy get back home!\n\nArrow keys to move! ヾ(・ω・。)シ\n\n♡ ,☆ αη∂ ғσℓℓσω, thank you! \n\n#games #platformer #candyland |
Rotary Platformer | @Stage\n\n@Sprite1\n\ndefine goto (x) (y) (angle)\ngo to x: (((x) * ([cos v] of (angle) )) - ((y) * ([sin v] of (angle) ))) y: (((x) * ([sin v] of (angle) )) + ((y) * ([cos v] of (angle) )))\n\ndefine rotate (x) (y) (angle)\nset [rotate x v] to (((x) * ([cos v] of (angle) )) - ((y) * ([sin v] of (angle) )))\nset [rotate y v] to (((x) * ([sin v] of (angle) )) + ((y) * ([cos v] of (angle) )))\n\ndefine rectangle (x) (y) (width) (height) (quality)\ndoes overlap (-300) (300) (300) (-300) (x) (y) ((x) + (width)) ((y) - (height))\nif <(overlap) = [1]> then\n set [rectnx v] to (x)\n set [rectny v] to (y)\n set [rectnwidth v] to (width)\n set [rectnheight v] to (height)\n if <(rectnx) < [-300]> then\n set [rectnwidth v] to ((rectnwidth) + ((rectnx) - (-300)))\n set [rectnx v] to [-300]\n end\n if <[300] < (rectny)> then\n set [rectnheight v] to ((rectnheight) - ((rectny) - (300)))\n set [rectny v] to [300]\n end\n if <[300] < ((rectnx) + (rectnwidth))> then\n set [rectnwidth v] to ((rectnwidth) + ((300) - ((rectnx) + (rectnwidth))))\n end\n if <((rectny) - (rectnheight)) < [-300]> then\n set [rectnheight v] to ((rectnheight) - ((-300) - ((rectny) - (rectnheight))))\n end\n if <(rectnwidth) > (rectnheight)> then\n set [pen size v] to (rectnheight)\n else\n set [pen size v] to (rectnwidth)\n end\n set pen size to (pen size)\n set [rectx v] to ((rectnx) + ((pen size) / (2)))\n set [recty v] to ((rectny) - ((pen size) / (2)))\n goto (rectx) (recty) (@ANGLE)\n pen down\n if <(rectnwidth) > (rectnheight)> then\n change [rectx v] by ((rectnwidth) - (pen size))\n else\n change [recty v] by (((rectnheight) - (pen size)) * (-1))\n end\n goto (rectx) (recty) (@ANGLE)\n pen up\n repeat until <<(pen size) < (quality)> or <(pen size) < [2]>>\n set [pen size v] to ([ceiling v] of ((pen size) * (0.1464466094067262)) )\n set pen size to (pen size)\n set [rectx v] to ((rectnx) + ((pen size) / (2)))\n set [recty v] to ((rectny) - ((pen size) / (2)))\n goto (rectx) (recty) (@ANGLE)\n pen down\n change [rectx v] by ((rectnwidth) - (pen size))\n goto (rectx) (recty) (@ANGLE)\n change [recty v] by (((rectnheight) - (pen size)) * (-1))\n goto (rectx) (recty) (@ANGLE)\n change [rectx v] by (((rectnwidth) - (pen size)) * (-1))\n goto (rectx) (recty) (@ANGLE)\n change [recty v] by ((rectnheight) - (pen size))\n goto (rectx) (recty) (@ANGLE)\n pen up\n end\n set pen size to (1)\n set [rectx v] to (rectnx)\n set [recty v] to (rectny)\n goto (rectx) (recty) (@ANGLE)\n pen down\n change [rectx v] by (rectnwidth)\n goto (rectx) (recty) (@ANGLE)\n change [recty v] by ((rectnheight) * (-1))\n goto (rectx) (recty) (@ANGLE)\n change [rectx v] by ((rectnwidth) * (-1))\n goto (rectx) (recty) (@ANGLE)\n change [recty v] by (rectnheight)\n goto (rectx) (recty) (@ANGLE)\n pen up\n set [pen size v] to [1]\nend\n\ndefine does overlap (l1x) (l1y) (r1x) (r1y) (l2x) (l2y) (r2x) (r2y)\nif <<(l1x) > (r2x)> or <(l2x) > (r1x)>> then\n set [overlap v] to [0]\n stop [this script v]\nend\nif <<(l1y) < (r2y)> or <(l2y) < (r1y)>> then\n set [overlap v] to [0]\n stop [this script v]\nend\nset [overlap v] to [1]\n\ndefine get angle (x1) (y1) (x2) (y2)\nset [angle v] to ([atan v] of (((y2) - (y1)) / ((x2) - (x1))) )\nif <[0] > ((x2) - (x1))> then\n change [angle v] by (180)\nend\n\nwhen flag clicked\nset [@angle v] to (rotary angle)\nset [rotary angle v] to ((round ((rotary angle) / (90))) * (90))\nforever\n erase all\n if <key (r v) pressed?> then\n respawn\n end\n backdrop\n switch costume to (costume1 v)\n render hurts\n render goals\n check for death\n render walls\n switch costume to (costume2 v)\n point in direction ((90) - (@ANGLE))\n goto ((X) - (Scroll X)) ((Y) - (Scroll Y)) (@ANGLE)\n rotate [0] [-1] ((0) - (@ANGLE))\n set [down x v] to (rotate x)\n set [down y v] to (rotate y)\n if <(@EDIT_MODE) = [0]> then\n change [yvel v] by (down y)\n change [xvel v] by (down x)\n set [xvel v] to ((xVel) * (0.95))\n set [yvel v] to ((yVel) * (0.95))\n change [x v] by (xVel)\n push out x\n change [y v] by (yVel)\n check for win\n push out y\n rotate (xVel) (yVel) (@ANGLE)\n set [temp v] to (rotate y)\n if <(round ((rotate y) * (1))) = [0]> then\n set [onground v] to [1]\n set [xvel v] to ((xVel) * (0.9))\n set [yvel v] to ((yVel) * (0.9))\n check below\n if <(collide) = [0]> then\n set [onground v] to [0]\n end\n else\n set [onground v] to [0]\n end\n if <key (d v) pressed?> then\n change [xvel v] by ((down y) * (-0.2))\n change [yvel v] by ((down x) * (0.2))\n end\n if <key (a v) pressed?> then\n change [xvel v] by ((down y) * (0.2))\n change [yvel v] by ((down x) * (-0.2))\n end\n if <(onGround) = [1]> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n against wall\n change [xvel v] by ((down x) * (-15))\n change [yvel v] by ((down y) * (-15))\n end\n if <key (d v) pressed?> then\n change [xvel v] by ((down y) * (-0.8))\n change [yvel v] by ((down x) * (0.8))\n end\n if <key (a v) pressed?> then\n change [xvel v] by ((down y) * (0.8))\n change [yvel v] by ((down x) * (-0.8))\n end\n end\n if <(death) = [1]> then\n respawn\n end\n if <<(win level) = [1]> and <not <(death) = [1]>>> then\n save level\n respawn\n change [@level v] by (1)\n load level (@LEVEL)\n end\n else\n if <key ((join [=] []) v) pressed?> then\n save level\n wait until <not <key ((join [=] []) v) pressed?>>\n end\n if <key ((join [-] []) v) pressed?> then\n set [add v] to (((add) + (1)) mod (3))\n wait until <not <key ((join [-] []) v) pressed?>>\n end\n if <key (up arrow v) pressed?> then\n save level\n respawn\n change [@level v] by (1)\n load level (@LEVEL)\n wait until <not <key (up arrow v) pressed?>>\n end\n if <key (down arrow v) pressed?> then\n save level\n respawn\n change [@level v] by (-1)\n load level (@LEVEL)\n wait until <not <key (down arrow v) pressed?>>\n end\n if <key (space v) pressed?> then\n save level\n change [@level v] by (1)\n load level (@LEVEL)\n end\n if <key (w v) pressed?> then\n change [x v] by ((down x) * (-5))\n change [y v] by ((down y) * (-5))\n end\n if <key (s v) pressed?> then\n change [x v] by ((down x) * (5))\n change [y v] by ((down y) * (5))\n end\n if <key (d v) pressed?> then\n change [x v] by ((down y) * (-5))\n change [y v] by ((down x) * (5))\n end\n if <key (a v) pressed?> then\n change [x v] by ((down y) * (5))\n change [y v] by ((down x) * (-5))\n end\n find mouse\n if <mouse down?> then\n if <<not <([abs v] of (mouse y) ) = [180]>> and <not <([abs v] of (mouse x) ) = [240]>>> then\n if <(add) = [0]> then\n add ((round ((Mouse X) / ((player width) + (1)))) * ((player width) + (1))) to [walls v]\n add ((round ((Mouse Y) / ((player height) + (1)))) * ((player height) + (1))) to [walls v]\n end\n if <(add) = [1]> then\n add ((round ((Mouse X) / ((player width) + (1)))) * ((player width) + (1))) to [hurts v]\n add ((round ((Mouse Y) / ((player height) + (1)))) * ((player height) + (1))) to [hurts v]\n end\n if <(add) = [2]> then\n add ((round ((Mouse X) / ((player width) + (1)))) * ((player width) + (1))) to [goals v]\n add ((round ((Mouse Y) / ((player height) + (1)))) * ((player height) + (1))) to [goals v]\n end\n wait until <not <mouse down?>>\n end\n end\n if <key (x v) pressed?> then\n find mouse\n check mouse\n if <(collide) = [1]> then\n repeat (4)\n delete (((r) * (4)) + (1)) of [walls v]\n end\n end\n check mouse goals\n if <(collide) = [1]> then\n repeat (4)\n delete (((r) * (4)) + (1)) of [goals v]\n end\n end\n check mouse hurts\n if <(collide) = [1]> then\n repeat (4)\n delete (((r) * (4)) + (1)) of [hurts v]\n end\n end\n end\n end\n broadcast (tick v) and wait\n set [scroll x v] to ((((Scroll X) * (5)) + (X)) / (6))\n set [scroll y v] to ((((Scroll Y) * (5)) + (Y)) / (6))\n set [@fps v] to (round ((1) / ((timer) - (frametime))))\n set [frametime v] to (timer)\n if <key (left arrow v) pressed?> then\n if <(rotary angle) > (@ANGLE)> then\n else\n if <key (right arrow v) pressed?> then\n if <(@ANGLE) > (rotary angle)> then\n end\n end\n if <not <(@ANGLE) = (rotary angle)>> then\n if <(@ANGLE) > (rotary angle)> then\n change [@angle v] by (-5)\n else\n change [@angle v] by (5)\n end\n end\nend\n\ndefine distance (x1) (y1) (x2) (y2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine background\nswitch costume to (costume3 v)\ngoto (() - ((((Scroll X) / (5)) mod (480)) + ((-480) * ((1) - (1))))) ((Scroll Y) / (-5)) (@ANGLE)\nstamp\ngoto (() - ((((Scroll X) / (5)) mod (480)) + ((-480) * ((2) - (1))))) ((Scroll Y) / (-5)) (@ANGLE)\nstamp\nswitch costume to (costume2 v)\n\ndefine does player overlap (x1) (y1) (x2) (y2)\ndoes overlap directionless ((X) - ((player width) / (2))) ((Y) + ((player height) / (2))) ((X) + ((player width) / (2))) ((Y) - ((player height) / (2))) (x1) (y1) (x2) (y2)\n\ndefine render walls\nset pen color to (#848484)\nset [r v] to [0]\nrepeat ([floor v] of ((length of [walls v]) / (4)) )\n render wall (item (((r) * (4)) + (1)) of [walls v]) (item (((r) * (4)) + (2)) of [walls v]) (item (((r) * (4)) + (3)) of [walls v]) (item (((r) * (4)) + (4)) of [walls v])\n change [r v] by (1)\nend\n\ndefine render wall (x1) (y1) (x2) (y2)\nrectangle xy ((x1) - (Scroll X)) ((y1) - (Scroll Y)) ((x2) - (Scroll X)) ((y2) - (Scroll Y)) [3]\n\ndefine does screen overlap (x1) (y1) (x2) (y2)\ndoes overlap directionless ((Scroll X) - (240)) ((Scroll Y) + (180)) ((Scroll X) + (240)) ((Scroll Y) - (180)) (x1) (y1) (x2) (y2)\n\ndefine push out x\nset [oq v] to [0]\ncheck for collisions\nrepeat until <<(collide) = [0]> or <(oq) > [9]>>\n check for collisions\n if <(collide) = [1]> then\n change [x v] by ((-0.1) * (xVel))\n end\n change [oq v] by (1)\nend\nif <(oq) > [1]> then\n set [movement lock x v] to [1]\n set [xvel v] to [0]\nelse\n set [movement lock x v] to [0]\nend\n\ndefine push out y\nset [oq v] to [0]\ncheck for collisions\nrepeat until <<(collide) = [0]> or <(oq) > [9]>>\n check for collisions\n if <(collide) = [1]> then\n change [y v] by ((-0.1) * (yVel))\n end\n change [oq v] by (1)\nend\nif <(oq) > [1]> then\n if <(yVel) < [0]> then\n set [yvel v] to [0]\n set [movement lock y v] to [1]\nelse\n set [movement lock y v] to [0]\nend\n\ndefine check for collisions\nset [collide v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [walls v]) / (4)) )\n does player overlap (item (((r) * (4)) + (1)) of [walls v]) (item (((r) * (4)) + (2)) of [walls v]) (item (((r) * (4)) + (3)) of [walls v]) (item (((r) * (4)) + (4)) of [walls v])\n if <(overlap) = [1]> then\n set [collide v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine does overlap directionless (ax1) (ay1) (ax2) (ay2) (bx1) (by1) (bx2) (by2)\nif <(ax1) > (ax2)> then\n if <(ay1) > (ay2)> then\n if <(bx1) > (bx2)> then\n if <(by1) > (by2)> then\n does overlap (ax2) (ay1) (ax1) (ay2) (bx2) (by1) (bx1) (by2)\n else\n does overlap (ax2) (ay1) (ax1) (ay2) (bx2) (by2) (bx1) (by1)\n end\n else\n if <(by1) > (by2)> then\n does overlap (ax2) (ay1) (ax1) (ay2) (bx1) (by1) (bx2) (by2)\n else\n does overlap (ax2) (ay1) (ax1) (ay2) (bx1) (by2) (bx2) (by1)\n end\n end\n else\n if <(bx1) > (bx2)> then\n if <(by1) > (by2)> then\n does overlap (ax2) (ay2) (ax1) (ay1) (bx2) (by1) (bx1) (by2)\n else\n does overlap (ax2) (ay2) (ax1) (ay1) (bx2) (by2) (bx1) (by1)\n end\n else\n if <(by1) > (by2)> then\n does overlap (ax2) (ay2) (ax1) (ay1) (bx1) (by1) (bx2) (by2)\n else\n does overlap (ax2) (ay2) (ax1) (ay1) (bx1) (by2) (bx2) (by1)\n end\n end\n end\nelse\n if <(ay1) > (ay2)> then\n if <(bx1) > (bx2)> then\n if <(by1) > (by2)> then\n does overlap (ax1) (ay1) (ax2) (ay2) (bx2) (by1) (bx1) (by2)\n else\n does overlap (ax1) (ay1) (ax2) (ay2) (bx2) (by2) (bx1) (by1)\n end\n else\n if <(by1) > (by2)> then\n does overlap (ax1) (ay1) (ax2) (ay2) (bx1) (by1) (bx2) (by2)\n else\n does overlap (ax1) (ay1) (ax2) (ay2) (bx1) (by2) (bx2) (by1)\n end\n end\n else\n if <(bx1) > (bx2)> then\n if <(by1) > (by2)> then\n does overlap (ax1) (ay2) (ax2) (ay1) (bx2) (by1) (bx1) (by2)\n else\n does overlap (ax1) (ay2) (ax2) (ay1) (bx2) (by2) (bx1) (by1)\n end\n else\n if <(by1) > (by2)> then\n does overlap (ax1) (ay2) (ax2) (ay1) (bx1) (by1) (bx2) (by2)\n else\n does overlap (ax1) (ay2) (ax2) (ay1) (bx1) (by2) (bx2) (by1)\n end\n end\n end\nend\n\ndefine rectangle xy (x1) (y1) (x2) (y2) (quality)\nif <(x1) > (x2)> then\n if <(y1) > (y2)> then\n rectangle (x2) (y1) ((x1) - (x2)) ((y1) - (y2)) (quality)\n else\n rectangle (x2) (y2) ((x1) - (x2)) ((y2) - (y1)) (quality)\n end\nelse\n if <(y1) > (y2)> then\n rectangle (x1) (y1) ((x2) - (x1)) ((y1) - (y2)) (quality)\n else\n rectangle (x1) (y2) ((x2) - (x1)) ((y2) - (y1)) (quality)\n end\nend\n\ndefine backdrop\npoint in direction (90)\nswitch costume to (backdrop1 \(1\) v)\ngo to x: (0) y: (0)\nstamp\n\nbackground\n\nchange [xvel v] by (0.2)\n\nchange [xvel v] by ((rotate x) * (0.2))\nchange [yvel v] by ((rotate y) * (0.2))\n\nif <key (right arrow v) pressed?> then\n change [xvel v] by ((rotate x) * (0.2))\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-0.8)\nend\n\nset [yvel v] to [15]\nset [yvel v] to [15]\n\nchange [xvel v] by ((rotate x) * (-1))\nchange [yvel v] by ((rotate y) * (-1))\n\nset [onground v] to [1]\nset [onground v] to [0]\n\nset [xvel v] to ((xVel) * (0.85))\n\nset [@angle v] to [0]\n\nchange [@angle v] by (180)\n\nchange [@angle v] by (-45)\n\nif <(Scroll Y) < [-20]> then\n set [scroll y v] to [-20]\nend\n\nforever\n change [@angle v] by (1)\nend\n\ndefine against wall\nset [jump x v] to [0]\nset [jump y v] to [0]\nchange [x v] by (1)\ncheck for collisions\nif <(collide) = [1]> then\n change [jump x v] by (1)\nend\nchange [x v] by (-1)\nchange [x v] by (-1)\ncheck for collisions\nif <(collide) = [1]> then\n change [jump x v] by (-1)\nend\nchange [x v] by (1)\nchange [y v] by (1)\ncheck for collisions\nif <(collide) = [1]> then\n change [jump y v] by (1)\nend\nchange [y v] by (-1)\nchange [y v] by (-1)\ncheck for collisions\nif <(collide) = [1]> then\n change [jump y v] by (-1)\nend\nchange [y v] by (1)\nset [temp v] to ([sqrt v] of (([abs v] of (jump x) ) + ([abs v] of (jump y) )) )\nset [jump x v] to ((jump x) / (temp))\nset [jump y v] to ((jump y) / (temp))\n\nset [@angle v] to [0]\n\nchange [xvel v] by ((down x) * (-15))\nchange [yvel v] by ((down y) * (-15))\n\nchange [@angle v] by (1)\nchange [@angle v] by (-1)\n\ndefine compass\npoint in direction ((90) - (@ANGLE))\ngo to x: (200) y: (142)\nswitch costume to (costume4 v)\nstamp\n\ndefine render minimap (x) (y)\nif <(@MINIMAP_SCALE) = [0]> then\n stop [this script v]\nend\nset [r cache v] to (@ANGLE)\nset [@angle v] to [0]\nset pen color to (#000000)\nrectangle ((x) - (40)) ((y) - (-40)) [80] [80] [3]\nset pen color to (#848484)\nset [r v] to [0]\nrepeat ((length of [walls v]) / (4))\n render minimap wall (item (((r) * (4)) + (1)) of [walls v]) (item (((r) * (4)) + (2)) of [walls v]) (item (((r) * (4)) + (3)) of [walls v]) (item (((r) * (4)) + (4)) of [walls v]) (x) (y)\n change [r v] by (1)\nend\nset [@angle v] to (r cache)\nset pen color to (#ffffff)\nset pen size to (1)\ngo to x: ((x) - (40)) y: ((y) - (-40))\npen down\ngo to x: ((x) - (40)) y: ((y) - (40))\ngo to x: ((x) - (-40)) y: ((y) - (40))\ngo to x: ((x) - (-40)) y: ((y) - (-40))\ngo to x: ((x) - (40)) y: ((y) - (-40))\npen up\nset pen size to ((player height) / (@MINIMAP_SCALE))\ngo to x: (round ((x) + (((X) - (Scroll X)) / (@MINIMAP_SCALE)))) y: (round ((y) + (((Y) - (Scroll Y)) / (@MINIMAP_SCALE))))\npen down\npen up\n\ndefine rectangle clipped (x) (y) (width) (height) (quality) (clip width) (clip height) (offset x) (offset y)\ndoes overlap ((clip width) * (-1)) (clip width) (clip height) ((clip height) * (-1)) (x) (y) ((x) + (width)) ((y) - (height))\nif <(overlap) = [1]> then\n set [rectnx v] to (x)\n set [rectny v] to (y)\n set [rectnwidth v] to (width)\n set [rectnheight v] to (height)\n if <(rectnx) < ((clip width) * (-1))> then\n set [rectnwidth v] to ((rectnwidth) + ((rectnx) - ((clip width) * (-1))))\n set [rectnx v] to ((clip width) * (-1))\n end\n if <(clip height) < (rectny)> then\n set [rectnheight v] to ((rectnheight) - ((rectny) - (clip height)))\n set [rectny v] to (clip height)\n end\n if <(clip width) < ((rectnx) + (rectnwidth))> then\n set [rectnwidth v] to ((rectnwidth) + ((clip width) - ((rectnx) + (rectnwidth))))\n end\n if <((rectny) - (rectnheight)) < ((clip height) * (-1))> then\n set [rectnheight v] to ((rectnheight) - (((clip height) * (-1)) - ((rectny) - (rectnheight))))\n end\n rectangle ((rectnx) + (offset x)) ((rectny) + (offset y)) (rectnwidth) (rectnheight) (quality)\nend\n\ndefine rectangle clipped xy (x1) (y1) (x2) (y2) (quality) (clipped width) (clipped height) (offset x) (offset y)\nif <(x1) > (x2)> then\n if <(y1) > (y2)> then\n rectangle clipped (x2) (y1) ((x1) - (x2)) ((y1) - (y2)) (quality) (clipped width) (clipped height) (offset x) (offset y)\n else\n rectangle clipped (x2) (y2) ((x1) - (x2)) ((y2) - (y1)) (quality) (clipped width) (clipped height) (offset x) (offset y)\n end\nelse\n if <(y1) > (y2)> then\n rectangle clipped (x1) (y1) ((x2) - (x1)) ((y1) - (y2)) (quality) (clipped width) (clipped height) (offset x) (offset y)\n else\n rectangle clipped (x1) (y2) ((x2) - (x1)) ((y2) - (y1)) (quality) (clipped width) (clipped height) (offset x) (offset y)\n end\nend\n\ndefine render minimap wall (x1) (y1) (x2) (y2) (x) (y)\nrectangle clipped xy (((x1) - (Scroll X)) / (@MINIMAP_SCALE)) (((y1) - (Scroll Y)) / (@MINIMAP_SCALE)) (((x2) - (Scroll X)) / (@MINIMAP_SCALE)) (((y2) - (Scroll Y)) / (@MINIMAP_SCALE)) [2] [40] [40] (x) (y)\n\nset [mouse x v] to [0]\nset [mouse y v] to [0]\n\nset [@edit_mode v] to [0]\n\nwhen [0 v] key pressed\nif <(username) = [greenscripter]> then\n set [@edit_mode v] to ((1) - (@EDIT_MODE))\n if <(@EDIT_MODE) = [1]> then\n show variable [add v]\n set [xvel v] to [0]\n set [yvel v] to [0]\n else\n hide variable [add v]\n end\nend\n\ndefine find mouse\nrotate (mouse x) (mouse y) ((0) - (@ANGLE))\nset [mouse x v] to ((rotate x) + (Scroll X))\nset [mouse y v] to ((rotate y) + (Scroll Y))\n\ndefine check mouse\nset [collide v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [walls v]) / (4)) )\n does overlap directionless (item (((r) * (4)) + (1)) of [walls v]) (item (((r) * (4)) + (2)) of [walls v]) (item (((r) * (4)) + (3)) of [walls v]) (item (((r) * (4)) + (4)) of [walls v]) (Mouse X) (Mouse Y) (Mouse X) (Mouse Y)\n if <(overlap) = [1]> then\n set [collide v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine check below\nchange [x v] by (down x)\nchange [y v] by (down y)\ncheck for collisions\nchange [x v] by ((0) - (down x))\nchange [y v] by ((0) - (down y))\n\ncompass\n\ndefine render hurts\nset pen color to (#cc0000)\nset [r v] to [0]\nrepeat ([floor v] of ((length of [hurts v]) / (4)) )\n render wall (item (((r) * (4)) + (1)) of [hurts v]) (item (((r) * (4)) + (2)) of [hurts v]) (item (((r) * (4)) + (3)) of [hurts v]) (item (((r) * (4)) + (4)) of [hurts v])\n change [r v] by (1)\nend\n\ndefine render goals\nset pen color to (#00af04)\nset [r v] to [0]\nrepeat ([floor v] of ((length of [goals v]) / (4)) )\n render wall (item (((r) * (4)) + (1)) of [goals v]) (item (((r) * (4)) + (2)) of [goals v]) (item (((r) * (4)) + (3)) of [goals v]) (item (((r) * (4)) + (4)) of [goals v])\n change [r v] by (1)\nend\n\ndefine check for death\nset [death v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [hurts v]) / (4)) )\n does player overlap (item (((r) * (4)) + (1)) of [hurts v]) (item (((r) * (4)) + (2)) of [hurts v]) (item (((r) * (4)) + (3)) of [hurts v]) (item (((r) * (4)) + (4)) of [hurts v])\n if <(overlap) = [1]> then\n set [death v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine check for win\nset [win level v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [goals v]) / (4)) )\n does player overlap (item (((r) * (4)) + (1)) of [goals v]) (item (((r) * (4)) + (2)) of [goals v]) (item (((r) * (4)) + (3)) of [goals v]) (item (((r) * (4)) + (4)) of [goals v])\n if <(overlap) = [1]> then\n set [win level v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine check mouse hurts\nset [collide v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [hurts v]) / (4)) )\n does overlap directionless (item (((r) * (4)) + (1)) of [hurts v]) (item (((r) * (4)) + (2)) of [hurts v]) (item (((r) * (4)) + (3)) of [hurts v]) (item (((r) * (4)) + (4)) of [hurts v]) (Mouse X) (Mouse Y) (Mouse X) (Mouse Y)\n if <(overlap) = [1]> then\n set [collide v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine check mouse goals\nset [collide v] to [0]\nset [r v] to [0]\nrepeat ([floor v] of ((length of [goals v]) / (4)) )\n does overlap directionless (item (((r) * (4)) + (1)) of [goals v]) (item (((r) * (4)) + (2)) of [goals v]) (item (((r) * (4)) + (3)) of [goals v]) (item (((r) * (4)) + (4)) of [goals v]) (Mouse X) (Mouse Y) (Mouse X) (Mouse Y)\n if <(overlap) = [1]> then\n set [collide v] to [1]\n stop [this script v]\n end\n change [r v] by (1)\nend\n\ndefine save level\nset [join v] to []\nset [r v] to [1]\nrepeat (length of [walls v])\n set [join v] to (join (join) (join (item (r) of [walls v]) [,]))\n change [r v] by (1)\nend\nset [join v] to (join (join) [;])\nset [r v] to [1]\nrepeat (length of [hurts v])\n set [join v] to (join (join) (join (item (r) of [hurts v]) [,]))\n change [r v] by (1)\nend\nset [join v] to (join (join) [;])\nset [r v] to [1]\nrepeat (length of [goals v])\n set [join v] to (join (join) (join (item (r) of [goals v]) [,]))\n change [r v] by (1)\nend\nset [join v] to (join (join) [;])\nif <(@LEVEL) > (length of [levels v])> then\n add (join) to [levels v]\nelse\n replace item (@LEVEL) of [levels v] with (join)\nend\n\nsave level\n\ndefine load level (level)\ndelete all of [goals v]\ndelete all of [hurts v]\ndelete all of [walls v]\nset [temp v] to (item (level) of [levels v])\nset [join v] to []\nset [add v] to [0]\nset [r v] to [1]\nrepeat (length of (temp))\n if <(letter (r) of (temp)) = [,]> then\n if <(add) = [0]> then\n add (join) to [walls v]\n end\n if <(add) = [1]> then\n add (join) to [hurts v]\n end\n if <(add) = [2]> then\n add (join) to [goals v]\n end\n set [join v] to []\n else\n if <(letter (r) of (temp)) = [;]> then\n set [join v] to []\n change [add v] by (1)\n else\n set [join v] to (join (join) (letter (r) of (temp)))\n end\n end\n change [r v] by (1)\nend\nset [add v] to [0]\nif <(@LEVEL) > (length of [levels v])> then\n add [1000] to [hurts v]\n add [1000] to [hurts v]\n add [1100] to [hurts v]\n add [-1000] to [hurts v]\n add [1000] to [hurts v]\n add [-1000] to [hurts v]\n add [-1000] to [hurts v]\n add [-1100] to [hurts v]\n add [-1000] to [hurts v]\n add [-1000] to [hurts v]\n add [-1100] to [hurts v]\n add [1000] to [hurts v]\n add [-1000] to [hurts v]\n add [1000] to [hurts v]\n add [1000] to [hurts v]\n add [1100] to [hurts v]\nend\n\nload level [1]\n\ndefine respawn\nset [@angle v] to [0]\nset [rotary angle v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen flag clicked\nset [@level v] to [1]\nrespawn\nload level [1]\n\nset [@angle v] to [240]\nset [rotary angle v] to [240]\n\npoint in direction ((90) - (@ANGLE))\n\ncheck for death\n\n@Sprite2\n\nwhen I receive [tick v]\nhide\nset [intended x v] to [-100000]\nset [intended y v] to [-100000]\nif <(@LEVEL) = [2]> then\n switch costume to (costume1 v)\n set [intended x v] to ((20) - (Scroll X))\n set [intended y v] to ((-150) - (Scroll Y))\nend\nif <(@LEVEL) = [1]> then\n switch costume to (costume2 v)\n set [intended x v] to ((0) - (Scroll X))\n set [intended y v] to ((50) - (Scroll Y))\nend\nif <(@LEVEL) = [3]> then\n switch costume to (costume3 v)\n set [intended x v] to ((-54) - (Scroll X))\n set [intended y v] to ((50) - (Scroll Y))\nend\nif <(@LEVEL) = [14]> then\n switch costume to (costume4 v)\n set [intended x v] to ((0) - (Scroll X))\n set [intended y v] to ((30) - (Scroll Y))\nend\nif <(@LEVEL) = [15]> then\n switch costume to (costume5 v)\n set [intended x v] to ((0) - (Scroll X))\n set [intended y v] to ((30) - (Scroll Y))\nend\nif <(@LEVEL) = [16]> then\n switch costume to (costume6 v)\n set [intended x v] to ((0) - (Scroll X))\n set [intended y v] to ((30) - (Scroll Y))\nend\ngoto (round (intended X)) (round (intended Y)) (@ANGLE)\nif <<(round (intended X)) = (round (x position))> and <(round (intended Y)) = (round (y position))>> then\n show\n point in direction ((90) - (@ANGLE))\nend\n\ndefine goto (x) (y) (angle)\ngo to x: (((x) * ([cos v] of (angle) )) - ((y) * ([sin v] of (angle) ))) y: (((x) * ([sin v] of (angle) )) + ((y) * ([cos v] of (angle) )))\nset [intended x v] to (((x) * ([cos v] of (angle) )) - ((y) * ([sin v] of (angle) )))\nset [intended y v] to (((x) * ([sin v] of (angle) )) + ((y) * ([cos v] of (angle) )))\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nshow\n\n | Instructions are in game.\nWASD to move.\nRight arrow to rotate the world clockwise.\nLeft arrow to rotate the world counter-clockwise.\nPress R to restart the level. |
❃ Finding Light - A Mobile Friendly Platformer ❃ | @Stage\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (da play screen v) and wait\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (DOURTHANG v)\n\nwhen I receive [goboomer v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n set [my variable v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (my variable)\nbroadcast (STOP v)\nswitch backdrop to (da thumbnail v)\n\nwhen I receive [resultsssssssssss v]\nswitch backdrop to (da play screen2 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [goboomer v]\nshow\n\nwhen I receive [newlevel,person v]\nnext costume\n\nwhen I receive [stop v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (resultsssssssssss v)\n switch costume to (costume9 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (-170) y: (126)\nplay sound [Disconnect v] until done\n\nwhen I receive [goboomer v]\ngo to x: (-170) y: (126)\nforever\n show\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <<touching (sprite1 v)?> or <<touching (averygoodleve; v)?> or <<touching (averygoodleve;2 v)?> or <touching (averygoodleve;3 v)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\nend\n\nwhen I receive [newlevel,person v]\ngo to x: (-170) y: (126)\n\nwhen I receive [jumphigh v]\nchange [yv v] by (12)\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [skipdestageee v]\ngo to x: (-170) y: (126)\n\nwhen I receive [resultsssssssssss v]\n\n switch costume to (costume4 v)\nend\n\n@Baddie\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n end\nend\n\nshow\n\nhide\n\nwhen I receive [goboomer v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel,person v]\nnext costume\n\nplay sound [Disconnect v] until done\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@Sprite4\n\nwhen I receive [dourthang v]\nset [brightness v] effect to (0)\nshow\ngo to x: (36) y: (28)\npoint in direction (90)\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen I receive [goboomer v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Button3\n\nwhen flag clicked\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-b2 v)\n else\n switch costume to (button3-b v)\n end\nend\n\nwhen I receive [dourthang v]\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (goboomer v)\n\nwhen I receive [goboomer v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n glide (1) secs to x: (58) y: (40)\n glide (1) secs to x: (58) y: (20)\nend\n\nwhen I receive [goboomer v]\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (newlevel,person v)\n play sound [Coin v] until done\n end\nend\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@LETSJUMPPPPP\n\nshow\n\nhide\n\nwhen I receive [goboomer v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite2 v)?> then\n broadcast (JUMPHIGH v)\n end\nend\n\nwhen I receive [newlevel,person v]\nnext costume\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@Averygoodleve;\n\nshow\n\nhide\n\nwhen I receive [goboomer v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (12)\nforever\n glide (2) secs to x: (-2) y: (12)\n glide (2) secs to x: (195) y: (14)\nend\n\nwhen I receive [newlevel,person v]\nnext costume\n\nwhen I receive [stop v]\nhide\n\n@Averygoodleve;2\n\nshow\n\nhide\n\nwhen I receive [goboomer v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (195) y: (44)\nhide\nwait (2) seconds\nforever\n glide (2) secs to x: (-2) y: (44)\n glide (2) secs to x: (195) y: (44)\nend\n\nwhen I receive [newlevel,person v]\nnext costume\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@Averygoodleve;3\n\nshow\n\nhide\n\nwhen I receive [goboomer v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (12)\nforever\n glide (2) secs to x: (-2) y: (56)\n glide (2) secs to x: (195) y: (56)\nend\n\nwhen I receive [newlevel,person v]\nnext costume\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [goboomer v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (questionthingy v)\n\nwhen I receive [hidethequestion:\)pls v]\nswitch costume to (costume1 v)\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [resultsssssssssss v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [questionthingy v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (newlevel,person v)\nbroadcast (hidethequestion:\)pls v)\n\nwhen I receive [hidethequestion:\)pls v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\n play sound [Different Heaven - Nekozilla \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [questionthingy v]\nshow\n\nwhen this sprite clicked\nnext costume\nbroadcast (hidethequestion:\)pls v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [hidethequestion:\)pls v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [questionthingy v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skipdestageee v)\nbroadcast (hidethequestion:\)pls v)\nhide\n\nwhen flag clicked\n\nwhen I receive [hidethequestion:\)pls v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n change [turbotrap v] by (99)\nend\n\nwhen flag clicked\nforever\n set [turbotrap v] to [0]\n wait (0.0001) seconds\n say []\n if <(turbotrap) > [100]> then\n forever\n go to [front v] layer\n show\n end\n else\n hide\n end\nend\n\n | ❃ - ❃ You live in a repeated world of stress and ❃ - ❃ \n loss, but there is one amazing thing, the stars. \n Oh, the stars. They are beautiful! Though it is too \n stressful here. Will you be able escape\n this stressful world and find light in \n the darkest times? If you\n do, what is the light? \n \n❃ - ❃ - Instructions - ❃ - ❃ \n Press the green flag, then press play. There are \n currently 7 levels to get over with! :)\n Don't touch the red or spikes!\n Blue makes you jump high!\n\n❃ - ❃ - Controls - ❃ - ❃ Mobile devices: Dragging your finger. (Up, Left & right)\n Computer, PC or laptop: Arrow keys.\n You can even use your mouse!\n\n❃ - ❃ - Updates or Notes - ❃ - ❃\n ❃ If you really like it and want it FEATURED,\n please visit this studio:\n https://scratch.mit.edu/studios/4228481/\n ❃ Pressing/clicking the question mark gives you 3 \n options; Skipping the stage, turn/off music \n & restarting the stage.\n ❃ You can't turn on turbo mode.\n ❃ All levels are possible.\n❃ - ❃\n<3333333333 |
Ultimate jump ( a platformer ) | @Stage\n\nwhen flag clicked\nbroadcast (GO v)\n\nwhen I receive [go v]\nbroadcast (Fin de l'inrtoduction v)\nbroadcast (fin de l'introduction v)\n\n@player2\n\nwhen flag clicked\nforever\n play sound [level2 v] until done\nend\n\nwhen flag clicked\nset [vitesse v] to [0]\nset [vitesse verticale v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide variable [double jump v]\npoint in direction (90)\nforever\n change y by (vitesse verticale)\n if <touching (levels v)?> then\n set [vitesse verticale v] to [0]\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <touching (levels v)?>> then\n set [vitesse verticale v] to [22]\n broadcast (Jump v)\n else\n if <not <touching (levels v)?>> then\n change [vitesse verticale v] by (-1)\n end\n end\n if <touching (levels v)?> then\n change y by (8)\n end\n if <touching (levels v)?> then\n change y by (8)\n end\n if <touching (levels v)?> then\n change y by (8)\n end\n if <touching (levels v)?> then\n change y by (8)\n end\n change y by (-8)\n if <touching (levels v)?> then\n change y by (2)\n end\n if <touching (levels v)?> then\n change y by (2)\n end\n if <touching (levels v)?> then\n change y by (2)\n end\n if <touching (levels v)?> then\n change y by (2)\n end\n change y by (-2)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\nwhen I receive [début v]\ngo to x: (-160) y: (-10)\nwait until <[-179] > (y position)>\nbroadcast (début v)\nbroadcast (lose v)\n\nwhen I receive [début v]\nset size to (100) %\nset [vitesse verticale v] to [10]\nset [vitesse v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [vitesse v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [vitesse v] by (-2)\n end\n if <(vitesse) > [8]> then\n set [vitesse v] to [8]\n end\n if <(vitesse) < [-8]> then\n set [vitesse v] to [-8]\n end\n if <<(vitesse) > [0]> and <(à droite) = [0]>> then\n change x by (vitesse)\n change [vitesse v] by (-1)\n end\n if <<(vitesse) < [0]> and <(à gauche) = [0]>> then\n change x by (vitesse)\n change [vitesse v] by (1)\n end\nend\n\nwhen I receive [début v]\nwait until <(x position) > [235]>\ngo to x: (-160) y: (-50)\nbroadcast (next level v)\nbroadcast (début v)\n\nwhen I receive [fin de l'inrtoduction v]\nswitch costume to (costume1 v)\nbroadcast (début v)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-12) y: (-2)\nforever\n wait until <touching (spikes v)?>\n broadcast (début v)\n broadcast (lose v)\nend\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (droite v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (gauche v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n set [double jump v] to [0]\n end\nend\n\nwhen I receive [jump v]\npoint in direction (90)\nwait (0.2) seconds\nwait until <<key (space v) pressed?> or <key (up arrow v) pressed?>>\nset [vitesse verticale v] to [24]\nif <not <touching (levels v)?>> then\n repeat (16)\n if <(costume [number v]) = [1]> then\n turn right (22.5) degrees\n else\n turn left (22.5) degrees\n end\n create clone of (_myself_ v)\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n@levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [fin de l'inrtoduction v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [caché v]\nhide\n\n@player 2\n\nwhen flag clicked\nhide\nwait (0.2) seconds\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone) = [2]> then\n forever\n go to (player2 v)\n change x by (-13)\n change y by (2)\n if <touching (levels v)?> then\n set [vitesse v] to [3]\n set [à gauche v] to [1]\n else\n set [à gauche v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n forever\n go to (player2 v)\n change x by (13)\n change y by (2)\n if <touching (levels v)?> then\n set [vitesse v] to [-3]\n set [à droite v] to [1]\n else\n set [à droite v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [caché v]\nhide\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [caché v]\nhide\n\n@jump V\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [fin de l'inrtoduction v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n wait until <touching (player 2 v)?>\n go to [front v] layer\n set [vitesse verticale v] to [30]\n broadcast (Jump v)\n switch costume to (costume1 v)\n repeat (10)\n next costume\n if <(vitesse verticale) > [38]> then\n set [vitesse verticale v] to [38]\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n show\n go to x: (19) y: (-115)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (-162) y: (-104)\n end\n if <(level) = [9]> then\n show\n go to x: (-162) y: (-104)\n end\n if <(level) = [10]> then\n go to x: (-168) y: (-118)\n set size to (150) %\n end\n if <(level) = [11]> then\n set size to (200) %\n hide\n end\n if <(level) = [12]> then\n show\n go to x: (6) y: (-116)\n end\n if <(level) = [13]> then\n go to x: (-145) y: (-114)\n end\nend\n\nwhen I receive [caché v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nforever\n go to [front v] layer\nend\n\nwhen [a v] key pressed\nbroadcast (caché v)\n\nwhen I receive [caché v]\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-147) y: (-158)\nhide\n\nwhen I receive [fin de l'inrtoduction v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <not <(level) = [14]>> then\n broadcast (next level v)\n broadcast (début v)\nend\nrepeat (5)\n change [color v] effect by (20)\nend\nrepeat (5)\n change [color v] effect by (-20)\nend\n\nwhen I receive [caché v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-199) y: (-158)\nhide\n\nwhen this sprite clicked\nbroadcast (début v)\nrepeat (5)\n change [color v] effect by (20)\nend\nrepeat (5)\n change [color v] effect by (-20)\nend\n\nwhen I receive [fin de l'inrtoduction v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [caché v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [lose v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\nend\nbroadcast (début v)\nwait (0.1) seconds\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (20)\nend\n\nwhen I receive [next level v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n go to [front v] layer\nend\n\nwhen I receive [caché v]\nhide\n\n | -----------------------------------------------------------------\nMy first plateformer is almost out...\nArrow key to move.\nSpace to jump ( double jump )\nBeat all the levels.\n----------------------------------------------------------------- |
☞ -Wild West- ~A Platformer ☜ | @Stage\n\n@Cowboy\n\nwhen flag clicked\ngo to x: (-185) y: (-6)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity [-1] Jump Height [14] Side Movement Speed [3] Friction [.7] Slope [8]\nend\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\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) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (levels v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (levels v)?> then\n change y by (Slope)\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nshow\nforever\n if <touching (exit v)?> then\n change [level v] by (1)\n go to x: (-185) y: (-6)\n broadcast (Exit v)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <<touching (ground cowboy enemy v)?> or <touching (cowboy enemy v)?>> then\n go to x: (-185) y: (-6)\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to (2nd portal v)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (2nd portal v)?> then\n go to (portal v)\n end\n wait (3) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (speed v)?> then\n repeat (10)\n change x by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cowboy trampoline v)?> then\n repeat (10)\n change y by (10)\n end\n end\n if <<(Level) = [13]> and <touching (exit v)?>> then\n set [level v] to [1]\n go to x: (-185) y: (-6)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Lil Nas X - Old Town Road \(feat v] until done\nend\n\nwhen [a v] key pressed\ngo to x: (-185) y: (-6)\n\n@Levels\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\nend\n\nset [level v] to [13]\n\n@Portal\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (205) y: (-40)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [11]> then\n show\n go to x: (205) y: (-77)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n show\n go to x: (85) y: (-72)\n end\nend\n\n@2nd Portal\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (-200) y: (110)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (-200) y: (110)\n end\n if <(Level) = [11]> then\n show\n go to x: (-200) y: (160)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n show\n go to x: (97) y: (91)\n end\nend\n\n@Tomb\n\nwhen flag clicked\nhide\nforever\n go to (cowboy v)\n if on edge, bounce\nend\n\nwhen I receive [dead v]\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\n\nwhen I receive [exit v]\nhide\n\n@Cowboy Trampoline\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [7]> then\n go to x: (184) y: (-53)\n show\n end\n if <(Level) = [8]> then\n go to x: (-66) y: (-53)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [13]> then\n go to x: (198) y: (-75)\n show\n end\nend\n\n@Speed\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [6]> then\n go to x: (-127) y: (-60)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [11]> then\n go to x: (-119) y: (-80)\n show\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Exit\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(Level) = [2]> then\n go to x: (200) y: (94)\n end\n if <(Level) = [3]> then\n go to x: (200) y: (-20)\n end\n if <(Level) = [5]> then\n go to x: (200) y: (118)\n end\n if <(Level) = [8]> then\n go to x: (200) y: (-41)\n end\n if <(Level) = [9]> then\n go to x: (200) y: (33)\n end\n if <(Level) = [10]> then\n go to x: (213) y: (153)\n end\n if <(Level) = [11]> then\n go to x: (213) y: (101)\n end\n if <(Level) = [12]> then\n go to x: (213) y: (106)\n end\n if <(Level) = [13]> then\n go to x: (-204) y: (138)\n end\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (empty v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (empty v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (empty v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (empty v)\n end\nend\n\n@Ground Cowboy Enemy\n\nwhen flag clicked\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (-150)\n\n@Cowboy Enemy\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n switch costume to (1 v)\n go to x: (4) y: (55)\n show\n end\n if <(Level) = [4]> then\n switch costume to (2 v)\n go to x: (-4) y: (-45)\n show\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n switch costume to (1 v)\n go to x: (-4) y: (-45)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n switch costume to (3 v)\n go to x: (10) y: (86)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [13]> then\n switch costume to (1 v)\n go to x: (98) y: (86)\n show\n end\nend\n\n@Wild West Thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Cartoon computer\n\n@scratch smiley intro\n\n | ---Wild West--- \n ↑ \n← → arrow keys to move\nA to respawn!\n❤️Love\n⭐️Favo\nFollow |
Apps Platformer no music :) :) | @Stage\n\nwhen I receive [reset v]\nif <(actual level) < [11]> then\n stop [other scripts in sprite v]\n repeat (20)\n change volume by (-5)\n end\n stop all sounds\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [geometry dash v]\nforever\n play sound [Stereo Madness v] until done\nend\n\nwhen I receive [level build v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (mince v)\nend\n\nwhen I receive [egg inc v]\nforever\n play sound [Fresh_Fallen_Snow v] until done\nend\n\nwhen I receive [polyart v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (! v)\nend\n\nwhen I receive [flappy v]\nif <(volume) = [100]> then\n set volume to (99) %\n broadcast (# v)\nend\n\nwhen I receive [mince v]\nforever\n play sound [Minecraft - Piano 3 v] until done\nend\n\nwhen I receive [# v]\nforever\n play sound [If_I_Had_a_Chicken v] until done\nend\n\nwhen I receive [! v]\nforever\n play sound [Obelisks v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen I receive [geometry dash v]\ngo to x: (0) y: (0)\n\nwhen I receive [geometry win v]\nset rotation style [all around v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [turn@# v] to [0]\nrepeat until <(x position) > [238]>\n turn right (turn@#) degrees\n change x by (Xv)\n change y by (Yv)\n change [yv v] by (0.4)\n change [xv v] by (0.5)\n change [turn@# v] by (0.2)\nend\nset rotation style [left-right v]\nset pen size to (40)\nset pen color to (#46d1f2)\ngo to x: (241) y: (180)\npen down\ngo to x: (241) y: (-180)\npen up\nrepeat (5)\n wait (pick random (0) to (0.3)) seconds\n lala\n set pen size to (40)\n set pen color to (#46d1f2)\n go to x: (241) y: (180)\n pen down\n go to x: (241) y: (-180)\n pen up\nend\nwait (1) seconds\nbroadcast (reset v)\n\ndefine la\nrepeat (50)\n if <not <touching (_edge_ v)?>> then\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\n end\nend\n\nwhen I receive [reset v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n if <<(x position) > [238]> and <<not <(actual level) = [11]>> and <not <((actual level) mod (2)) = [0]>>>> then\n change [actual level v] by (1)\n broadcast (reset v)\n end\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [geometry dash v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (geometry boxes v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching (geometry spikes v)?> then\n go to x: (0) y: (0)\n broadcast (geometry death v)\n end\n change y by (1)\nend\n\ndefine lala\ngo to x: (241) y: (0)\npoint in direction (pick random (-45) to (-135))\nset pen size to (pick random (10) to (25))\npen down\nset pen (brightness v) to (pick random (70) to (100))\nset [ghost v] effect to (100)\nrepeat until <not <touching (_edge_ v)?>>\n lalala\nend\nrepeat until <touching (_edge_ v)?>\n la\nend\nmove (20) steps\npen up\n\ndefine lalala\nrepeat (30)\n move (1) steps\n change pen size by (0.02)\n change pen (brightness v) by (-0.1)\nend\n\nwhen I receive [egg inc v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (egg inc v)?> and <<(y position) > [-120]> and <(y position) < [-100]>>> then\n broadcast (chicken v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [-40]> and <(y position) < [-20]>>> then\n broadcast (egg value v)\n end\n if <<touching (egg inc v)?> and <<(y position) > [28]> and <(y position) < [60]>>> then\n broadcast (+chicken v)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [polyart v]\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (-200) y: (-130)\nset [yv v] to [0]\nset [xpos v] to [0]\nset [xv v] to [0]\nforever\n change [xpos v] by (1)\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <<touching (house v)?> or <touching (egg inc v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nbroadcast (egg inc v)\n\nbroadcast (geometry dash v)\n\nbroadcast (polyart v)\n\nbroadcast (flappy v)\n\nwhen I receive [flappy v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level build v]\nwait (0.4) seconds\nclear graphic effects\nstop [other scripts in sprite v]\nerase all\npen up\nshow\nset rotation style [left-right v]\ngo to x: (start x) y: (start y)\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\nend\nforever\n if <(x position) > [238]> then\n change [current item # v] by (1)\n if <(current item #) < [10]> then\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n else\n broadcast (reset v)\n end\n end\n if <<<key (e v) pressed?> and <(Wood:) > [0]>> and <not <touching (wood v)?>>> then\n change [wood: v] by (-1)\n create clone of (wood v)\n end\n if <touching (water v)?> then\n change [yv v] by (-0.1)\n if <(Yv) < [-4]> then\n set [yv v] to [-4]\n end\n else\n change [yv v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.95))\n change x by (Xv)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change y by (1)\n if <touching (ground/other v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (geometry boxes v)?> then\n change x by (-10)\n end\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (ground/other v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (10)\n end\n if <<touching (ground v)?> or <touching (ground/other v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [yv v] to [3]\n end\n change y by (1)\n if <touching (lava v)?> then\n go to x: (start x) y: (start y)\n set [yv v] to [0]\n set [xv v] to [0]\n repeat until <not <touching (ground/other v)?>>\n change [start y v] by (40)\n go to x: (start x) y: (start y)\n end\n end\n go to [front v] layer\nend\n\nset [compressed v] to (item (current item #) of [minecraft levels v])\nbroadcast (level build v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [current item # v] to [1]\nset [actual level v] to [1]\nbroadcast (reset v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [geometry dash v]\nswitch costume to (geometry v)\n\nwhen I receive [reset v]\nshow\nswitch costume to ((actual level) + (4))\n\nwhen I receive [egg inc v]\nswitch costume to (egg v)\n\nwhen I receive [polyart v]\nswitch costume to (egg2 v)\n\nwhen I receive [flappy v]\nswitch costume to (flappy v)\n\nwhen I receive [level build v]\nhide\n\n@geometry dash\n\nwhen I receive [geometry dash v]\nhide\nswitch backdrop to (geometry v)\nrandom\nset [! v] to [1]\nrepeat (96)\n wait until <(Xpos) > [10]>\n broadcast (geometry clone v)\n change [! v] by (1)\n set [xpos v] to [0]\n if <([x position v] of [player v]) < [-237]> then\n broadcast (geometry death v)\n end\nend\nwait (5) seconds\nbroadcast (geometry win v)\n\ndefine random\ndelete all of [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nadd [] to [geometry level v]\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000002000022])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000001111])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [000122222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [110000000011])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000001100000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222222222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000111])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000111000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000111000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111000000000])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222221111])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000001010])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000101010])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000010101010])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [001010101010])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [101010101010])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [000000000000])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [000000000000])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [222222122222])\nreplace item (1) of [geometry level v] with (join (item (1) of [geometry level v]) [000000000000])\nreplace item (2) of [geometry level v] with (join (item (2) of [geometry level v]) [000000000000])\nreplace item (3) of [geometry level v] with (join (item (3) of [geometry level v]) [100000000001])\nreplace item (4) of [geometry level v] with (join (item (4) of [geometry level v]) [122221222211])\nreplace item (5) of [geometry level v] with (join (item (5) of [geometry level v]) [111111111111])\n\nwhen I receive [reset v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nif <(actual level) = [2]> then\n go to x: (0) y: (-60)\n show\n wait until <touching (player v)?>\n broadcast (geometry dash v)\n change [actual level v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\nbroadcast (geometry dash v)\ndelete this clone\n\nbroadcast (reset v)\n\n@geometry spikes\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n change x by (-5)\nend\ndelete this clone\n\nchange x by (-10)\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n if <(letter (!) of (item (#) of [geometry level v])) = [2]> then\n create clone of (_myself_ v)\n end\n change y by (-57)\n change [# v] by (1)\nend\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n clone\nend\n\nset [clone? v] to [0]\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@geometry boxes\n\nwhen I receive [geometry clone v]\nif <(clone?) = [0]> then\n clone\nend\n\nset [clone? v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\ngo to x: (2444) y: (y position)\nrepeat until <(x position) < [-245]>\n change x by (-5)\nend\ndelete this clone\n\ndefine clone\ngo to x: (36) y: ((57) * (4))\nset [# v] to [1]\nrepeat (5)\n if <(letter (!) of (item (#) of [geometry level v])) = [1]> then\n create clone of (_myself_ v)\n end\n change y by (-57)\n change [# v] by (1)\nend\n\nwhen I receive [geometry death v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@egg inc\n\nwhen I receive [egg inc v]\nshow variable [chickens in house v]\nshow variable [$ v]\nshow variable [egg value v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nset [chickens per press v] to [1]\nset [egg value v] to [0.25]\nset [$ v] to [0]\ngo to x: (-169) y: (-80)\nswitch costume to (costume1 v)\nswitch backdrop to (blue sky v)\nshow\nsay [Get 1 million dollars. \(it's actually pretty easy\)] for (4) seconds\nforever\n wait (0.5) seconds\n change [$ v] by ((chickens in house) * (egg value))\n change [chickens in house v] by (round ((chickens in house) * (0.005)))\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nbroadcast (reset v)\n\nbroadcast (egg inc v)\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to x: (-169) y: ((-80) + ((80) * (id)))\nswitch costume to (id)\n\nwhen I receive [egg inc v]\ndelete all of [costs v]\nadd [10] to [costs v]\nadd [15] to [costs v]\n\nwhen I receive [+chicken v]\nif <<<($) > (item (2) of [costs v])> or <($) = (item (2) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (2) of [costs v]))\n change [chickens per press v] by (1)\n replace item (2) of [costs v] with ((item (2) of [costs v]) * (2))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (2) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg value v]\nif <<<($) > (item (1) of [costs v])> or <($) = (item (1) of [costs v])>> and <(id) = [0]>> then\n change [$ v] by ((0) - (item (1) of [costs v]))\n change [egg value v] by ((0.25) + (round ((egg value) / (8))))\n replace item (1) of [costs v] with ((item (1) of [costs v]) * (1.3))\nelse\n if <(id) = [0]> then\n say (join [You need ] (join (round ((item (1) of [costs v]) - ($))) [ more dollars.])) for (2) seconds\n end\nend\n\nwhen I receive [egg inc v]\nforever\n if <($) > [100]> then\n set [$ v] to (round ($))\n end\nend\n\nwhen I receive [egg inc v]\nchange [actual level v] by (1)\nwait until <($) > [1000000]>\nask [You won! Type y to keep playing or n to go to the next level. If you keep playing, whenever you want to continue, just press n] and wait\nif <(answer) = [y]> then\nwait until <key (n v) pressed?>\nbroadcast (reset v)\n\nwhen I receive [reset v]\nhide variable [chickens in house v]\nhide variable [egg value v]\nhide variable [$ v]\nhide\nif <(actual level) = [4]> then\n set size to (230) %\n switch costume to (egg,_inc v)\n go to x: (0) y: (-50)\n show\n wait until <touching (player v)?>\n hide\n set size to (100) %\n broadcast (egg inc v)\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@chicken\n\nwhen I receive [chicken v]\nif <(clone?) = [0]> then\n chicken\nend\n\nwhen I start as a clone\nset [xv v] to (pick random (-12.) to (12))\nset [yv v] to (pick random (10.) to (13))\nshow\nset [clone? v] to [1]\ngo to (egg inc v)\ngo to [front v] layer\nrepeat until <touching (ground v)?>\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n change x by (xv)\n change y by (yv)\nend\nlower\nset [xv v] to [1]\nrepeat until <touching (house v)?>\n change x by (xv)\n next costume\n if <(xv) < [15]> then\n change [xv v] by (0.5)\n end\nend\nrepeat (10)\n set [xv v] to ((xv) * (0.96))\n next costume\n change x by (xv)\nend\nchange [chickens in house v] by (1)\ndelete this clone\n\nbroadcast (egg inc v)\n\nbroadcast (reset v)\n\ndefine lower\nchange y by ((yv) * (-1))\nrepeat until <touching (ground v)?>\n change y by (-1)\nend\nchange y by (-6)\n\ndefine chicken\nrepeat (chickens per press)\n create clone of (_myself_ v)\nend\n\nwhen [z v] key pressed\nset [chickens in house v] to (round ((chickens in house) * (0.01)))\nset [chickens per press v] to (round ((chickens per press) * (0.1)))\nset [$ v] to [0]\nset [egg value v] to (round ((egg value) * (0.1)))\nreplace item (1) of [costs v] with [10]\nreplace item (2) of [costs v] with [15]\n\nwhen I receive [reset v]\nset [chickens in house v] to [0]\nset [clone? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@house\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [egg inc v]\nswitch costume to (costume1 v)\ngo to x: (155) y: (-98)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (169) y: (-117)\ngo to x: (155) y: (-98)\nforever\n go to [front v] layer\nend\n\n@screen-shot-2019-02-10-at-71402-pm\n\nwhen I receive [reset v]\nif <(actual level) = [6]> then\n show\n go to x: (0) y: (-50)\n wait until <touching (player v)?>\n broadcast (polyart v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@polyart 1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [polyart # v] to [1]\nhide\n\nwhen I receive [polyart v]\nif <[2] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n switch costume to (54949708-cute-grey-face-of-domestic-hamster-on-green-background-2 v)\n if <(polyart #) = [1]> then\n set [how many more? v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n next costume\n end\n go to x: (0) y: (-47)\n wait until <(distance to [player v]) < [5]>\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I start as a clone\nset y to (-47)\nif <[1] = (costume [number v])> then\n forever\n go to [front v] layer\n set x to ((([x position v] of [player v]) - (-30)) / (20))\n show\n end\nelse\n forever\n go to [front v] layer\n set x to (([y position v] of [player v]) - (-47))\n show\n end\nend\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\ngo to x: (0) y: (-47)\nif <(costume [number v]) < [3]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [polyart v]\nif <[10] < (costume [number v])> then\n switch backdrop to (backdrop2 v)\n if <(polyart #) = [2]> then\n set [id v] to [1]\n repeat (10)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (145) y: (41)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (3) seconds\n change [polyart # v] by (1)\n broadcast (polyart v)\n end\nend\n\nwhen I receive [polyart v]\nif <(costume [number v]) < [11]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [polyart # v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nclear graphic effects\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (42)) / (id)) y: ((((round ([x position v] of [player v])) - (145)) / (id)) - (0))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (145)) / (id)) y: ((((round ([y position v] of [player v])) - (42)) / (id)) - (0))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@polyart 4\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (id)\nset [id v] to (pick random (0.05) to (3))\nif <(pick random (0) to (1)) = [0]> then\n set [id v] to ((id) * (-1))\nend\nif <(pick random (0) to (1)) = [0]> then\n forever\n go to x: (((round ([y position v] of [player v])) - (111)) / (id)) y: ((((round ([x position v] of [player v])) - (-160)) / (id)) - (50))\n end\nelse\n forever\n go to x: (((round ([x position v] of [player v])) - (-160)) / (id)) y: ((((round ([y position v] of [player v])) - (111)) / (id)) - (50))\n end\nend\n\nwhen I receive [glide v]\nif <(id) < [4]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (-50)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nbroadcast (glide v)\n\nbroadcast (polyart v)\n\nwhen I receive [polyart v]\nif <(polyart #) = [3]> then\n go to x: (0) y: (0)\n set size to (150) %\n hide\n clear graphic effects\n switch costume to (final2 v)\n set [id v] to [2]\n repeat (107)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n go to x: (-160) y: (111)\n wait until <(distance to [player v]) < [5]>\n broadcast (glide v)\n wait (7) seconds\n clear graphic effects\n broadcast (reset v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@el flapo\n\nwhen I receive [flappy v]\nshow\nswitch backdrop to (flappy v)\ngo to x: (-100) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nwait until <touching color (#66abff)?>\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [7]\n end\n change [yv v] by (-1)\n change y by (yv)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n set rotation style [left-right v]\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <touching (pipes v)?> then\n broadcast (rip el flapo v)\n end\nend\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (flappy v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nrepeat until <touching color (#000000)?>\n change y by (yv)\n change [yv v] by (-1)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@pipes\n\nwhen flag clicked\nhide\n\nwhen I receive [flappy v]\nrepeat (10)\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\nend\nwait (5) seconds\nbroadcast (reset v)\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-60) to (100))\nrepeat until <(x position) < [-249]>\n change x by (-5)\nend\ndelete this clone\n\nwhen I receive [rip el flapo v]\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch backdrop to (flappy v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@ground/other\n\nwhen I start as a clone\nshow\nif <(#) = [ig]> then\n go to x: (x) y: (y)\n switch costume to (wood v)\n set [ghost v] effect to (0)\n show\nelse\n if <(#) = [special]> then\n add [1] to [current level v]\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (id) of [current level v] with (current item #)\n end\n switch costume to (item (id) of [current level v])\n if <touching (mouse-pointer v)?> then\n switch costume to (current item #)\n set [ghost v] effect to (0)\n else\n if <(item (id) of [current level v]) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\n end\n else\n switch costume to (#)\n set [ghost v] effect to (0)\n if <<(#) = [1]> or <<(#) = [4]> or <<(#) = [5]> or <<(#) = [7]> or <(#) = [8]>>>>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\ndefine compress\nset [# v] to [1]\nset [compressed v] to []\nrepeat (length of [current level v])\n set [compressed v] to (join (compressed) (item (#) of [current level v]))\n change [# v] by (1)\nend\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n if <(letter (id) of (compressed)) = [8]> then\n set [start x v] to (x position)\n set [start y v] to (y position)\n end\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [# v] to [ig]\n\ndefine buuild\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\ndelete all of [current level v]\nset [# v] to [special]\nrepeat (9)\n repeat (13)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [level build v]\nswitch backdrop to (minecraft v)\nshow variable [wood: v]\nrepeat (1)\n delete this clone\nend\nwait (0.1) seconds\ndraw\n\nwhen [space v] key pressed\n\nset [compressed v] to (item (1) of [minecraft levels v])\nbroadcast (level build v)\n\nrepeat (10)\n delete this clone\nend\ncompress\nadd (compressed) to [minecraft levels v]\nbuuild\n\nbuuild\n\nwhen flag clicked\ndelete all of [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111118111111111113333344443333222222222222222222222222222222222222222] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111116666611111111666668111111666666655555666666666666666666666666666666666] to [minecraft levels v]\nadd [111111111111181111111111114455555555555445444445444444544444544444454454454455444445444445544444544444555555555555555] to [minecraft levels v]\nadd [111111111111111111111111111111111111111111111111111111111111111111111111111111811111111111166111111111116655555555555] to [minecraft levels v]\nadd [111111111111151111111111155111111111115511111111111551111111111155111111111115511117771111551111787111155333333333335] to [minecraft levels v]\nadd [111111811111167777777777766777777777776677777777777667777777777766777777777776677777777777667777777777763333333333333] to [minecraft levels v]\nadd [711111141111171111114111117111111411115711111141111571111114111157111111411115781111141111533333334333332222222422222] to [minecraft levels v]\nadd [111111111111111111111111111111134311111111332421111111122242311111132224223333132222422222232222244444442222225555555] to [minecraft levels v]\nadd [111111111111111111111111116111111111141661111111411166611414111116684111111111666111111111155555555555555555555555555] to [minecraft levels v]\n\nwhen I receive [reset v]\nhide variable [wood: v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(#) = [ig]> then\n delete this clone\nend\n\n@water\n\nwhen I start as a clone\nshow\nif <(#) = [4]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\nwait (0.05) seconds\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@lava\n\nwhen I start as a clone\nshow\nif <(#) = [5]> then\n switch costume to (#)\n set [ghost v] effect to (0)\nelse\n delete this clone\nend\n\nwhen I receive [level build v]\nrepeat (1)\n delete this clone\nend\ndraw\n\ndefine draw\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\n@wood\n\nwhen I start as a clone\nshow\nif <(id) = [done]> then\n go to x: ((round (([x position v] of [player v]) / (40))) * (40)) y: ((round (([y position v] of [player v]) / (40))) * (40))\n set [ghost v] effect to (50)\n switch costume to (wood v)\n wait until <not <touching (player v)?>>\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (ground/other v)\n set [ghost v] effect to (0)\n delete this clone\nelse\n if <(#) = [7]> then\n switch costume to (#)\n set [ghost v] effect to (0)\n wait until <<touching (player v)?> and <key (space v) pressed?>>\n go to [front v] layer\n set [xv v] to (pick random (-2.) to (2))\n set [yv v] to (pick random (2) to (4.))\n set size to (7) %\n set [pitch v] effect to (23)\n repeat (3)\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n repeat until <<touching (ground/other v)?> or <touching (player v)?>>\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n change y by (yv)\n change x by (xv)\n end\n remove\n set [yv v] to [0]\n set [xv v] to ((y position) + (2))\n repeat until <touching (player v)?>\n if <(y position) > (xv)> then\n change [yv v] by (-0.1)\n else\n change [yv v] by (0.1)\n end\n change y by (yv)\n end\n set volume to (50) %\n start sound [pop v]\n change [wood: v] by (1)\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen I receive [level build v]\nrepeat (13)\n delete this clone\nend\ndraw\n\ndefine draw\nset size to (20) %\nhide\nset [id v] to [1]\ngo to x: (-240) y: (160)\nset [wood: v] to [0]\nrepeat (9)\n repeat (13)\n set [# v] to (letter (id) of (compressed))\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (40)\n end\n set x to (-240)\n change y by (-40)\nend\nset [id v] to [done]\n\ndefine remove\nrepeat until <not <touching (ground/other v)?>>\n change y by (1)\nend\nchange y by (3)\n\nwait until <touching (player v)?>\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nrepeat (1)\n delete this clone\nend\n\nwhen [r v] key pressed\nif <(actual level) = [11]> then\n repeat (13)\n delete this clone\n end\n draw\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Flappy_Bird_icon\n\nwhen I receive [reset v]\nif <(actual level) = [8]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n broadcast (flappy v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@unnamed\n\nwhen I receive [reset v]\nif <(actual level) = [10]> then\n show\n go to x: (0) y: (-50)\n set size to (50) %\n wait until <touching (player v)?>\n set [current item # v] to [1]\n set [compressed v] to (item (current item #) of [minecraft levels v])\n broadcast (level build v)\n change [actual level v] by (1)\n hide\nelse\n hide\nend\n\n@backgroundthingy\n\ndefine speed\nshow\nerase all\ngo to x: (-210) y: (150)\nrepeat (4)\n repeat (6)\n switch costume to (pick random (1) to (6))\n stamp\n change x by (80)\n end\n set x to (-210)\n change y by (-80)\nend\nhide\n\nwhen I receive [reset v]\n\nwait (0.05) seconds\nspeed\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n set [played? v] to [1]\n start sound [Royalty Free - Hero Theme 5BSting5D v]\n go to x: (0) y: (0)\n set size to (80) %\n hide\n erase all\n set [special? v] to [1]\n create clone of (_myself_ v)\n set [special? v] to [0]\n clone\n set [special? v] to [2]\n create clone of (_myself_ v)\n set [special? v] to [3]\n wait (4) seconds\n switch costume to (costume32 v)\n set size to (20) %\n show\n switch costume to (costume6 v)\n point in direction (90)\n set rotation style [all around v]\n repeat (15)\n change size by (4)\n turn right (24) degrees\n end\n wait (0.5) seconds\n broadcast (logo1 v)\nelse\n broadcast (start v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (costume32 v)\nelse\n if <(special?) = [0]> then\n wait (pick random (0.0) to (2)) seconds\n show\n move\n glide (1.5) secs to x: (0) y: (0)\n end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n create clone of (_myself_ v)\n next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n set rotation style [don't rotate v]\n point in direction (((costume [number v]) - (8)) * (14.4))\n set [vroom v] to [10]\n repeat until <touching (_edge_ v)?>\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n repeat (2)\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n delete this clone\nelse\n wait (1.5) seconds\n if <(special?) = [3]> then\n broadcast (start v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n hide\n delete this clone\nend\n\nset [played? v] to [0]\n\n | You're an app who has accidentally been deleted and who needs to get back to their spot on the home screen. \n\nBasically you have to play through a bunch of minigame apps to get passed the levels.\n\nRandom stuff you should know:\n1. Press the green flag to start\n2. In the Minecraft section, to break the wood press space and press e to place it. To reset the wood pres r.\n3. For polysphere you are trying to get all the pieces in the image to line up.2\n4. If something is too hard type out the letters s k i p in order to go the next game.\n5. To get into an app you have to jump so you are touching it.\n6. In Egg Inc. bump the buttons like you do in Super Mario Bros. |
Snow- A Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nshow variable [time: v]\nset [time: v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-20)\nswitch backdrop to (backdrop1 v)\nbroadcast (go v)\n\nwhen I receive [go v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#ffffff)?> 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 (#ffffff)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-180]> or <touching color (#f7ff00)?>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [246]> then\n if <(backdrop [number v]) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n next backdrop\n end\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Hovering_Thoughts v] until done\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [14]>\n wait (1) seconds\n change [time: v] by (1)\nend\n\nwhen backdrop switches to [backdrop14 v]\nif <(Time:) > [50]> then\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-500) to (500)) y: (172)\nglide (5) secs to (random position v)\ndelete this clone\n\n@Sprite3\n\nhide variable [time: v]\n\nwhen flag clicked\nhide\n\nshow\n\n | ヽ(〃・ω・)ノ Snow is melting! Please help Snowy get back home! Arrow keys to move! ヾ(・ω・。)シ\n\nEnjoyed it? ♡ & ☆ \nFollow me: @duck--\n\nNote: if it glitches at any time, press the up key, and it should work! (Sorry, I am still trying to find why it glitches.) if it still does not work, please tell in in the comments! \n\nCheck out my other platformer!\nhttps://scratch.mit.edu/projects/385072760/ ヽ(^。^)丿\n\nCredits:\nCode: @duck--\nMusic: https://youtu.be/UfAIa2zuQNE\nIgloo picture: pngimg.com\n\n\nTags:\n#scratch #platformer #snow #snowplatformer #games #game #@duck--\n |
TimMcCool || a mobile friendly platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [hide v]\nplay sound [Vicetone - United We Dance v] until done\nwait (1) seconds\nplay sound [thefatrat-anna-yvette-laura-brehm-chosen-MkyFOQcWg v] until done\n\nwhen [c v] key pressed\nhide variable [mouse v]\n\n@levels\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: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] 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: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n end\nend\n\nClone at x: [400] 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\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nwhen I receive [s v]\nhide\n\n@you\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset size to (80) %\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nshow\nhide variable [mouse v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 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 size to (60) %\npoint in direction (90)\nset [ghost v] effect to (0)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\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]\n switch costume to (costume2 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n Change Player x by [8]\n switch costume to (costume1 v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nPosition\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <touching (spring v)?> then\n if <(in air) < [4]> then\n set [sy v] to [30]\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 (levels 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 (levels v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (levels v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (levels v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (4)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nchange [ghost v] effect by (10)\n\nshow\n\nhide\n\ndefine Game - Win\nhide\nchange [level v] by (1)\n\nset [scroll y v] to [0]\n\nwait (0.009) seconds\n\nwhen I receive [hide v]\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen flag clicked\nhide\n\ndefine Test - Die\nif <<<touching (danger2 v)?> or <touching (danger v)?>> or <touching (crusher v)?>> then\n set [exit v] to [die]\nend\n\n@Sprite3\n\nwhen I receive [hide v]\nrepeat (20)\n change size by (-10)\nend\nhide\n\nwhen flag clicked\nshow\nset size to (100) %\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [s v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-456) y: (-78)\nhide\n\nwhen I receive [ra v]\nshow\nglide (0.5) secs to x: (34) y: (-78)\n\nwhen I receive [hide v]\nglide (0.5) secs to x: (478) y: (-78)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset size to (10) %\n\nwhen flag clicked\nset volume to (100) %\nplay sound [OST-Xenogen2 v] until done\n\nwhen flag clicked\ngo to x: (-1324) y: (-17)\nhide\n\nwhen flag clicked\nwait (0.5) seconds\nshow\nbroadcast (stopintro v)\nglide (0.5) secs to x: (-1) y: (-17)\nrepeat (5)\n change size by (10)\nend\nbroadcast (ra v)\nwait (2) seconds\nrepeat (15)\n change size by (-20)\nend\nbroadcast (hide v)\nhide\n\nwhen I receive [stopintro v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [sine v] to [0]\nrepeat (7252)\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (40)) + (90))\n set size to ((([sin v] of ((sine) * (2.1220102)) ) * (3)) + (size)) %\nend\n\nwhen I receive [hide v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen flag clicked\nwait (0.5) seconds\nshow\nbroadcast (stopintro v)\nglide (0.5) secs to x: (-1) y: (-17)\nrepeat (5)\n change size by (10)\nend\nbroadcast (ra v)\nwait (2) seconds\nrepeat (15)\n change size by (-20)\nend\nbroadcast (hide v)\nhide\n\n@Danger2\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 (fantasia2 v)\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 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\nwhen flag clicked\nhide\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (you v)?> then\n start sound [Low Boing v]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (fantasia2 v)\n Clone at X: [900] Y: [0]\n Clone at X: [5345] Y: [33]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 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\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [y v] to ((([sin v] of (((timer) + ((#) / (100))) * (100)) ) * (30)) - (20))\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: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 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@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [s v]\nhide\n\n@coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (you v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (ice shard v)\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: [430] y: [70]\n Clone at x: [1130] y: [115]\n Clone at x: [1651] y: [113]\n Clone at x: [273] y: [65]\n Clone at x: [915] y: [55]\n Clone at x: [1632] y: [-70]\n Clone at x: [430] y: [70]\n Clone at x: [1130] y: [115]\n Clone at x: [1651] y: [113]\n Clone at x: [273] y: [65]\n Clone at x: [915] y: [55]\n Clone at x: [1632] y: [-70]\nelse\n if <(LEVEL) = [2]> then\n end\nend\nset [x v] to [-999999999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (6)\n\nClone at x: [1100] y: [110]\n\nwhen I start as a clone\nif <touching (you v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nClone at x: [715] y: [40]\nClone at x: [1100] y: [110]\n\nswitch costume to (ice shard v)\n\nswitch costume to (ice shard v)\n\ndelete this clone\n\nwhen I receive [elsa v]\nstop [other scripts in sprite v]\n\nwhen I receive [elsa v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [elsa v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nClone at x: [1130] y: [115]\n\n@Check Point\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(x) = [2000]> then\n set [startx v] to [2000]\n set [starty v] to [0]\n end\n if <(x) = [5000]> then\n set [startx v] to [5000]\n set [starty v] to [0]\n end\n if <(x) = [7000]> then\n set [startx v] to [7000]\n set [starty v] to [0]\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n next costume\n wait (.1) seconds\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: [8056] Y: [-53]\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)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ 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\n | This is for @TimMcCool\nfollow me for more games based on you!\n-coins\n-jumper\n-spikes\n-lava\nplease bring this game to the top. can we also get this featured?and please tell @TimMcCool to llok at this game. thx!\ncurrently having a collab with, @IAmTheJeffMan |
Pen platformer 2 | @Stage\n\nwhen I receive [すたあと♡ v]\nforever\n play sound [TheFatRat+-+Time+Lapse.mp3 v] until done\nend\n\n@スプライト1\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset [ghost v] effect to (40)\nrepeat (12)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [すたあと♡ v]\nset [pen v] to [0]\nshow\nset size to (100) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\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 (a v) pressed?>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#1fff00)?> then\n change y by (1)\n if <touching color (#1fff00)?> then\n change y by (1)\n if <touching color (#1fff00)?> then\n change y by (1)\n if <touching color (#1fff00)?> then\n change y by (1)\n if <touching color (#1fff00)?> then\n change y by (1)\n if <touching color (#1fff00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [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 y by (-1)\n if <touching color (#1fff00)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n play sound [jump13 v] until done\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#1fff00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [1]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n if <not <[7] < (Pen)>> then\n broadcast (next level v)\n change [pen v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen I receive [すたあと♡ v]\nshow\nforever\n create clone of (_myself_ v)\nend\n\n@Pen\n\nwhen I receive [すたあと♡ v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#1dfd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\n\nwhen flag clicked\nerase all\n\nwhen I receive [next level v]\nif <(Pen) = [1]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (100) y: (-121)\n pen down\n go to x: (-20) y: (-121)\n pen up\nend\nif <(Pen) = [2]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (100) y: (-121)\n pen down\n go to x: (100) y: (61)\n pen up\nend\nif <(Pen) = [3]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (-100) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (60) y: (41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (-100) y: (-121)\n pen up\nend\nif <(Pen) = [4]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (-41)\n pen down\n go to x: (-100) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (60) y: (-41)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (70) y: (-121)\n pen down\n go to x: (-110) y: (-121)\n pen up\nend\nif <(Pen) = [5]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (-41)\n pen down\n go to x: (-100) y: (-111)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-111)\n pen down\n go to x: (60) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (21)\n pen down\n go to x: (-100) y: (180)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (21)\n pen down\n go to x: (60) y: (180)\n pen up\nend\nif <(Pen) = [6]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-250) y: (-121)\n pen down\n go to x: (250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (101)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-120) y: (180)\n pen down\n go to x: (100) y: (180)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-91) y: (-121)\n pen down\n go to x: (61) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (200) y: (-111)\n pen down\n go to x: (200) y: (-26)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (111) y: (-121)\n pen down\n go to x: (141) y: (-121)\n pen up\nend\n\nwhen I receive [next level v]\nif <(Pen) = [7]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (-145) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (-250) y: (-137)\n pen down\n go to x: (-105) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (-105) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-105) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (0) y: (-21)\n pen down\n go to x: (0) y: (-180)\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (145) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (105) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (105) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (105) y: (-121)\n pen up\nend\n\nwhen I receive [next level v]\nif <(Pen) = [8]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\nend\nif <(Pen) = [3]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (-100) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (60) y: (41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (-100) y: (-121)\n pen up\nend\nif <(Pen) = [4]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (-41)\n pen down\n go to x: (-100) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-121)\n pen down\n go to x: (60) y: (-41)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (70) y: (-121)\n pen down\n go to x: (-110) y: (-121)\n pen up\nend\nif <(Pen) = [5]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (250) y: (-121)\n pen down\n go to x: (-250) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (-41)\n pen down\n go to x: (-100) y: (-111)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (-111)\n pen down\n go to x: (60) y: (-41)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-100) y: (21)\n pen down\n go to x: (-100) y: (180)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (60) y: (21)\n pen down\n go to x: (60) y: (180)\n pen up\nend\nif <(Pen) = [6]> then\n erase all\n pen up\n set pen color to (#964e00)\n set pen size to (75)\n go to x: (-250) y: (-160)\n pen down\n go to x: (230) y: (-160)\n pen up\n set pen color to (#005a00)\n set pen size to (12)\n go to x: (250) y: (-137)\n pen down\n go to x: (-250) y: (-137)\n pen up\n set pen color to (#058e00)\n set pen size to (12)\n go to x: (250) y: (-130)\n pen down\n go to x: (-250) y: (-130)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-250) y: (-121)\n pen down\n go to x: (250) y: (-121)\n pen up\n set pen color to (#1dfd00)\n set pen size to (12)\n go to x: (-100) y: (-121)\n pen down\n go to x: (-100) y: (101)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-120) y: (180)\n pen down\n go to x: (100) y: (180)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (-91) y: (-121)\n pen down\n go to x: (61) y: (-121)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (200) y: (-111)\n pen down\n go to x: (200) y: (-26)\n pen up\n set pen color to (#fd0000)\n set pen size to (12)\n go to x: (111) y: (-121)\n pen down\n go to x: (141) y: (-121)\n pen up\nend\n\n@ \n\nwhen I receive [すたあと♡ v]\nreset timer\nforever\n set y to (((([sin v] of ((timer) * (250)) ) + (10)) * (1.5)) * (5))\nend\n\nwhen I receive [すたあと♡ v]\npoint in direction (90)\nhide\ngo to x: (0) y: (50)\nwait until <(Pen) = [0]>\nif <(language::translate) = [日本語]> then\n switch costume to (level 1 日本語 v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nelse\n switch costume to (level 1 english v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nend\nwait until <(Pen) = [1]>\nhide\nif <(language::translate) = [日本語]> then\n switch costume to (level 2 日本語 v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nelse\n switch costume to (level 2 english v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nend\nwait until <(Pen) = [2]>\nhide\nif <(language::translate) = [日本語]> then\n switch costume to (level 3 日本語 v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nelse\n switch costume to (level 3 english v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nend\nwait until <(Pen) = [3]>\nhide\nif <(language::translate) = [日本語]> then\n switch costume to (level 4 日本語 v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nelse\n switch costume to (level 4 english v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nend\nwait until <(Pen) = [4]>\nhide\nwait until <(Pen) = [8]>\nif <(language::translate) = [日本語]> then\n switch costume to (level 8 日本語 v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nelse\n switch costume to (level 8 english v)\n set size to (5) %\n show\n repeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\n end\nend\nwait until <not <(Pen) = [8]>>\nhide\n\nwhen flag clicked\nhide\n\n@タイトル\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset rotation style [don't rotate v]\ncreate clone of (_myself_ v)\nswitch costume to (背景 v)\nshow\ngo to x: (0) y: (300)\nglide (0.5) secs to x: (0) y: (-41)\nジャンプ!! [13]\nジャンプ!! [8]\nジャンプ!! [5]\nジャンプ!! [2]\nジャンプ!! [1]\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset rotation style [don't rotate v]\ngo to [front v] layer\nswitch costume to (タイトル v)\nshow\ngo to x: (0) y: (-300)\nglide (0.5) secs to x: (0) y: (0)\nstart sound [Pop v]\nジャンプ!! [13]\nstart sound [Pop v]\nジャンプ!! [8]\nstart sound [Pop v]\nジャンプ!! [5]\nstart sound [Pop v]\nジャンプ!! [2]\nstart sound [Pop v]\nジャンプ!! [1]\nstart sound [Pop v]\nbroadcast (は〜じめ♪ v)\n\ndefine ジャンプ!! (数)\npoint in direction (数)\nrepeat (((数) * (2)) - (1))\n turn right (-1) degrees\n change y by (direction)\nend\n\ndefine 動き (number)\npoint in direction (number)\nrepeat ((([abs v] of (number) ) * (2)) - (1))\n turn right (1) degrees\n change y by (direction)\nend\n\nwhen I receive [は〜じめ♪ v]\nrepeat (25)\n wait (0.00001) seconds\n change [ghost v] effect by (4)\n change [brightness v] effect by (-4)\nend\nhide\nbroadcast (すたあと♡ v)\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | 私の作品がまとまったスタジオはこちら\nhttps://scratch.mit.edu/studios/26060782/\n========================================\n Arrow keys .You can also operate by clicking the mouse.\n Don't touch red area. So if you touch red area, you will start over...\n 矢印キーで動きます。マウスをクリックすることでも動きます。\n 赤いところに触れてはいけません。もし触れてしまうと、最初からやり直しになってしまいます…\n\n 流行24位になりました〜!ありがとうございます!! |
Stickman Platformer - Chapter 1 - The Forest- Scrolling, Mobile friendly | @Stage\n\nwhen I receive [hide start up animation v]\nswitch backdrop to (backdrop2 v)\n\n@thumbnail and stories\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nset [ghost v] effect to (0)\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\nwait (1) seconds\nset [ghost v] effect to (100)\n\nwhen I receive [hide start up animation v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nforever\n if <<<key (space v) pressed?> or <mouse down?>> and <not <(costume [number v]) = [4]>>> then\n next costume\n wait (0.8) seconds\n end\n if <(costume [number v]) = [4]> then\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (start the game v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [end story v]\nswitch costume to (costume4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<<key (space v) pressed?> or <mouse down?>> and <(costume [number v]) = [5]>> then\n hide\n end\nend\n\nwhen I receive [outro v]\nstop all sounds\nswitch costume to (costume5 v)\nshow\n\nswitch costume to (thumbnail v)\nset [ghost v] effect to (0)\n\n@Pro\n\nwhen flag clicked\ngo to x: (8) y: (-11)\nshow\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume2 v)\nrepeat (28)\n next costume\n wait (0.04) seconds\nend\nswitch costume to (costume2 v)\n\nwhen I receive [hide start up animation v]\nhide\nforever\n play sound [y2mate v] until done\nend\n\n@PRO\n\nwhen flag clicked\nstart sound [y2mate2 v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (-277) y: (-83)\nhide\nwait (3) seconds\nshow\nglide (0.05) secs to x: (8) y: (-72)\nwait (3) seconds\nbroadcast (Hide start up animation v)\n\nwhen I start as a clone\nswitch costume to (pro v)\ngo to x: (277) y: (50)\nhide\nwait (2.5) seconds\nstart sound [recording1 v]\nshow\nglide (0.05) secs to x: (8) y: (50)\n\nwhen flag clicked\nforever\n if <(SCROLL X) > [7730]> then\n play sound [y2mate v] until done\n end\nend\n\nwhen I receive [hide start up animation v]\nhide\n\n@PLAY\n\nwhen backdrop switches to [backdrop2 v]\nshow\nforever\n point in direction (91)\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop3 v)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nset volume to (50) %\n\nwhen I receive [start the game v]\nplay sound [y2mate v] until done\n\n@ TheGuy\n\nwhen flag clicked\nforever\n if <<<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 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 end\nend\n\nwhen flag clicked\nhide\nforever\n if <<<<key (a v) pressed?> or <<key (d v) pressed?> or <<key (w v) pressed?> or <key (s v) pressed?>>>> or <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> or <mouse down?>> then\n Running costumes\n else\n Staying costumes\n end\nend\n\nwhen I receive [hide start up animation v]\ngo to x: (14) y: (-144)\nchange [brightness v] effect by (100)\nforever\n go to ( theguy hitbox v)\nend\n\ndefine Running costumes\nswitch costume to (1 v)\nwait (0.04) seconds\nswitch costume to (2 v)\nwait (0.04) seconds\nswitch costume to (3 v)\nwait (0.04) seconds\nswitch costume to (4 v)\nwait (0.04) seconds\nswitch costume to (5 v)\nwait (0.04) seconds\nswitch costume to (6 v)\nwait (0.04) seconds\nswitch costume to (7 v)\nwait (0.04) seconds\nswitch costume to (8 v)\nwait (0.04) seconds\nswitch costume to (9 v)\nwait (0.04) seconds\n\ndefine Staying costumes\nswitch costume to (stay v)\nwait (0.1) seconds\nswitch costume to (stay2 v)\nwait (0.1) seconds\nswitch costume to (stay23 v)\nwait (0.1) seconds\nswitch costume to (stay4 v)\nwait (0.1) seconds\n\nwhen I receive [died v]\nrepeat (8)\n change [ghost v] effect by (12.5)\nend\nrepeat (8)\n change [ghost v] effect by (-12.5)\nend\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\n@ TheGuy HITBOX\n\nwhen I receive [tick v]\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (water v)?>> then\n set [sy v] to [3]\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <(username) = [ProgrammeKing]>> then\n set [stckman's x v] to [7000]\n set [scroll x v] to [7000]\n end\n if <<key (e v) pressed?> and <(username) = [ProgrammeKing]>> then\n set [stckman's x v] to [6000]\n set [scroll x v] to [6000]\n end\nend\n\ndefine Start\nset size to (20) %\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [stckman's x v] to [0]\nset [stckman's y v] to [0]\nset [sy v] to [0]\nset [air time v] to [0]\nset [status v] to []\nshow\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <touching (water v)?>>> then\n Stickman's x by [-7]\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> and <not <touching (water v)?>>> then\n Stickman's x by [7]\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <touching (water v)?>> then\n Stickman's x by [-3]\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> and <touching (water v)?>> then\n Stickman's x by [3]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<(air time) < [4]> and <touching (water v)?>> then\n set [sy v] to [3]\n end\n if <<(air time) < [4]> and <not <touching (water v)?>>> then\n set [sy v] to [15]\n end\nend\nif <touching (water v)?> then\n change [sy v] by (-0.1)\nelse\n change [sy v] by (-2)\nend\nchange [scroll x v] by (round (((Stckman's x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Stckman's y) - (SCROLL Y)) / (4)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(Stckman's y) < [-180]> then\n broadcast (died v)\n wait (0.2) seconds\n set [stckman's x v] to [0]\n set [scroll x v] to [0]\n wait (0.5) seconds\nend\nPosit.\nStickman's y by (sy)\nPosit.\n\ndefine Stickman's y by (sy)\nchange [stckman's y v] by (sy)\nchange [air time v] by (1)\nPosit.\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [stckman's y v] by (-1)\n else\n change [stckman's y v] by (2)\n set [air time v] to [0]\n end\n Posit.\n set [sy v] to [0]\nend\n\ndefine Posit.\ngo to x: ((Stckman's x) - (SCROLL X)) y: ((Stckman's y) - (SCROLL Y))\n\ndefine Stickman's x by (sx)\nchange [stckman's x v] by (sx)\nPosit.\nif <touching (level v)?> then\n repeat (12)\n change [stckman's y v] by (2)\n Posit.\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [stckman's y v] by (-12)\n repeat until <not <touching (level v)?>>\n if <(sx) > [0]> then\n change [stckman's x v] by (-1)\n else\n change [stckman's x v] by (1)\n end\n Posit.\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(SCROLL X) > [7343]> then\n broadcast (Boss Level v)\n set [boss v] to [1]\n else\n if <[7343] > (SCROLL X)> then\n set [boss v] to [0]\n broadcast (no boss level v)\n end\n end\nend\n\nwhen flag clicked\nset [end v] to [0]\nset [boss v] to [0]\nforever\n if <(End) = [0]> then\n if <<touching (spikes & devil v)?> or <<touching (spikes & devil v)?> and <touching (water v)?>>> then\n broadcast (died v)\n wait (0.2) seconds\n set [stckman's x v] to [0]\n set [scroll x v] to [0]\n wait (0.5) seconds\n end\n end\n if <touching (fire v)?> then\n change [stickman's xp v] by (-1)\n end\n if <(Stickman's XP) = [0]> then\n set [stickman's xp v] to [5]\n set [stckman's x v] to [0]\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [7730]> then\n broadcast (outro v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [stckman's x v] to [0]\nset [scroll x v] to [0]\n\nwhen I receive [end story v]\nset [end v] to [1]\n\nwhen backdrop switches to [backdrop3 v]\nhide\nswitch costume to (costume1 v)\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Start\n repeat until <(Status) > []>\n Tick\n broadcast (Tick v) and wait\n end\nend\n\n@LEVEL\n\nwhen I receive [setup v]\nshow\nset [levels: x v] to [0]\nset [levels: y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] 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\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((levels: x) - (SCROLL X)) (((levels: y) - (13)) - (SCROLL Y))\n\nif <(backdrop [number v]) = [3]> then\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [backdrop3 v]\nset [ghost v] effect to (0)\n\n@WATER\n\nwhen I receive [setup v]\nshow\nset [levels: x v] to [0]\nset [levels: y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] 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\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [levels: x v] by (x)\nchange [levels: y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nset [ghost v] effect to (25)\nposition ((levels: x) - (SCROLL X)) (((levels: y) - (13)) - (SCROLL Y))\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@SPIKES & DEVIL\n\nwhen I receive [tick v]\nposition ((levels: x2) - (SCROLL X)) (((levels: y2) - (13)) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\nset [levels: x2 v] to [0]\nset [levels: y2 v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] 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\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [levels: x2 v] by (x)\nchange [levels: y2 v] by (y)\nnext costume\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nbroadcast (Boss Level v)\n\nwhen I receive [end story v]\nforever\nend\n\nhide\n\nwhen I receive [end story v]\nset [ghost v] effect to (100)\n\nhide\n\nforever\nend\n\nwhen backdrop switches to [backdrop3 v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@fire\n\nwhen flag clicked\nforever\n hide\n if <(Boss) = [1]> then\n show variable [stickman's xp v]\n show variable [boss xp v]\n wait (1) seconds\n repeat until <<(Boss XP) = [0.1]> or <(Boss XP) < [0.1]>>\n go to (spikes & devil v)\n show\n point towards ( theguy hitbox v)\n repeat until <<touching ( theguy hitbox v)?> or <touching (_edge_ v)?>>\n move (3.5) steps\n end\n hide\n wait (pick random (1) to (2)) seconds\n end\n end\nend\n\nwhen flag clicked\nhide variable [boss xp v]\nhide variable [stickman's xp v]\n\nwhen I receive [no boss level v]\nhide\nhide variable [boss xp v]\nhide variable [stickman's xp v]\nset [stickman's xp v] to [5]\nset [boss xp v] to [3]\n\nwhen I receive [boss level v]\nif <not <<(Boss XP) = [0.1]> or <(Boss XP) < [0.1]>>> then\n show variable [stickman's xp v]\n show variable [boss xp v]\nelse\n hide variable [boss xp v]\n hide variable [stickman's xp v]\nend\n\nwhen flag clicked\nforever\n if <(SCROLL X) > [7343]> then\n wait (17) seconds\n change [boss xp v] by (-1)\n wait (17) seconds\n change [boss xp v] by (-1)\n wait (17) seconds\n change [boss xp v] by (-0.9)\n else\n if <<(Boss XP) = [0.1]> or <(Boss XP) < [0.1]>> then\n broadcast (End Story v)\n broadcast (no boss level v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Boss XP) = [0.1]> or <(Boss XP) < [0.1]>> then\n broadcast (End Story v)\n stop [this script v]\n end\nend\n\n | !!!!----PRESS THE GREEN FLAG 3 TIMES BT----!!!!\n\n\nHey there! This is my 4th project, 2nd game and 1st platformer! This took good 3 months to do!\n---------------------------------------------------------\nWelcome to Stickman Platformer - Chapter 1 - The Forest (Scrolling, Mobile friendly)!!! \n-------------------------------------------------\nThis is a beginning of a 3-5 chapter series of platformers + boss-levels!!\n----------------------------------\nOn one peaceful night, when the whole village\nwas asleep, he came.\n \nHe came, with fiery hands and a giant body.\n \nHe came. The devil came.\n \nHe had no mercy towards the people in the \nvillage. He was simply evil.\n \nHe just burned it.\n \nThere were only few survivors.\n\n\nYou survived.\nYou need revenge.\n----------------------------------\nThis is a scrolling - mobile friendly platformer with a boss level at the end!\n---------------------------------------\nArrow keys or a,w,s & d to move! Don't touch spikes or the Devil's fire!!!!! \n-------------------------------------\nEnjoy, Love, Favorite and Follow!!!!! |
The Incredibles || A Platformer | @Stage\n\nwhen I receive [jungle v]\nswitch backdrop to (jungle v)\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nwait (0.5) seconds\nset volume to (100) %\nrepeat until <(backdrop [name v]) = [lava]>\n play sound [Off to Work - 7.mp3 v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (city v)\nset volume to (100) %\nrepeat until <(backdrop [name v]) = [jungle]>\n play sound [The Incredibles - Theme Song \(Audio\).mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (intro v)\n\nwhen I receive [lava v]\nswitch backdrop to (lava v)\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nwait (0.5) seconds\nset volume to (100) %\nrepeat until <(backdrop [name v]) = [water]>\n play sound [Life's Incredible Again - 6.mp3 v] until done\nend\n\nwhen I receive [end v]\nswitch backdrop to (intro v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@portal\n\nwhen flag clicked\ngo to x: (190) y: (-120)\nhide\n\nwhen I receive [start v]\nshow\nforever\n change y by ([sin v] of (Lift) )\n change size by ([cos v] of (Lift) )\n change [lift v] by (10)\nend\n\n@slide\n\nwhen I receive [logo end v]\nwait (1) seconds\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (9))\nend\nwait (4) seconds\nbroadcast (start v)\nrepeat (10)\n change y by (((500) - (y position)) / (9))\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (9))\nend\nwait (1) seconds\nrepeat (10)\n change y by (((500) - (y position)) / (9))\nend\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (mr. incredible v)\nforever\n if <key (1 v) pressed?> then\n switch costume to (mr. incredible v)\n end\n if <key (2 v) pressed?> then\n switch costume to (elastigirl v)\n end\n if <key (3 v) pressed?> then\n switch costume to (dash v)\n end\n if <key (4 v) pressed?> then\n switch costume to (violet v)\n end\n if <key (5 v) pressed?> then\n switch costume to (jack-jack v)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-208) y: (100)\nshow\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (ground v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <touching color (#ee263d)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-208) y: (200)\n show\n end\n if <touching color (#000000)?> then\n go to [front v] layer\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n else\n set [yv v] to [-1]\n end\n end\n if <touching (portal v)?> then\n broadcast (next level v)\n hide\n wait (3) seconds\n show\n go to x: (-208) y: (200)\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (jungle v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (lava v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (end v) and wait\n end\nend\n\n@Intro\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (3) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (0.2) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (2) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (0.4) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (1) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (0.5) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n wait (0.6) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n broadcast (logo slide v)\n wait (2) seconds\n hide\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n go to x: (500) y: (0)\n go to [front v] layer\n show\n repeat (25)\n change x by (((0) - (x position)) / (4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (logo show v)\n hide\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (7))\nend\nrepeat (5)\n next costume\n create clone of (_myself_ v)\nend\nwait (1) seconds\nhide\n\nwhen I receive [logo slide v]\nhide\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [logo end v]\nrepeat (50)\n change volume by (-2)\nend\nwait (1) seconds\nstop all sounds\nwait (1) seconds\nset volume to (100) %\n\nwhen I receive [logo show v]\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (logo v)\nshow\nwait (1) seconds\nrepeat (10)\n change size by (-5)\nend\nrepeat (10)\n change size by (5)\nend\nrepeat (5)\n change size by (-1)\nend\nrepeat (5)\n change size by (1)\nend\nbroadcast (confetti v)\nwait (5) seconds\nbroadcast (logo end v)\nrepeat (10)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\nwhen flag clicked\nplay sound [The Incredits \(From the Incredibles\).mp3 v] until done\nset volume to (100) %\n\nwhen I receive [logo end v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\n@Confetti\n\nwhen I start as a clone\nset [color v] to (pick random (0) to (4))\nforever\n switch costume to ((1) + ((color) * (5)))\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\ndefine delete\ndelete this clone\n\nwhen I receive [confetti v]\nstop [other scripts in sprite v]\ndelete\nhide\nforever\n repeat (30)\n go to x: (pick random (-100) to (100)) y: (200)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nset size to (50) %\ngo to [front v] layer\nshow\nset [particle y vel v] to [0]\nset [y speed v] to ((pick random (-6) to (-2)) / (10))\nrepeat (pick random (25) to (40))\n change [particle y vel v] by (y speed)\n change y by (particle y vel)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [logo end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n | |
Natureformer - 90% Pen platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Digital Kiss.mp3 v] until done\nend\n\n@pen platformer\n\nwhen I receive [green flag v]\ngo to x: (-180) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n set [player_x_position v] to (x position)\n set [player_y_position v] to (y position)\n draw level collision\n go to x: (player_x_position) y: (player_y_position)\n Platformer physics\n set [player_x_position v] to (x position)\n set [player_y_position v] to (y position)\n draw player\n go to x: (player_x_position) y: (player_y_position)\nend\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#3dff12)?> then\n change y by (1)\nend\nif <touching color (#3dff12)?> then\n change y by (1)\nend\nif <touching color (#3dff12)?> then\n change y by (1)\nend\nif <touching color (#3dff12)?> then\n change y by (1)\nend\nif <touching color (#3dff12)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <touching color (#3dff12)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#3dff12)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching color (#ff0000)?> then\n go to x: (-180) y: (0)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (green flag v)\n\ndefine draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine draw level collision\nif <(level) = [1]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen color to (#394e00)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n Ihavenonameforthisblock\nend\nif <(level) = [2]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen size to (70)\n draw line from [0] [-130] to [0] [80]\n set pen color to (#394e00)\n set pen size to (50)\n draw line from [0] [-130] to [0] [80]\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [-30] [-130]\n draw line from [30] [-130] to [225] [-130]\n set pen color to (#3dff12)\n set pen size to (16)\n draw line from [-160] [-130] to [-160] [-120]\n draw line from [-100] [-150] to [-100] [-120]\n draw line from [80] [-140] to [80] [-120]\n draw line from [160] [-170] to [160] [-120]\nend\nif <(level) = [3]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen color to (#ff0000)\n draw line from [-50] [-120] to [50] [-120]\n set pen color to (#394e00)\n set pen size to (50)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n Ihavenonameforthisblock\nend\nif <(level) = [4]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen color to (#ff0000)\n draw line from [-100] [-120] to [-30] [-120]\n draw line from [50] [-120] to [120] [-120]\n set pen color to (#394e00)\n set pen size to (50)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#3dff12)\n set pen size to (16)\n draw line from [-160] [-150] to [-160] [-120]\n draw line from [20] [-140] to [20] [-120]\n draw line from [160] [-170] to [160] [-120]\nend\nif <(level) = [5]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen size to (70)\n draw line from [0] [-130] to [0] [80]\n set pen color to (#ff0000)\n set pen size to (32)\n draw line from [40] [-120] to [200] [-120]\n set pen color to (#394e00)\n set pen size to (50)\n draw line from [0] [-130] to [0] [80]\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [-30] [-130]\n draw line from [30] [-130] to [225] [-130]\n set pen color to (#3dff12)\n set pen size to (16)\n draw line from [-160] [-150] to [-160] [-120]\n draw line from [-40] [-140] to [-40] [-120]\n draw line from [220] [-170] to [220] [-125]\nend\nif <(level) = [6]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n draw line from [-10] [-20] to [10] [-20]\n set pen color to (#ff0000)\n set pen size to (32)\n draw line from [-150] [-120] to [200] [-120]\n set pen color to (#394e00)\n set pen size to (50)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n set pen color to (#3dff12)\n set pen size to (16)\n draw line from [-180] [-150] to [-180] [-120]\n set pen color to (#ff0000)\n draw line from [-40] [-140] to [-40] [-120]\n draw line from [60] [-160] to [60] [-120]\n draw line from [120] [-130] to [120] [-120]\nend\nif <(level) = [7]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n draw line from [-30] [-20] to [-10] [-20]\n draw line from [100] [-180] to [100] [120]\n set pen color to (#ff0000)\n set pen size to (32)\n draw line from [-150] [-120] to [200] [-120]\n set pen color to (#394e00)\n set pen size to (50)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n set pen color to (#3dff12)\n set pen size to (16)\n draw line from [-180] [-150] to [-180] [-120]\n set pen color to (#ff0000)\n draw line from [-40] [-140] to [-40] [-120]\n draw line from [60] [-160] to [60] [-120]\n draw line from [120] [-130] to [120] [-120]\nend\nif <(level) = [8]> then\n draw sky\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n draw line from [-120] [-180] to [-120] [70]\n draw line from [80] [-180] to [80] [70]\n draw line from [-20] [200] to [-20] [-20]\n draw line from [180] [200] to [180] [-20]\n set pen color to (#394e00)\n set pen size to (50)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n Ihavenonameforthisblock\nend\nif <(level) = [9]> then\n draw sky\n set pen color to (#ff0000)\n set pen size to (18)\n draw line from [-150] [-100] to [200] [-100]\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n draw line from [230] [-180] to [230] [-20]\n draw line from [230] [80] to [230] [200]\n draw line from [-50] [-30] to [-50] [-30]\n draw line from [80] [-20] to [80] [-20]\n set pen color to (#394e00)\n set pen size to (50)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n Ihavenonameforthisblock\nend\nif <(level) = [10]> then\n draw sky\n set pen color to (#1d00ff)\n set pen size to (50)\n draw player at [-120] [15] and size [40]\n set pen size to (70)\n draw line from [-120] [90] to [-120] [90]\n set pen color to (#de6a6a)\n set pen size to (18)\n draw line from [] [] to [-50] [70]\n draw line from [50] [70] to [] []\n draw line from [-50] [70] to [-30] [100]\n draw line from [50] [70] to [30] [100]\n draw line from [30] [100] to [0] [70]\n draw line from [-30] [100] to [0] [70]\n set pen color to (#e1ff78)\n draw line from [150] [] to [120] [80]\n draw line from [90] [] to [120] [80]\n draw line from [150] [0] to [80] [50]\n draw line from [80] [50] to [160] [50]\n draw line from [160] [50] to [90] []\n set pen color to (#3dff12)\n set pen size to (32)\n draw line from [-225] [-120] to [225] [-120]\n set pen size to (70)\n draw line from [230] [-180] to [230] [200]\n set pen color to (#394e00)\n set pen size to (50)\n set pen size to (60)\n draw line from [-225] [-150] to [225] [-150]\n set pen color to (#263500)\n set pen size to (40)\n draw line from [-225] [-200] to [-30] [-170]\n draw line from [-30] [-170] to [225] [-200]\n set pen color to (#23a008)\n set pen size to (18)\n draw line from [-230] [-130] to [230] [-130]\n Ihavenonameforthisblock\nend\n\ndefine draw player at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine draw player\nset pen color to (#cecece)\nset pen size to (19)\ndraw player at (player_x_position) (player_y_position) and size [20]\n\nwhen flag clicked\nset [level v] to [1]\nrepeat until <(level) = [10]>\n if <(x position) > [230]> then\n go to x: (-180) y: (0)\n change [level v] by (1)\n end\nend\n\nforever\n\ndefine reset player\nset [player_x_position v] to [0]\nset [player_y_position v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\nreset player\n\ngo to x: (-180) y: (0)\n\nset [level v] to [10]\n\ndefine Ihavenonameforthisblock\nset pen color to (#3dff12)\nset pen size to (16)\ndraw line from [-160] [-130] to [-160] [-120]\ndraw line from [-100] [-150] to [-100] [-120]\ndraw line from [80] [-140] to [80] [-120]\ndraw line from [160] [-170] to [160] [-120]\n\ndraw line from [-10] [-160] to [-10] [-120]\n\nIhavenonameforthisblock\n\ndraw line from [-100] [-150] to [-100] [-120]\n\nIhavenonameforthisblock\n\nIhavenonameforthisblock\n\ndefine draw sky\nset pen color to (#45a2ff)\nset pen size to (300)\ndraw line from [-240] [-50] to [240] [-50]\ndraw line from [-240] [0] to [240] [0]\ndraw line from [-240] [50] to [240] [50]\ndraw line from [-240] [150] to [240] [150]\ndraw line from [-240] [200] to [240] [150]\n\n@penplatformer_thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | So, finally I finished this pen platformer. This platformer is only 70% Pen because I use touching blocks. \nIMPORTANT IMFORMATION:\n\nTHIS IS MY FIRST PEN PROJECT\n\nIf this gets 200 likes and more than 150 faves, I make more levels. \nSo like this.\n\n-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.\nMove with arrows or WASD. Mobile will come later. |
Stock Up - A Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nclear graphic effects\n\nwhen I receive [nature time v]\nswitch backdrop to (backdrop2 v)\nrepeat (10)\n stop all sounds\nend\nforever\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\nwhen I receive [done v]\nchange [brightness v] effect by (-1)\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [\[Hardcore\] - NJB - Running in the 90s \(Hardcore Rave Edit\) \[Free Download\].mp3 v] until done\nend\n\n@guy\n\ndefine quick\nrepeat (6)\n if <touching (lvls v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (lvls v)?>>\n if <([abs v] of (x) ) = (x)> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (lvls v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [ded v]\ngo to x: (-220) y: (-80)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nforever\n if <<key (p v) pressed?> and <not <([costume # v] of [lvls v]) = [20]>>> then\n broadcast (done v)\n start sound [Win v]\n go to x: (-220) y: (-80)\n point in direction (90)\n set [y v] to [0]\n set [x v] to [0]\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I receive [before start v]\nshow\nclear graphic effects\ngo to x: (-220) y: (-80)\npoint in direction (90)\nset rotation style [left-right v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n switch costume to (guy v)\n change [x v] by (1.5)\n else\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 switch costume to (guy v)\n change [x v] by (-1.5)\n else\n point in direction (90)\n switch costume to (costume1 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (lvls v)?> then\n quick\n if <touching (lvls 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)>>> then\n set [y v] to [13]\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 change y by (y)\n if <touching (lvls v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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) > [240]> then\n broadcast (done v)\n start sound [Win v]\n go to x: (-220) y: (-80)\n point in direction (90)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bad stuff v)?> then\n go to x: (-220) y: (-80)\n broadcast (ded v)\n point in direction (90)\n set [y v] to [0]\n set [x v] to [0]\n end\n create clone of (_myself_ v)\nend\n\n@materials\n\nwhen flag clicked\nhide\n\ndefine insert item at: (x) (y) costume (costume)\ngo to x: (x) y: (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [turnzzz v] to [0]\nif <<(size) = [100]> and <not <(costume [number v]) = [7]>>> then\n show\n set size to (99) %\n create clone of (_myself_ v)\n set size to (100) %\n forever\n set rotation style [all around v]\n point in direction ((90) + (([sin v] of ((turnzzz) * (15)) ) * (5)))\n change y by ([sin v] of ((turnzzz) * (10)) )\n if <<touching (guy v)?> and <touching color (#000000)?>> then\n start sound [Coin v]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n switch costume to (shine v)\n point in direction (90)\n show\n forever\n set rotation style [all around v]\n turn right (3) degrees\n if <(distance to [guy v]) < [51]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n set rotation style [left-right v]\n switch costume to (cop v)\n show\n forever\n repeat (25)\n point in direction (90)\n change x by (2)\n end\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-2)\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [ded v]\ndelete\nif <([costume # v] of [lvls v]) = [3]> then\n insert item at: [0] [0] costume [1]\nend\nif <([costume # v] of [lvls v]) = [4]> then\n insert item at: [-120] [140] costume [4]\n insert item at: [185] [140] costume [5]\nend\nif <([costume # v] of [lvls v]) = [5]> then\n insert item at: [-10] [140] costume [3]\nend\nif <([costume # v] of [lvls v]) = [6]> then\n insert item at: [-10] [-91] costume [7]\nend\nif <([costume # v] of [lvls v]) = [7]> then\n insert item at: [-80] [50] costume [1]\n insert item at: [60] [120] costume [1]\nend\nif <([costume # v] of [lvls v]) = [8]> then\n insert item at: [-50] [-91] costume [7]\n insert item at: [150] [-91] costume [7]\n insert item at: [50] [80] costume [7]\nend\nif <([costume # v] of [lvls v]) = [10]> then\n insert item at: [0] [-50] costume [4]\nend\nif <([costume # v] of [lvls v]) = [11]> then\n insert item at: [-125] [140] costume [1]\n insert item at: [30] [-70] costume [1]\n insert item at: [190] [140] costume [4]\nend\nif <([costume # v] of [lvls v]) = [12]> then\n insert item at: [-120] [140] costume [3]\n insert item at: [90] [100] costume [5]\nend\nif <([costume # v] of [lvls v]) = [13]> then\n insert item at: [-100] [140] costume [2]\n insert item at: [120] [40] costume [3]\nend\nif <([costume # v] of [lvls v]) = [14]> then\n insert item at: [-105] [60] costume [1]\n insert item at: [50] [130] costume [1]\nend\nif <([costume # v] of [lvls v]) = [15]> then\n insert item at: [-50] [-60] costume [2]\n insert item at: [95] [-60] costume [2]\nend\nif <([costume # v] of [lvls v]) = [16]> then\n insert item at: [60] [40] costume [1]\n insert item at: [-80] [120] costume [1]\nend\nif <([costume # v] of [lvls v]) = [17]> then\n insert item at: [10] [40] costume [3]\nend\n\nwhen I receive [done v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n wait (0.1) seconds\n forever\n if <touching (guy v)?> then\n broadcast (ded v)\n end\n end\nend\n\ndefine delete\ndelete this clone\n\nwhen I receive [before start v]\nset size to (100) %\npoint in direction (90)\nhide\nwait (1) seconds\nwait until <([costume # v] of [lvls v]) = [3]>\ninsert item at: [0] [0] costume [1]\nwait until <([costume # v] of [lvls v]) = [4]>\ninsert item at: [-120] [140] costume [4]\ninsert item at: [185] [140] costume [5]\nwait until <([costume # v] of [lvls v]) = [5]>\ninsert item at: [-10] [140] costume [3]\nwait until <([costume # v] of [lvls v]) = [6]>\ninsert item at: [-10] [-91] costume [7]\nwait until <([costume # v] of [lvls v]) = [7]>\ninsert item at: [-80] [50] costume [1]\ninsert item at: [60] [120] costume [1]\nwait until <([costume # v] of [lvls v]) = [8]>\ninsert item at: [-50] [-91] costume [7]\ninsert item at: [150] [-91] costume [7]\ninsert item at: [50] [80] costume [7]\nwait until <([costume # v] of [lvls v]) = [9]>\nbroadcast (nature time v)\nwait until <([costume # v] of [lvls v]) = [10]>\ninsert item at: [0] [-50] costume [4]\nwait until <([costume # v] of [lvls v]) = [11]>\ninsert item at: [-125] [140] costume [1]\ninsert item at: [30] [-70] costume [1]\ninsert item at: [190] [140] costume [4]\nwait until <([costume # v] of [lvls v]) = [12]>\ninsert item at: [-120] [140] costume [3]\ninsert item at: [90] [100] costume [5]\nwait until <([costume # v] of [lvls v]) = [13]>\ninsert item at: [-100] [140] costume [2]\ninsert item at: [120] [40] costume [3]\nwait until <([costume # v] of [lvls v]) = [14]>\ninsert item at: [-105] [60] costume [1]\ninsert item at: [50] [130] costume [1]\nwait until <([costume # v] of [lvls v]) = [15]>\ninsert item at: [-50] [-60] costume [2]\ninsert item at: [95] [-60] costume [2]\nwait until <([costume # v] of [lvls v]) = [16]>\ninsert item at: [60] [40] costume [1]\ninsert item at: [-80] [120] costume [1]\nwait until <([costume # v] of [lvls v]) = [17]>\ninsert item at: [10] [40] costume [3]\nwait until <([costume # v] of [lvls v]) = [20]>\nplay sound [YOU WON! v] until done\n\nwhen I receive [before start v]\nforever\n change [turnzzz v] by (1)\nend\n\n@lvls\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@bad stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@words\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@tumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\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 |
Flashlight | a Platformer | @Stage\n\n@light\n\nwhen I receive [start v]\nshow variable [level v]\nshow\nforever\n go to (cat v)\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen flag clicked\nhide\n\n@cat\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [dark v]\nshow\nswitch backdrop to (dark v)\nbroadcast (start v)\n\nwhen I receive [light v]\nshow\nswitch backdrop to (light v)\nbroadcast (start v)\n\nwhen I receive [start v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-100)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (0.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <touching (white cat v)?> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-100)\n end\n if <(y position) < [-171]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-100)\n end\n if <touching (bouncy v)?> then\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [18]\n end\n end\n if <touching (badd v)?> then\n go to x: (-214) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [r v] key pressed\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-100)\n\nwhen flag clicked\nhide\nswitch backdrop to (title page v)\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [light v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen I receive [dark v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@white cat\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (187) y: (-140)\n\nwhen I receive [start v]\ngo to x: (187) y: (-140)\nshow\nforever\n if <(level) = [1]> then\n show\n go to x: (187) y: (-140)\n end\n if <(level) = [2]> then\n show\n go to x: (187) y: (-140)\n end\n if <(level) = [3]> then\n show\n go to x: (105) y: (-140)\n end\n if <(level) = [4]> then\n show\n go to x: (187) y: (-140)\n end\n if <(level) = [5]> then\n show\n go to x: (116) y: (97)\n end\n if <(level) = [6]> then\n show\n go to x: (-116) y: (97)\n end\n if <(level) = [7]> then\n show\n go to x: (1) y: (102)\n end\n if <(level) = [8]> then\n show\n go to x: (207) y: (-93)\n end\n if <(level) = [9]> then\n show\n go to x: (207) y: (-70)\n end\n if <(level) = [10]> then\n show\n go to x: (-200) y: (65)\n end\n if <(level) = [11]> then\n show\n go to x: (218) y: (-140)\n end\n if <(level) = [12]> then\n show\n go to x: (218) y: (-140)\n end\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@badd\n\nwhen flag clicked\nhide\n\n@dark version button\n\nwhen this sprite clicked\nbroadcast (dark v)\nbroadcast (hide v)\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset size to (50) %\ngo to x: (-104) y: (-52)\nshow\n\n@light version button\n\nwhen this sprite clicked\nbroadcast (light v)\nbroadcast (hide v)\nhide\n\nwhen flag clicked\ngo to x: (102) y: (-51)\nset size to (50) %\nshow\n\nwhen I receive [hide v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set size to (100) %\nend\n\n@bouncy\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n | Instructions:\n[⬅] [⬆] [➡] Arrow keys to move\n\n[⬇] Down arrow to crouch\n\n[R] to reset\n\n[⬆] Up arrow while touching the words "bouncy" to jump high\n~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~\nGet to the white cat for the next level\n~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~\nVersions\nDark version: You can see the white cat but not the level\nLight version: You can see everything but the white cat\n~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~•~\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIt is not the end until you see some purple letters that literally say "END" and the white cat has disappeared |
Möbius - 2P Platformer | @Stage\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngenerate\nset [scroll x 1 v] to [480]\nbroadcast (message1 v)\nforever\n if <(scroll x 1) > [2400]> then\n set [scroll x 1 v] to [480]\n end\n if <[480] > (scroll x 1)> then\n set [scroll x 1 v] to [2400]\n end\nend\n\nwhen I start as a clone\nset size to (104) %\nshow\n\ndefine generate\nset [id v] to [1]\nswitch costume to (parta v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [id v] by (1)\nend\n\nwhen I receive [position v]\ngo to x: (((id) * (480)) - (scroll x 1)) y: (85)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngenerate\nset [scroll x 2 v] to [480]\nforever\n if <(scroll x 2) > [2400]> then\n set [scroll x 2 v] to [480]\n end\n if <[480] > (scroll x 2)> then\n set [scroll x 2 v] to [2400]\n end\nend\n\nwhen I start as a clone\nset size to (104) %\nshow\n\ndefine generate\nset [id v] to [1]\nswitch costume to (parta v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n change [id v] by (1)\nend\n\nwhen I receive [position2 v]\ngo to x: (((id) * (480)) - (scroll x 2)) y: (-85)\n\n@player1\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset [id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [0]\ngo to x: (75) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (round (xv))\n Walls\n change [yv v] by (-1)\n if <<key (up arrow v) pressed?> and <(can jump?) = [1]>> then\n set [yv v] to [9]\n end\n change y by (yv)\n Floor\n change [scroll x 1 v] by (round ((x position) / (4)))\n change x by (() - (round ((x position) / (4))))\n broadcast (position v)\n set [p1 x v] to ((x position) + (scroll x 1))\n set [p1 y v] to ((y position) + (-85))\nend\n\ndefine Walls\nif <touching color (#040404)?> then\n change y by (4)\n if <touching color (#040404)?> then\n change y by (-4)\n repeat until <not <touching color (#040404)?>>\n change x by ((() - (xv)) / ([abs v] of (xv) ))\n end\n set [xv v] to [0]\n else\n repeat until <touching color (#040404)?>\n change y by (-1)\n end\n change y by (1)\n end\nend\n\ndefine Floor\nset [can jump? v] to [0]\nif <touching color (#040404)?> then\n repeat until <not <touching color (#040404)?>>\n change y by ((() - (yv)) / ([abs v] of (yv) ))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n point in direction ([direction v] of [player1 v])\n if <(id) = [1]> then\n go to x: ((P1 X) - (scroll x 2)) y: ((P1 Y) + (-85))\n end\n if <(id) = [2]> then\n go to x: (((P1 X) - (scroll x 2)) + (1920)) y: ((P1 Y) + (-85))\n end\n if <(id) = [3]> then\n go to x: (((P1 X) - (scroll x 2)) + (-1920)) y: ((P1 Y) + (-85))\n end\n if <(id) = [4]> then\n go to x: (((P1 X) - (scroll x 2)) + (960)) y: ((() - (P1 Y)) + (-85))\n switch costume to (costume2 v)\n end\n if <(id) = [5]> then\n go to x: (((P1 X) - (scroll x 2)) + (-960)) y: ((() - (P1 Y)) + (-85))\n switch costume to (costume2 v)\n end\nend\n\n@player2\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset [id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [0]\ngo to x: (100) y: (-135)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (a v) pressed?> then\n change [xv v] by (-2)\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [xv v] by (2)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (round (xv))\n Walls\n change [yv v] by (-1)\n if <<key (w v) pressed?> and <(can jump?) = [1]>> then\n set [yv v] to [9]\n end\n change y by (yv)\n Floor\n change [scroll x 2 v] by (round ((x position) / (4)))\n change x by (() - (round ((x position) / (4))))\n broadcast (position2 v)\n set [p2 x v] to ((x position) + (scroll x 2))\n set [p2 y v] to ((y position) + (85))\nend\n\ndefine Walls\nif <touching color (#040404)?> then\n change y by (4)\n if <touching color (#040404)?> then\n change y by (-4)\n repeat until <not <touching color (#040404)?>>\n change x by ((() - (xv)) / ([abs v] of (xv) ))\n end\n set [xv v] to [0]\n else\n repeat until <touching color (#040404)?>\n change y by (-1)\n end\n change y by (1)\n end\nend\n\ndefine Floor\nset [can jump? v] to [0]\nif <touching color (#040404)?> then\n repeat until <not <touching color (#040404)?>>\n change y by ((() - (yv)) / ([abs v] of (yv) ))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n point in direction ([direction v] of [player2 v])\n if <(id) = [1]> then\n go to x: ((P2 X) - (scroll x 1)) y: ((P2 Y) + (85))\n end\n if <(id) = [2]> then\n go to x: (((P2 X) - (scroll x 1)) + (1920)) y: ((P2 Y) + (85))\n end\n if <(id) = [3]> then\n go to x: (((P2 X) - (scroll x 1)) + (-1920)) y: ((P2 Y) + (85))\n end\n if <(id) = [4]> then\n go to x: (((P2 X) - (scroll x 1)) + (960)) y: ((() - (P2 Y)) + (85))\n switch costume to (costume2 v)\n end\n if <(id) = [5]> then\n go to x: (((P2 X) - (scroll x 1)) + (-960)) y: ((() - (P2 Y)) + (85))\n switch costume to (costume2 v)\n end\nend\n\n | Welcome to the weird world of Möbius strips. This is what happens if you lived on a 2D paper with a 3D twist in it.\n\nArrow Keys to move P1\nWASD to move P2\n\nIf I get enough loves I'll make this into a battle or tag game. |
-Chill- A Platformer | @Stage\n\n@Clouds\n\nwhen I start as a clone\nshow\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 (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [platforms v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\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 (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Settings\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (back v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (1 v)\ngo to x: (-174) y: (-135)\nset size to (160) %\n\nwhen this sprite clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n show\n go [forward v] (1) layers\n switch costume to (1 v)\n go to x: (-174) y: (-135)\n set size to (160) %\nend\n\n@skip button\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [platforms 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 [platforms v]\nshow\ngo to x: (-220) y: (160)\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@Left\n\nwhen this sprite clicked\nbroadcast (Left v)\n\nwhen I receive [platforms v]\nshow\n\nwhen flag clicked\nhide\n\n@Right\n\nwhen this sprite clicked\nbroadcast (Right v)\n\nwhen I receive [platforms v]\nshow\n\nwhen flag clicked\nhide\n\n@Down\n\nwhen this sprite clicked\nbroadcast (Down v)\n\nwhen I receive [platforms v]\nshow\n\nwhen flag clicked\nhide\n\n@Up\n\nwhen this sprite clicked\nbroadcast (Up v)\n\nwhen I receive [platforms v]\nshow\n\nwhen flag clicked\nhide\n\n@Dodge4\n\nset size to (100) %\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen flag clicked\nset size to (0) %\nforever\n repeat until <[600] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((600) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((600) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[600] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((500) - (size)) / (3))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\nforever\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\npoint in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nforever\n\nhide\n\n@player\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\nchange [color v] effect by (-25)\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\nchange [color v] effect by (25)\n\nwhen I receive [up v]\nchange y by (10)\nforever\n\nwhen I receive [down v]\nchange y by (-10)\nforever\n\nwhen I receive [left v]\nchange x by (-10)\nforever\n\nwhen I receive [right v]\nchange x by (10)\nforever\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 (#0db220)?> then\n change y by (1)\nend\nif <touching color (#0db220)?> then\n change y by (1)\nend\nif <touching color (#0db220)?> then\n change y by (1)\nend\nif <touching color (#0db220)?> then\n change y by (1)\nend\nif <touching color (#0db220)?> 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 (#0db220)?> 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 (#2fff00)?>> 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 (#000000)?> then\n set [yv v] to [26]\nend\nif <touching color (#00ae1d)?> 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 [animation v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-3) y: (-83)\n\nwhen I receive [platforms 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 (21) %\nforever\n Physics\nend\n\nset [yv v] to [17]\nforever\n if <(Yv) > [7]> then\n repeat until <(Yv) = [0]>\n change y by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [yv v] to [17]\n end\n if <(Yv) > [7]> then\n repeat until <(Yv) = [0]>\n change y by (-1)\n end\n end\nend\n\n@Clickbait\n\nwhen flag clicked\nswitch costume to (1 v)\ngo [forward v] (1) layers\npoint in direction (90)\nshow\ngo to x: (-14) y: (-24)\nset size to (0) %\nforever\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1300] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1300) - (size)) / (1.5))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (3))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Animation v)\n\nwhen this sprite clicked\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <[1] < (Level)> then\n stop [this script v]\n end\nend\n\nhide\n\n@forward\n\nwhen flag clicked\ngo to x: (25) y: (-84)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (forward v)\n\nwhen I receive [animation v]\nhide\n\n@backward\n\nwhen flag clicked\ngo to x: (-33) y: (-83)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (backward v)\n\n\n\n\n\nwhen I receive [animation v]\nforever\n hide\nend\n\nforever\n hide\nend\n\n@Animation\n\nwhen I receive [animation v]\nshow\nswitch costume to (1 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (2 v)\nshow\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (3 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (4 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (5 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (6 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (7 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (8 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nswitch costume to (9 v)\nwait (4) seconds\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (50)\n turn right (15) degrees\nend\npoint in direction (90)\nrepeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n change [ghost v] effect by (-25)\nend\nbroadcast (Platforms v)\nhide\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [platforms v]\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Thumbnail1\n\nwhen flag clicked\nwait (0.1) seconds\nhide\n\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\n\n | -Chill- A Platformer:\nBasically, the Corona Virus has affected many humans around the world, and continues too!\nMany countries are trying to get it under control and a few have got it under control!\nPlease chill and relax, and stop worrying about the Covid-19! Don't let it get you! |
Migration - An Elephant Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Beautiful Cinematic Music - Beyond \(Royalty Free\) v] until done\nend\n\n@Player\n\nwhen I receive [estop v]\nhide\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n show\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (92) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\n end\n if <touching (tramp v)?> then\n set [yv v] to [15]\n end\n if <touching (speed boost v)?> then\n set [xv v] to [21]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@tramp\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@speed boost\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nchange [ghost v] effect by (30)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.07))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\nwhen I receive [estop v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (17)\n change [ghost v] effect by (7)\nend\nset [ghost v] effect to (100)\nhide\n\n@coollogo_com-254122048\n\n@coollogo_com-134463807\n\n | °°°ᴍɪɢʀᴀᴛɪᴏɴ ~ ᴀɴ ᴇʟᴇᴘʜᴀɴᴛ ᴘʟᴀᴛғᴏʀᴍᴇʀ°°°\n•ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ ᴏʀ ᴡᴀᴅ \n•ᴍᴏʙɪʟᴇ ғʀɪᴇɴᴅʟʏ\n•ᴅᴏᴅɢᴇ sᴘɪᴋᴇs \n•ɢᴜɪᴅᴇ ʏᴏᴜʀ ᴇʟᴇᴘʜᴀɴᴛ ᴏɴ ɪᴛs ᴊᴏᴜʀɴᴇʏ\n•ᴜsᴇ sᴘᴇᴇᴅ ʙᴏᴏsᴛs \n•ᴘʟᴇᴀsᴇ ʜᴇᴀʀᴛ ᴀɴᴅ ғᴀᴠᴏʀɪᴛᴇ\n•ʟᴇᴛ ᴍᴇ ᴋɴᴏᴡ ᴡʜᴀᴛ ᴛᴏ ᴄʜᴀɴɢᴇ ᴏʀ ᴀᴅᴅ\n•ɪ'ᴍ ᴀᴅᴅɪɴɢ ᴍᴏʀᴇ ʟᴇᴠᴇʟs sᴏᴏɴ\n•ɪ ʀᴇsᴘᴏɴᴅ ᴛᴏ ᴍᴏsᴛ ᴄᴏᴍᴍᴇɴᴛs |
[MOBILE!] Platformer Tutorial + Remixable Engine! | @Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (over right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (over left v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change x by ((X v) * (-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) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platfom v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n reset\n end\n if <touching (killer wheel v)?> then\n reset\n end\n if <touching (jump pad v)?> then\n set [y v v] to [25]\n end\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\n\ndefine reset\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [next level v]\nreset\nReset player variables\n\nwhen [timer v] > (0.01)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-179]> then\n switch costume to (die v)\n reset\n end\nend\n\nwhen flag clicked\n\nwhen [r v] key pressed\nswitch costume to (center v)\ngo to x: (-200) y: (0)\n\nwhen [s v] key pressed\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@Jump Pad\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Killer Wheel\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Moving Platfom\n\nwhen flag clicked\nforever\n wait (1) seconds\n glide (1) secs to x: (53) y: (6)\n wait (1) seconds\n glide (1) secs to x: (-41) y: (6)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n | Be sure to see the remixes!\nThis is a platformer with a tutorial on how to make a platformer. See inside to see the construction and the main building blocks I use.\nThis is a remixable engine! Remix with your own platformer! Change the spikes, the ground, add levels, portals, coins, lava, and more!\nThis engine has: \nSpikes\nWall Jump\nMobile Controls\nWall Detection\nSlope Detection\nAnd More! |
Fading away - A platformer | @Stage\n\nwhen flag clicked\n\n@ghost boiiiiiii\n\nwhen flag clicked\nwait (7) seconds\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) / ([abs v] of (xv) )) * (-10))\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 <touching (death!!! mwahahahaha!!! v)?> then\n go to x: (-189) y: (-158)\n end\n if <(x position) > [200]> then\n broadcast (message1 v)\n go to x: (-189) y: (-158)\n end\n if <color (#c15ed1) 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: (-189) y: (-158)\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 [Popsicle v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-189) y: (-158)\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nwait (7) seconds\nwait (3) seconds\nforever\n change [ghost v] effect by (1)\nend\n\nwhen I receive [message1 v]\nclear graphic effects\n\nwhen flag clicked\nwait (7) seconds\nplay sound [Popsicle v] until done\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@DEATH!!! MWAHAHAHAHA!!!\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@intro\n\nwhen flag clicked\nhide\nplay sound [Alan_Walker_Faded.mp4 v] until done\nbroadcast (end intro v)\n\nwhen flag clicked\npoint in direction (90)\nset [clones v] to [0]\nrepeat (4)\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clones) = [1]> then\n switch costume to (green v)\n show\nend\n\nwhen I start as a clone\nif <(clones) = [2]> then\n go to [front v] layer\n go to x: (12) y: (26)\n point in direction (90)\n go to [front v] layer\n switch costume to (logo v)\n show\nend\n\nwhen I start as a clone\nif <(clones) = [3]> then\n switch costume to (spin thing v)\n show\n go to x: (12) y: (20)\n forever\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(clones) = [4]> then\n go to [front v] layer\n switch costume to (username here v)\n go to x: (0) y: (-135)\n set size to (100) %\n show\n forever\n change size by (10)\n wait (.2) seconds\n change size by (-10)\n wait (.2) seconds\n end\nend\n\nwhen I receive [end intro v]\ndelete this clone\n\nwhen I start as a clone\nrepeat (24)\n turn right (15) degrees\nend\nwait (0.5) seconds\nrepeat (24)\n turn left (15) degrees\nend\n\n | OMG I KNOW THE CHARACTER FADES AWAY! READ THE HECKING INSTRUCTIONS BEFORE YOU COMPLAIN!!\nArrow keys\nM to mute, N to unmute.\nIt is 100% possible\nR to reset\nYou will start to fade away. Beat the level before it is too late. |
_-AtRacTiOn-_(platformer) | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (1 v)\nend\n\n@player\n\nwhen flag clicked\nset size to (50) %\nforever\n if <(gravity way) = [down]> then\n change [speed y v] by (-1)\n change y by (SPEED Y)\n touch ground <(SPEED Y) > [0]>\n end\n if <(gravity way) = [up]> then\n change [speed y v] by (1)\n change y by (SPEED Y)\n touch ground <[0] > (SPEED Y)>\n end\n if <(gravity way) = [right]> then\n change [speed y v] by (1)\n change x by (SPEED Y)\n touch ground <[0] > (SPEED Y)>\n end\n if <(gravity way) = [left]> then\n change [speed y v] by (-1)\n change x by (SPEED Y)\n touch ground <(SPEED Y) > [0]>\n end\nend\n\ndefine touch ground <up?>\nif <(gravity way) = [down]> then\n change [falling? v] by (1)\n repeat until <not <touching (level v)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [speed y v] to [0]\n end\nend\nif <(gravity way) = [up]> then\n change [falling? v] by (-1)\n repeat until <not <touching (level v)?>>\n if <up?> then\n change y by (1)\n else\n set [falling? v] to [0]\n change y by (-1)\n end\n set [speed y v] to [0]\n end\nend\nif <(gravity way) = [right]> then\n change [falling? v] by (-1)\n repeat until <not <touching (level v)?>>\n if <up?> then\n change x by (1)\n else\n set [falling? v] to [0]\n change x by (-1)\n end\n set [speed y v] to [0]\n end\nend\nif <(gravity way) = [left]> then\n change [falling? v] by (-1)\n repeat until <not <touching (level v)?>>\n if <up?> then\n change x by (-1)\n else\n set [falling? v] to [0]\n change x by (1)\n end\n set [speed y v] to [0]\n end\nend\n\ndefine walk (direction) (speed)\nif <(gravity way) = [down]> then\n point in direction (direction)\n change x by (speed)\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n end\nend\nif <(gravity way) = [up]> then\n point in direction (direction)\n change x by (speed)\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n end\nend\nif <(gravity way) = [right]> then\n point in direction (direction)\n change y by (speed)\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change x by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change y by ((0) - (speed))\n change x by ((0) - (slope))\n end\nend\nif <(gravity way) = [left]> then\n point in direction (direction)\n change y by (speed)\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change x by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change y by ((0) - (speed))\n change x by ((0) - (slope))\n end\nend\n\nwhen flag clicked\nset size to (40) %\nforever\n set rotation style [left-right v]\n if <(gravity way) = [down]> then\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to [9]\n end\n if <key (right arrow v) pressed?> then\n set [slope v] to [0]\n walk [90] [6]\n end\n if <key (left arrow v) pressed?> then\n set [slope v] to [0]\n walk [-90] [-6]\n end\n end\n if <(gravity way) = [up]> then\n if <<key (down arrow v) pressed?> and <[-3] < (falling?)>> then\n set [speed y v] to [-9]\n end\n if <key (right arrow v) pressed?> then\n set [slope v] to [0]\n walk [90] [6]\n end\n if <key (left arrow v) pressed?> then\n set [slope v] to [0]\n walk [-90] [-6]\n end\n end\n if <(gravity way) = [right]> then\n if <<key (left arrow v) pressed?> and <[-3] < (falling?)>> then\n set [speed y v] to [-10]\n end\n if <key (up arrow v) pressed?> then\n set [slope v] to [0]\n walk [90] [6]\n end\n if <key (down arrow v) pressed?> then\n set [slope v] to [0]\n walk [-90] [-6]\n end\n end\n if <(gravity way) = [left]> then\n if <<key (right arrow v) pressed?> and <[-3] < (falling?)>> then\n set [speed y v] to [10]\n end\n if <key (up arrow v) pressed?> then\n set [slope v] to [0]\n walk [90] [6]\n end\n if <key (down arrow v) pressed?> then\n set [slope v] to [0]\n walk [-90] [-6]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [gravity way v] to [down]\nforever\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <<touching (objects v)?> and <touching color (#00e4ff)?>> then\n broadcast (transition. v)\n go to x: (0) y: (0)\n change [level v] by (1)\n end\n if <<touching (objects v)?> and <touching color (#ff0000)?>> then\n set [gravity way v] to [up]\n end\n if <<touching (objects v)?> and <touching color (#001fff)?>> then\n set [gravity way v] to [down]\n end\n if <<touching (objects v)?> and <touching color (#00ff00)?>> then\n set [gravity way v] to [right]\n end\n if <<touching (objects v)?> and <touching color (#fff400)?>> then\n set [gravity way v] to [left]\n end\n if <<touching (objects v)?> and <touching color (#ffffff)?>> then\n set [gravity way v] to (item (LEVEL) of [gravity way v])\n wait (0.09) seconds\n go to x: (0) y: (0)\n end\n if <key (r v) pressed?> then\n go to x: (0) y: (0)\n set [gravity way v] to (item (LEVEL) of [gravity way v])\n end\nend\n\nwhen I start as a clone\nset size to (50) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nset [level v] to [7]\n\n@light\n\nwhen flag clicked\nhide\nset [clone number v] to [0]\nrepeat (4)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nhide\nshow\ngo to [back v] layer\nif <(clone number) = [1]> then\n go [forward v] (1) layers\n forever\n set [ghost v] effect to (60)\n set size to ((([sin v] of ((timer) * (100)) ) * (15)) + (100)) %\n point in direction ((([sin v] of ((timer) * (-90)) ) * (100)) + (160))\n go to (player v)\n end\nend\nif <(clone number) = [2]> then\n forever\n set [ghost v] effect to (60)\n set size to ((([sin v] of ((timer) * (100)) ) * (25)) + (125)) %\n point in direction ((([sin v] of ((timer) * (50)) ) * (100)) + (160))\n go to (player v)\n end\nend\nif <(clone number) = [3]> then\n forever\n set [ghost v] effect to (60)\n set size to ((([sin v] of ((timer) * (100)) ) * (35)) + (150)) %\n point in direction ((([sin v] of ((timer) * (-50)) ) * (100)) + (160))\n go to (player v)\n end\nend\nif <(clone number) = [4]> then\n forever\n set [ghost v] effect to (60)\n set size to ((([sin v] of ((timer) * (100)) ) * (35)) + (175)) %\n point in direction ((([sin v] of ((timer) * (90)) ) * (100)) + (160))\n go to (player v)\n end\nend\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nforever\n switch costume to (LEVEL)\nend\n\nset [level v] to [8]\n\n@objects\n\ndefine place block at X (x) Y (y) object name (object) direction (direction) (pack?) wich way X (?)\npoint in direction (direction)\ngo to x: (x) y: (y)\nswitch costume to (object)\nif <(pack?) = [pack]> then\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n create clone of (_myself_ v)\n if <[up] = (?)> then\n change y by (20)\n end\n if <[down] = (?)> then\n change y by (-20)\n end\n if <[right] = (?)> then\n change x by (20)\n end\n if <[left] = (?)> then\n change x by (-20)\n end\n end\nelse\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n show\n if <(LEVEL) = [1]> then\n place block at X [215] Y [122] object name [portal] direction [90] [] wich way X []\n place block at X [-150] Y [-140] object name [up] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [2]> then\n place block at X [-150] Y [-140] object name [portal] direction [90] [] wich way X []\n place block at X [-150] Y [150] object name [right] direction [90] [] wich way X []\n place block at X [220] Y [0] object name [down] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [3]> then\n place block at X [-200] Y [-150] object name [portal] direction [90] [] wich way X []\n place block at X [150] Y [-50] object name [right] direction [90] [] wich way X []\n place block at X [60] Y [105] object name [left] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [4]> then\n place block at X [-82.5] Y [-100] object name [spikes] direction [0] [pack] wich way X [up]\n place block at X [-200] Y [-100] object name [right] direction [90] [] wich way X []\n place block at X [-200] Y [-50] object name [right] direction [90] [] wich way X []\n place block at X [-200] Y [0] object name [right] direction [90] [] wich way X []\n place block at X [-200] Y [50] object name [right] direction [90] [] wich way X []\n place block at X [-200] Y [100] object name [right] direction [90] [] wich way X []\n place block at X [-200] Y [150] object name [portal] direction [] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [5]> then\n place block at X [-220] Y [160] object name [portal] direction [90] [] wich way X []\n place block at X [-200] Y [80] object name [right] direction [90] [] wich way X []\n place block at X [200] Y [-150] object name [left] direction [90] [] wich way X []\n place block at X [-50] Y [-150] object name [up] direction [90] [] wich way X []\n place block at X [156] Y [50] object name [spikes] direction [0] [] wich way X []\n place block at X [156] Y [0] object name [spikes] direction [0] [] wich way X []\n place block at X [150] Y [-150] object name [spikes] direction [90] [] wich way X []\n place block at X [125] Y [-150] object name [spikes] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [6]> then\n place block at X [200] Y [20] object name [left] direction [90] [] wich way X []\n place block at X [200] Y [-140] object name [down] direction [90] [] wich way X []\n place block at X [-210] Y [140] object name [portal] direction [90] [] wich way X []\n place block at X [44] Y [0] object name [spikes] direction [180] [] wich way X []\n place block at X [93] Y [-50] object name [spikes] direction [180] [] wich way X []\n place block at X [155] Y [-100] object name [spikes] direction [180] [] wich way X []\n place block at X [80] Y [-146] object name [spikes] direction [90] [] wich way X []\n place block at X [-20] Y [-146] object name [spikes] direction [90] [] wich way X []\n place block at X [12] Y [-146] object name [spikes] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [7]> then\n place block at X [120] Y [-152] object name [spikes] direction [90] [] wich way X []\n place block at X [100] Y [-152] object name [spikes] direction [90] [] wich way X []\n place block at X [80] Y [-152] object name [spikes] direction [90] [] wich way X []\n place block at X [60] Y [-152] object name [spikes] direction [90] [] wich way X []\n place block at X [60] Y [-9] object name [spikes] direction [90] [] wich way X []\n place block at X [-110] Y [-19] object name [spikes] direction [90] [] wich way X []\n place block at X [220] Y [-150] object name [up] direction [90] [] wich way X []\n place block at X [120] Y [157] object name [spikes] direction [-90] [pack] wich way X [left]\n place block at X [180] Y [130] object name [spikes] direction [-90] [] wich way X []\n place block at X [90] Y [98] object name [spikes] direction [-90] [] wich way X []\n place block at X [40] Y [65] object name [right] direction [90] [] wich way X []\n place block at X [-50] Y [80] object name [down] direction [90] [] wich way X []\n place block at X [-200] Y [120] object name [portal] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [8]> then\n place block at X [200] Y [-145] object name [portal] direction [90] [] wich way X []\n place block at X [30] Y [-98] object name [spikes] direction [90] [pack] wich way X [right]\n place block at X [-50] Y [-98] object name [spikes] direction [90] [pack] wich way X [left]\n place block at X [-100] Y [79] object name [spikes] direction [90] [] wich way X []\n place block at X [-100] Y [52] object name [spikes] direction [-90] [] wich way X []\n place block at X [-160] Y [10] object name [down] direction [90] [] wich way X []\n place block at X [-65] Y [0] object name [up] direction [90] [] wich way X []\n place block at X [-100] Y [158] object name [spikes] direction [-90] [pack] wich way X [left]\n place block at X [100] Y [158] object name [spikes] direction [-90] [pack] wich way X [right]\n place block at X [210] Y [130] object name [down] direction [90] [] wich way X []\n place block at X [120] Y [80] object name [left] direction [90] [] wich way X []\n place block at X [120] Y [-159] object name [spikes] direction [90] [] wich way X []\n place block at X [80] Y [-159] object name [spikes] direction [90] [] wich way X []\n place block at X [40] Y [-159] object name [spikes] direction [90] [] wich way X []\n place block at X [220] Y [83] object name [spikes] direction [-90] [] wich way X []\n place block at X [125] Y [51] object name [spikes] direction [-90] [pack] wich way X [left]\n place block at X [50] Y [-27] object name [spikes] direction [-90] [] wich way X []\n place block at X [-20] Y [-27] object name [spikes] direction [-90] [] wich way X []\n place block at X [-198] Y [90] object name [right] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\n if <(LEVEL) = [9]> then\n place block at X [-200] Y [-100] object name [right] direction [90] [] wich way X []\n place block at X [0] Y [-100] object name [up] direction [90] [] wich way X []\n place block at X [0] Y [70] object name [down] direction [90] [] wich way X []\n place block at X [200] Y [70] object name [left] direction [90] [] wich way X []\n place block at X [] Y [] object name [last] direction [] [] wich way X []\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [name v]) = [portal]> then\n forever\n point in direction ((([sin v] of ((timer) * (50)) ) * (100)) + (200))\n set size to ((([sin v] of ((timer) * (100)) ) * (15)) + (50)) %\n wait (0) seconds\n delete this clone\n end\nelse\n if <(costume [name v]) = [spikes]> then\n set size to (100) %\n wait (0) seconds\n delete this clone\n else\n forever\n set size to ((([sin v] of ((timer) * (100)) ) * (15)) + (50)) %\n wait (0) seconds\n delete this clone\n end\n end\nend\n\nset [level v] to [9]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\ngo to [front v] layer\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\n show\n go to [front v] layer\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | (curated April the 10nth)\n\nThis is atraction a platformer unic in its way.\n\nArrow keys to move and (R) to reset.\n\nAvoide the spikes and........... youl see\n\nthanks to @--Yveltal-- fo the link\nFORKPHORUS LINK: \nhttps://forkphorus.github.io/app.html?id=385933554\n\nGOOD GAMING\n\n\n\n\n |
++Virus - A Platformer++ | @Stage\n\nwhen I receive [broken v]\nswitch backdrop to (background2 v)\n\nwhen flag clicked\nswitch backdrop to (background v)\nset volume to (70) %\nforever\n play sound [Never Mind v] until done\nend\n\n@Virus\n\ndefine Laufsteuerung\nif <key (right arrow v) pressed?> then\n change x by (Lauftempo)\n point in direction (90)\n if <touching (platforms v)?> then\n change x by ((0) - (Lauftempo))\n end\nend\nif <key (left arrow v) pressed?> then\n change x by ((0) - (Lauftempo))\n point in direction (-90)\n if <touching (platforms v)?> then\n change x by (Lauftempo)\n end\nend\nif <key (down arrow v) pressed?> then\n switch costume to (kostüm3 v)\nelse\n switch costume to (kostüm2 v)\nend\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n change y by (-1)\n if <<touching (plattform v)?> or <touching (platforms v)?>> then\n set [falltempo v] to [11]\n start sound [Low Boing v]\n end\n change y by (1)\nend\n\ndefine Simulation\nchange y by (Falltempo)\nif <<touching (plattform v)?> or <touching (platforms v)?>> then\n if <(Falltempo) < [0]> then\n set [rückwärts v] to [1]\n else\n set [rückwärts v] to [-1]\n end\n repeat until <not <<touching (plattform v)?> or <touching (platforms v)?>>>\n change y by (Rückwärts)\n end\n set [falltempo v] to [-1]\nelse\n change [falltempo v] by (Schwerkraft)\nend\n\nwhen flag clicked\nset [lauftempo v] to [5]\nset [schwerkraft v] to [-0.9]\nset [falltempo v] to [0]\nset size to (200) %\nset size to (100) %\nshow\nswitch costume to (kostüm2 v)\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (-90)\nbroadcast (Open? v)\nwait (0.5) seconds\nforever\n Laufsteuerung\n Simulation\n Test\nend\n\ndefine Test\nif <(x position) > [240]> then\n broadcast (NextLevel v)\n go to x: (-225) y: (-110)\nend\nif <touching color (#7c0000)?> then\n start sound [Crunch v]\n go to x: (-225) y: (-90)\nend\n\nwhen I receive [broken v]\nstop [other scripts in sprite v]\nhide\n\n@Platforms\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nset [pixelate v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [open? v]\nforever\n if <<(costume [number v]) = [7]> and <key (o v) pressed?>> then\n switch costume to (7 open v)\n end\n if <(costume [number v]) = [15]> then\n broadcast (Broken v)\n stop [this script v]\n end\nend\n\nwhen I receive [broken v]\nwait (2) seconds\nrepeat (8)\n change [pixelate v] effect by (15)\n wait (1) seconds\nend\nbroadcast (End v)\n\n@Spikes\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [open? v]\nforever\n if <<(costume [number v]) = [7]> and <key (o v) pressed?>> then\n switch costume to (7 open v)\n end\nend\n\n@Figur1\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Thumb\n\nwhen flag clicked\nwait (0.000000000000000000000001) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | ++++++++++++Virus - A Platformer++++++++++++++\n I can finally upload it!\n\nIn the level "What's the first character of open?" You have to press the "O" key"! (because it's the first letter of the word "open")\n\n#2 on trending!!\n28.8.20 5000 views!\n\nControls:\nArrow keys to move and space or up key to jump. \n <-- -->\nAll levels are possible, so let's go!\n\nYou're a computer virus and you want to crack the computers firewall so you have to finish the levels and crack it! |
Penguin Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Chill v] until done\nend\n\n@Clouds\n\nwhen flag clicked\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))\nend\ndelete this clone\n\nwhen I receive [starty v]\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\n@Ground3\n\nwhen I receive [bad v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [bad v]\ngo to x: (1278) y: (511)\n\nwhen flag clicked\nhide\nforever\n if <(y position) > [670]> then\n broadcast (bad v)\n end\nend\n\nwhen I receive [bad v]\ngo to x: (1362) y: (511)\n\nwhen I receive [starty v]\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nset size to (600) %\nswitch costume to (costume1 v)\ngo to x: (1362) y: (510)\nshow\nbroadcast (levelStartSwitch v)\nforever\n set [ghost v] effect to (0)\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [xv v] to [8]\n change x by ((-1) * (XV))\n end\n end\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [xv v] to [-8]\n change x by ((-1) * (XV))\n end\n if <not <<<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n set [xv v] to [0]\n end\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by (XV)\n set [xv v] to [0]\n change y by (5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (YV)\n change [inair v] by (1)\n if <touching (player v)?> then\n set [inair v] to [0]\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (player v)?> and <<key (up arrow v) pressed?> or <<<mouse down?> and <((mouse y) - (28)) > [50]>> or <key (w v) pressed?>>>> then\n set [yv v] to [-20]\n end\n change y by (-1)\nend\n\nwhen flag clicked\nreset timer\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@Player\n\nwhen flag clicked\nhide\n\ndefine Typewriter Talk (speak this)\nset [talk v] to (username)\nset [count v] to [1]\nrepeat (length of (speak this))\n set [talk v] to (join (talk) (letter (count) of (speak this)))\n say (talk)\n wait (0.01) seconds\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen I receive [starty v]\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset size to (100) %\npoint in direction (90)\nset [gravity v] to [0]\nswitch costume to (player v)\nset [velocity v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<mouse down?> and <(mouse x) > [0]>>>>> then\n point in direction (90)\n end\n if <touching color (#66ff77)?> then\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> or <<((mouse y) - (y position)) > [50]> or <key (w v) pressed?>>> then\n switch costume to (player3 v)\n change [gravity v] by (-13)\n end\n end\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <((mouse y) - (y position)) < [50]>> or <key (s v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I receive [starty v]\nshow\nTypewriter Talk [, Hi I am missing my parents can you help me?]\nwait (1) seconds\nTypewriter Talk [, WASD, Arrow Keys, or Mobile Controls to move.]\nwait (1) seconds\nTypewriter Talk [, I can crouch....]\nwait (3) seconds\nTypewriter Talk [, I am a baby penguin and I am missing my parents.]\nwait (3) seconds\nTypewriter Talk [, If I make it to the end I will find my parents.]\nwait (2) seconds\nTypewriter Talk [, Well, for now I am on my own.]\n\nwhen I receive [starty v]\nif <touching (player2 v)?> then\n broadcast (bad v)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [starty v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (STARTY v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [starty v]\nhide\n\n | Use the WASD keys or the arrow keys or mobile controls to move the player. \nYou are a baby penguin who lost her parents help her find her parents!\nCrouch is down arrow, s or click and hold down on player. |
Traveler | Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nwait until <([costume # v] of [ground v]) = [30]>\nswitch backdrop to (blue sky 2 2 v)\nwait until <([costume # v] of [ground v]) = [35]>\nswitch backdrop to (blue sky 2 3 v)\n\nwhen I receive [game done v]\nswitch backdrop to (blue sky 2 v)\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start v]\nswitch costume to (level 1 v)\nshow\n\nwhen flag clicked\nwait until <(costume [number v]) = [16]>\nbroadcast (Desert v)\nwait until <(costume [number v]) = [22]>\nbroadcast (Desert village v)\n\nwait until <(costume [number v]) = [22]>\nbroadcast (Desert village v)\n\nwhen I receive [game done v]\nbroadcast (next v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (black v)\nhide\n\nwhen I receive [start v]\nset size to (80) %\nshow\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n switch costume to (right arrow v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n switch costume to (right arrow2 v)\n end\n if <<(Power 2) = [1]> and <key (2 v) pressed?>> then\n set [x v] to ((x) * (0.95))\n else\n set [x v] to ((x) * (0.9))\n end\n change x by (x)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change x by ((x) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [8]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [13]\n end\n if <<(Power 1) = [1]> and <key (1 v) pressed?>> then\n if <<(Mana) > [1]> or <(Mana) = [1]>> then\n set [y v] to [20]\n change [mana v] by (-1)\n end\n end\n end\n change y by (1)\n if <key (down arrow v) pressed?> then\n if <key (up arrow v) pressed?> then\n change [y v] by (-0.7)\n if <<touching color (#afeaff)?> or <touching color (#99e3ff)?>> then\n change [y v] by (1)\n end\n else\n change [y v] by (-1)\n if <<touching color (#afeaff)?> or <touching color (#99e3ff)?>> then\n change [y v] by (1)\n end\n end\n set [y v] to ((y) * (1))\n change y by (y)\n if <<touching color (#b0f68d)?> or <<touching color (#7de55a)?> or <<touching color (#54c836)?> or <<touching color (#d49560)?> or <<touching color (#c08656)?> or <<touching color (#c08656)?> or <<touching color (#fff300)?> or <<touching color (#d8cf31)?> or <<touching color (#baa74a)?> or <<touching color (#bbb54a)?> or <<touching color (#ba9b00)?> or <<touching color (#947b00)?> or <touching color (#350000)?>>>>>>>>>>>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching color (#afeaff)?> or <touching color (#99e3ff)?>> then\n change [y v] by (0.5)\n if <(y) < [-2]> then\n set [y v] to [-2]\n change [y v] by (0.1)\n end\n end\n if <<touching color (#afeaff)?> or <touching color (#99e3ff)?>> then\n if <key (up arrow v) pressed?> then\n change [y v] by (-0.1)\n end\n end\n if <<touching color (#afeaff)?> or <touching color (#99e3ff)?>> then\n if <key (down arrow v) pressed?> then\n change [y v] by (-1.5)\n end\n end\n if <<[-178] > (y position)> and <not <([costume # v] of [ground v]) = [34]>>> then\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [1]\n broadcast (dadeath v)\n else\n if <<([costume # v] of [ground v]) = [34]> and <[-178] > (y position)>> then\n go to x: (-190) y: (190)\n set [x v] to [0]\n set [y v] to [1]\n broadcast (next v)\n end\n end\n if <(x position) > [238]> then\n broadcast (next v)\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching color (#ff4444)?> or <touching color (#ff7979)?>> then\n broadcast (dadeath v)\n start sound [Bonk v]\n glide (0.5) secs to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching color (#a8d7ff)?> and <touching (powers v)?>> then\n set [power 1 v] to [1]\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (next v)\n start sound [Collect v]\n end\n if <<touching color (#f5a59a)?> and <touching (powers v)?>> then\n set [power 2 v] to [1]\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Collect v]\n broadcast (next v)\n end\n if <<touching color (#a5fda6)?> and <touching (powers v)?>> then\n set [power 3 v] to [1]\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Collect v]\n broadcast (next v)\n end\n if <<touching color (#8e7700)?> and <touching (ground v)?>> then\n broadcast (Open da shop v)\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nset [power 1 v] to [0]\nset [power 2 v] to [0]\nset [power 3 v] to [0]\n\nwhen flag clicked\nplay sound [Collect v] until done\nstart sound [Collect v]\nwait (1) seconds\nstart sound [Pop v]\n\nwhen I receive [start v]\nforever\n play sound [Elektronomia - Sky High \[NCS Release\].mp3 v] until done\nend\n\nstop all sounds\n\nstop all sounds\n\nset [power 1 v] to [1]\n\nset [power 2 v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [dadeath v]\nif <not <([costume # v] of [ground v]) = [22]>> then\n change [score v] by (-1)\n hide\n wait (0.2) seconds\n show\nend\n\nwhen I receive [close da shop v]\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen [s v] key pressed\nswitch costume to (black v)\n\nwhen [o v] key pressed\nif <(Can youchangeskintoorange) = [1]> then\n switch costume to (orange v)\nend\n\nwhen [b v] key pressed\nif <(Canyouchangeskintoblue) = [1]> then\n switch costume to (blue v)\nend\n\nbroadcast (next v)\n\nwhen I receive [open da shop v]\nhide\n\nwhen I receive [close da shop v]\nshow\n\nset [power 2 v] to [1]\nbroadcast (next v)\n\nwhen [3 v] key pressed\nif <<(Power 3) = [1]> and <(Mana) > [1.9]>> then\n change [mana v] by (-2)\n set size to (30) %\n wait (5) seconds\n set size to (80) %\n wait (1) seconds\n if <<touching color (#fff300)?> or <touching color (#350000)?>> then\n go to x: (-180) y: (0)\n end\nend\n\nwhen I receive [next v]\nchange [score v] by (10)\n\n@Water+Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (2)\n change y by (0.5)\n end\n repeat (2)\n change y by (0.1)\n end\n repeat (2)\n change y by (-0.1)\n end\n repeat (2)\n change y by (-0.5)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (2)\n change y by (-0.5)\n end\n repeat (2)\n change y by (-0.1)\n end\n repeat (2)\n change y by (0.1)\n end\n repeat (2)\n change y by (0.5)\n end\nend\n\n@Water+Lava: Layer\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (2)\n change y by (0.5)\n end\n repeat (2)\n change y by (0.1)\n end\n repeat (2)\n change y by (-0.1)\n end\n repeat (2)\n change y by (-0.5)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (2)\n change y by (-0.5)\n end\n repeat (2)\n change y by (-0.1)\n end\n repeat (2)\n change y by (0.1)\n end\n repeat (2)\n change y by (0.5)\n end\nend\n\n@Intro\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (1 v)\nwait (1) seconds\nrepeat (6)\n next costume\nend\nwait (1) seconds\nrepeat (6)\n next costume\nend\nwait (1) seconds\nstart sound [Throw v]\nrepeat (9)\n next costume\nend\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nhide\nbroadcast (Start v)\n\n@Powers\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <([costume name v] of [ground v]) = [Level 7]> then\n go to x: (6) y: (132)\n switch costume to (costume1 v)\n show\n else\n if <([costume name v] of [ground v]) = [Level 14]> then\n go to x: (178) y: (121)\n go to [front v] layer\n switch costume to (costume2 v)\n show\n else\n if <([costume name v] of [ground v]) = [Level 24]> then\n go to x: (100) y: (135)\n switch costume to (costume3 v)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (10)\n turn right (15) degrees\n end\n wait (0) seconds\n repeat (10)\n turn right (-15) degrees\n end\n wait (0) seconds\n if <touching (player v)?> then\n hide\n end\nend\n\ngo to x: (100) y: (135)\n\n@Powers:layer\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <([costume name v] of [ground v]) = [Level 7]> then\n go to x: (6) y: (132)\n switch costume to (costume1 v)\n show\n else\n if <([costume name v] of [ground v]) = [Level 14]> then\n go to x: (178) y: (121)\n switch costume to (costume2 v)\n show\n else\n if <([costume name v] of [ground v]) = [Level 24]> then\n go to x: (100) y: (135)\n switch costume to (costume3 v)\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nwait (1) seconds\nforever\n repeat (10)\n turn right (15) degrees\n end\n wait (0) seconds\n repeat (10)\n turn right (-15) degrees\n end\n wait (0) seconds\n if <touching (player v)?> then\n hide\n end\nend\n\n@Info\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [ground v]) = [Level 7]> then\n go to [front v] layer\n go to x: (-150) y: (50)\n switch costume to (costume1 v)\n show\n wait (3) seconds\n switch costume to (costume2 v)\n wait (2) seconds\n hide\n stop [this script v]\n end\nend\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [ground v]) = [Level 14]> then\n go to [front v] layer\n go to x: (18) y: (42)\n switch costume to (costume3 v)\n show\n wait (3) seconds\n switch costume to (costume4 v)\n wait (2) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [ground v]) = [Level 24]> then\n go to [front v] layer\n go to x: (18) y: (42)\n switch costume to (costume5 v)\n show\n wait (3) seconds\n switch costume to (costume6 v)\n wait (2) seconds\n hide\n stop [this script v]\n end\nend\n\n@Mana\n\nwhen flag clicked\nset [mana v] to [0]\nhide\nwait until <(Power 1) = [1]>\nset [mana v] to [1]\nshow\n\nwhen flag clicked\nset [manamax v] to [10]\nforever\n wait (7) seconds\n change [mana v] by (1)\n if <(Mana) > ((Manamax) + (0.1))> then\n start sound [Collect v]\n broadcast (Cap reached! v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ((Mana) + (1))\n if <(Mana) > (Manamax)> then\n set [mana v] to (Manamax)\n end\nend\n\nwhen I receive [next v]\nchange [mana v] by (1)\nstart sound [switch-sound v]\n\nwhen I receive [game done v]\nhide\n\n@Floatingsinetext\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nrepeat (400)\n go to [front v] layer\n show\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\nhide\nset [sine v] to [0]\npoint in direction (90)\n\nwhen I receive [desert v]\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [desert v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nrepeat (400)\n go to [front v] layer\n show\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\nhide\nset [sine v] to [0]\npoint in direction (90)\n\nwhen I receive [desert village v]\nset [ghost v] effect to (0)\nswitch costume to (3 v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [desert village v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nrepeat (400)\n go to [front v] layer\n show\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\nhide\nset [sine v] to [0]\npoint in direction (90)\n\nwhen I receive [game done v]\nset [ghost v] effect to (0)\nswitch costume to (4 v)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [game done v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [sine v] to [0]\npoint in direction (90)\nrepeat (400)\n go to [front v] layer\n show\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\nhide\nset [sine v] to [0]\npoint in direction (90)\n\n@Shopmenu\n\nwhen I receive [close da shop v]\nhide variable [score v]\nhide\n\nwhen I receive [open da shop v]\nshow variable [score v]\nshow\n\n@Buy button1\n\nwhen I receive [close da shop v]\nhide\n\nwhen I receive [open da shop v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(Score) > [9.99]> then\n start sound [pop v]\n change [score v] by (-10)\n change [manamax v] by (1)\nend\n\nbroadcast (next v)\n\n@Buy button3\n\nwhen I receive [open da shop v]\ngo to [front v] layer\nif <(Orangebought?) = [0]> then\n show\nend\n\nwhen I receive [close da shop v]\nhide\n\nwhen this sprite clicked\nif <(Score) > [19.99]> then\n change [score v] by (-20)\n set [can youchangeskintoorange v] to [1]\n start sound [pop v]\n set [orangebought? v] to [1]\n hide\nend\n\nwhen flag clicked\nset [orangebought? v] to [0]\n\n@Buy button 2\n\nwhen I receive [close da shop v]\nhide\n\nwhen I receive [open da shop v]\ngo to [front v] layer\nif <(Bluebought?) = [0]> then\n show\nend\n\nwhen this sprite clicked\nif <(Score) > [9.99]> then\n start sound [pop v]\n change [score v] by (-10)\n set [canyouchangeskintoblue v] to [1]\n set [bluebought? v] to [1]\n hide\nend\n\nwhen flag clicked\nset [can youchangeskintoorange v] to [0]\nset [canyouchangeskintoblue v] to [0]\nset [bluebought? v] to [0]\n\n@Exitbutton\n\nwhen I receive [open da shop v]\ngo to [front v] layer\nshow\n\nwhen I receive [close da shop v]\nhide\n\nwhen this sprite clicked\nbroadcast (Close da shop v)\n\n@Spriteyeet\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (pick random (50) to (100))\n if <(Mana) = [31]> then\n set [color v] effect to (pick random (1) to (1000))\n point in direction (pick random (1) to (1000))\n go to x: (-165) y: (144)\n change x by (pick random (-20) to (20))\n change y by (pick random (-20) to (20))\n wait (1) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (0.1) seconds\n hide\n end\nend\n\nchange x by (10)\n\n@Spriteteet111\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [ground v]) = [30]>\nrepeat until <([costume # v] of [ground v]) > [34]>\n go to [back v] layer\n go to (random position v)\n change y by (40)\n set y to (40)\n point in direction (pick random (90) to (95))\n wait (pick random (2) to (3)) seconds\n broadcast (Lightning v)\n show\n wait (0.1) seconds\n hide\nend\n\n@lightning effect\n\nwhen I receive [lightning v]\ngo to [back v] layer\nshow\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Eruption\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [ground v]) = [36]>\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nrepeat until <touching (block v)?>\n repeat (16)\n next costume\n wait (0.05) seconds\n end\n switch costume to (costume1 v)\nend\nhide\n\nwhen flag clicked\nforever\n if <touching (block v)?> then\n hide\n stop [other scripts in sprite v]\n broadcast (Game done v)\n stop [this script v]\n end\nend\n\n@Block\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [ground v]) = [36]>\nshow\nset drag mode [draggable v]\ngo to x: (-12) y: (-29)\n\nwhen I receive [game done v]\nhide\n\n@TN\n\nwhen flag clicked\nhide\n\n | DOUBLE CLICK FLAG!!! or enjoy lag\nA classic platformer.\nYou need to save the village from the volcano,\nIt's surprisingly easy. Buy things from the desert shop!\nCollect the numbers!\nYou get 1 mana every 10 seconds or level finished |
Platformer Template | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop8 v)\n\nwhen flag clicked\nforever\n play sound [Dubstep v] until done\nend\n\n@User-Controlled Sprite\n\nwhen flag clicked\nReset\nforever\n if <(DEAD?) = [1]> then\n Touch Spike\n else\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) * (0.85))\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 <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching (ground v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n start sound [Jump v]\n set [yv v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(User Controlled Sprite) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (cat right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (cat left v)\n end\n end\n if <(User Controlled Sprite) = [1]> then\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (box right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (box left v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (box jump v)\n end\n else\n switch costume to (box v)\n end\n end\n if <(User Controlled Sprite) = [2]> then\n if <key (any v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (circle right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (circle left v)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (circle jump v)\n end\n else\n switch costume to (circle v)\n end\n end\n if <(User Controlled Sprite) = [3]> then\n if <(YV) = [0]> then\n if <([abs v] of (XV) ) > [0.5]> then\n if <(costume [number v]) = [21]> then\n wait ((XV) * (0.001)) seconds\n switch costume to (person walking v)\n else\n wait ((XV) * (0.001)) seconds\n next costume\n end\n else\n switch costume to (person v)\n end\n else\n switch costume to (person v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(User Controlled Sprite) = [3]>> then\n point in direction (90)\n end\nend\n\ndefine Reset\nshow variable [deaths v]\nset [dead? v] to [0]\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [user controlled sprite v] to [3]\nset size to (100) %\nclear graphic effects\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (Next Level v)\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <[0.5] > ([abs v] of (XV) )> then\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nforever\n if <touching (obstacles v)?> then\n set [dead? v] to [1]\n if <(User Controlled Sprite) = [0]> then\n start sound [Meow v]\n else\n start sound [Oops v]\n end\n Die\n end\nend\n\ndefine Die\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nReset\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <touching (obstacles v)?> then\n change [deaths v] by (1)\n wait until <not <touching (obstacles v)?>>\n end\nend\n\ndefine Touch Spike\nchange x by ((XV) * (-1))\nchange y by ((YV) * (-1))\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\nhide variable [deaths v]\n\n | IT IS AN ENGINE, NOT AN ACTUAL GAME. \nThis is a project for Scratchers who want to create a platformer. Here is a sample platformer you can play. Inside, there are comments explaining the scripts and directions for customizing your game. Just customize it and remix it and it will be yours! \n\nInstructions for the sample game:\n- WAD or Arrow keys to move\n- Avoid the spikes\n- Try not to die :)\n- Enjoy!!!\nObviously the instructions would be very different after you customize it so feel free to also change the directions! \n\nIf you download any music or anything else, remember to give credit :)\n\nPlease love, favorite and follow! It would greatly help if you do so :) |
Old 3D Platformer Engine (easy) | @Stage\n\n@Sprite1\n\ndefine goto (x) (y) (z)\ndis/dir (x) (z)\nset [x v] to ((dis) * ([sin v] of ((dir) + (pr -x)) ))\nset [y v] to (y)\nset [z v] to ((dis) * ([cos v] of ((dir) + (pr -x)) ))\ndis/dir (y) (z)\nset [y v] to ((dis) * ([sin v] of ((dir) + (pr - y)) ))\nset [z v] to ((dis) * ([cos v] of ((dir) + (pr - y)) ))\nset [x v] to ((0.6) * ((1100) * ((x) / ((z) + (1000)))))\nset [y v] to ((0.6) * ((1100) * ((y) / ((z) + (1000)))))\n\ndefine dis/dir (x) (y)\nset [dir v] to ((([atan v] of ((x) / (y)) ) + ((180) * <(y) < [0]>)) mod (360))\nset [dis v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\nif <(y) = [0]> then\n set [dir v] to [90]\n if <[0] > (x)> then\n set [dir v] to [270]\n end\nend\n\npen up\n\ndefine render face (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (x4) (y4) (z4) fill (t/f) color (c)\nset [az v] to [0]\ngoto (x1) (y1) (z1)\nchange [az v] by (z)\ngoto (x2) (y2) (z2)\nchange [az v] by (z)\ngoto (x3) (y3) (z3)\nchange [az v] by (z)\ngoto (x4) (y4) (z4)\nchange [az v] by (z)\nif <(t/f) = [t]> then\n set pen size to (5)\n pen up\n goto (x1) (y1) (z1)\n go to x: (x) y: (y)\n pen down\n goto (x2) (y2) (z2)\n go to x: (x) y: (y)\n goto (x4) (y4) (z4)\n go to x: (x) y: (y)\n goto (x3) (y3) (z3)\n go to x: (x) y: (y)\n goto (x1) (y1) (z1)\n go to x: (x) y: (y)\n pen up\nelse\nend\nif <(az) < ((((z1) + (z2)) + ((z3) + (z4))) / (4))> then\nend\n\ndefine quad render (x) (y) (x2) (y2) (x3) (y3) (x4) (y4) color (c)\nset [d v] to (([sqrt v] of ((((x) - (x2)) * ((x) - (x2))) + (((y) - (y2)) * ((y) - (y2)))) ) / (1.5))\nset pen size to (1.6)\nset [i v] to [0]\nset pen color to (#51b7ea)\nset pen (color v) to (c)\nrepeat ((d) + (1))\n set pen (brightness v) to ((50) - ((50) + (((() - (i)) / (d)) * (50))))\n render row ((x) + ((((x2) - (x)) / (d)) * (i))) ((y) + ((((y2) - (y)) / (d)) * (i))) ((x3) + ((((x4) - (x3)) / (d)) * (i))) ((y3) + ((((y4) - (y3)) / (d)) * (i)))\n change [i v] by (1)\nend\n\ndefine render row (x1) (y1) (x2) (y2)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine cube C1: (x1) (y1) (z1) C2: (x2) (y2) (z2)\nrender face (x2) (y1) (z1) (x1) (y1) (z1) (x2) (y2) (z1) (x1) (y2) (z1) fill [t] color [60]\nrender face (x2) (y1) (z2) (x1) (y1) (z2) (x2) (y2) (z2) (x1) (y2) (z2) fill [t] color [40]\nrender face (x2) (y1) (z2) (x2) (y1) (z1) (x2) (y2) (z2) (x2) (y2) (z1) fill [t] color [4]\nrender face (x1) (y1) (z2) (x1) (y1) (z1) (x1) (y2) (z2) (x1) (y2) (z1) fill [t] color [80]\nrender face (x2) (y2) (z1) (x1) (y2) (z1) (x2) (y2) (z2) (x1) (y2) (z2) fill [t] color [12]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (5000) %\nswitch costume to (costume2 v)\nreset\ndelete all of [cube x1 v]\ndelete all of [cube x2 v]\ndelete all of [cube y1 v]\ndelete all of [cube y2 v]\ndelete all of [cube z1 v]\ndelete all of [cube z2 v]\ncreate cube - [100] [100] [100] [-100] [-100] [-100]\ncreate cube - [300] [300] [300] [100] [100] [100]\ncreate cube - [100] [100] [100] [0] [200] [200]\ncreate cube - [500] [-100] [500] [300] [0] [300]\n\ndefine create cube - (x1) (y1) (z1) (x2) (y2) (z2)\nadd (x1) to [cube x1 v]\nadd (x2) to [cube x2 v]\nadd (y1) to [cube y1 v]\nadd (y2) to [cube y2 v]\nadd (z1) to [cube z1 v]\nadd (z2) to [cube z2 v]\n\nrepeat until <[] > (loops)>\n cube C1: ((item (loops) of [cube x1 v]) - (scroll x)) ((item (loops) of [cube y1 v]) - (scroll y)) ((item (loops) of [cube z1 v]) - (scroll z)) C2: ((item (loops) of [cube x2 v]) - (scroll x)) ((item (loops) of [cube y2 v]) - (scroll y)) ((item (loops) of [cube z2 v]) - (scroll z))\n change [loops v] by (1)\nend\n\ndefine touching - detect\nset [loops v] to [1]\ndelete all of [touching v]\nrepeat (length of [cube x1 v])\n delete all of [compare - result v]\n detect cube if (item (loops) of [cube x1 v]) > ((player - x) - (-50)) > (item (loops) of [cube x2 v]) ; [x]\n detect cube if (item (loops) of [cube x1 v]) > ((player - x) - (50)) > (item (loops) of [cube x2 v]) ; [x]\n detect cube if (item (loops) of [cube x2 v]) > ((player - x) - (-50)) > (item (loops) of [cube x1 v]) ; [x]\n detect cube if (item (loops) of [cube x2 v]) > ((player - x) - (50)) > (item (loops) of [cube x1 v]) ; [x]\n detect cube if (item (loops) of [cube y1 v]) > ((player - y) - (-50)) > (item (loops) of [cube y2 v]) ; [y]\n detect cube if (item (loops) of [cube y1 v]) > ((player - y) - (50)) > (item (loops) of [cube y2 v]) ; [y]\n detect cube if (item (loops) of [cube y2 v]) > ((player - y) - (-50)) > (item (loops) of [cube y1 v]) ; [y]\n detect cube if (item (loops) of [cube y2 v]) > ((player - y) - (50)) > (item (loops) of [cube y1 v]) ; [y]\n detect cube if (item (loops) of [cube z1 v]) > ((player - z) - (-50)) > (item (loops) of [cube z2 v]) ; [z]\n detect cube if (item (loops) of [cube z1 v]) > ((player - z) - (50)) > (item (loops) of [cube z2 v]) ; [z]\n detect cube if (item (loops) of [cube z2 v]) > ((player - z) - (-50)) > (item (loops) of [cube z1 v]) ; [z]\n detect cube if (item (loops) of [cube z2 v]) > ((player - z) - (50)) > (item (loops) of [cube z1 v]) ; [z]\n detect cube if ((player - x) - (-50)) > (item (loops) of [cube x1 v]) > ((player - x) - (50)) ; [x]\n detect cube if ((player - x) - (-50)) > (item (loops) of [cube x2 v]) > ((player - x) - (50)) ; [x]\n detect cube if ((player - y) - (-50)) > (item (loops) of [cube y1 v]) > ((player - y) - (50)) ; [y]\n detect cube if ((player - y) - (-50)) > (item (loops) of [cube y2 v]) > ((player - y) - (50)) ; [y]\n detect cube if ((player - z) - (-50)) > (item (loops) of [cube z1 v]) > ((player - z) - (50)) ; [z]\n detect cube if ((player - z) - (-50)) > (item (loops) of [cube z2 v]) > ((player - z) - (50)) ; [z]\n if <<[compare - result v] contains [x]?> and <<[compare - result v] contains [y]?> and <[compare - result v] contains [z]?>>> then\n add [1] to [touching v]\n end\n change [loops v] by (1)\nend\n\ndefine detect cube if (a) > (b) > (c) ; (t)\nif <<<(a) > (b)> or <(a) = (b)>> and <<(b) > (c)> or <(b) = (c)>>> then\n add (t) to [compare - result v]\nelse\nend\n\nwhen flag clicked\nforever\n erase all\n render\n x - movement\n y - movement \n z - movement\n rotate camara\n camara position\n specials\nend\n\ndefine y - movement \ntouching - detect\nif <not <[touching v] contains [1]?>> then\n change [yv v] by (-1)\n change [player - y v] by (yv)\n touching - detect\n if <[touching v] contains [1]?> then\n change [player - y v] by (() - (yv))\n set [yv v] to [0]\n end\nend\nif <[touching v] contains [1]?> then\n change [player - y v] by (() - (yv))\nend\nif <<key (space v) pressed?> or <mouse down?>> then\n change [player - y v] by (-1)\n touching - detect\n if <[touching v] contains [1]?> then\n change [yv v] by (18)\n change [player - y v] by (2)\n end\nend\n\ndefine the cube (k)\nset pen color to (#54db43)\ncube C1: ((item (k) of [cube x1 v]) - (scroll x)) ((item (k) of [cube y1 v]) - (scroll y)) ((item (k) of [cube z1 v]) - (scroll z)) C2: ((item (k) of [cube x2 v]) - (scroll x)) ((item (k) of [cube y2 v]) - (scroll y)) ((item (k) of [cube z2 v]) - (scroll z))\n\ndefine rotate camara\nif <key (right arrow v) pressed?> then\n change [pr -x v] by (-5)\nend\nif <key (left arrow v) pressed?> then\n change [pr -x v] by (5)\nend\nif <key (up arrow v) pressed?> then\n change [pr - y v] by (-5)\nend\nif <key (down arrow v) pressed?> then\n change [pr - y v] by (5)\nend\n\ndefine x - movement\ntouching - detect\nif <not <[touching v] contains [1]?>> then\n if <key (a v) pressed?> then\n change [xv v] by (() - ([cos v] of (pr -x) ))\n change [zv v] by (() - ([sin v] of (pr -x) ))\n end\n if <key (d v) pressed?> then\n change [xv v] by ([cos v] of (pr -x) )\n change [zv v] by ([sin v] of (pr -x) )\n end\n change [player - x v] by (xv)\n touching - detect\n if <[touching v] contains [1]?> then\n change [player - x v] by (() - (xv))\n set [xv v] to [0]\n change [player - z v] by (() - (zv))\n set [zv v] to [0]\n end\nend\nset [xv v] to ((xv) * (0.8))\nif <[touching v] contains [1]?> then\n change [player - x v] by (() - (xv))\n change [player - z v] by (() - (zv))\nend\n\ndefine z - movement\ntouching - detect\nif <not <[touching v] contains [1]?>> then\n if <key (s v) pressed?> then\n change [xv v] by (() - ([cos v] of ((pr -x) + (90)) ))\n change [zv v] by (() - ([sin v] of ((pr -x) + (90)) ))\n end\n if <key (w v) pressed?> then\n change [xv v] by ([cos v] of ((pr -x) + (90)) )\n change [zv v] by ([sin v] of ((pr -x) + (90)) )\n end\n change [player - z v] by (zv)\n touching - detect\n if <[touching v] contains [1]?> then\n change [player - x v] by (() - (xv))\n set [xv v] to [0]\n change [player - z v] by (() - (zv))\n set [zv v] to [0]\n end\nend\nset [zv v] to ((zv) * (0.8))\nif <[touching v] contains [1]?> then\n change [player - x v] by (() - (xv))\n change [player - z v] by (() - (zv))\nend\n\ndefine camara position\nchange [scroll x v] by (((player - x) - (scroll x)) / (10))\nchange [scroll y v] by (((player - y) - (scroll y)) / (10))\nchange [scroll z v] by (((player - z) - (scroll z)) / (10))\n\ndefine reset\nset [pr -x v] to [0]\nset [pr - y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [zv v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [200]\nset [scroll z v] to [0]\nset [player - x v] to [0]\nset [player - y v] to [200]\nset [player - z v] to [0]\n\ndefine specials\nif <(player - y) < [-2000]> then\n reset\nend\n\ndefine render\nthe cube [1]\nthe cube [2]\nthe cube [3]\nthe cube [4]\nset pen color to (#ffb518)\ncube C1: (((50) + (player - x)) - (scroll x)) (((50) + (player - y)) - (scroll y)) (((50) + (player - z)) - (scroll z)) C2: (((-50) + (player - x)) - (scroll x)) (((-50) + (player - y)) - (scroll y)) (((-50) + (player - z)) - (scroll z))\n\n | |
[2 EASTER EGGS]ғσυя sεαsσηs+|| a scrolling platformer | @Stage\n\nwhen [a v] key pressed\nset [mouse v] to (join (join ((mouse x) + (SCROLL X)) [ , ]) ((mouse y) + (SCROLL Y)))\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [costume v]\nnext backdrop\n\nwhen I receive [begin v]\nforever\n play sound [Airway v] until done\nend\n\n@Sprite7\n\n@Sprite\n\nwhen I receive [greenflah v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [A win win]> then\n GameWinYOO\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (idle v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> 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?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-15]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nPosition\nif <(SCROLL Y) < [-30]> then\n set [exit v] to [Die]\nend\nif <touching (trampoline v)?> then\n if <(In air) < [4]> then\n set [speedy v] to [30]\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 (sprite2 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 [speedy 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 (sprite2 v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (sprite2 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (sprite2 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 boi boi I’m fed\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nrepeat (50)\n point towards (collectibles2 v)\n turn right (65) degrees\n move ((distance to [collectibles2 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [begin v]\nshow\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: [0]\n Position x: [700] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume6 v)\n Position x: [450] y: [0]\n Position x: [600] y: []\n Position x: [550] y: [40]\n Position x: [470] y: [350]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume11 v)\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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nwait until <(LEVEL) = [5]>\nbroadcast (Costume v)\n\n@Collectibles\n\nwhen I receive [greenflah v]\nset [brightness v] effect to (100)\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (sprite v)?> then\n change [collllllectttttt yooooo v] by (1)\n if <(Collected max) = (COLLLLLLECTTTTTT YOOOOO)> then\n broadcast (OPEN PORtAL v)\n end\n if <touching (sprite v)?> then\n start sound [pop v]\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected max v] to [0]\nhide\nset [collllllectttttt yooooo v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume4 v)\nif <(LEVEL) = [1]> then\n Clone x: [214] y: [6]\n Clone x: [464] y: [98]\n Clone x: [849] y: [98]\n Clone x: [1225] y: [-43]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [79] y: [85]\n Clone x: [288] y: [119]\n else\n if <(LEVEL) = [3]> then\n Clone x: [-213] y: [-12]\n Clone x: [461] y: [120]\n Clone x: [808] y: [104]\n else\n if <(LEVEL) = [4]> then\n Clone x: [538] y: [112]\n Clone x: [932] y: [38]\n Clone x: [1301] y: [30]\n else\n end\n end\n end\nend\nset [y v] to [-99999999999]\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 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\nbroadcast (Yo v)\n\nwhen I receive [yo v]\n\n\n\nwhen I start as a clone\nforever\n switch costume to ((timer) * (20))\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [begin v]\nforever\n wait (pick random (5) to (8)) seconds\n repeat (12)\n next costume\n end\nend\n\n@Collectibles2\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (sprite v)?>> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [collllllectttttt yooooo v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone x: [2128] y: [103]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone x: [891] y: [630]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone x: [1580] y: [-58]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone x: [2261] y: [432]\n else\n if <(LEVEL) = [5]> then\n Clone x: [99999] y: [999]\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 x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: []\n Position x: [700] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 4 1 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume5 v)\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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Trampoline \n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [470] y: [20]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [470] y: [20]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume6 v)\n Position x: [450] y: [0]\n Position x: [600] y: []\n Position x: [550] y: [40]\n Position x: [300] y: [300]\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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite4\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: [0]\n Position x: [700] y: [0]\n Position x: [450] y: []\n else\n if <(LEVEL) = [5]> then\n switch costume to (lvl 5 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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(LEVEL) = [4]>\ngo to [back v] layer\nrepeat until <(LEVEL) = [5]>\n create clone of (_myself_ v)\nend\ndelete this clone\n\nwhen I start as a clone\n\nwhen I start as a clone\nforever\n change x by (sx)\n show\n set y to (175)\n set x to (pick random (-240) to (240))\n repeat until <(y position) < [-160]>\n change y by (-10)\n end\n delete this clone\nend\n\n@intro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n wait (0.1) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1) seconds\n hide\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set size to (0) %\n wait (0.2) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set size to (0) %\n wait (0.3) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1.8) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (500)\n point in direction (180)\n set size to (120) %\n wait (0.8) seconds\n show\n go to [front v] layer\n repeat until <<(round (y position)) = [0]> and <(round (direction)) = [90]>>\n change y by (((0) - (y position)) * (.2))\n turn right (((90) - (direction)) * (.2)) degrees\n end\n set [size vel v] to [100]\n repeat (30)\n change size by (size vel)\n set [size vel v] to (((size vel) * (0.8)) + (((100) - (size)) * (0.15)))\n end\n wait (0.1) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (-500)\n set size to (100) %\n wait (2.2) seconds\n show\n go to [front v] layer\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) * (.2))\n end\n wait (0.01) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n go to x: (0) y: (-500)\n set size to (100) %\n wait (2.3) seconds\n show\n go to [front v] layer\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) * (.2))\n end\n broadcast (introMusicStop v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (startProject v)\n hide\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intromusicstop v]\nrepeat (50)\n change volume by (-1)\nend\nstop all sounds\nwait (0.2) seconds\nset volume to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nshow list [output text v]\nswitch costume to (1 v)\nwait (0.5) seconds\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset volume to (0) %\nwait (0.17) seconds\nset volume to (100) %\nplay sound [UNSPEAKABLEGAMING-INTRO-SONG-FULL-SOUNDTRACK-.mp3 v] until done\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (6) layers\nforever\n set [timer v] to ((timer) + (0.00001))\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\ngo [forward v] (3453453) layers\nshow\n\nwhen I receive [startproject v]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [startproject v]\nshow\n\nwhen flag clicked\nforever\n set y to ((0) + ((20) * ([cos v] of (((timer) - (3)) * (150)) )))\nend\n\nwhen this sprite clicked\nbroadcast (Begin v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n | ERROR: type should be string, got "https://scratch.mit.edu/projects/407549571\\nhint: newly added easter egg is not on lvl 3 or 1\\nhttps://scratch.mit.edu/projects/407549571\\n\\nhttps://scratch.mit.edu/projects/407549571\\n\\nOK, I HAVE GIVEN CREDIT TO UNSPEAKABLE YET PEOPLE KEEP ON SPAMMING’it’s unspeakable music’\\nSO PLEASE STOP\\nTHERE IS AN EASTER EGG IN ‘THE END’\\nBUG FIXED YESSSSSSSSSSS\\nNOTE: IF IT CRASHES DURING LVL TRANSITION, CLICK FLAG AGAIN\\nSpam dat flag. Arrow keys or mobile 2 move. Get all the coins to venture into the portal to go to he next level \\nLvl 4 iz glitchy but the only way to solve that is to make is rlly unsmooth soo yeah.\\nYou can remix and add a storyline if u want.\\n96%by @yellowtrees" |
The mars || a mobile platformer sequel | @Stage\n\n@player\n\ndefine engine\nswitch costume to (kostüm3 v)\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [vx v] by (-1)\nend\nset rotation style [left-right v]\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [7]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-3))\n else\n set [m v] to [wallslide]\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (hitbox v)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [6]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by ((1) / (-4.5))\nend\nchange y by (-2)\nif <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (vy)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffac39)?> then\n set [vy v] to [15]\nend\nif <touching color (#77fff5)?> then\n set [vx v] to [35]\nend\nif <touching color (#be00ff)?> then\n set [vx v] to [-35]\nend\n\nwhen I receive [start v]\nset [done? v] to [1]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nset size to (200) %\ngo to x: (-200) y: (-139)\nshow\nforever\n if <(level) = [14]> then\n hide\n else\n engine\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [Vexento - Pegasus v] until done\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nplay sound [Vexento_-_Sunrise\[Converterino v] until done\n\nwhen flag clicked\nset [done? v] to [0]\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-100)\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nshow\nforever\n switch costume to ((level) + (1))\nend\n\nwhen flag clicked\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (4)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nbroadcast (to start v)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait until <(done?) = [1]>\nhide\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n set size to (100) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(done?) = [1]>\nrepeat (50)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (75)\n set [brightness v] effect to (pick random (25) to (-25))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-230) to (240)) y: (176)\n else\n go to x: (240) y: (pick random (176) to (-150))\n end\n point in direction (pick random (-110) to (-100))\n repeat until <<[-150] > (y position)> or <[-230] > (x position)>>\n move (6) steps\n end\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nshow\nforever\n switch costume to ((level) + (1))\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\n@Outro (@dn_scrtch)\n\nwhen I start as a clone\nif <(Clone) = [8]> then\n hide\n switch costume to (logo v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (100)\n point in direction (0)\n go to [back v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (1) seconds\n forever\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [8]> then\n wait (3) seconds\n set [s v] to [0]\n forever\n change size by ([sin v] of (s) )\n change [s v] by (20)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nset [level v] to [1]\nhide\nwait until <(level) = [14]>\nrepeat (10)\n stop all sounds\n wait (0) seconds\nend\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nstart sound [JJD - Velocity v]\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n hide\n switch costume to (tile 1 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (0)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (0.5) seconds\n switch costume to (logo v)\n wait (0.25) seconds\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n set [i v] to [0]\n repeat (40)\n change [ghost v] effect by (5)\n change size by ([tan v] of (i) )\n change [i v] by (5)\n end\n hide\n switch costume to (username v)\n set [ghost v] effect to (100)\n set size to (200) %\n point in direction (90)\n go to x: (0) y: (-20)\n show\n repeat (40)\n change [ghost v] effect by (-2.5)\n change size by (((100) - (size)) / (8))\n end\n set [ghost v] effect to (0)\n set size to (100) %\n wait (1) seconds\n set [clone v] to [4]\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.75) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.4) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (2) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n set [s v] to [0]\n wait (3.5) seconds\n forever\n point in direction ((([sin v] of (s) ) * (10)) + (90))\n change [s v] by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n hide\n switch costume to (tile 2 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\n point in direction (90)\n go to [back v] layer\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n hide\n switch costume to (tile 3 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (180)\n go to [back v] layer\n show\n repeat (30)\n change [ghost v] effect by (-5)\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [4]> then\n hide\n switch costume to (tile 4 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Clone) > [4]> and <not <(Clone) > [7]>>> then\n hide\n switch costume to (join [Icon ] ((Clone) - (4)))\n set size to (75) %\n set [ghost v] effect to (100)\n go to x: ((-200) + (((Clone) - (4)) * (100))) y: (-400)\n point in direction (0)\n show\n repeat (20)\n change [ghost v] effect by (-3)\n change y by (((-125) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait (6) seconds\n forever\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n end\nend\n\n@Intro (@dn_scrtch)\n\nwhen flag clicked\ngo to [front v] layer\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nstart sound [Introsound v]\nset [clone v] to [Load]\ncreate clone of (_myself_ v)\nset [clone v] to [0]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (4) seconds\ngo to [back v] layer\nswitch costume to (logo v)\nset size to (200) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nshow\nrepeat (20)\n change [ghost v] effect by (-3)\n change x by (((-100) - (x position)) / (4))\nend\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (2.5) seconds\nset [i v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [logoshown v] to [true]\nbroadcast (start v)\n\nwhen I start as a clone\nif <(Clone) = [Load]> then\n switch costume to (load v)\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-500) y: (0)\n show\n repeat (300)\n go to [front v] layer\n change x by (1.5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (1.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n hide\n switch costume to (tile 1 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (0)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (3) seconds\n switch costume to (logo v)\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n set [i v] to [0]\n repeat (10)\n change [ghost v] effect by (5)\n change size by (((80) - (size)) / (2))\n end\n repeat (10)\n change [ghost v] effect by (-5)\n change size by (((40) - (size)) / (2))\n end\n repeat (20)\n change [ghost v] effect by (5)\n change [whirl v] effect by (100)\n turn right (2) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n hide\n switch costume to (tile 2 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\n point in direction (90)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (2.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n hide\n switch costume to (tile 3 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (400) y: (0)\n point in direction (0)\n show\n repeat (40)\n go to [back v] layer\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [4]> then\n hide\n switch costume to (tile 4 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-400)\n point in direction (90)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [5]> then\n hide\n switch costume to (username v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (100) y: (-400)\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-3)\n change y by (((-150) - (y position)) / (4))\n end\n wait (1.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((50) - (size)) / (2))\n end\n delete this clone\nend\n\n | WASD, arrow keys / press x to skip a level\n\nmobile support!\n\nreport bugs and faults in the comments |
Light - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [dead v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nplay sound [recording1 v] until done\n\nwhen I receive [boss v]\nrepeat until <(backdrop [number v]) = [2]>\n play sound [boss v] until done\nend\n\nwhen I receive [to be con v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [world v]\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [logo end v]\nset size to (50) %\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching (water v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n broadcast (:\( v)\n repeat (13)\n change [brightness v] effect by (-10)\n wait (.0000001) seconds\n end\n go to x: (-180) y: (-40)\n clear graphic effects\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (platform 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?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (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 (yv)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <key (r v) pressed?> then\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite8 v]) = [1]> then\n switch costume to (1 v)\n end\n if <([costume # v] of [sprite8 v]) = [2]> then\n switch costume to (2 v)\n end\n if <([costume # v] of [sprite8 v]) = [3]> then\n switch costume to (3 v)\n end\n if <([costume # v] of [sprite8 v]) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-208) y: (135)\nhide\nwait (.6) seconds\nshow\n\nwhen I receive [:\( v]\nif <([costume # v] of [platform v]) = [15]> then\n go to x: (-180) y: (-40)\nend\n\nwhen I receive [hit v]\nif <touching (dark lord v)?> then\n broadcast (- v)\n wait (3) seconds\nend\n\nwhen I receive [boss v]\nshow\n\nwhen I receive [r v]\ngo to x: (-231) y: (-135)\n\n@Light\n\nwhen I start as a clone\nshow\nforever\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nwait (1) seconds\nshow\n\nhide\n\nwhen flag clicked\nset size to (178) %\n\nwhen I receive [next v]\nrepeat (10)\n change size by (-1)\n wait (.01) seconds\nend\n\nwhen I receive [start over v]\nset size to (30000000000) %\n\nwhen I receive [boss v]\nwait (10) seconds\nforever\n wait (pick random (5) to (10)) seconds\n broadcast (* v)\n repeat (10)\n change size by (10)\n end\n repeat (15)\n broadcast (hit v)\n wait (.1) seconds\n end\n repeat (10)\n change size by (-10)\n end\nend\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\n@Water\n\nwhen flag clicked\n\nwhen I receive [start over v]\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nforever\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 [start 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\nswitch costume to ((Lvl) + (1))\n\nwhen I receive [next v]\nnext costume\nwait (.2) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Backround\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((distance to [light v]) - ((distance to [light v]) * (2)))\nend\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\ngo [backward v] (100) layers\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (40)\nhide\n\n@Lava\n\nwhen flag clicked\n\nwhen I receive [start 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\nwhen I receive [next v]\nnext costume\nwait (.2) seconds\n\nwhen I start as a clone\nshow\nforever\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nforever\n hide\nend\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\nwhen I receive [start over v]\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\nend\n\n@start\n\nwhen this sprite clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n 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\nwhen I receive [story v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (_edge_ v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite1\n\nwhen I receive [logo end v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I receive [logo slide v]\nhide\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (3) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (0.2) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (2) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (0.4) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n go [backward v] (1) layers\n hide\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (0.5) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n wait (0.6) seconds\n go to x: (0) y: (500)\n go to [front v] layer\n repeat (50)\n change y by (((-1) - (y position)) / (7))\n end\n broadcast (logo slide v)\n wait (2) seconds\n hide\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n go to x: (500) y: (0)\n go to [front v] layer\n show\n repeat (25)\n change x by (((0) - (x position)) / (4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (logo show v)\n hide\nend\n\nwhen I receive [logo end v]\nrepeat (50)\n change volume by (-2)\nend\nwait (1) seconds\nstop all sounds\nwait (1) seconds\nset volume to (100) %\n\nwhen I receive [start v]\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nrepeat (50)\n change y by (((-1) - (y position)) / (7))\nend\nrepeat (5)\n next costume\n create clone of (_myself_ v)\nend\nwait (1) seconds\nhide\n\nwhen I receive [start v]\nwait (5) seconds\nbroadcast (logo end v)\n\n@Spikes\n\nwhen I receive [start over v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [back v] layer\ngo [backward v] (10000) layers\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start over v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [next v]\nchange [lvl v] by (1)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (2400) y: (-79)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Story v)\n stop [this script v]\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\nwhen I receive [story v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite4\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\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (2400) y: (35)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [story v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nbroadcast (> v)\n\n@Sprite7\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\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (2400) y: (35)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [story v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nbroadcast (< v)\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (1 v)\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\nwhen I receive [< v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [> v]\nnext costume\n\nwhen flag clicked\ngo to x: (37) y: (32)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [story v]\nhide\n\n@Platform\n\nwhen I receive [start over v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start over v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [next v]\nchange [lvl v] by (1)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (Boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [to be con v]\nhide\n\nwhen I receive [boss v]\nswitch costume to (16 v)\n\nwhen I receive [start v]\nrepeat until <(costume [number v]) = [16]>\n play sound [Alan Walker - Alone v] until done\nend\n\nwhen I receive [world v]\nhide\n\n@Cover\n\nwhen flag clicked\nhide\ngo to x: (-469) y: (0)\n\nwhen I receive [next v]\nshow\nglide (1) secs to x: (469) y: (0)\nhide\ngo to x: (-469) y: (0)\n\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Story1\n\nwhen I receive [story1 v]\nbroadcast (Tenor voice v)\nswitch costume to (costume1 v)\nshow\nset [text v] to ["Once upon a time the world was beautiful"]\nbroadcast (Text v) and wait\nwait (3) seconds\nnext costume\nset [text v] to ["No danger at all, it was very peaceful"]\nbroadcast (Text v) and wait\nwait (3) seconds\nnext costume\nset [text v] to ["Then evil and darkness came from the very depths of the world, and took over everything"]\nbroadcast (Text v) and wait\nwait (3) seconds\nnext costume\nset [text v] to ["Everything the darkness touches gets corrupted"]\nbroadcast (Text v) and wait\nwait (3) seconds\nnext costume\nset [text v] to ["But you are one of a kind, the darkness can not touch you as long as your light is still bright"]\nbroadcast (Text v) and wait\nwait (5) seconds\nnext costume\nset [text v] to ["The only way to restore balance to the world is to defeat the Dark Lord"]\nbroadcast (Text v) and wait\nwait (3) seconds\nnext costume\nset [text v] to ["Now go time is of the essence!"]\nbroadcast (Text v) and wait\nwait (2) seconds\nnext costume\nbroadcast (done v)\nbroadcast (play v)\nhide\n\nwhen I receive [story v]\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nbroadcast (Story1 v)\n\nwhen I receive [boss v]\nshow\nset [text v] to [I'm the Dark Lord]\nbroadcast (Text v) and wait\nwait (2) seconds\nnext costume\nbroadcast (done v)\nset [text v] to [You are getting weak puny one...]\nbroadcast (Text v) and wait\nwait (5) seconds\nnext costume\nset [text v] to [TIME FOR YOU TO DIE!!!!]\nbroadcast (Text v) and wait\nwait (2) seconds\nnext costume\nhide\nbroadcast (done v)\n\nwhen I receive [- v]\nset [text v] to [Ow]\nbroadcast (Text v) and wait\nwait (.5) seconds\nnext costume\nset [text v] to [You little...]\nbroadcast (Text v) and wait\nwait (.5) seconds\nnext costume\nhide\nbroadcast (done v)\n\nwhen I receive [* v]\nset [text v] to ["Your light is getting brighter"]\nbroadcast (Text v) and wait\nwait (.5) seconds\nnext costume\nhide\nbroadcast (done v)\n\nwhen I receive [dead v]\nset [text v] to [Even d..]\nbroadcast (Text v) and wait\nwait (1) seconds\nnext costume\nset [text v] to [o you have defe...]\nbroadcast (Text v) and wait\nwait (1.3) seconds\nnext costume\nset [text v] to [ated me you will not defeat the...]\nbroadcast (Text v) and wait\nwait (3.4) seconds\nnext costume\nbroadcast (world v)\nset [text v] to ["congratulations!, you have balanced the world!"]\nbroadcast (Text v) and wait\nwait (.5) seconds\nnext costume\n\nhide\n\nbroadcast (done v)\n\nwait (2) seconds\n\nwhen I receive [to be con v]\nbroadcast (done v)\nhide\n\n@(2.1)Text+Speech\n\nwhen I start as a clone\nletter\n\nwhen flag clicked\nhide\n\nwhen I receive [text v]\nwait (0) seconds\nset [# v] to [0]\nrepeat (length of (Text))\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [# v] to [0]\n\nwhen I receive [text v]\ndelete this clone\n\nwhen I start as a clone\nset volume to (50) %\nplay sound [Typewriter Sound Effects.mp3 v] until done\nclear graphic effects\nset size to (50) %\nrepeat (10)\n change size by (8)\nend\nrepeat (10)\n change size by (-4)\nend\nset size to (75) %\n\ndefine letter\ngo to x: (-230) y: (160)\nswitch costume to (letter (#) of (Text))\nrepeat (#)\n change x by (12)\n if <(x position) > [230]> then\n change y by (-20)\n set x to (-219)\n end\nend\nshow\n\nwhen I receive [done v]\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Light Shards\n\nwhen I receive [2 v]\ngo to [front v] layer\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (7))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (0) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [front 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]\n\nstop [other scripts in sprite v]\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\ndefine clones ()\nrepeat ()\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [:\( v]\nset size to (300) %\ngo to (player v)\npoint in direction (75)\nhide\nclones [50]\nbroadcast (2 v)\n\n@Dark Spike\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n broadcast (:\( v)\n hide\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nset [speed tentacle v] to [0]\nwait (10) seconds\nforever\n set y to (-140)\n set x to ([x position v] of [player v])\n switch costume to (costume2 v)\n go to [front v] layer\n show\n wait (0.5) seconds\n set [speed tentacle v] to [25]\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (9999) layers\n set y to (-166)\n play sound [Concrete break.mp3 v] until done\n repeat (51)\n change y by (speed tentacle)\n change [speed tentacle v] by (-1)\n end\n repeat until <(y position) < [-150]>\n change y by (speed tentacle)\n change [speed tentacle v] by (-1)\n end\n hide\n wait (pick random (1) to (3)) seconds\nend\n\n@Dark Ball\n\nwhen I receive [dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nwait (10) seconds\nforever\n set y to (-110)\n set x to (pick random (-147) to (162))\n switch costume to (costume2 v)\n set size to (100) %\n go to [front v] layer\n show\n wait (2) seconds\n set size to (20) %\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (9999) layers\n repeat (8)\n change size by (10)\n wait (.001) seconds\n end\n hide\n wait (pick random (1) to (7)) seconds\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n broadcast (:\( v)\n hide\n end\n end\nend\n\n@Dark Lord\n\nwhen flag clicked\nforever\n go [backward v] (99999999999999999999) layers\nend\n\nwhen flag clicked\nhide\nswitch costume to (alive v)\ngo to x: (-44) y: (-119)\n\nwhen I receive [boss v]\nshow\nswitch costume to (alive2 v)\ngo to x: (-33) y: (134)\nglide (1) secs to x: (-33) y: (-74)\nrepeat (8)\n next costume\n wait (.1) seconds\n go to x: (-33) y: (-122)\nend\n\nwhen I receive [dead v]\nswitch costume to (dead v)\n\nwhen I receive [to be con v]\nhide\n\nwhen I receive [world v]\nhide\n\n@Pen\n\nwhen flag clicked\nset [health v] to [100]\nerase all\n\nwhen I receive [call v]\nHealth Bar\n\ndefine Health Bar\nerase all\npen up\nset pen color to (#7f7f7f)\nset pen size to (15)\ngo to x: (-100) y: (160)\npen down\ngo to x: (100) y: (160)\nif <not <(health) < [1]>> then\n go to x: (-100) y: (160)\n set pen color to (#cc0000)\n pen up\n set pen size to (10)\n pen down\n change x by ((health) * (2))\n pen up\nend\n\nwhen I receive [boss v]\nforever\n broadcast (Call v)\nend\n\nwhen I receive [- v]\nwait (.5) seconds\nchange [health v] by (-5)\n\nwhen flag clicked\nforever\n if <(health) = [0]> then\n broadcast (dead v)\n stop [this script v]\n end\nend\n\nwhen I receive [dead v]\nerase all\n\nwhen I receive [:\( v]\nset [health v] to [100]\n\nwhen I receive [- v]\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset size to (100) %\n\nwhen I receive [to be con v]\nshow\nforever\n go to [front v] layer\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 (.2)\nend\n\n@Flying objects\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (75) to (115)) %\nswitch costume to (pick random (1) to (3))\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-195)\n\nwhen I receive [to be con v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [world v]\ngo [backward v] (9999999999999999) layers\n\nwhen I receive [to be con v]\nhide\n\n@World\n\nwhen flag clicked\nforever\n repeat (40)\n change y by (0.1)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [world v]\nset [brightness v] effect to (-100)\nshow\ngo to x: (5) y: (-252)\n\nwhen I receive [world v]\nrepeat (100)\n change [brightness v] effect by (1)\n wait (.01) seconds\nend\nhide\nswitch backdrop to (backdrop3 v)\nbroadcast (to be con v)\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (373) y: (310)\nhide\n\nwhen I receive [boss v]\ngo to [front v] layer\nshow\n\nwhen I receive [dead v]\nhide\n\nwhen this sprite clicked\nbroadcast (dead v)\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n go [backward v] (99999999999999999999999999999999999999) layers\nend\n\nwhen I receive [dead v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [world v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [to be con v]\nshow\nswitch costume to (costume1 v)\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n go to x: (36) y: (28)\n go to [front v] layer\nend\n\nwhen I receive [dead v]\nhide\n\nwhen this sprite clicked\nbroadcast (r v)\n\nwhen I receive [start v]\nshow\n\n@Sprite11\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\npoint in direction (-120)\nclear graphic effects\nset size to (100) %\n\nwhen I receive [fade v]\nforever\n turn right (10) degrees\nend\n\nwhen I receive [fade v]\nforever\n change size by (-1)\nend\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (1)\nend\n\nwhen I receive [turn v]\npoint in direction (90)\nset [direction2 v] to [10]\nrepeat (1)\n repeat until <(direction2) = [-10]>\n turn right (direction2) degrees\n change [direction2 v] by (-0.25)\n end\n repeat until <(direction2) = [10]>\n turn right (direction2) degrees\n change [direction2 v] by (0.25)\n end\nend\nbroadcast (fade v)\n\nwhen flag clicked\nshow\n\n@Sprite12\n\nwhen I receive [fade v]\nforever\n turn left (10) degrees\nend\n\nwhen I receive [fade v]\nforever\n change size by (-1)\nend\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\n\nwhen flag clicked\ngo to (sprite1 v)\n\nwhen flag clicked\nset size to (3000) %\nrepeat (17)\n change size by (-20)\nend\nbroadcast (Turn v)\nplay sound [boom v] until done\n\nwhen flag clicked\npoint in direction (60)\n\nwhen I receive [fade v]\nwait (5) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@Sprite13\n\nwhen I receive [turn v]\ngo to (sprite1 v)\ncreate clone of (_myself_ v)\nwait (.4) seconds\ncreate clone of (_myself_ v)\nwait (.2) seconds\ncreate clone of (_myself_ v)\nwait (.4) seconds\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\n clear graphic effects\nend\n\nwhen I start as a clone\nclear graphic effects\nset [brightness v] effect to (pick random (-20) to (20))\nshow\nset size to (10) %\npoint towards (sprite1 v)\nrepeat (10000000)\n change size by (1)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nif <touching (_edge_ v)?> then\n wait (5) seconds\nend\n\nforever\n\n@Sprite14\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\ngo to (sprite12 v)\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (60)\n\nwhen I receive [turn v]\nhide\nwait (1.7999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) seconds\nset size to (100) %\nset [brightness v] effect to (0)\nshow\nwait (1) seconds\nset [brightness v] effect to (100)\nwait (.2) seconds\nset [brightness v] effect to (0)\nwait (.2) seconds\nset [brightness v] effect to (100)\nwait (.8) seconds\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (100)\nwait (.2) seconds\nset [brightness v] effect to (0)\nwait (.2) seconds\nset [brightness v] effect to (100)\nwait (.8) seconds\nset [brightness v] effect to (100)\nset [brightness v] effect to (0)\nwait (1) seconds\nset [brightness v] effect to (100)\nwait (.2) seconds\nset [brightness v] effect to (0)\nwait (.2) seconds\nset [brightness v] effect to (100)\nwait (.8) seconds\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (100)\nwait (.2) seconds\nset [brightness v] effect to (0)\nwait (.2) seconds\nset [brightness v] effect to (100)\nwait (.8) seconds\nset [brightness v] effect to (100)\n\nwhen flag clicked\nhide\n\nwait (4) seconds\nset [brightness v] effect to (100)\nwait (1.5) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [turn v]\nwait (2) seconds\nplay sound [flickering v] until done\nplay sound [flickering v] until done\nwait (2) seconds\nplay sound [flickering v] until done\nwait (.3) seconds\nplay sound [flickering v] until done\nplay sound [flickering v] until done\nwait (.3) seconds\nplay sound [flickering v] until done\nwait (.5) seconds\n\n | ---------------------------------------------------------------\n Please Read\n---------------------------------------------------------------▲◀︎▶︎▼or WASD to move\nAvoid Lava and spikes \nYou can swim in the water\nThe way to defeat the dark lord is when the screen says your light is getting brighter that is when you can attack the boss. |
Glow || A Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\nplay sound [Wand v] until done\nwait (2) seconds\nswitch backdrop to (level 1 v)\n\n@Player\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen I receive [next level v]\nnext backdrop\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\ndefine Game - Win\n\nwhen flag clicked\nset [y spawn v] to [-100]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nset [ghost v] effect to (0)\nswitch costume to (player right v)\nswitch backdrop to (level 20 v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player left v)\n change [x v] by (-0.9)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player right v)\n change [x v] by (0.9)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player forward crouch v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nif <touching color (#e59776)?> then\n change [y v] by (20)\nend\nif <touching color (#95e9ff)?> then\n change [x v] by (2)\nend\nchange y by (-0.5)\nif <<<touching color (#000000)?> and <key (up arrow v) pressed?>> or <<touching color (#000000)?> and <key (w v) pressed?>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching color (#500000)?> then\n play sound [Crunch v] until done\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [234]> then\n go to x: (X Spawn) y: (Y Spawn)\n next backdrop\nend\n\nwhen I start as a clone\nswitch costume to (clone sprite v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nswitch costume to (player forward v)\n\nwhen flag clicked\nif <touching (portal v)?> then\n repeat (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)\n end\n hide\n wait (1) seconds\nend\n\n@Player thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Trail\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (11) layers\nshow\ngo to (player v)\nset size to (50) %\nswitch costume to (pick random (1) to (4))\npoint in direction (pick random (0) to (360))\nrepeat (50)\n move (1) steps\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (4) seconds\ngo to [front v] layer\ngo [backward v] (11) layers\nforever\n create clone of (_myself_ v)\n wait (0.06) seconds\nend\n\nmove (1) steps\n\n@Effect\n\nwhen flag clicked\nhide\nrepeat (8)\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n forever\n turn right (1) degrees\n end\nelse\n forever\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (100) layers\nswitch costume to (pick random (1) to (4))\ngo to x: (pick random (-240) to (240)) y: (180)\npoint in direction (pick random (1) to (360))\nrepeat (72)\n change y by (-5)\nend\ndelete this clone\n\n@Sprite1\n\nwhen I receive [start v]\nstop all sounds\nset volume to (60) %\nplay sound [TheFatRat - The Calling \(feat v] until done\nbroadcast (next song v)\nswitch costume to (sunlight v)\nshow\nplay sound [TheFatRat & Phaera - Sunlight v] until done\nbroadcast (next song v)\nshow\nswitch costume to (vexento pegasus v)\nplay sound [Vexento - Pegasus v] until done\nbroadcast (next song v)\nshow\nswitch costume to (direct make a move v)\nplay sound [Direct & Labisch - Make A Move \(feat. Openwater\) v] until done\nbroadcast (next song v)\nshow\nswitch costume to (vexento masked heroes v)\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nbroadcast (next song v)\nshow\nswitch costume to (vexento sunrise v)\nplay sound [Vexento_-_Sunrise\[Converterino v] until done\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait until <not <(💿 Playlist 💿) = [0]>>\nswitch costume to (🎵 Song playing 🎵)\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nset [ghost v] effect to (20)\nshow\nswitch costume to (the calling v)\nwait (6) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Reset\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 19 v]\nhide\n\n@bouncy stuff\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [play v]\nshow\n\nnext costume\n\nwhen I receive [play v]\n\nwhen I receive [play v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n if <(backdrop [name v]) = [level 1]> then\n hide\n else\n if <(backdrop [name v]) = [level 2]> then\n hide\n else\n if <(backdrop [name v]) = [level 3]> then\n hide\n else\n if <(backdrop [name v]) = [level 4]> then\n hide\n else\n if <(backdrop [name v]) = [level 5]> then\n show\n go to x: (-60) y: (-120)\n else\n if <(backdrop [name v]) = [level 6]> then\n show\n go to x: (-60) y: (-120)\n else\n if <(backdrop [name v]) = [level 7]> then\n hide\n else\n if <(backdrop [name v]) = [level 8]> then\n hide\n else\n if <(backdrop [name v]) = [level 9]> then\n hide\n else\n if <(backdrop [name v]) = [level 10]> then\n hide\n else\n if <(backdrop [name v]) = [level 11]> then\n show\n go to x: (-150) y: (-120)\n else\n if <(backdrop [name v]) = [level 12]> then\n show\n go to x: (-150) y: (-120)\n else\n if <(backdrop [name v]) = [level 13]> then\n hide\n else\n if <(backdrop [name v]) = [level 14]> then\n hide\n else\n if <(backdrop [name v]) = [level 15]> then\n hide\n else\n if <(backdrop [name v]) = [level 16]> then\n hide\n else\n if <(backdrop [name v]) = [level 17]> then\n show\n go to x: (-150) y: (-120)\n else\n if <(backdrop [name v]) = [level 18]> then\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\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go [forward v] (2) layers\nend\n\nwhen flag clicked\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\n@glow thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (start v)\nhide\n\n@cooltext-357220075694515\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (start v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n | Well, this got top remixed...\n\nHi there! So this is my first non-scrolling platformer! This is kind of a filler project bc I haven't been very active with making projects lately. I apologize for this. This isn't the most complex and un-generic platformer there is but its something. I hope u like it!\n --------------Controls---------------\nSame as always. Sorry, no mobile for this one :(\nAnd I won't be adding it so pls don't ask.\n\n ------------Instructions-------------\n✔︎Don't touch spikes and lava.\n✔︎Trampolines are, well, bouncy.\n✔︎And blue is slippery.\n\n\nHave fun!\n(AND PLS DO NOT ADVERTISE!)\n |
journey - a pen platformer | @Stage\n\nwhen flag clicked\nforever\n if <<(camera x) > [1000]> and <(camera x) < [1400]>> then\n switch backdrop to (backdrop2 v)\n set [brightness v] effect to (((camera y) / (9)) - (20))\n else\n if <<(camera x) > [1400]> and <(camera x) < [2750]>> then\n switch backdrop to (backdrop2 v)\n set [brightness v] effect to (-100)\n else\n if <<(camera x) > [2750]> and <(camera x) < [3000]>> then\n switch backdrop to (backdrop2 v)\n set [brightness v] effect to (((camera x) - (3000)) / (2.5))\n else\n switch backdrop to (backdrop1 v)\n clear graphic effects\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Rain Drop by bubblebee3 v] until done\n play sound [Snow by bubblebee3 v] until done\nend\n\n@pen\n\ntest\n\ndefine Touch Ground <up?>\ngenerate collisions\nchange [falling? v] by (1)\nrepeat until <not <<<[collisions v] contains [1]?> or <[collisions v] contains [4]?>> or <[collisions v] contains [8]?>>>\n if <not <[collisions v] contains [9]?>> then\n set [cactus touch v] to [0]\n end\n if <up?> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n set [yv v] to [0]\n generate collisions\nend\n\nwhen flag clicked\nset [player width v] to [16]\nset [player height v] to [30]\nlevel 1\n\ndefine Add object x1: (x1) y1: (y1) x2: (x2) y2: (y2) type: (type)\nadd (x1) to [platforms v]\nadd (y1) to [platforms v]\nadd (x2) to [platforms v]\nadd (y2) to [platforms v]\nadd (type) to [platforms v]\n\ndefine level 1\ndelete all of [platforms v]\nAdd object x1: [-2000] y1: [80] x2: [-50] y2: [-700] type: [1]\nAdd object x1: [200] y1: [40] x2: [420] y2: [-700] type: [1]\nAdd object x1: [-50] y1: [-10] x2: [1000] y2: [-700] type: [1]\nAdd object x1: [450] y1: [90] x2: [500] y2: [-700] type: [1]\nAdd object x1: [550] y1: [120] x2: [600] y2: [-700] type: [1]\nAdd object x1: [650] y1: [150] x2: [700] y2: [-700] type: [1]\nAdd object x1: [750] y1: [180] x2: [800] y2: [-700] type: [1]\nAdd object x1: [420] y1: [40] x2: [800] y2: [-700] type: [2]\nAdd object x1: [800] y1: [200] x2: [1250] y2: [-800] type: [4]\nAdd object x1: [800] y1: [700] x2: [1300] y2: [350] type: [4]\nAdd object x1: [1000] y1: [250] x2: [1020] y2: [230] type: [5]\nAdd object x1: [1300] y1: [700] x2: [3000] y2: [-350] type: [4]\nAdd object x1: [1470] y1: [-540] x2: [1500] y2: [-800] type: [4]\nAdd object x1: [1570] y1: [-500] x2: [1630] y2: [-800] type: [4]\nAdd object x1: [1700] y1: [-460] x2: [1730] y2: [-800] type: [4]\nAdd object x1: [1770] y1: [-420] x2: [1910] y2: [-460] type: [4]\nAdd object x1: [1960] y1: [-420] x2: [2110] y2: [-460] type: [4]\nAdd object x1: [2160] y1: [-420] x2: [2310] y2: [-460] type: [4]\nAdd object x1: [2350] y1: [-570] x2: [2400] y2: [-800] type: [4]\nAdd object x1: [2470] y1: [-540] x2: [2580] y2: [-800] type: [4]\nAdd object x1: [2510] y1: [-520] x2: [2550] y2: [-800] type: [4]\nAdd object x1: [2470] y1: [-560] x2: [2600] y2: [-800] type: [4]\nAdd object x1: [2650] y1: [-500] x2: [2680] y2: [-800] type: [4]\nAdd object x1: [1300] y1: [-600] x2: [2800] y2: [-800] type: [2]\nAdd object x1: [1250] y1: [-550] x2: [1400] y2: [-800] type: [4]\nAdd object x1: [3000] y1: [-500] x2: [3200] y2: [-800] type: [1]\nAdd object x1: [3300] y1: [500] x2: [3600] y2: [-800] type: [1]\nAdd object x1: [3200] y1: [-470 to 470] x2: [3300] y2: [-800] type: [1]\nAdd object x1: [3050] y1: [-450] x2: [3070] y2: [-470] type: [5]\nAdd object x1: [2760] y1: [-500] x2: [3000] y2: [-800] type: [4]\nAdd object x1: [3560] y1: [550] x2: [3570] y2: [500] type: [7]\nAdd object x1: [3540] y1: [550] x2: [3590] y2: [540] type: [6]\nAdd object x1: [3725] y1: [650] x2: [3875] y2: [550] type: [1]\nAdd object x1: [3750] y1: [650] x2: [3850] y2: [525] type: [1]\nAdd object x1: [3700] y1: [650] x2: [3900] y2: [600] type: [1]\nAdd object x1: [3870] y1: [700] x2: [3880] y2: [650] type: [7]\nAdd object x1: [3850] y1: [700] x2: [3900] y2: [690] type: [6]\nAdd object x1: [4000] y1: [800] x2: [4050] y2: [750] type: [1]\nAdd object x1: [4150] y1: [800] x2: [4200] y2: [750] type: [1]\nAdd object x1: [4300] y1: [800] x2: [4350] y2: [750] type: [1]\nAdd object x1: [4520] y1: [700] x2: [4610] y2: [600] type: [1]\nAdd object x1: [4490] y1: [700] x2: [4640] y2: [650] type: [1]\nAdd object x1: [4620] y1: [750] x2: [4630] y2: [700] type: [7]\nAdd object x1: [4600] y1: [750] x2: [4650] y2: [740] type: [6]\nAdd object x1: [4820] y1: [700] x2: [4910] y2: [600] type: [1]\nAdd object x1: [4790] y1: [700] x2: [4940] y2: [650] type: [1]\nAdd object x1: [4920] y1: [750] x2: [4930] y2: [700] type: [7]\nAdd object x1: [4900] y1: [750] x2: [4950] y2: [740] type: [6]\nAdd object x1: [5020] y1: [850] x2: [5110] y2: [750] type: [1]\nAdd object x1: [4990] y1: [850] x2: [5140] y2: [800] type: [1]\nAdd object x1: [5200] y1: [700] x2: [5800] y2: [650] type: [1]\nAdd object x1: [5200] y1: [700] x2: [5800] y2: [650] type: [1]\nAdd object x1: [5220] y1: [750] x2: [5230] y2: [700] type: [7]\nAdd object x1: [5200] y1: [750] x2: [5250] y2: [740] type: [6]\nAdd object x1: [5280] y1: [750] x2: [5290] y2: [700] type: [7]\nAdd object x1: [5260] y1: [750] x2: [5310] y2: [740] type: [6]\nAdd object x1: [5340] y1: [750] x2: [5350] y2: [700] type: [7]\nAdd object x1: [5320] y1: [750] x2: [5370] y2: [740] type: [6]\nAdd object x1: [5340] y1: [750] x2: [5350] y2: [700] type: [7]\nAdd object x1: [5320] y1: [750] x2: [5370] y2: [740] type: [6]\nAdd object x1: [5400] y1: [750] x2: [5410] y2: [700] type: [7]\nAdd object x1: [5380] y1: [750] x2: [5430] y2: [740] type: [6]\nAdd object x1: [5400] y1: [750] x2: [5410] y2: [700] type: [7]\nAdd object x1: [5380] y1: [750] x2: [5430] y2: [740] type: [6]\nAdd object x1: [5460] y1: [750] x2: [5470] y2: [700] type: [7]\nAdd object x1: [5440] y1: [750] x2: [5490] y2: [740] type: [6]\nAdd object x1: [5520] y1: [750] x2: [5530] y2: [700] type: [7]\nAdd object x1: [5500] y1: [750] x2: [5550] y2: [740] type: [6]\nAdd object x1: [5580] y1: [750] x2: [5590] y2: [700] type: [7]\nAdd object x1: [5560] y1: [750] x2: [5610] y2: [740] type: [6]\nAdd object x1: [5640] y1: [750] x2: [5650] y2: [700] type: [7]\nAdd object x1: [5620] y1: [750] x2: [5670] y2: [740] type: [6]\nAdd object x1: [5300] y1: [950] x2: [5350] y2: [900] type: [2]\nAdd object x1: [5400] y1: [950] x2: [5450] y2: [900] type: [2]\nAdd object x1: [5500] y1: [950] x2: [5550] y2: [900] type: [2]\nAdd object x1: [5600] y1: [950] x2: [5650] y2: [900] type: [2]\nAdd object x1: [5250] y1: [950] x2: [5300] y2: [900] type: [4]\nAdd object x1: [5350] y1: [950] x2: [5400] y2: [900] type: [4]\nAdd object x1: [5450] y1: [950] x2: [5500] y2: [900] type: [4]\nAdd object x1: [5550] y1: [950] x2: [5600] y2: [900] type: [4]\nAdd object x1: [5250] y1: [1000] x2: [5650] y2: [950] type: [4]\nAdd object x1: [5700] y1: [750] x2: [5720] y2: [730] type: [5]\nAdd object x1: [5800] y1: [700] x2: [5850] y2: [-100] type: [4]\nAdd object x1: [5900] y1: [1000] x2: [5950] y2: [70] type: [4]\nAdd object x1: [6250] y1: [50] x2: [6270] y2: [-500] type: [9]\nAdd object x1: [6530] y1: [45] x2: [6550] y2: [-500] type: [9]\nAdd object x1: [6570] y1: [25] x2: [6590] y2: [-500] type: [9]\nAdd object x1: [6610] y1: [60] x2: [6630] y2: [-500] type: [9]\nAdd object x1: [6650] y1: [35] x2: [6670] y2: [-500] type: [9]\nAdd object x1: [6830] y1: [35] x2: [6850] y2: [-500] type: [9]\nAdd object x1: [6870] y1: [60] x2: [6890] y2: [-500] type: [9]\nAdd object x1: [6910] y1: [20] x2: [6930] y2: [-500] type: [9]\nAdd object x1: [6950] y1: [45] x2: [6970] y2: [-500] type: [9]\nAdd object x1: [7200] y1: [80] x2: [7250] y2: [-30] type: [8]\nAdd object x1: [7315] y1: [130] x2: [7340] y2: [-30] type: [8]\nAdd object x1: [7400] y1: [100] x2: [7420] y2: [70] type: [9]\nAdd object x1: [7395] y1: [70] x2: [7425] y2: [-300] type: [8]\nAdd object x1: [7100] y1: [40] x2: [7600] y2: [-20] type: [2]\nAdd object x1: [5800] y1: [0] x2: [7100] y2: [-500] type: [8]\nAdd object x1: [6300] y1: [70] x2: [6500] y2: [-500] type: [8]\nAdd object x1: [6700] y1: [70] x2: [6800] y2: [-500] type: [8]\nAdd object x1: [7000] y1: [70] x2: [7100] y2: [-500] type: [8]\nAdd object x1: [7100] y1: [-20] x2: [7600] y2: [-500] type: [8]\nAdd object x1: [7500] y1: [100] x2: [7520] y2: [70] type: [9]\nAdd object x1: [7570] y1: [120] x2: [7590] y2: [70] type: [9]\nAdd object x1: [7640] y1: [120] x2: [7660] y2: [70] type: [9]\nAdd object x1: [7710] y1: [120] x2: [7730] y2: [70] type: [9]\nAdd object x1: [7780] y1: [120] x2: [7800] y2: [70] type: [9]\nAdd object x1: [7850] y1: [120] x2: [7870] y2: [70] type: [9]\nAdd object x1: [7495] y1: [70] x2: [7900] y2: [-300] type: [8]\nAdd object x1: [7930] y1: [180] x2: [7950] y2: [-300] type: [9]\nAdd object x1: [8020] y1: [160] x2: [8030] y2: [-300] type: [9]\nAdd object x1: [8080] y1: [170] x2: [8110] y2: [-300] type: [9]\nAdd object x1: [8160] y1: [185] x2: [8170] y2: [-300] type: [9]\nAdd object x1: [8220] y1: [170] x2: [8250] y2: [-300] type: [9]\nAdd object x1: [7900] y1: [140] x2: [8400] y2: [-300] type: [8]\nAdd object x1: [7920] y1: [300] x2: [8000] y2: [270] type: [9]\nAdd object x1: [8000] y1: [300] x2: [8050] y2: [280] type: [9]\nAdd object x1: [8050] y1: [300] x2: [8300] y2: [260] type: [9]\nAdd object x1: [7900] y1: [1000] x2: [8400] y2: [300] type: [8]\nAdd object x1: [8300] y1: [190] x2: [8320] y2: [170] type: [5]\nAdd object x1: [8400] y1: [80] x2: [10000] y2: [-500] type: [1]\nif <not <<key (space v) pressed?> and <(username) = [Rocket-Flier]>>> then\n set [level complete v] to [nope]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\n set [player x v] to [0]\n set [player y v] to [6]\n set [xv v] to [0]\n set [yv v] to [0]\n set [camera x v] to [0]\n set [camera y v] to [6]\n set [cactus touch v] to [0]\n set [completions v] to [0]\nend\nrepeat until <(level complete) = [yep]>\n physics\n render\nend\n\ndefine render\nbroadcast (text v)\nerase all\nset [i v] to [0]\nrepeat ((length of [platforms v]) / (5))\n decode list item (i)\n if <<<not <[240] < ((x1) - (camera x))>> and <not <[-240] > ((x2) - (camera x))>>> and <<not <[180] < ((y2) - (camera y))>> and <not <[-180] > ((y1) - (camera y))>>>> then\n if <(type) = [2]> then\n set pen color to (#a50000)\n set pen size to ((([sin v] of ((timer) * (100)) ) * (10)) + (30))\n put on screen\n draw rectangle\n set pen color to (#ff0000)\n set pen size to (5)\n decode list item (i)\n draw filled rectangle\n else\n if <(type) = [3]> then\n set pen (transparency v) to (0)\n set pen color to (#ffdd00)\n set pen size to (5)\n draw rectangle\n else\n if <(type) = [1]> then\n set pen (transparency v) to (0)\n set pen color to (#c77800)\n set pen size to (5)\n draw filled rectangle\n else\n if <(type) = [4]> then\n set pen (transparency v) to (0)\n set pen color to (#8a8a8a)\n set pen size to (5)\n draw filled rectangle\n else\n if <(type) = [5]> then\n set pen color to (#3dff00)\n draw filled rectangle\n go to x: (x1) y: (y2)\n pen down\n go to x: (x1) y: ((y2) - ((y1) - (y2)))\n pen up\n else\n if <(type) = [6]> then\n set pen color to (#ff00da)\n draw filled rectangle\n else\n if <<(type) = [7]> or <(type) = [8]>> then\n set pen color to (#ffe28e)\n draw filled rectangle\n else\n if <(type) = [9]> then\n set pen color to (#3ce600)\n draw filled rectangle\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [i v] by (1)\nend\nset pen color to (#1d00ff)\nset pen size to (4)\nset [type v] to [2]\nset [x1 v] to ((player x) - ((player width) / (2)))\nset [x2 v] to ((player x) + ((player width) / (2)))\nset [y2 v] to ((player y) - ((player height) / (2)))\nset [y1 v] to ((player y) + ((player height) / (2)))\nput on screen\ndraw rectangle\nchange pen (brightness v) by (-30)\nset pen size to (2)\ngo to x: ((x1) + ((player width) / (3))) y: ((y1) - ((player height) / (4)))\npen down\ngo to x: ((x1) + ((player width) / (3))) y: ((y1) - ((player height) / (2)))\npen up\ngo to x: ((x2) - ((player width) / (3))) y: ((y1) - ((player height) / (4)))\npen down\ngo to x: ((x2) - ((player width) / (3))) y: ((y1) - ((player height) / (2)))\npen up\n\nset pen (transparency v) to (0)\n\ndefine decode list item (item)\nset [x1 v] to (item (((i) * (5)) + (1)) of [platforms v])\nset [y1 v] to (item (((i) * (5)) + (2)) of [platforms v])\nset [x2 v] to (item (((i) * (5)) + (3)) of [platforms v])\nset [y2 v] to (item (((i) * (5)) + (4)) of [platforms v])\nset [type v] to (item (((i) * (5)) + (5)) of [platforms v])\n\ndefine draw rectangle\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x1) y: (y2)\ngo to x: (x2) y: (y2)\ngo to x: (x2) y: (y1)\nif <<(type) = [1]> and <not <(y1) = [180]>>> then\n set pen color to (#26c543)\n set pen size to (20)\nend\ngo to x: (x1) y: (y1)\npen up\n\ndefine physics\nreplace item (137) of [platforms v] with (([sin v] of ((timer) * (19)) ) * (470))\nchange [yv v] by (-1)\nchange [player y v] by (yv)\nTouch Ground <(yv) > [0]>\nset [xv v] to ((xv) * (0.8))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (1)\nend\nchange [player x v] by (xv)\ngenerate collisions\nrepeat until <not <<<[collisions v] contains [1]?> or <[collisions v] contains [4]?>> or <[collisions v] contains [8]?>>>\n change [player x v] by ((xv) * (-0.1))\n generate collisions\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(Falling?) < [3]>> then\n set [yv v] to [11]\n set [falling? v] to [6]\nend\ngenerate collisions\nif <[collisions v] contains [9]?> then\n repeat until <not <[collisions v] contains [9]?>>\n change [player y v] by (1)\n generate collisions\n end\n change [cactus touch v] by (1)\n set [yv v] to [12]\nend\nif <<<[collisions v] contains [2]?> or <(player y) < [-1000]>> or <(cactus touch) = [2]>> then\n set [cactus touch v] to [0]\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <[collisions v] contains [3]?> then\n set [level complete v] to [yep]\nend\nif <[collisions v] contains [5]?> then\n set [spawn x v] to (player x)\n set [spawn y v] to (player y)\nend\nif <[collisions v] contains [6]?> then\n set [yv v] to [18]\nend\nchange [camera x v] by (((player x) - (camera x)) / (10))\nchange [camera y v] by (((player y) - (camera y)) / (10))\nif <(player x) > [9000]> then\n set [camera x v] to ((-500) + ((camera x) - (player x)))\n set [player x v] to [-500]\n change [completions v] by (1)\nend\nif <(player x) < [-500]> then\n set [camera x v] to ((9000) + ((camera x) - (player x)))\n set [player x v] to [9000]\n change [completions v] by (-1)\nend\n\nchange [player x v] by (1)\n\ndefine generate collisions\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat ((length of [platforms v]) / (5))\n decode list item (i)\n if <<<not <((player x) + ((player width) / (2))) < (x1)>> and <not <((player x) - ((player width) / (2))) > (x2)>>> and <<not <((player y) + ((player height) / (2))) < (y2)>> and <not <((player y) - ((player height) / (2))) > (y1)>>>> then\n add (type) to [collisions v]\n end\n change [i v] by (1)\nend\n\nrepeat (2)\n\ndefine draw filled rectangle\nset pen size to (11)\nset x to ((x1) - (camera x))\nrepeat until <<<not <(round (x position)) < (round ((x2) - (camera x)))>> or <<((x2) - (camera x)) > [240]> and <(x position) > [239.99]>>> or <(x2) < [-239]>>\n set y to ((y1) - (camera y))\n pen down\n set y to ((y2) - (camera y))\n pen up\n change x by (10)\nend\npen up\nput on screen\nset pen size to (12)\ndraw rectangle\n\nrepeat (10)\n\npen up\n\ndefine put on screen\nif <((x2) - (camera x)) > [240]> then\n set [x2 v] to [240]\nelse\n set [x2 v] to ((x2) - (camera x))\nend\nif <((x1) - (camera x)) < [-240]> then\n set [x1 v] to [-240]\nelse\n set [x1 v] to ((x1) - (camera x))\nend\nif <((y2) - (camera y)) < [-180]> then\n set [y2 v] to [-180]\nelse\n set [y2 v] to ((y2) - (camera y))\nend\nif <((y1) - (camera y)) > [180]> then\n set [y1 v] to [180]\nelse\n set [y1 v] to ((y1) - (camera y))\nend\n\nset pen color to (#26c59e)\n\n\n\ndefine why can't i delete this!!!\n\ndefine why can't i delete this!!!\n\n@PTE by -Rex-\n\nwhen flag clicked\nhide\nswitch costume to ( v)\nset size to (108000) %\nswitch costume to (a v)\nSet Pen Color to RGBA [0] [0] [0] [0]\n\ndefine INTERNAL | printChar (index) (x) (y) (i.x) (i.y) (j.x) (j.y)\nchange [_x v] by ((i.x) * (item (index) of [_char_width v]))\nchange [_y v] by ((i.y) * (item (index) of [_char_width v]))\nset [_i3 v] to (item (index) of [_char_index v])\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n change [_i3 v] by (2)\n end\n pen up\nend\nchange [_i3 v] by (1)\nchange pen size by (1)\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: (((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) - (0.5)) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change x by (1)\n pen up\n change [_i3 v] by (2)\nend\nchange pen size by (-1)\n\ndefine Set Pen Color to RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Print | Pos (x) (y) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * ((100) * (_i0))))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to (<(cspace) = []> + (cspace))\nINTERNAL | printText (text) ((1) * (x)) ((1) * (y)) (_i1) (_i2) ((_i0) * ((1) * (j.x))) ((_i0) * (<(j.y) = []> + (j.y))) ((30) * ((_i3) * (_i1))) ((30) * ((_i3) * (_i2))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((100) * (_i0)))) ((-1) * ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x))) ((-1) * ((<(al.y) = [t]> + (<(al.y) = [c]> * (0.5))) + (al.y)))\n\ndefine INTERNAL | printText (text) (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nset [_x v] to ((x) + ((100) * ((al.y) * (j.x))))\nset [_y v] to ((y) + ((100) * ((al.y) * (j.y))))\nif <not <(al.x) = [0]>> then\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n set [_i2 v] to [0]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n change [_i1 v] by (((i.x) * (item (costume [number v]) of [_char_width v])) + (cs.x))\n change [_i2 v] by (((i.y) * (item (costume [number v]) of [_char_width v])) + (cs.y))\n change [_i0 v] by (1)\n end\n change [_x v] by ((al.x) * ((_i1) - (cs.x)))\n change [_y v] by ((al.x) * ((_i2) - (cs.y)))\nend\nset [_i1 v] to ((_x) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x))))\nset [_i2 v] to ((_y) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\nset [_i0 v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n INTERNAL | printChar (costume [number v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i0 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n go to x: ((_x) + (((100) * ((ul.right) * (j.x))) - ((0.7) * (cs.x)))) y: ((_y) + (((100) * ((ul.right) * (j.y))) - ((0.7) * (cs.y))))\n pen down\n go to x: (_i1) y: (_i2)\n pen up\nend\n\nwhen I receive [text v]\nif <<(camera x) > [-250]> and <(camera x) < [500]>> then\n Set Pen Color to RGBA [0] [0] [0] [0]\n if <(completions) = [0]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Welcome to journey.]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Use the arrow keys, WASD,]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [or tap your screen to move.]\n else\n if <(completions) = [1]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [We are back where we began!]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Why did we even go on that]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [journey? Well maybe the point]\n Print | Pos ((-10) - (camera x)) ((80) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [of a journey isn't the destination]\n Print | Pos ((-10) - (camera x)) ((60) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [but the experience itself.]\n else\n if <(completions) = [2]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [You did all that again?]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Umm, well you found an easter]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [egg. You can go now.]\n else\n if <(completions) = [10]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Wow! You don't give up. I don't]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [think anyone will read this without]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [hacking.]\n else\n if <(completions) = [50]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [You have better things to do with]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [you're life. Go! Stop wasting it on]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [a scratch game!]\n change [☁ normal crazy people v] by (1)\n else\n if <(completions) = [100]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [You're life is nothing. What is]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [the point of this! Please find]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [something better to do.]\n else\n if <(completions) = [250]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [I fear for you're safety. What]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [factors in your life have caused]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [you to play this game 250 times?]\n else\n if <(completions) = [500]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [I feel like there is no way to read]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [this message without clicking]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [see inside. If you didn't, please ]\n Print | Pos ((-10) - (camera x)) ((80) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [stop and reconsider your life choices.]\n else\n if <(completions) = [1000000]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [You are crazy.]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Tell me that you did this]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [1 million times and if the cloud]\n Print | Pos ((-10) - (camera x)) ((80) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [logs confirm this I will follow you.]\n change [☁ very crazy people v] by (1)\n else\n if <((completions) mod (1000)) = [0]> then\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Stop now! You are crazy!]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [The next special message is]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text (join [at ] (join ((completions) + (1000)) [.]))\n else\n Print | Pos ((-10) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Seriously, you did that again!]\n Print | Pos ((-10) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [You can stop now but of course]\n Print | Pos ((-10) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [you want to know what happens]\n Print | Pos ((-10) - (camera x)) ((80) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text (join [when you complete it ] (join ((completions) + (1)) [ times.]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<(camera x) > [1200]> and <(camera x) < [1870]>> then\n Set Pen Color to RGBA [255] [255] [255] [0]\n Print | Pos ((1300) - (camera x)) ((-400) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [It seems your journey has taken you to a cave.]\nend\nif <<(camera x) > [2700]> and <(camera x) < [3300]>> then\n Set Pen Color to RGBA [0] [0] [0] [0]\n Print | Pos ((2970) - (camera x)) ((-400) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Jump on the moving platform.]\nend\nif <<(camera x) > [3200]> and <(camera x) < [3850]>> then\n Set Pen Color to RGBA [0] [0] [0] [0]\n Print | Pos ((3300) - (camera x)) ((600) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [In the floating islands, bouncy]\n Print | Pos ((3300) - (camera x)) ((580) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [mushrooms are used for transportation.]\nend\nif <<(camera x) > [5800]> and <(camera x) < [6500]>> then\n Set Pen Color to RGBA [0] [0] [0] [0]\n Print | Pos ((6000) - (camera x)) ((140) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Welcome to the desert.]\n Print | Pos ((6000) - (camera x)) ((120) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [Don't touch a cactus two]\n Print | Pos ((6000) - (camera x)) ((100) - (camera y)) Size [10] Transform [] [] [] [] Spacing [1] Weight [1] Underline [] [] [] Align [] [] Text [times in a row.]\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nhide\n\n | You are on a journey, but where are you going? Play this game to find out!\n\nI put a lot of effort in this game so if you enjoy it love favorite and follow!\n |
Scratch— A Mobile Platformer | @Stage\n\nwhen I receive [green flag clicked v]\nforever\n wait (1) seconds\n play sound [Music3 v] until done\n play sound [\[8-BIT_One_Republic_-_Counting_Stars4 v] until done\nend\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\ngo to [front v] layer\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n set [color v] effect to (Color)\n switch costume to (costume2 v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\n Set Costume\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicked v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [restart v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\n set [color v] effect to (Color)\nend\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (Color)\n set [ghost v] effect to (0)\nend\n\nwhen I receive [green flag clicked v]\nshow\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [13]>> then\n next costume\n next backdrop\nend\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\n\n@Particles\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction (pick random (-180) to (180))\ngo to [back v] layer\nrepeat until <<(distance to [player v]) > [50]> or <touching (_edge_ v)?>>\n set [color v] effect to (pick random (1) to (100))\n move (-1) steps\n set [ghost v] effect to (distance to [player v])\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n set [color v] effect to (Color)\nend\n\nwhen I receive [green flag clicked v]\nshow\nforever\n hide\n create clone of (_myself_ v)\n change [color v] effect by (2)\n wait (.00001) seconds\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [13]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (10) to (30)) %\nset [ghost v] effect to (pick random (5) to (95))\nif <(pick random (1) to (3)) = [3]> then\n go to [back v] layer\nelse\n go to [front v] layer\nend\nrepeat until <(x position) < [-220]>\n move (8) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Background stuff2\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 (10) to (50)) %\nset [ghost v] effect to (pick random (70) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (3) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n | |
Invisible platformer (mobile friendly) | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Winter v] until done\n play sound [song v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\n go to x: (240) y: (pick random (180) to (-80))\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (200) to (-200))\ngo to [back v] layer\nset [ghost v] effect to (50)\nshow\nrepeat until <(x position) < [-240]>\n change [ghost v] effect by (1)\n turn right (15) degrees\n change x by (-10)\n move (1) steps\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop1 v)\nset [level/ v] to [8]\nforever\n set [level v] to (costume [number v])\n if <(costume [number v]) = ((level/) - (1))> then\n switch backdrop to (backdrop2 v)\n end\n if <(costume [number v]) > (level/)> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.1) seconds\n\n@player\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-220) y: (-50)\nforever\n go to [front v] layer\n set [ghost v] effect to (87)\n set [x v] to ((x) * (0.8))\n change x by (x)\n change y by (2)\n set size to (85) %\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by (1)\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change x by ((x) * (-1))\n change y by (1)\n change y by (-11)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) > [5]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [10]\n 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 (-2)\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#22119e)?> or <touching color (#a15512)?>> then\n set [x v] to [0]\n set [y v] to [0]\n set [pixelate v] effect to (100)\n repeat (10)\n change [pixelate v] effect by (10)\n end\n go to x: (-220) y: (-50)\n else\n set [pixelate v] effect to (0)\n end\n if <<touching color (#1bb800)?> or <touching color (#00b5b8)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n set size to (100) %\n if <touching color (#00b5b8)?> then\n change [x v] by ((x) * (0.19))\n end\n if <touching color (#b300b8)?> then\n set [y v] to [20]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <<touching color (#1bb800)?> or <touching color (#00b5b8)?>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <([costume # v] of [ground v]) > [13]> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (2)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-2)\n end\n if <<<touching (_edge_ v)?> and <(x position) > [225]>> and <not <([costume # v] of [ground v]) = [14]>>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-220) y: (-50)\n broadcast (next level v)\n end\n if <<key (s v) pressed?> and <not <([costume # v] of [ground v]) = [14]>>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-220) y: (-50)\n broadcast (next level v)\n wait until <not <key (s v) pressed?>>\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n show\n go to x: (([x position v] of [player v]) * (-0.2)) y: (([y position v] of [player v]) * (-0.2))\n if <([costume # v] of [ground v]) > ((level/) + (1))> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\n if <([costume # v] of [ground v]) > (level/)> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | Use arrow keys to move\n\nMobile friendly\n\nPress s to skip level \n\ndon't touch the dark part of the walls |
Life - A Mobile Platformer (15 Levels) | @Stage\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (level)\nend\n\nset [level v] to [13]\n\nwhen I receive [green flag v]\nforever\n play sound [Alan Walker - Faded \[mp3clan\].mp3 v] until done\n wait (0.6) seconds\nend\n\n@Empty\n\n@Toenail :D\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (0.9) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\nend\nbroadcast (Green Flag v) and wait\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n show\nend\n\nwhen I receive [green flag v]\nforever\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Clone ID) = [0]> then\n go to x: (-15) y: (0)\n set [loved v] to [0]\n switch costume to (loved 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 (favorite v)\n set [faved v] to [0]\n forever\n set [favorite 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 I receive [green flag v]\ngo to [front v] layer\nhide\nset [faved v] to [0]\nset [loved v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(Loved) = [1]> or <(Faved) = [1]>>\nwait (0) seconds\nshow\ngo to x: (0) y: (20)\nreset timer\nswitch costume to (pick random (1) to (3))\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\n@Spikes Real\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (level)\nend\n\n@Ground\n\nwhen I receive [green flag v]\nforever\n set [costume v] to (costume [number v])\nend\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\nset [level v] to [12]\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nset [wall v] to [10]\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume3 v)\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n change x by (xv)\n go to [front v] layer\nend\n\nif <(xv) > [0]> then\n set [xv v] to [-6]\nelse\n set [xv v] to [6]\nend\n\nset [yv v] to [6]\n\nwhen I receive [green flag v]\nforever\n switch costume to (costume1 v)\n repeat (5)\n next costume\n end\n wait (0.35) seconds\n switch costume to (costume5 v)\n switch costume to (costume4 v)\n switch costume to (costume2 v)\n switch costume to (costume1 v)\n wait (pick random (2) to (5)) seconds\nend\n\nwait (0) seconds\n\nwait (0) seconds\n\nwait (0) seconds\nwait (0) seconds\n\nwait (0) seconds\nswitch costume to (costume7 v)\nwait (0) seconds\nswitch costume to (costume6 v)\nwait (0) seconds\nswitch costume to (costume1 v)\n\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume5 v)\nwait (0.2) seconds\nswitch costume to (costume4 v)\n\nwhen I receive [green flag v]\nset size to (60) %\nset [level v] to [1]\ngo to x: (-210) y: (30)\nforever\n if <<touching (spikes real v)?> or <(y) < [-170]>> then\n go to x: (-210) y: (30)\n end\n if <(x position) > [222]> then\n change [level v] by (1)\n go to x: (-210) y: (30)\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 [xv v] by (-0.95)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (0.95)\n end\n set [xv v] to ((xv) / (1.1))\n change x by (xv)\n if <<<touching (moving v)?> or <touching (ground v)?>> or <<touching (door v)?> or <touching (disappering platform v)?>>> then\n change x by (() - (xv))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\n change [yv v] by (-0.5)\n change y by (yv)\n if <<<touching (moving v)?> or <touching (ground v)?>> or <<touching (door v)?> or <touching (disappering platform v)?>>> then\n change y by (() - (yv))\n set [yv v] to [0]\n end\n change y by (-5)\n if <<<touching (ground v)?> or <touching (moving v)?>> or <<touching (door v)?> or <touching (disappering platform v)?>>> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [10]\n end\n end\n change y by (5.1)\nend\n\nwhen I receive [green flag v]\n\nwhen I receive [green flag v]\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [green flag v]\n\nforever\n \n go to x: (-210) y: (0)\n end\nend\n\nforever\n\nif <(Costume) = [2]> then\n set size to (35) %\nelse\n set size to (60) %\nend\n\nwhen I receive [green flag v]\nforever\n if <<touching (moving v)?> and <(level) = [9]>> then\n if <(y) > [-114]> then\n Up\n else\n change y by (-5)\n end\n end\nend\n\nwhen I receive [green flag v]\nwait (0) seconds\ngo to [front v] layer\n\ndefine Up\nrepeat until <not <touching (moving v)?>>\n change y by (1)\nend\n\nforever\n\nif <<touching (ground v)?> and <<(level) = [2]> and <(y) < [51]>>> then\n if <(x) < [-27]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-210) y: (30)\n\nwhen I receive [reset v]\ngo to x: (-210) y: (30)\n\n@Glow\n\nwhen I receive [green flag v]\nshow\nforever\n go to (player v)\nend\n\n@Disappering Platform\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\nwhen I receive [green flag v]\nwait until <(Costume) = [8]>\nset [ghost v] effect to (0)\nshow\nrepeat until <not <(Costume) = [8]>>\n if <<(y) < [55]> and <<(x) < [39]> and <(x) > [31]>>> then\n repeat (10)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\n@Castle\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\nwait until <(Costume) = [8]>\nset [ghost v] effect to (0)\nshow\nrepeat until <not <(Costume) = [8]>>\n if <<(y) < [55]> and <<(x) < [37]> and <(x) > [31]>>> then\n repeat (4)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\n wait until <not <(Costume) = [8]>>\n hide\n stop [this script v]\n end\nend\n\nwait (0.5) seconds\nif <<(y) < [55]> and <<(x) < [37]> and <(x) > [31]>>> then\nend\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\n@Spikes Fake\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\n@Hidden secret Passageway\n\nwhen I receive [green flag v]\nhide\nwait until <(Costume) = [5]>\nset [ghost v] effect to (0)\nshow\nrepeat until <not <(Costume) = [5]>>\n if <<(y) < [-70]> and <<(x) < [-31]> and <(x) > [-71]>>> then\n if <<(y) < [-70]> and <<(x) < [-31]> and <(x) > [-71]>>> then\n repeat (4)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\n wait until <not <(Costume) = [5]>>\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [green flag v]\nwait (0) seconds\nforever\n switch costume to (level)\nend\n\nwait (0.5) seconds\n\n@Words\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\nset [level v] to [14]\n\n@Door\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nrepeat until <(Door: open/closed) = [1]>\n show\n switch costume to (level)\nend\nhide\nstop [this script v]\n\nwhen I receive [green flag v]\n\nforever\n set [costume v] to (costume [number v])\nend\n\nwhen I receive [door open up! v]\nrepeat (10)\n wait (0) seconds\n change [ghost v] effect by (10)\nend\nhide\n\n@Key\n\nwhen I receive [green flag clicked v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nforever\n\nwhen I receive [green flag v]\nset [door: open/closed v] to [0]\nrepeat until <touching (player v)?>\n show\n switch costume to (level)\nend\nset [door: open/closed v] to [1]\n\nforever\n\nwhen I receive [green flag v]\nforever\n Effect\n if <touching (player v)?> then\n hide\n broadcast (Door open up! v)\n end\nend\n\ndefine Effect\npoint in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n\nturn right (15) degrees\nturn left (15) degrees\nturn right (15) degrees\nturn left (15) degrees\n\nrepeat until <touching (player v)?>\n\nwait (1) seconds\n\n@Moving\n\nwhen I receive [green flag v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [green flag v]\nrepeat until <(costume [number v]) = [11]>\n if <(costume [number v]) = [10]> then\n repeat until <(costume [number v]) = [11]>\n glide (3) secs to x: (166) y: (-127)\n glide (3) secs to x: (-133) y: (-127)\n end\n end\nend\n\n@Particle\n\nwhen I start as a clone\nif <<(level) = [13]> or <[13] > (level)>> then\n switch costume to (costume3 v)\n go to [back v] layer\n set [ghost v] effect to (80)\n set size to (pick random (20) to (80)) %\n set [rot v] to (pick random (-5) to (5))\n set [sub2twintrick v] to (pick random (5) to (7))\n show\n point in direction (pick random (-180) to (180))\n go to (random position v)\n set y to (-180)\n repeat until <(y position) > [150]>\n turn right (Rotation) degrees\n change y by (Sub2TwinTrick)\n end\n hide\n delete this clone\nelse\n switch costume to (pick random (1) to (3))\n go to [back v] layer\n set [ghost v] effect to (80)\n set size to (pick random (20) to (80)) %\n set [rot v] to (pick random (-5) to (5))\n set [sub2twintrick v] to (pick random (5) to (7))\n show\n point in direction (pick random (-180) to (180))\n go to (random position v)\n set y to (-180)\n repeat until <(y position) > [150]>\n turn right (Rotation) degrees\n change y by (Sub2TwinTrick)\n end\n hide\n delete this clone\nend\n\nset [speed v] to [0]\nset [rotation v] to [0]\n\nwhen I receive [green flag v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n\n create clone of (_myself_ v)\nend\n\n@Sprite3\n\nwhen I receive [green flag v]\ngo to x: (-115) y: (-149)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (4)) + (90))\nend\n\n\n\nwhen I receive [green flag v]\nshow\nforever\n if <<touching (mouse-pointer v)?> or <key (s v) pressed?>> then\n if <(level) < [15]> then\n show\n set [brightness v] effect to (15)\n set size to (110) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nchange [brightness v] effect by (25)\n\nwhen this sprite clicked\nif <(level) < [15]> then\n change [level v] by (1)\n broadcast (Skip v)\nend\n\n\n\nwhen I receive [green flag v]\nforever\n if <[14] < (level)> then\n hide\n else\n show\n end\nend\n\nwhen I receive [green flag v]\nrepeat until <[14] < (level)>\n if <key (s v) pressed?> then\n if <(level) < [15]> then\n change [level v] by (1)\n broadcast (Skip v)\n end\n end\nend\n\n@Sprite4\n\nwhen I receive [green flag v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (4)) + (90))\nend\n\nwhen I receive [green flag v]\ngo to x: (-173) y: (-158)\nforever\n if <<key (r v) pressed?> or <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (15)\n set size to (110) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen I receive [green flag v]\nrepeat until <[14] < (level)>\n if <key (r v) pressed?> then\n if <(level) < [15]> then\n broadcast (reset v)\n end\n end\nend\n\nchange [level v] by (1)\n\n@Hidden secret Passageway2\n\nwhen I receive [green flag v]\nhide\nwait until <(Costume) = [14]>\nset [ghost v] effect to (0)\nshow\nrepeat until <not <(Costume) = [14]>>\n if <<[106] < (y)> and <(x) < [-22]>> then\n repeat (2)\n wait (0) seconds\n change [ghost v] effect by (48)\n end\n wait until <not <(Costume) = [14]>>\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nif <<[106] < (y)> and <(x) < [-22]>> then\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\nwait (0.5) seconds\n\nset [level v] to [12]\n\n@Sprite1\n\nwhen I receive [green flag v]\nforever\n switch costume to (level)\nend\n\n | Please propose this to be featured right here: https://scratch.mit.edu/studios/4228481/comments/\n\nThis project has been falsely reported many times. Please do not report a project without a good reason. If you do have a reason, please tell me and I might be able to fix it. The project is back up again, so thanks to the scratch team.\n\nClick here to play with less lag: https://forkphorus.github.io/#386556324\n\nWash you hands with soap and water for at least 20 seconds before playing this game.\n\nSPAM that green flag until your fingers start numbing.\n\n*IF YOU ARE BEING PULLED TO THE LEFT OF THE SCREEN, RELOAD THE PAGE AND CLICK THE GREEN FLAG AT LEAST TWICE*\n\nIf you're having trouble with level 8 or having trouble finding the Easter egg, scroll to the bottom.\n\nHello! Thanks for checking out this project, and thanks to all of you for 400 views, and if you enjoyed, please love, favorite, and follow me for more games like this one. There are a total of 15 levels, and the last level has an Easter egg. See if you can find it :D\n\n--------------------------Instructions--------------------------\n• Arrow keys or WAD to move or if you're on mobile, mobile controls\n• Try to reach the right side of the screen\n• All of the levels are possible, but if it's too hard, then just press the skip button or press 's'\n• If you get stuck or you just want to retry, then press 'r' or the retry button\nI hope you enjoy it!\n• IF YOU WANT TO FIND THE EASTER EGG YOURSELF, DON'T SCROLL DOWN\n\n\n\n\n\n\nHint: The Easter egg is on level 15, and the only way to get to level 15 is to press the skip button on level 14.\n\nAlso, for level 8, try going into the crevices of the castle on the top of it, to reveal a secret passage...\n\n |
Climber - The Platformer | @Stage\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume name v] of [platform v]) > [6]> then\n switch backdrop to (cave v)\nend\nif <([costume name v] of [platform v]) > [10]> then\n switch backdrop to (sky v)\nend\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [start game v]\nswitch backdrop to (sky v)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Intro (OC)\n\nwhen flag clicked\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nset [intro ability v] to [0]\nrepeat (2)\n wait (0.2) seconds\n create clone of (_myself_ v)\n change [intro ability v] by (1)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (oc still v)\ngo to x: (0) y: (0)\nwait (0.8) seconds\ngo to [front v] layer\nrepeat (6)\n wait (0.2) seconds\n switch costume to (oc wave 2 v)\n wait (0.2) seconds\n switch costume to (oc wave 1 v)\nend\nwait (0.2) seconds\nswitch costume to (oc still v)\nwait (0.4) seconds\nswitch costume to (oc draw clock 1 v)\nwait (0.3) seconds\nswitch costume to (oc draw clock 2 v)\ncreate clone of (_myself_ v)\nset [intro ability v] to [3]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(Intro Ability) = [1]> then\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to [front v] layer\n repeat (200)\n show\n switch costume to (logo v)\n change [color v] effect by (5)\n change y by (1)\n end\n hide\n delete this clone\nend\nif <(Intro Ability) = [2]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n switch costume to (background v)\n wait (7.5) seconds\n hide\n delete this clone\nend\nif <(Intro Ability) = [3]> then\n set [ghost v] effect to (0)\n wait (0.8) seconds\n go to x: (-50) y: (0)\n go to [front v] layer\n show\n set size to (10) %\n switch costume to (clock 1 v)\n repeat (50)\n change x by (1)\n change size by (10)\n end\n switch costume to (clock 1/2 v)\n wait (0.01) seconds\n switch costume to (clock 2 v)\n wait (0.3) seconds\n repeat (03)\n change [ghost v] effect by (10)\n end\n broadcast (Start Game v)\n hide\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Intro v] until done\n\n@Player\n\nwhen I receive [start game v]\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-187) y: (-58)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [speed y v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [start game v]\nset [color v] effect to (0)\nforever\n switch costume to (1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n wait (0.2) seconds\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <not <([costume name v] of [platform v]) = [10]>> then\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n if <not <([costume name v] of [platform v]) = [End]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reposition v)\n broadcast (Next Level v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reposition v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (abominable v)?> then\n broadcast (Clear All Effects v)\n go to x: (0) y: (-69)\n end\n if <touching (spike v)?> then\n go to x: (-187) y: (-64)\n end\nend\n\nwhen I receive [reposition v]\ngo to x: (-187) y: (-64)\n\nwhen [r v] key pressed\nbroadcast (Reposition v)\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset volume to (50) %\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Cloud\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [start game v]\nforever\n if <<([costume # v] of [platform v]) < [7]> or <([costume # v] of [platform v]) > [10]>> then\n wait (2) seconds\n create clone of (_myself_ v)\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (0) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.2) seconds\nset rotation style [don't rotate v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [3]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\nelse\n if <([costume name v] of [platform v]) = [4]> then\n go to x: (0) y: (0)\n switch costume to (4 v)\n show\n else\n if <([costume name v] of [platform v]) = [5]> then\n go to x: (0) y: (0)\n switch costume to (5 v)\n show\n else\n if <([costume name v] of [platform v]) = [6]> then\n go to x: (0) y: (0)\n switch costume to (6 v)\n show\n else\n if <([costume name v] of [platform v]) = [7]> then\n go to x: (0) y: (0)\n switch costume to (7 v)\n show\n else\n if <([costume name v] of [platform v]) = [8]> then\n go to x: (0) y: (0)\n switch costume to (8 v)\n show\n else\n if <([costume name v] of [platform v]) = [9]> then\n go to x: (0) y: (0)\n switch costume to (9 v)\n show\n else\n if <([costume name v] of [platform v]) = [11]> then\n go to x: (0) y: (0)\n switch costume to (11 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Trees\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume name v] of [platform v]) = [5]> then\n switch costume to (1 v)\n go to [front v] layer\n show\nelse\n if <([costume name v] of [platform v]) = [6]> then\n switch costume to (2 v)\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Health\n\nwhen flag clicked\nswitch costume to (full v)\ngo to x: (216) y: (63)\nset size to (100) %\nhide\n\nwhen I receive [yeti battle v]\nswitch costume to (full v)\nset size to (100) %\ngo to x: (216) y: (63)\nset size to (100) %\nshow\n\nwhen I receive [clear all effects v]\nwait (0.5) seconds\nif <not <(costume [name v]) = [Dead]>> then\n next costume\nend\nif <(costume [name v]) = [Dead]> then\n broadcast (Defeat v)\n hide\n broadcast (Reposition v)\n broadcast (Next Level v)\nend\n\n@Abominable\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (25) %\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume name v] of [platform v]) = [10]> then\n go to x: (173) y: (-67)\n point in direction (-90)\n go to [front v] layer\n show\n broadcast (Yeti Battle v)\nend\n\nwhen I receive [yeti battle v]\nforever\n switch costume to (1 v)\n wait (1) seconds\n repeat (3)\n next costume\n end\n wait (1) seconds\nend\n\nwhen I receive [yeti battle v]\nforever\n point in direction (-90)\n wait (4) seconds\n broadcast (Fire Spikes v)\nend\n\nwhen I receive [defeat v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Spike\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\ngo to (abominable v)\nmove (10) steps\nswitch costume to (costume1 v)\npoint towards (player v)\nrepeat until <touching (_edge_ v)?>\n move (5) steps\n if <<touching (player v)?> or <([costume name v] of [platform v]) = [11]>> then\n hide\n delete this clone\n end\nend\nhide\ndelete this clone\n\nwhen I receive [fire spikes v]\nset rotation style [all around v]\nswitch costume to (ice spikes v)\nrepeat (4)\n wait (0.9) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [clear all effects v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [defeat v]\nforever\n hide\n delete this clone\nend\n\n@Sheet\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume name v] of [platform v]) = [3]> then\n switch costume to (2 v)\nend\nif <([costume name v] of [platform v]) = [4]> then\n switch costume to (3 v)\nend\nif <([costume name v] of [platform v]) = [5]> then\n switch costume to (4 v)\nend\nif <([costume name v] of [platform v]) = [6]> then\n switch costume to (5 v)\nend\nif <([costume name v] of [platform v]) = [7]> then\n switch costume to (6 v)\n create clone of (_myself_ v)\nend\nif <([costume name v] of [platform v]) = [10]> then\n hide\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (light v)\nrepeat until <([costume name v] of [platform v]) = [11]>\n go to [back v] layer\n go to (player v)\nend\nhide\ndelete this clone\n\n@Skip\n\nwhen flag clicked\nset [ghost v] effect to (40)\ngo to x: (207) y: (-144)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <<([costume name v] of [platform v]) = [10]> or <([costume name v] of [platform v]) = [End]>>> then\n if <not <([costume name v] of [platform v]) = [End]>> then\n wait (0.3) seconds\n broadcast (Reposition v)\n broadcast (Next Level v)\n end\n end\n end\nend\n\n | The third in the series is now out!\n\nSequel: https://scratch.mit.edu/projects/388934412.\n-----------------------------------------------------------------\nThis is very generic but it's my best platformer with graphics, so if you'd like to see my other stuff then click this link: @Whiteout12.\n-----------------------------------------------------------------\nThe controls are simple: arrow keys to move or tap on mobile to move. Avoid spikes. Beat the abominable snowman to win (Touch him to lower his health but beware the spikes that he shoots)!\n-----------------------------------------------------------------\nPlease place a love and/or favorite if you liked this. More levels coming soon!\n\nThere is NO reposition button, mohahahahahahahahha!\n\n@krishtheking123\n@-EmeraldWolf- loved and faved!\n@carot3 loved and faved!\n@eunice0913 loved and faved!\n@Lazy_otter2_0 loved!\n@kodiak77-77 loved!\n-----------------------------------------------------------------\nSong from @JS_Coder.\nPlatforming script from @Griffpatch.\nAll of the rest (including art) from me, @Whiteout12.\n-----------------------------------------------------------------\n#Games #All #Platformer |
Deceit | A Platformer | @Stage\n\nwhen flag clicked\nset [music v] to []\nswitch backdrop to (intro v)\n\nwhen I receive [start the platformer v]\nset [started? v] to [1]\nswitch backdrop to (hehe v)\nwait (1) seconds\nforever\n if <(Music) = [1]> then\n forever\n play sound [Sunlight v] until done\n end\n else\n if <(Music) = [2]> then\n forever\n play sound [Flash Funk \(Marshmello Remix\) v] until done\n end\n else\n if <(Music) = [3]> then\n forever\n play sound [Marshmello - Summer \(Official Music Video\) with Lele Pons.mp3 v] until done\n end\n else\n if <(pick random (1) to (3)) = [1]> then\n forever\n play sound [Sunlight v] until done\n end\n else\n if <(pick random (1) to (3)) = [2]> then\n forever\n play sound [Flash Funk \(Marshmello Remix\) v] until done\n end\n else\n if <(pick random (1) to (3)) = [3]> then\n forever\n play sound [Marshmello - Summer \(Official Music Video\) with Lele Pons.mp3 v] until done\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [13]> then\n broadcast (You Won!! v)\n stop [this script v]\n end\nend\n\nwhen I receive [home screen xd v]\nswitch backdrop to (home screen v)\n\nset [music v] to []\n\nwhen flag clicked\nset [started? v] to [0]\n\nwhen I receive [home screen xd v]\nrepeat until <(Started?) = [1]>\n play sound [Pretty Music v] until done\nend\nstop all sounds\n\nwhen I receive [music home v]\nswitch backdrop to (music home screen v)\n\nset [hints left v] to [12]\n\nset volume to (100) %\n\nset volume to (0) %\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 [front 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]) = [3]> then\n broadcast (hide teleports 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]) = [2]> then\n broadcast (teleport 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (guard v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [9]> then\n broadcast (text v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset volume to (90) %\n\nwhen I receive [start the platformer v]\nswitch costume to (costume2 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\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?> then\n broadcast (Transition v)\n broadcast (Next Level v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (this one!3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\nswitch costume to (this one!3 v)\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\nwhen I receive [end thumbnail v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nstop [all v]\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 (green 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)\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n show\n broadcast (Transition v)\n show\n go to x: (-210) y: (-33)\n show\n broadcast (Next Level v)\n show\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\nswitch costume to (green 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 (green 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 (saw blade v)?>> or <touching (appearing/disappearing spikes v)?>> or <touching (fast crazy spikes v)?>> or <touching (fast crazy spikes2 v)?>> then\n start sound [Cartoon punch sound effect2 v]\n broadcast (I died... v)\n wait (0.0001) seconds\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 if <touching (teleport v)?> then\n start sound [Teleport2 v]\n wait (0.01) seconds\n go to (teleport2 v)\n end\n change y by (1)\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\nswitch costume to (green v)\n\nwhen I receive [blinkblinkblinkblink v]\nswitch costume to (green v)\nwait (pick random (5) to (15)) seconds\nrepeat (10)\n next costume\nend\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [text v]\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (green v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n if <(x position) > [30]> then\n broadcast (Fast Crazy Spikes v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [i died... v]\nforever\n if <(backdrop [number v]) = [7]> then\n if <(x position) > [30]> then\n broadcast (Fast Crazy Spikes v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n if <(x position) > [0]> then\n broadcast (Fast Crazy Spikes 2 v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [i died... v]\nforever\n if <(backdrop [number v]) = [8]> then\n if <(x position) > [30]> then\n broadcast (Fast Crazy Spikes 2 v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [11]>> then\n if <key (space v) pressed?> then\n repeat until <not <<(backdrop [number v]) = [10]> or <(backdrop [number v]) = [11]>>>\n set size to (15) %\n end\n set size to (35) %\n end\n end\nend\n\n\n\nif <(backdrop [number v]) = [11]> then\n if <(x position) < [-250]> then\n broadcast (Transition v)\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nswitch costume to (green v)\nset [double tap timer? v] to [0]\nforever\n if <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>> then\n if <mouse down?> then\n set [double tap timer? v] to [0]\n wait until <not <mouse down?>>\n if <(double tap timer?) < [0.3]> then\n wait until <mouse down?>\n if <(double tap timer?) < [0.6]> then\n repeat until <not <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>>>\n set size to (15) %\n end\n set size to (35) %\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n change [double tap timer? v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nrepeat (35)\n show\n wait (0.01) seconds\nend\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [success!!! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [text v]\nhide\n\n@Sprite6\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@Sprite5\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 (Home Screen xD v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite7\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@Spike\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nshow\n\n@Teleport2\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nset [whirl v] effect to (500)\nforever\n turn right (15) degrees\nend\n\nwhen I receive [teleport 1 v]\n\nshow\ngo to x: (220) y: (160)\n\nwhen I receive [hide teleports v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Awesome Skull Particles\n\nwhen I start as a clone\nset size to (pick random (20) to (50)) %\ngo to [front v] layer\nclear graphic effects\nshow\nset [myvar v] to (pick random (100) to (200))\nrepeat (myVar)\n change y by ((myVar) / (50))\n change [ghost v] effect by ((100) / (myVar))\n change [color v] effect by ((25) / (myVar))\n if <[179] < (y position)> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [home screen xd v]\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (1) seconds\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Skip\n\nwhen flag clicked\ngo to x: (-222) y: (162)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [skips left v] to [2]\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen this sprite clicked\nif <(Skips Left) > [0]> then\n show\n change [skips left v] by (-1)\n wait (0.01) seconds\n broadcast (Next Level v)\n wait (0.1) seconds\nelse\n broadcast (Nope. Out of Skips v)\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [you won!! v]\nhide\n\nset [hints left v] to [55]\n\n@Awesome Skull Particles2\n\nwhen I start as a clone\nset size to (pick random (20) to (50)) %\ngo to [back v] layer\nclear graphic effects\nshow\nset [myvar v] to (pick random (100) to (200))\nrepeat (myVar)\n change y by ((myVar) / (50))\n change [ghost v] effect by ((100) / (myVar))\n change [color v] effect by ((25) / (myVar))\n if <[179] < (y position)> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [home screen xd v]\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (1) seconds\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Hint\n\nwhen flag clicked\ngo to x: (-185) y: (162)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen this sprite clicked\nbroadcast (Hint? v)\nwait (0.1) seconds\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [you won!! v]\nhide\n\n@Hint Enabled?\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset [hints left v] to [3]\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [hint? v]\nif <(Hints Left) > [0]> then\n show\n change [hints left v] by (-1)\n wait (0.01) seconds\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume1 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [4]> then\n switch costume to (costume2 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [5]> then\n switch costume to (costume3 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [6]> then\n switch costume to (costume4 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [7]> then\n switch costume to (costume5 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [8]> then\n switch costume to (costume7 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [9]> then\n switch costume to (costume8 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [10]> then\n switch costume to (costume9 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [11]> then\n switch costume to (costume10 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [12]> then\n switch costume to (costume10 v)\n wait (2) seconds\n hide\n else\n if <(backdrop [number v]) = [13]> then\n switch costume to (costume8 v)\n wait (2) seconds\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n broadcast (Nope. Out of Hints v)\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (40)\nend\n\nshow\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nset [skips left v] to [55]\nset [hints left v] to [55]\n\n@Appearing/Disappearing Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n if <touching (player? v)?> then\n show\n set [ghost v] effect to (0)\n else\n hide\n set [ghost v] effect to (100)\n end\n else\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Awesome transition\n\nwhen I receive [text v]\nhide\n\nwhen I receive [next level v]\nshow\nrepeat (48)\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.1) seconds\nhide\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\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Fast Crazy Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nhide\n\nforever\n if <(backdrop [number v]) = [7]> then\nend\n\nforever\n if <(backdrop [number v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [fast crazy spikes v]\nswitch costume to (1 v)\nshow\ngo to x: (100) y: (185)\nglide (1) secs to x: (100) y: (-185)\nhide\n\nwhen I receive [fast crazy spikes 2 v]\nswitch costume to (2 v)\nshow\ngo to x: (-245) y: (-90)\nglide (1) secs to x: (245) y: (-90)\nhide\n\n@Fast Crazy Spikes2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nhide\n\nforever\n if <(backdrop [number v]) = [7]> then\nend\n\nforever\n if <(backdrop [number v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [fast crazy spikes 2 v]\nswitch costume to (2 v)\nshow\ngo to x: (245) y: (-90)\nglide (1) secs to x: (-245) y: (-90)\nhide\n\n@Yo got trolled!\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [i died... v]\nif <(pick random (1) to (2)) = [1]> then\n switch costume to (trolled v)\nelse\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (oh, the deceit v)\n end\nend\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@You won! (Heart)\n\nwhen I receive [you won!! v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (20)))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\n@You won! (Heart)2\n\nwhen I receive [you won!! v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (20)))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen [timer v] > (0.4)\nhide\n\nbroadcast (You Won!! v)\n\nwhen flag clicked\nhide\n\n@You won! (Heart)3\n\nwhen I receive [you won!! v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (20)))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\n@'Start Button'\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen this sprite clicked\nbroadcast (Ha! Wrong Start Button! v)\nwait (0.01) seconds\nhide\n\nwhen I receive [home screen xd v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nglide (1) secs to x: (0) y: (110)\n\n@xD\n\nwhen I receive [home screen xd v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hehe xd v)\n else\n switch costume to (deceit | a platformer \(better logo\) v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [home screen xd v]\nshow\n\nset [brightness v] effect to (-20)\n\nset [brightness v] effect to (0)\n\nswitch backdrop to (hehe10 v)\n\nwhen I receive [music home v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\n@'Hint Button'\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen this sprite clicked\nbroadcast (Ha! Wrong Start Button! v)\nwait (0.01) seconds\n\nwhen I receive [home screen xd v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen xd v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (haha v)\n else\n switch costume to (? v)\n end\nend\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@'Music Button'\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen this sprite clicked\nbroadcast (Music Home v)\nwait (0.01) seconds\n\nwhen I receive [home screen xd v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Marshmello - Flash Funk\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [music home v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Home Screen xD v)\nset [music v] to [2]\n\nwhen I receive [home screen xd v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\n@Marshmello - Flash Funk2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [music home v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Home Screen xD v)\nset [music v] to [3]\n\nwhen I receive [home screen xd v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\n@TheFatRat - Sunlight\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [music home v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Home Screen xD v)\nset [music v] to [1]\n\nwhen I receive [home screen xd v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [ha! wrong start button! v]\nhide\n\n@'Start Button'2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [home screen xd v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [ha! wrong start button! v]\nswitch costume to (costume1 v)\ngo to ('start button' v)\nshow\nglide (1) secs to x: (0) y: (110)\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (2.5) seconds\nswitch costume to (costume3 v)\nwait (2.5) seconds\nswitch costume to (costume4 v)\nwait (2.5) seconds\nswitch costume to (costume5 v)\nwait (2.5) seconds\nswitch costume to (costume6 v)\nwait (2.5) seconds\nswitch costume to (costume7 v)\nwait (1) seconds\nstart sound [pop v]\nhide\nwait (1) seconds\nbroadcast (New Real Button! v)\n\n@Real Nice Start Button\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [new real button! v]\nswitch costume to (costume1 v)\ngo to x: (240) y: (22)\nshow\nwait (1) seconds\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (2.5) seconds\nswitch costume to (costume3 v)\nwait (2.5) seconds\nswitch costume to (costume4 v)\nwait (2.5) seconds\nbroadcast (Clicky Button v)\nwait (0.01) seconds\nhide\n\n@Clicky Button\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen this sprite clicked\nbroadcast (Start the Platformer v)\nwait (0.01) seconds\nhide\n\nwhen I receive [clicky button v]\ngo to (real nice start button v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [music home v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n | Welcome to Deceit | A Platformer!\n\n==================Controls==================\n\n1. Arrow keys or WASD to move.\n2. Press the hint button to get a hint for the level. You have 3 hints.\n3. The grey hints show the dangers, platforms and instructions for the level.\n4. Press the Skip button to skip a level. You have 2 skips.\n5. Press the music button to choose a song.\n6. Press the play button to 'start'. |
Harry potter platformer | @Stage\n\n@Harry potter\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-213) y: (-70)\nswitch costume to (costume1 v)\ngo to [front v] layer\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 color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [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 (#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)\nend\n\nwhen I receive [fg v]\n\nwhen I receive [fg v]\n\nwhen I receive [next level v]\ngo to x: (-213) y: (-55)\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (next level v)\n end\n if <touching color (#cc0000)?> then\n go to x: (-213) y: (-70)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <<touching (drawing-cloaks-dementor-2 v)?> or <<touching (drawing-cloaks-dementor-12 v)?> or <touching (spider-clipart-easy-cartoon v)?>>> then\n go to x: (-216) y: (-96)\n end\nend\n\nwhen [timer v] > (0.3)\nrepeat (5)\n go to [back v] layer\nend\n\n@expecto patronum\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (expecto patronum v)\n wait (0.1) seconds\n hide\n end\n if <key (2 v) pressed?> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n hide\n end\n if <key (3 v) pressed?> then\n switch costume to (stupfey v)\n wait (0.1) seconds\n hide\n end\n if <key (3 v) pressed?> then\n switch costume to (stupfey v)\n wait (0.1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n go to (harry potter v)\n show\n point in direction (90)\n repeat until <touching (_edge_ v)?>\n move (8) steps\n end\n hide\nend\n\n@Sprite2\n\n@drawing-cloaks-dementor-12\n\nwhen backdrop switches to [backdrop11 v]\nshow\nforever\n wait until <touching color (#c5c5c5)?>\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (120) y: (96)\nshow\nforever\n wait until <touching color (#c5c5c5)?>\n hide\nend\n\nwhen backdrop switches to [backdrop15 v]\nshow\ngo to x: (117) y: (-55)\nforever\n wait until <touching color (#c5c5c5)?>\n hide\nend\n\nwhen backdrop switches to [backdrop15 v]\nforever\n glide (1) secs to x: (-9) y: (-55)\n glide (1) secs to x: (124) y: (-57)\nend\n\n@drawing-cloaks-dementor-2\n\nwhen backdrop switches to [backdrop6 v]\nshow\nforever\n wait until <touching color (#c5c5c5)?>\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\nforever\n wait until <touching color (#c5c5c5)?>\n hide\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdrop6 v]\nshow\nforever\n wait until <touching color (#00ff6a)?>\n hide\nend\n\nwhen flag clicked\nhide\n\n@spider-clipart-easy-cartoon\n\nwhen backdrop switches to [backdrop8 v]\nshow\nforever\n wait until <touching color (#64ffe7)?>\n hide\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\nforever\n glide (0.5) secs to x: (-61) y: (-1)\n wait (0.5) seconds\n glide (0.5) secs to x: (72) y: (-3)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n | Can we please get this top loved!?? :O\n\nThis is my first platform, i hope you like it, more levels are comming soon\nif you enjoyed please love fav and follow!\n\nkey 1 is patronus\nkey 2 is expelliarmus \nkey 3 is stupefy\n\nMore spells and levels comming soon! |
Bubble Mobile Platformer #nhk_for_school | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nshow variable [damage v]\nshow variable [language v]\nshow variable [time attack v]\n\nwhen I receive [next stage v]\nnext backdrop\nwait (0.2) seconds\n\nwhen I receive [game over v]\nswitch backdrop to (ゲームオーバー v)\nhide variable [damage v]\nhide variable [language v]\nhide variable [time attack v]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n broadcast (FINISH!! v)\n end\nend\n\nwhen I receive [finish!! v]\nhide variable [damage v]\nhide variable [language v]\nforever\n set [damage v] to [10000000000]\nend\n\nswitch backdrop to (ゲームオーバー v)\nhide variable [damage v]\nhide variable [language v]\n\n@シャボン玉\n\ndefine (x) (y) (%) ()\ngo to x: (x) y: (y)\nset size to (%) %\nif <() = [1]> then\n show\nelse\n hide\nend\n\ndefine x\nset [x v] to [0]\nforever\n change x by (x)\nend\n\ndefine y\nset [y v] to [0]\nforever\n change y by (y)\nend\n\ndefine ←→\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(→) = [1]>> then\n angle [90]\n set [x v] to [2.15]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(←) = [1]>> then\n angle [-90]\n set [x v] to [-2.15]\n end\n if <touching color (#ffffff)?> then\n set [x v] to ((x) * (0.975))\n else\n set [x v] to ((x) * (0.875))\n end\n change x by (x)\nend\n\ndefine angle (°)\nset rotation style [left-right v]\npoint in direction (°)\n\ndefine always ↓\nforever\n if <not <touching color (#00c9ff)?>> then\n change [y v] by (-0.125)\n end\nend\n\ndefine ↓ (→) ー\nforever\n if <touching color (#00c9ff)?> then\n set [y v] to [0]\n play sound [Glug v] until done\n end\n wait until <not <touching color (#00c9ff)?>>\nend\n\ndefine ↑ (Jump)\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(↑) = [1]>>> and <touching color (#00c9ff)?>> then\n set [y v] to [3.75]\n play sound [_sound_various_mp3_bubble-burst1 v] until done\n end\nend\n\nwhen flag clicked\n[-200] [-50] [10] [1]\n\nwhen flag clicked\n←→\n\nwhen flag clicked\n↑ (Jump)\n\nwhen flag clicked\n↓ (→) ー\n\nwhen flag clicked\nalways ↓\n\nwhen flag clicked\nangle [90]\n\nwhen flag clicked\nx\n\nwhen flag clicked\ny\n\ndefine damage\ndelete all of [damage v]\nforever\n if <touching color (#00c9ff)?> then\n reset timer\n end\n if <touching (spikes v)?> then\n repeat (33)\n add [] to [damage v]\n end\n end\n if <(timer) > [1]> then\n add [] to [damage v]\n wait (0.085) seconds\n if <(timer) > [2]> then\n add [] to [damage v]\n wait (0.09) seconds\n if <(timer) > [3]> then\n add [] to [damage v]\n wait (0.095) seconds\n if <(timer) > [4]> then\n add [] to [damage v]\n wait (0.1) seconds\n if <(timer) > [5]> then\n add [] to [damage v]\n wait (0.105) seconds\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ndamage\n\ndefine damage 2\nset [damage v] to [100]\nforever\n wait (1) seconds\n change [damage v] by ((length of [damage v]) * ((-1) * (0.2)))\n delete all of [damage v]\nend\n\nwhen flag clicked\ndamage 2\n\ndefine Goal or Game over\nforever\n if <touching (goal v)?> then\n broadcast (next stage v)\n [-200] [-50] [10] [1]\n angle [90]\n wait (0.1) seconds\n end\n if <<<(damage) < [0]> or <(damage) = [0]>> and <touching color (#00c9ff)?>> then\n broadcast (Game over v)\n wait (0.1) seconds\n end\n if <<touching (spikes v)?> or <touching (hidden trap v)?>> then\n [-200] [-50] [10] [1]\n angle [90]\n play sound [Water Drop v] until done\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nGoal or Game over\n\ndefine ↓ (→) ー 2\nforever\n if <touching color (#00c9ff)?> then\n repeat (5)\n next costume\n wait (0.01) seconds\n next costume\n wait (0.01) seconds\n end\n next costume\n else\n switch costume to (シャボン玉 v)\n end\n wait until <not <touching color (#00c9ff)?>>\nend\n\nwhen flag clicked\n↓ (→) ー 2\n\nwhen I receive [reset timer v]\nset [timer v] to [0]\n\ndefine stop\nforever\n if <touching (壁 v)?> then\n if <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>> then\n if <(x position) < [125]> then\n set x to (95)\n end\n if <(x position) > [125]> then\n set x to (155)\n end\n end\n if <(backdrop [number v]) = [9]> then\n if <(x position) < [178]> then\n set x to (149)\n end\n if <(x position) > [178]> then\n set x to (210)\n end\n end\n end\nend\n\nwhen flag clicked\nstop\n\nwhen I receive [retry v]\nset [y v] to [0]\n[-200] [-50] [10] [1]\nangle [90]\nwait (0.1) seconds\n\ndefine sometimes ↑\nforever\n if <touching (? v)?> then\n set [y v] to [3]\n end\n wait until <not <touching (? v)?>>\nend\n\ndefine touch the jump pad\nforever\n if <touching (the jump pad v)?> then\n set [y v] to [7.5]\n play sound [smoke1 v] until done\n end\nend\n\nwhen flag clicked\ntouch the jump pad\n\nwhen flag clicked\nsometimes ↑\n\ndefine hidden trap… (2)\nforever\n if <touching (hidden trap 2 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n [-125] [-110] [10] [1]\n end\nend\n\nwhen flag clicked\nhidden trap… (2)\n\ndefine sound effects\nforever\n if <(volume) = [100]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nsound effects\n\ndefine recover damage level\ndelete all of [recover v]\nforever\n if <not <touching color (#ffffff)?>> then\n broadcast (reset timer v)\n else\n set [y v] to [0]\n wait (0.1) seconds\n end\n if <(timer) > [1.7]> then\n add [] to [recover v]\n wait (0.095) seconds\n if <(timer) > [3]> then\n add [] to [recover v]\n wait (0.15) seconds\n if <(timer) > [4.2]> then\n add [] to [recover v]\n wait (0.2) seconds\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nset [y v] to [0]\n[-200] [-50] [10] [1]\nangle [90]\nwait (0.1) seconds\n\nwhen flag clicked\nrecover damage level\n\ndefine recover2\nforever\n wait (0.5) seconds\n change [damage v] by ((length of [recover v]) * ((1) * (0.2)))\n delete all of [recover v]\nend\n\nwhen flag clicked\nrecover2\n\ndefine information\nforever\n if <(backdrop [number v]) = [8]> then\n if <<(x position) < [-156]> and <(x position) > [-201]>> then\n if <(language) = [English]> then\n say [If you are on slippery soap and press space key \(or triangle button\), you can jump.] for (0.01) seconds\n else\n say [石けんの上にいて、スペースキー \(又は三角ボタン\) を押すと、ジャンプできます。] for (0.01) seconds\n end\n end\n end\nend\n\nwhen flag clicked\ninformation\n\nwhen I receive [game over v]\nforever\n [0] [100] [25] [1]\n angle [90]\nend\n\nwhen flag clicked\ntimer\n\ndefine timer\nforever\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\ndefine No jump\nforever\n if <<touching color (#ffffff)?> and <key (up arrow v) pressed?>> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nNo jump\n\ndefine slippery jump…\nforever\n if <<touching color (#ffffff)?> and <<key (space v) pressed?> or <(\(↑\)) = [1]>>> then\n set [y v] to [3.75]\n play sound [_sound_various_mp3_bubble-burst1 v] until done\n end\nend\n\nwhen flag clicked\nslippery jump…\n\nwhen I receive [finish!! v]\nforever\n [0] [125] [25] [1]\n angle [90]\nend\n\n[0] [125] [25] [1]\nangle [90]\n\ndefine time attack\nshow variable [time attack v]\nset [time attack v] to [0]\nwait (1) seconds\nforever\n if <(backdrop [number v]) = [12]> then\n else\n change [time attack v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\ntime attack\n\n@music and volume\n\nwhen flag clicked\nforever\n play sound [シャボン玉 v] until done\nend\n\nwhen flag clicked\nset [click v] to [1]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [click v] by (1)\n wait (0.175) seconds\n end\n if <((click) mod (2)) = [0]> then\n switch costume to (ボリュームoffアイコン \(1\) v)\n else\n switch costume to (ボリュームアイコン 3 \(1\) v)\n end\n if <(costume [number v]) = [2]> then\n set [volume v] to [0]\n else\n set [volume v] to [100]\n end\nend\n\nwhen flag clicked\ngo to x: (-150) y: (160)\nshow\n\nwhen flag clicked\nforever\n if <(volume) = [100]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@menu\n\nwhen flag clicked\nset [click2 v] to [0]\nset [menu v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [click2 v] by (1)\n wait (0.175) seconds\n end\n if <((click2) mod (2)) = [0]> then\n set [menu v] to [0]\n else\n set [menu v] to [1]\n end\nend\n\nwhen flag clicked\ngo to x: (-100) y: (160)\nshow\n\nwhen flag clicked\nswitch costume to (メニューの無料アイコン4 v)\nset size to (60) %\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@iconmonstr-language-5\n\nwhen flag clicked\nset [click3 v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [click3 v] by (1)\n wait (0.175) seconds\n end\n if <((click3) mod (2)) = [0]> then\n set [language v] to [English]\n else\n set [language v] to [日本語]\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (120)\nshow\n\nwhen flag clicked\nswitch costume to (メニューの無料アイコン4 v)\nset size to (125) %\nset [language v] to [English]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@goal\n\nwhen flag clicked\nset size to (75) %\nshow\nforever\n if <(backdrop [number v]) = [10]> then\n go to x: (220) y: (-98)\n else\n go to x: (206) y: (-98)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@Game over\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\ngo to x: (0) y: (-50)\nshow\nforever\n if <(language) = [English]> then\n switch costume to (コスチュームe v)\n else\n switch costume to (コスチュームj v)\n end\nend\n\nwhen I receive [finish!! v]\nhide\n\n@Finish!!\n\nwhen flag clicked\nhide\n\nwhen I receive [finish!! v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(language) = [English]> then\n set size to (100) %\n switch costume to (コスチュームe v)\n else\n set size to (60) %\n switch costume to (コスチュームj v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@spikes\n\nwhen flag clicked\nset size to (90) %\nhide\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (とげ v)\nforever\n if <(backdrop [number v]) = [3]> then\n x: [0] y: -110\n show\n end\n if <(backdrop [number v]) = [4]> then\n x: [0] y: -110\n switch costume to (とげ2 v)\n show\n end\n if <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>> then\n x: [-75] y: -110\n switch costume to (とげ v)\n show\n end\n if <(backdrop [number v]) = [7]> then\n x: [0] y: -110\n switch costume to (とげ3 v)\n show\n end\n if <(backdrop [number v]) = [8]> then\n x: [0] y: -110\n switch costume to (とげ2 v)\n show\n end\n if <(backdrop [number v]) = [9]> then\n x: -11 y: -17\n switch costume to (とげ4 v)\n show\n end\n if <(backdrop [number v]) = [10]> then\n x: 125 y: 20\n switch costume to (とげ5 v)\n show\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\nend\n\ndefine x: () y: -110\ngo to x: () y: (-110)\n\nwhen I receive [game over v]\nhide\n\ndefine x: -11 y: -17\ngo to x: (-11) y: (-17)\n\ndefine x: 125 y: 20\ngo to x: (125) y: (20)\n\nwhen I receive [finish!! v]\nhide\n\nswitch costume to (とげ v)\npoint in direction (90)\nturn right (30) degrees\nshow\n\n@壁\n\nwhen flag clicked\ngo to x: (125) y: (0)\nset size to (75) %\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [4]>>> then\n hide\n end\n if <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>> then\n show\n end\n if <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (180) y: (0)\n show\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@矢印ボタン 左1\n\nwhen flag clicked\nshow\ngo to x: (170) y: (-160)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [← v] to [1]\n else\n set [← v] to [0]\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@矢印ボタン 右1\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-160)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [→ v] to [1]\n else\n set [→ v] to [0]\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@矢印ボタン 上1\n\nwhen flag clicked\nshow\ngo to x: (-210) y: (-160)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [↑ v] to [1]\n else\n set [↑ v] to [0]\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@▲ボタン\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (-160) y: (-165)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [\(↑\) v] to [1]\n else\n set [\(↑\) v] to [0]\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@information\n\nwhen flag clicked\nswitch costume to (コスチュームe1 v)\ngo to x: (0) y: (35)\nshow\nforever\n if <(language) = [English]> then\n if <(backdrop [number v]) = [2]> then\n switch costume to (コスチュームe1 v)\n end\n if <(backdrop [number v]) = [3]> then\n switch costume to (コスチュームe2 v)\n end\n if <(backdrop [number v]) = [4]> then\n switch costume to (コスチュームe3 v)\n end\n if <(backdrop [number v]) = [5]> then\n switch costume to (コスチュームe4 v)\n end\n if <(backdrop [number v]) = [6]> then\n switch costume to (コスチュームe5 v)\n end\n if <(backdrop [number v]) = [7]> then\n switch costume to (コスチュームe6 v)\n end\n if <(backdrop [number v]) = [8]> then\n switch costume to (コスチュームe7 v)\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (0) y: (100)\n switch costume to (コスチュームe8 v)\n end\n if <(backdrop [number v]) = [10]> then\n go to x: (-60) y: (60)\n switch costume to (コスチュームe9 v)\n end\n if <(backdrop [number v]) = [11]> then\n go to x: (0) y: (0)\n switch costume to (コスチュームe10 v)\n end\n else\n if <(backdrop [number v]) = [2]> then\n switch costume to (コスチュームj1 v)\n end\n if <(backdrop [number v]) = [3]> then\n switch costume to (コスチュームj2 v)\n end\n if <(backdrop [number v]) = [4]> then\n switch costume to (コスチュームj3 v)\n end\n if <(backdrop [number v]) = [5]> then\n switch costume to (コスチュームj4 v)\n end\n if <(backdrop [number v]) = [6]> then\n switch costume to (コスチュームj5 v)\n end\n if <(backdrop [number v]) = [7]> then\n switch costume to (コスチュームj6 v)\n end\n if <(backdrop [number v]) = [8]> then\n switch costume to (コスチュームj7 v)\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (0) y: (100)\n switch costume to (コスチュームj8 v)\n end\n if <(backdrop [number v]) = [10]> then\n go to x: (-60) y: (60)\n switch costume to (コスチュームj9 v)\n end\n if <(backdrop [number v]) = [11]> then\n go to x: (0) y: (0)\n switch costume to (コスチュームj10 v)\n end\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\ngo to x: (0) y: (-50)\n\n@早送りボタン\n\nwhen flag clicked\nforever\n if <(menu) = [1]> then\n set size to (55) %\n go to x: (-55) y: (160)\n show\n else\n go to x: (10000) y: (10000)\n set size to (0) %\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (next stage v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@リピートボタンアイコン1\n\nwhen flag clicked\nforever\n if <(menu) = [1]> then\n set size to (55) %\n go to x: (-10) y: (160)\n show\n else\n go to x: (10000) y: (10000)\n set size to (0) %\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Retry v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@?\n\nwhen flag clicked\ngo to x: (0) y: (-140)\nset size to (125) %\nshow\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [finish!! v]\nhide\n\n@The jump pad\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nforever\n if <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [4]>>> then\n go to x: (1000000) y: (-1000000)\n set size to (0) %\n hide\n end\n if <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>> then\n go to x: (85) y: (-105)\n set size to (100) %\n show\n end\n if <(backdrop [number v]) = [7]> then\n go to x: (1000000) y: (-1000000)\n set size to (0) %\n hide\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (145) y: (-105)\n set size to (100) %\n show\n end\n if <(backdrop [number v]) = [10]> then\n go to x: (1000000) y: (-1000000)\n set size to (0) %\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (シャボン玉 v)?> then\n repeat (6)\n next costume\n wait (0.075) seconds\n end\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\ngo to x: (145) y: (-105)\nset size to (100) %\nshow\n\nwhen I receive [finish!! v]\nhide\n\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nturn left (15) degrees\nset size to (100) %\nshow\n\n@hidden trap\n\nwhen flag clicked\ngo to x: (-106) y: (-125)\nforever\n if <(backdrop [number v]) = [6]> then\n show\n else\n hide\n end\nend\n\n@hidden trap 2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (150) %\nforever\n if <(backdrop [number v]) = [6]> then\n point in direction (90)\n go to x: (175) y: (-50)\n show\n else\n if <(backdrop [number v]) = [11]> then\n switch costume to (コスチューム2 v)\n point in direction (0)\n go to x: (165) y: (-150)\n show\n else\n hide\n end\n end\nend\n\n@❤️\n\nwhen flag clicked\npoint in direction (90)\nrepeat (15)\n turn right (1) degrees\n wait (0.01) seconds\nend\nforever\n repeat (30)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (30)\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (-180) y: (-15)\nforever\n if <(backdrop [number v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@⭐️\n\nwhen flag clicked\npoint in direction (90)\nrepeat (15)\n turn right (1) degrees\n wait (0.01) seconds\nend\nforever\n repeat (30)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (30)\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (180) y: (-15)\nforever\n if <(backdrop [number v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@🚶🏻♂️Follow\n\nwhen flag clicked\npoint in direction (90)\nrepeat (15)\n turn right (1) degrees\n wait (0.01) seconds\nend\nforever\n repeat (30)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (30)\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nset size to (60) %\ngo to x: (0) y: (-150)\nforever\n if <(backdrop [number v]) = [12]> then\n show\n else\n hide\n end\nend\n\n | |
Quarantine-Platformer|moble friendly|multiple languages(scrolling platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (infetto v)\n\nwhen I receive [no volume v]\nif <([costume # v] of [volume v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [start 3 v]\nswitch backdrop to (sfondo1 v)\n\nwhen I receive [start v]\nforever\n play sound [Addict piano v] until done\nend\n\n@playabel character\n\nwhen I receive [start v]\nshow\ngo to x: (1) y: (50)\nforever\n if <<touching (lava v)?> or <touching color (#ff0000)?>> then\n set [scrollx v] to [60]\n go to x: (-5) y: (50)\n end\n if <touching (terrain5 v)?> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <touching color (#00f0ff)?>> then\n change y by (-3)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [scrollx v] by (-5)\n switch costume to (viola v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [scrollx v] by (5)\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset size to (30) %\nset [scrollx v] to [60]\n\nwhen I receive [start v]\nshow\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n repeat (15)\n change y by (10)\n end\n wait until <touching color (#00f0ff)?>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nchange [color v] effect by (5)\nchange size by (-2)\nchange [ghost v] effect by (25)\nwait (0.2) seconds\ndelete this clone\n\ndefine non fermare (questo script)\n\nwhen I receive [chek point v]\nforever\n if <<touching color (#ff0000)?> or <<touching color (#acffb5)?> or <touching color (#d10000)?>>> then\n go to x: (-5) y: (-50)\n set [scrollx v] to [-2200]\n end\nend\n\ndefine nome del blocco <quando ricevo chek point>\n\nwhen I receive [skin v]\nshow\nset size to (70) %\nswitch costume to (viola v)\ngo to x: (6) y: (-18)\n\nwhen I receive [acc. v]\nchange [color v] effect by (25)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [abb. v]\nchange [color v] effect by (-25)\n\nwhen I receive [start v]\nforever\n if <touching color (#ff68f6)?> then\n set [scrollx v] to [-6400]\n end\nend\n\nwhen I receive [multicolor v]\nforever\n change [color v] effect by (7)\nend\n\nset [scrolly v] to [10]\n\n\nchange [scrolly v] by (-1)\n\nwhen I receive [f su v]\nrepeat (15)\n change y by (10)\nend\nwait until <touching color (#00f0ff)?>\n\nbroadcast (f su v)\n\ndefine nome del blocco <ricevo f su>\n\ndefine nome del blocco <ricevo f sin>\n\ndefine nome del blocco <ricevo f des>\n\nchange [scrollx v] by (5)\nswitch costume to (costume2 v)\n\nwhen I receive [f sin v]\nswitch costume to (costume2 v)\nchange [scrollx v] by (5)\nswitch costume to (costume2 v)\n\nwhen I receive [f des v]\nswitch costume to (viola v)\nchange [scrollx v] by (-5)\nswitch costume to (viola v)\n\n@terrain\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (0)))\nend\n\n@Giglio_Tigrato\n\nwhen flag clicked\ngo to x: (41) y: (8)\npoint in direction (90)\nshow\nset size to (100) %\nset [brightness v] effect to (0)\nrepeat (33)\n create clone of (_myself_ v)\n change size by (1)\n change [brightness v] effect by (2)\nend\nrepeat (30)\n point in direction ((direction) + (10))\n change [ghost v] effect by (2.5)\n change [color v] effect by (5)\n change [color v] effect by (-6)\n change [color v] effect by (7)\n change [color v] effect by (-8)\nend\nset [color v] effect to (0)\nset [ghost v] effect to (0)\npoint in direction (90)\nwait (0.5) seconds\nchange size by (10)\nwait (0.2) seconds\nglide (0.3) secs to x: (50) y: (-210)\nchange size by (-10)\nhide\n\nwhen I receive [intro 2 v]\nchange size by (10)\nglide (0.15) secs to x: (50) y: (-210)\nwait (0.5) seconds\nhide\nbroadcast (start 2 v)\n\nwhen I receive [intro 2 v]\n\nwhen I start as a clone\nrepeat (30)\n point in direction ((direction) + (10))\n change [ghost v] effect by (2.5)\n change [color v] effect by (5)\n change [color v] effect by (-6)\n change [color v] effect by (7)\n change [color v] effect by (-8)\nend\nset [color v] effect to (0)\nset [ghost v] effect to (0)\npoint in direction (90)\nwait (0.5) seconds\nchange size by (10)\nwait (0.5) seconds\nglide (0.3) secs to x: (50) y: (-210)\nchange size by (-10)\nwait (0.2) seconds\nbroadcast (intro v)\nwait until <ricevo intro 2>\nglide (0.15) secs to x: (50) y: (-210)\nwait (0.5) seconds\nhide\n\ndefine nome del blocco <ricevo intro 2>\n\n@gilo\n\nwhen flag clicked\nswitch costume to (my icon 2 v)\nhide\n\nwhen I receive [intro v]\nwait (0.5) seconds\nhide\ngo to x: (-305) y: (246)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\ngo to x: (281) y: (222)\nwait (0.5) seconds\nshow\nglide (0.7) secs to x: (-20) y: (-6)\nwait (0.1) seconds\nglide (0.15) secs to x: (-4) y: (35)\nset [ghost v] effect to (0)\nbroadcast (intro 2 v)\n\nwhen I receive [intro v]\n\nwhen I start as a clone\nshow\nwait (0.5) seconds\nglide (0.7) secs to x: (51) y: (-12)\nwait (0.1) seconds\nglide (0.15) secs to x: (-4) y: (35)\n\nwhen I receive [start 2 v]\nhide\nbroadcast (start 3 v)\n\n@Sprite1\n\nwhen I receive [start v]\ngo to x: (253) y: (-96)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nchange [color v] effect by (pick random (1) to (30))\nchange [ghost v] effect by (pick random (1) to (50))\nset size to (pick random (30) to (70)) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (pick random (3) to (7)) secs to x: (-252) y: (pick random (10) to (-10))\ndelete this clone\n\n@Sprite2\n\nwhen I receive [start v]\ngo to x: (253) y: (96)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nchange [color v] effect by (pick random (1) to (30))\nchange [ghost v] effect by (pick random (1) to (50))\nset size to (pick random (30) to (70)) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (pick random (3) to (7)) secs to x: (-252) y: (pick random (-300) to (400))\ndelete this clone\n\n@Sprite3\n\nwhen I receive [start v]\ngo to x: (253) y: (-3)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nchange [color v] effect by (pick random (1) to (30))\nchange [ghost v] effect by (pick random (1) to (50))\nset size to (pick random (30) to (70)) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (pick random (3) to (7)) secs to x: (-252) y: (pick random (-500) to (500))\ndelete this clone\n\n@terrain2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n set x to ((scrollx) + ((480) * (1)))\nend\n\nwhen I receive [start v]\nforever\n next costume\n wait (0.5) seconds\nend\n\n@terrain3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n set x to ((scrollx) + ((480) * (3)))\nend\n\n@terrain4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (4)))\nend\n\n@terrain5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (chek point v)\nforever\n set x to ((scrollx) + ((480) * (5)))\n if <touching (playabel character v)?> then\n switch costume to (costume1 v)\n broadcast (chek point v)\n end\nend\n\n@terrain6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (6)))\nend\n\n@terrain7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (7)))\nend\n\nwhen I receive [start v]\nforever\n next costume\n wait (0.1) seconds\nend\n\n@terrain8\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (8)))\nend\n\nwhen I receive [start v]\nforever\n wait (0.3) seconds\n next costume\nend\n\n@terrain9\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (9)))\nend\n\n@volume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (222) y: (-142)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\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\nnext costume\nbroadcast (no volume v)\nbroadcast (all hide v)\n\nwhen I receive [all hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [start v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (23) y: (133)\nhide\n\nwhen I receive [start 4 v]\nshow\nglide (0.3) secs to x: (22) y: (15)\nwait (0.1005) seconds\nglide (0.05) secs to x: (23) y: (21)\nwait (0.1005) seconds\nglide (0.05) secs to x: (23) y: (10)\nwait (0.1005) seconds\nglide (0.05) secs to x: (30) y: (13)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skin v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instruction v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start 4 v]\ngo to x: (-214) y: (-106)\nshow\nwait (0.015) seconds\nglide (0.7) secs to x: (22) y: (-14)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skin v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instruction v]\nhide\n\n@Sprite6\n\nwhen I receive [start 4 v]\ngo to x: (-214) y: (-106)\nshow\nwait (0.015) seconds\nglide (0.7) secs to x: (-116) y: (-42)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (skin v)\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [instruction v]\nhide\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (back v)\nhide\n\nwhen flag clicked\ngo to x: (176) y: (157)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [skin v]\nshow\n\nwhen I receive [instruction v]\nshow\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (114) y: (-4)\nhide\n\nwhen I receive [skin v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (acc. v)\nwait (0.1) seconds\nshow\n\n@Sprite9\n\nwhen I receive [back v]\nhide\n\nwhen I receive [skin v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (abb. v)\nwait (0.1) seconds\nshow\n\nwhen flag clicked\ngo to x: (-65) y: (-4)\nhide\n\n@Sprite10\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nbroadcast (instruction v)\nhide\n\nwhen I receive [start 4 v]\ngo to x: (-214) y: (-106)\nshow\nwait (0.015) seconds\nglide (0.7) secs to x: (153) y: (-34)\n\nwhen I receive [skin v]\nhide\n\n@Sprite11\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [skin v]\nhide\n\nwhen I receive [instruction v]\nshow\n\nwhen I receive [back v]\nhide\n\n@terrain10\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (10)))\nend\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (-4) y: (-10)\nhide\n\nwhen I receive [start 3 v]\nshow\nwait (2) seconds\nhide\nbroadcast (start 4 v)\n\n@terrain11\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (11)))\nend\n\nwhen I receive [start v]\nforever\n next costume\n wait (0.3) seconds\nend\n\n@terrain12\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (12)))\nend\n\n@terrain13\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (13)))\nend\n\n@terrain14\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n set x to ((scrollx) + ((480) * (14)))\nend\n\n@detector!!!\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\nset [loved_ v] to [0]\nset [faved_ 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 <<[] = [1]> and <[] = [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) - (-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) = [0]> 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@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n set x to ((scrollx) + ((480) * (1)))\nend\n\nwhen I receive [start v]\n\nclear graphic effects\nhide\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\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (60)\n go to [back v] layer\n set y to (((([sin v] of ((timer) + (me)) ) * (300)) * (8)) - ((me) * (10)))\nend\n\n@Sprite13\n\nwhen I receive [start 4 v]\ngo to x: (-214) y: (-106)\nshow\nwait (0.015) seconds\nglide (-197) secs to x: (-194) y: (36)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (mob. fri. v)\nbroadcast (start v)\nhide\n\nwhen I receive [back v]\n\nwhen I receive [instruction v]\nhide\n\nshow\n\n@Arrow1\n\nwhen I receive [mob. fri. v]\nshow\ngo to x: (-175) y: (-154)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [scrollx v] by (-25)\nbroadcast (f des v)\n\nswitch costume to (viola v)\n\n@Arrow2\n\nwhen I receive [mob. fri. v]\nshow\ngo to x: (-215) y: (-155)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [scrollx v] by (25)\nbroadcast (f sin v)\n\nswitch costume to (costume2 v)\n\n@Arrow3\n\nwhen flag clicked\nhide\n\nwhen I receive [mob. fri. v]\nshow\ngo to x: (-195) y: (-139)\n\nwhen this sprite clicked\nbroadcast (f su v)\n\nrepeat (15)\n change y by (10)\nend\nwait until <touching color (#00f0ff)?>\n\n | ««««««««««««««««««ENGLISH»»»»»»»»»»»»»»»»»»Iin a month of work I finally made this: Quarantine -Platformer ( my first project!!!!!!) \n[full screen recommended]\n_______________INSTRUCTION________________--arrow keys to move\n-you can jump in the air if you didn't jump on the ground\n-don't touch contaminated water\n-don't touch spikes\n-don't touch infected cubes\n-don't fall\n-it is 100% possible\n____________________________________________\n\n--------------------------ITALIANO----------------------------------\nIn un mese di lavoro ho finalmente realizzato questo: Quarantine -Platformer (il mio primo progetto !!!!!!)\n[schermo intero consigliato]\n_______________ ISTRUZIONI ________________ -tasti freccia per muoversi\n-puoi saltare in aria se non salti a terra\n-non toccare cubi contaminati\n-non toccare l'acqua contaminata-non cadere\n-è possibile al 100%\n____________________________________________ ̉~~~~~~~~~~~~~~~~~中文~~~~~~~~~~~~~~~~~~~~~在一個月的工作中,我終於做到了:隔離-平台(我的第一個項目!!!!!!)\n[全屏推薦]\n_______________指令__-移動箭頭鍵\n-如果不跳到地上就可以炸毀\n-請勿觸摸被污染的水\n-請勿觸摸提示\n-不要觸摸被感染的多維數據集在一個月的工作中,我終於做到了:隔離-平台(我的第一個項目!!!!!!)\n[全屏推薦]\n________________指__________________________箭頭移動\n-如果不跳到地上就可以炸毀\n-請勿觸摸被污染的水\n-不要碰荊棘\n-不要觸摸被感染的立方體\n-別跌\n-100%可能\n____________________________________________ |
Super Mario World v1.1.2 - A Scrolling Platformer - Mobile Supported | @Stage\n\nwhen I receive [backgroundupdate v]\nset volume to (80) %\nstop all sounds\nif <(round (MapY)) = [-210]> then\n switch backdrop to (1 v)\nend\nif <(round (MapY)) = [150]> then\n switch backdrop to (2 v)\nend\nif <(round (Pause)) = [1]> then\n switch backdrop to (1 v)\n start sound [Main v]\nelse\n start sound (backdrop [number v])\nend\n\nwhen I receive [death v]\nstop all sounds\nset volume to (100) %\nstart sound [Death v]\n\nwhen I receive [win v]\nstop all sounds\nset volume to (100) %\nstart sound [Win v]\nwait (7.3) seconds\nset [won v] to [1]\nwait (1) seconds\nif <(Level) = [1]> then\n set [level v] to [2]\n broadcast (ResetForLevels v)\n wait (0.9) seconds\n broadcast (Reset v)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [showgame v]\nshow\n\nwhen I receive [sendplayerup v]\nrepeat until <not <touching (spinning blocks v)?>>\n change y by (1)\nend\n\nwhen I receive [resetforlevels v]\nset [gravity v] to [-3]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [playerx v] to [-480]\nset [playery v] to [200]\nset [mapx v] to [360]\nset [mapy v] to [-210]\nset [powerup v] to [None]\nset [poweruptype v] to [None]\nset [previouspowerup v] to [0]\nset [allowplayermovement v] to [1]\nset [dead? v] to [0]\nset [pipetravel? v] to [0]\nset [allowdamage v] to [1]\nset [beginautoxscroll v] to [0]\nset [mapyautomovespeed v] to [0]\nset [mapxrightboundary v] to [-3360]\nset [mapxautomovespeed v] to [0]\nset [won v] to [0]\nset [maintainspin v] to [0]\n\nwhen I receive [thwompsmoved v]\nif <(AllowPlayerMovement) = [1]> then\n set [crouching? v] to [0]\n set [sliding? v] to [0]\n if <<(YVel) = [0]> and <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < ((y position) - (50))>>>>> then\n set [crouching? v] to [1]\n end\nend\nswitch costume to (join (Crouching?) (PowerupType))\nset x to ((PlayerX) + (MapX))\nif <(AllowPlayerMovement) = [1]> then\n set y to ((PlayerY) + (MapY))\n change [yvel v] by ((Gravity) / (3.1))\n change y by (Gravity)\n if <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>> then\n change y by ((Gravity) * (-1))\n FindFloor\n if <(MaintainSpin) = [0]> then\n set [yvel v] to [0]\n set [spinning v] to [0]\n end\n if <<<key (w v) pressed?> or <key (space v) pressed?>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>> then\n if <key (space v) pressed?> then\n set [yvel v] to [13.5]\n change [xvel v] by ((XVel) / (1.5))\n set [spinning v] to [1]\n start sound [Spin v]\n else\n set [yvel v] to [16]\n start sound [Jump v]\n end\n end\n end\n change y by (YVel)\n if <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>> then\n change y by ((YVel) * (-1))\n if <<(Crouching?) = [0]> and <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < ((y position) - (50))>>>>> then\n set [crouching? v] to [1]\n end\n if <(YVel) > [0]> then\n FindCeiling\n change y by (1)\n if <not <<touching (spinning blocks v)?> or <touching (platforms v)?>>> then\n set [yvel v] to [0]\n end\n change y by (-1)\n else\n FindFloor\n change y by (1)\n if <not <<touching (spinning blocks v)?> or <touching (platforms v)?>>> then\n if <(MaintainSpin) = [0]> then\n set [spinning v] to [0]\n set [yvel v] to [0]\n end\n end\n change y by (-1)\n end\n end\n if <(Crouching?) = [0]> then\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (25))>>>> then\n change [xvel v] by ((Gravity) / (1.5))\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (25))>>>> then\n change [xvel v] by ((Gravity) / (-1.5))\n point in direction (90)\n end\n end\n if <([abs v] of (XVel) ) > [5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [5]\n else\n set [xvel v] to [-5]\n end\n end\n change x by (XVel)\n set [playerx v] to ((x position) - (MapX))\n FindYSmooth\n if <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>>>> then\n FindNearestX\n set [xvel v] to [0]\n end\n if <(Crouching?) = [1]> then\n if <([abs v] of ((Gravity) * ((-2) / (5.7))) ) < [1.02]> then\n set [xvel v] to ((XVel) / (1.02))\n else\n set [xvel v] to ((XVel) / ((Gravity) * ((-2) / (5.7))))\n end\n else\n if <([abs v] of ((Gravity) * ((-2) / (3))) ) < [1.02]> then\n set [xvel v] to ((XVel) / (1.02))\n else\n set [xvel v] to ((XVel) / ((Gravity) * ((-2) / (3))))\n end\n end\n if <(y position) < [-178]> then\n broadcast (Death v)\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n change y by (-1)\nend\nbroadcast (FinishedMovement v)\n\nwhen flag clicked\nset size to (125) %\npoint in direction (90)\nset rotation style [left-right v]\nset [pause v] to [0]\nbroadcast (ResetForLevels v)\nwait (0.8) seconds\nbroadcast (Reset v)\n\ndefine FindFloor\nrepeat until <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>>\n change y by (-1)\nend\nchange y by (1)\nif <(Crouching?) = [1]> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by (2)\n change [xvel v] by ((((y position) + (2)) - ((PlayerY) + (MapY))) / ((([abs v] of (XVel) ) / (XVel)) * (-5)))\n else\n change y by (2)\n change [xvel v] by (((y position) - ((PlayerY) + (MapY))) / ((([abs v] of (XVel) ) / (XVel)) * (-5)))\n end\n if <([abs v] of (XVel) ) > [2]> then\n set [sliding? v] to [1]\n end\nend\n\ndefine FindCeiling\nrepeat until <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine FindNearestX\nif <(PassingThroughSpinners?) = [0]> then\n set [checkpos v] to [0]\n repeat until <not <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>>>>>\n set x to ((PlayerX) + (MapX))\n if <(CheckPos) > [0]> then\n change [checkpos v] by (0.5)\n else\n change [checkpos v] by (-0.5)\n end\n set [checkpos v] to ((CheckPos) * (-1))\n change x by (CheckPos)\n end\nend\n\ndefine FindYSmooth\nrepeat (6)\n if <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>> then\n change y by (1)\n end\nend\nif <<touching (level v)?> or <<<touching (spinning blocks v)?> and <(PassingThroughSpinners?) = [0]>> or <<<touching (platforms v)?> and <(PassingThroughPlatform) = [0]>> or <touching (thwomps v)?>>>> then\n change y by (-6)\nend\n\nwhen I receive [goombasloaded v]\nset [maintainspin v] to [0]\nchange [costumeno. v] by (0.3334)\nif <(Won) = [1]> then\n switch costume to (join [Won] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\nelse\n if <(Dead?) = [1]> then\n switch costume to (join [Dead] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n else\n if <(PipeTravel?) = [1]> then\n switch costume to (join [Pipe] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n else\n if <(Spinning) = [1]> then\n switch costume to (join [Spin] (join (([floor v] of (((CostumeNo.) * (1.8)) mod (4)) ) + (1)) (Powerup)))\n else\n if <(Sliding?) = [1]> then\n switch costume to (join [Slide] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n change y by (-2)\n else\n if <(Crouching?) = [1]> then\n switch costume to (join [Crouch] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n else\n if <not <(YVel) = [0]>> then\n if <(YVel) > [3]> then\n switch costume to (join [Jump] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Fall] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n end\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <(Powerup) = [None]> then\n switch costume to (join [Run] (join (([floor v] of ((CostumeNo.) mod (2)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Run] (join (([floor v] of ((CostumeNo.) mod (3)) ) + (1)) (Powerup)))\n end\n else\n switch costume to (join [Idle] (join (([floor v] of ((CostumeNo.) mod (1)) ) + (1)) (Powerup)))\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [pipetravel v]\ngo to [back v] layer\nstart sound [Pipe/Damage v]\nset [crouching? v] to [0]\nset [sliding? v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [allowplayermovement v] to [0]\nrepeat (30)\n change y by (-1)\nend\nset [mapy v] to (MapYDestination)\nbroadcast (BackgroundUpdate v)\nset y to (PlayerYDestination)\nset [playerx v] to ((x position) - (MapX))\nset [mapx v] to ((PlayerX) * (-1))\nwait (0) seconds\nif <(BeginAutoXScroll) = [0]> then\n set [mapxautomovespeed v] to (BeginAutoXScroll)\nend\nif <(SetMapXBoundary) = [0]> then\n set [mapxrightboundary v] to (SetMapXBoundary)\nend\nset [playerx v] to ((x position) - (MapX))\nset [mapx v] to ((PlayerX) * (-1))\nif <(PipeExitType) = [Down]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nend\nset [mapxautomovespeed v] to (BeginAutoXScroll)\nset [mapxrightboundary v] to (SetMapXBoundary)\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset [allowplayermovement v] to [1]\nset [pipetravel? v] to [0]\n\nwhen I receive [death v]\ngo to [front v] layer\nset [dead? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [allowplayermovement v] to [0]\nif <not <(y position) < [-178]>> then\n set [timesincedeath v] to [0]\n repeat (80)\n change [timesincedeath v] by (0.5)\n change y by ((9) - (TimeSinceDeath))\n turn right (45) degrees\n if <(y position) < [-178]> then\n hide\n end\n end\n point in direction (90)\nelse\n hide\n wait (2.667) seconds\nend\ngo to [back v] layer\nshow\nbroadcast (ResetForLevels v)\nwait (0.9) seconds\nbroadcast (Reset v)\n\nwhen I receive [powerup v]\nif <(Dead?) = [0]> then\n if <not <(PowerupType) = (Powerup)>> then\n start sound [PowerUp v]\n set [previouspowerup v] to (Powerup)\n set [powerup v] to (PowerupType)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupType)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupType)\n else\n start sound [ExtraPowerup v]\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [powerdown v]\nif <(Dead?) = [0]> then\n if <(Powerup) = [None]> then\n broadcast (Death v)\n else\n start sound [Pipe/Damage v]\n set [allowdamage v] to [0]\n set [powerup v] to (PowerupType)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n set [powerup v] to (PowerupType)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n set [powerup v] to (PowerupType)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n set [poweruptype v] to (Powerup)\n set [allowdamage v] to [1]\n end\nend\n\nwhen I receive [bounce v]\nif <<<key (w v) pressed?> or <key (space v) pressed?>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (25))>>>> then\n if <(Spinning) = [1]> then\n start sound [Spin v]\n end\n set [yvel v] to [16]\nelse\n set [yvel v] to [10]\nend\n\nwhen I receive [reset v]\nset [gravity v] to [-3]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [playerx v] to [-480]\nset [playery v] to [200]\nset [mapx v] to [360]\nset [mapy v] to [-210]\nset [powerup v] to [None]\nset [poweruptype v] to [None]\nset [previouspowerup v] to [0]\nset [allowplayermovement v] to [1]\nset [dead? v] to [0]\nset [pipetravel? v] to [0]\nset [allowdamage v] to [1]\nset [beginautoxscroll v] to [0]\nset [mapyautomovespeed v] to [0]\nset [mapxrightboundary v] to [-3360]\nset [mapxautomovespeed v] to [0]\nset [won v] to [0]\nset [maintainspin v] to [0]\nbroadcast (BackgroundUpdate v)\n\nwhen I receive [win v]\nwait until <(YVel) = [0]>\nchange y by (-1)\nset [allowplayermovement v] to [0]\nset [xvel v] to [1]\nrepeat (180)\n if <(PlayerX) < ((GoalX) + (190))> then\n change [playerx v] by (2)\n change x by (2)\n else\n set [xvel v] to [0]\n end\nend\nset [xvel v] to [0]\nset [beginautoxscroll v] to [0]\nset [mapyautomovespeed v] to [0]\nset [mapxrightboundary v] to [-3360]\nset [mapxautomovespeed v] to [0]\n\nchange [playerx v] by (120)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nif <(Pause) = [0]> then\n set [passingthroughplatform v] to [0]\n set [passingthroughspinners? v] to [0]\n if <(CloneNo.) = [0]> then\n if <(MapXAutoMoveSpeed) < [0]> then\n change [mapx v] by (MapXAutoMoveSpeed)\n else\n change [mapx v] by ((((PlayerX) * (-1)) - (MapX)) / ((15) + ((Gravity) * (4.5))))\n end\n if <(MapX) > [360]> then\n set [mapx v] to [360]\n end\n if <not <(MapXRightBoundary) = [0]>> then\n if <(MapX) < (MapXRightBoundary)> then\n set [mapx v] to (MapXRightBoundary)\n end\n end\n if <(MapYAutoMoveSpeed) < [0]> then\n change [mapy v] by (MapYAutoMoveSpeed)\n end\n end\n switch costume to (dot v)\n set size to (250) %\n if <(CloneNo.) = [0]> then\n switch costume to (join [Level] (join (Level) [A]))\n if <<(MapX) < [-840]> or <(MapX) > [840]>> then\n hide\n else\n show\n end\n end\n if <(CloneNo.) = [1]> then\n switch costume to (join [Level] (join (Level) [B]))\n if <<(MapX) < [-2040]> or <(MapX) > [-360]>> then\n hide\n else\n show\n end\n end\n if <(CloneNo.) = [2]> then\n switch costume to (join [Level] (join (Level) [C]))\n if <<(MapX) < [-3240]> or <(MapX) > [-1560]>> then\n hide\n else\n show\n end\n end\n if <(CloneNo.) = [3]> then\n switch costume to (join [Level] (join (Level) [D]))\n if <<(MapX) < [-4440]> or <(MapX) > [-2760]>> then\n hide\n else\n show\n end\n end\n go to x: ((MapX) + ((CloneNo.) * (1200))) y: (MapY)\n if <(CloneNo.) = [0]> then\n broadcast (MapMoved v)\n end\nend\n\nwhen I start as a clone\nshow\n\n@PipeScans\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (250) %\n\nwhen I receive [finishedmovement v]\nif <(PipeTravel?) = [0]> then\n ScanPipes\nend\n\ndefine ScanPipes\nset [scanno. v] to [1]\nrepeat (length of [pipex v])\n go to x: (((item (ScanNo.) of [pipex v]) * (20)) + (MapX)) y: (((item (ScanNo.) of [pipey v]) * (20)) + (MapY))\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < ((y position) - (50))>>>> then\n if <touching (player v)?> then\n set [pipeexittype v] to (item (ScanNo.) of [exittype v])\n set [playerydestination v] to (item (ScanNo.) of [playerydestination v])\n set [mapydestination v] to (item (ScanNo.) of [mapydestination v])\n set [pipetravel? v] to [1]\n set [playerx v] to ((item (ScanNo.) of [pipex v]) * (20))\n broadcast (PipeTravel v)\n set [beginautoxscroll v] to (item (ScanNo.) of [pipeautoscroll v])\n set [setmapxboundary v] to (item (ScanNo.) of [pipexboundary v])\n end\n end\n change [scanno. v] by (1)\nend\n\nwhen I receive [reset v]\nforever\n delete all of [pipex v]\n delete all of [pipey v]\n delete all of [mapydestination v]\n delete all of [playerydestination v]\n delete all of [exittype v]\n delete all of [pipexboundary v]\n delete all of [pipeautoscroll v]\n if <(Level) = [1]> then\n add [-8] to [pipex v]\n add [12.5] to [pipey v]\n add [150] to [mapydestination v]\n add [80] to [playerydestination v]\n add [Down] to [exittype v]\n add [0] to [pipeautoscroll v]\n add [-3360] to [pipexboundary v]\n add [12] to [pipex v]\n add [-11.5] to [pipey v]\n add [-210] to [mapydestination v]\n add [-20] to [playerydestination v]\n add [Up] to [exittype v]\n add [0] to [pipeautoscroll v]\n add [-3360] to [pipexboundary v]\n add [97] to [pipex v]\n add [9.5] to [pipey v]\n add [150] to [mapydestination v]\n add [100] to [playerydestination v]\n add [Down] to [exittype v]\n add [-1] to [pipeautoscroll v]\n add [-2760] to [pipexboundary v]\n add [135] to [pipex v]\n add [-11.5] to [pipey v]\n add [-210] to [mapydestination v]\n add [-20] to [playerydestination v]\n add [Up] to [exittype v]\n add [0] to [pipeautoscroll v]\n add [-3360] to [pipexboundary v]\n end\n if <(Level) = [2]> then\n add [-16] to [pipex v]\n add [9.5] to [pipey v]\n add [150] to [mapydestination v]\n add [80] to [playerydestination v]\n add [Down] to [exittype v]\n add [0] to [pipeautoscroll v]\n add [-3360] to [pipexboundary v]\n add [149] to [pipex v]\n add [-8.5] to [pipey v]\n add [-210] to [mapydestination v]\n add [-20] to [playerydestination v]\n add [Up] to [exittype v]\n add [0] to [pipeautoscroll v]\n add [-3360] to [pipexboundary v]\n end\nend\n\nwhen I receive [showgame v]\nshow\n\n@Block\n\nwhen flag clicked\nset size to (250) %\nhide\n\ndefine LoadBlocks\nset [blockno. v] to [0]\nrepeat ((length of [blockx v]) - (BlockNo.))\n change [blockno. v] by (1)\n go to x: (((item (BlockNo.) of [blockx v]) * (20)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (20)) + (MapY))\n if <<<(x position) > [-240]> and <(x position) < [240]>> and <<(y position) > [-180]> and <(y position) < [180]>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [finishedmovement v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteBlockNo.) > [0]> then\n delete (DeleteBlockNo.) of [blockx v]\n delete (DeleteBlockNo.) of [blocky v]\n delete (DeleteBlockNo.) of [blockcontents v]\n set [deleteblockno. v] to [0]\nend\nLoadBlocks\n\nwhen I start as a clone\nswitch costume to (hitbox v)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nif <touching (player v)?> then\n set size to (300) %\n set [deleteblockno. v] to (BlockNo.)\n set [itemspawnx v] to (item (BlockNo.) of [blockx v])\n set [itemspawny v] to (item (BlockNo.) of [blocky v])\n if <(item (BlockNo.) of [blockcontents v]) = [Coin]> then\n create clone of (coinanim v)\n end\n if <(item (BlockNo.) of [blockcontents v]) = [Big]> then\n add (item (BlockNo.) of [blockx v]) to [itemx v]\n add (item (BlockNo.) of [blocky v]) to [itemy v]\n add [90] to [itemdir v]\n start sound [PowerupAppears v]\n end\nend\nswitch costume to ((([floor v] of ((CostumeNo.) / (2)) ) mod (4)) + (1))\n\nwhen I receive [reset v]\nset [deleteblockno. v] to [0]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [blockcontents v]\nif <(Level) = [1]> then\n if <[level1] = [level1]> then\n add [-15.5] to [blockx v]\n add [11] to [blocky v]\n add [Coin] to [blockcontents v]\n add [-17.5] to [blockx v]\n add [11] to [blocky v]\n add [Coin] to [blockcontents v]\n add [-19.5] to [blockx v]\n add [11] to [blocky v]\n add [Coin] to [blockcontents v]\n add [-17.5] to [blockx v]\n add [15] to [blocky v]\n add [Big] to [blockcontents v]\n add [7.5] to [blockx v]\n add [17] to [blocky v]\n add [Coin] to [blockcontents v]\n add [7.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\n add [16.54] to [blockx v]\n add [17] to [blocky v]\n add [Coin] to [blockcontents v]\n add [16.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\n add [40.5] to [blockx v]\n add [18] to [blocky v]\n add [Big] to [blockcontents v]\n add [55.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\n add [104.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\n add [108.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\n add [112.5] to [blockx v]\n add [13] to [blocky v]\n add [Coin] to [blockcontents v]\n add [116.5] to [blockx v]\n add [13] to [blocky v]\n add [Coin] to [blockcontents v]\n end\n if <[cave] = [cave]> then\n add [-14.5] to [blockx v]\n add [-4] to [blocky v]\n add [Coin] to [blockcontents v]\n add [-2.5] to [blockx v]\n add [-11] to [blocky v]\n add [Coin] to [blockcontents v]\n add [-0.5] to [blockx v]\n add [-3] to [blocky v]\n add [Coin] to [blockcontents v]\n add [4.5] to [blockx v]\n add [-3] to [blocky v]\n add [Coin] to [blockcontents v]\n add [8.5] to [blockx v]\n add [-3] to [blocky v]\n add [Coin] to [blockcontents v]\n add [13.5] to [blockx v]\n add [-3] to [blocky v]\n add [Big] to [blockcontents v]\n add [137.5] to [blockx v]\n add [-6] to [blocky v]\n add [Big] to [blockcontents v]\n add [137.5] to [blockx v]\n add [-10] to [blocky v]\n add [Coin] to [blockcontents v]\n end\nend\nif <(Level) = [2]> then\n add [0.5] to [blockx v]\n add [-4] to [blocky v]\n add [Big] to [blockcontents v]\n add [-3.5] to [blockx v]\n add [-4] to [blocky v]\n add [Coin] to [blockcontents v]\n add [144.5] to [blockx v]\n add [-6] to [blocky v]\n add [Big] to [blockcontents v]\n add [143.5] to [blockx v]\n add [12] to [blocky v]\n add [Coin] to [blockcontents v]\nend\n\nwhen I receive [hidegame v]\nhide\n\n@CoinAnim\n\nwhen flag clicked\nset size to (250) %\nhide\nset [timesincespawn v] to [0]\nset [myx v] to [0]\nset [myy v] to [0]\n\nwhen I start as a clone\nstart sound [Coin v]\nshow\nset [timesincespawn v] to [0]\nset [myx v] to (ItemSpawnX)\nset [myy v] to (ItemSpawnY)\ngo to x: (((MyX) * (20)) + (MapX)) y: (((MyY) * (20)) + (MapY))\nwait (0.6) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (75)\nwait (0) seconds\ndelete this clone\n\nwhen I receive [finishedmovement v]\nchange [timesincespawn v] by (1)\ngo to x: (((MyX) * (20)) + (MapX)) y: (((MyY) * (20)) + (MapY))\nchange [myy v] by (((12) - (TimeSinceSpawn)) / (20))\nswitch costume to ((([floor v] of (CostumeNo.) ) mod (4)) + (1))\n\nwhen I receive [hidegame v]\nhide\n\n@Items\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset size to (250) %\nhide\n\ndefine LoadItems\nset [itemno. v] to [1]\nrepeat (length of [itemx v])\n go to x: (((item (ItemNo.) of [itemx v]) * (20)) + (MapX)) y: (((item (ItemNo.) of [itemy v]) * (20)) + (MapY))\n if <<<(x position) > [-240]> and <(x position) < [240]>> and <<(y position) > [-180]> and <(y position) < [180]>>> then\n point in direction (item (ItemNo.) of [itemdir v])\n create clone of (_myself_ v)\n end\n change [itemno. v] by (1)\nend\n\nwhen I receive [thwompsplaced v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteItemNo.) > [0]> then\n delete (DeleteItemNo.) of [itemdir v]\n delete (DeleteItemNo.) of [itemx v]\n delete (DeleteItemNo.) of [itemy v]\n set [deleteitemno. v] to [0]\nend\nif <(length of [itemx v]) > [0]> then\n LoadItems\nend\n\nwhen I start as a clone\nshow\nswitch costume to (bighitbox v)\nchange y by ((Gravity) * (2))\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>> then\n change y by ((Gravity) * (-2))\n FindFloor\nend\nreplace item (ItemNo.) of [itemy v] with (((y position) - (MapY)) / (20))\nchange x by ((direction) / (90))\nFindFloorSmooth\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>> then\n turn right (180) degrees\n move (1) steps\n if <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>> then\n turn right (180) degrees\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\nend\nreplace item (ItemNo.) of [itemx v] with (((x position) - (MapX)) / (20))\nswitch costume to (big v)\nif <touching (player v)?> then\n set [poweruptype v] to (costume [name v])\n broadcast (Powerup v)\n set [deleteitemno. v] to (ItemNo.)\nend\n\ndefine FindFloor\nrepeat until <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>>\n change y by (-1)\nend\nif <touching (thwomps v)?> then\n change y by (2)\nend\nchange y by (1)\n\ndefine FindFloorSmooth\nrepeat (3)\n if <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>> then\n change y by (1)\n end\nend\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (thwomps v)?>>> then\n change y by (-3)\nend\n\nwhen I receive [reset v]\nset [deleteitemno. v] to [0]\ndelete all of [itemdir v]\ndelete all of [itemx v]\ndelete all of [itemy v]\n\n@Goombas\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (125) %\nhide\n\ndefine LoadGoombas\nset [goombano. v] to [1]\nrepeat (length of [goombax v])\n go to x: (((item (GoombaNo.) of [goombax v]) * (20)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (20)) + (MapY))\n if <<<(x position) > [-230]> and <(x position) < [230]>> and <<(y position) > [-169]> and <(y position) < [169]>>> then\n point in direction (item (GoombaNo.) of [goombadir v])\n create clone of (_myself_ v)\n end\n change [goombano. v] by (1)\nend\n\nwhen I receive [finishedmovement v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteGooombaNo.) > [0]> then\n delete (DeleteGooombaNo.) of [goombadir v]\n delete (DeleteGooombaNo.) of [goombax v]\n delete (DeleteGooombaNo.) of [goombay v]\n set [deletegooombano. v] to [0]\nend\nif <(length of [goombax v]) > [0]> then\n LoadGoombas\nend\nbroadcast (GoombasLoaded v)\n\ndefine FindFloor\nrepeat until <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine FindFloorSmooth\nrepeat (6)\n if <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>> then\n change y by (1)\n end\nend\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>> then\n change y by (-6)\nend\n\nwhen I start as a clone\nswitch costume to (bighitbox v)\nshow\nchange y by ((Gravity) * (2))\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>> then\n change y by ((Gravity) * (-2))\n FindFloor\nend\nreplace item (GoombaNo.) of [goombay v] with (((y position) - (MapY)) / (20))\nchange x by ((direction) / (90))\nFindFloorSmooth\nif <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>> then\n turn right (180) degrees\n move (1) steps\n if <<touching (level v)?> or <<touching (platforms v)?> or <touching (spinning blocks v)?>>> then\n turn right (180) degrees\n end\n replace item (GoombaNo.) of [goombadir v] with (direction)\nend\nreplace item (GoombaNo.) of [goombax v] with (((x position) - (MapX)) / (20))\nswitch costume to (hitboxtop v)\nif <touching (player v)?> then\n if <(Sliding?) = [1]> then\n set [deletegooombano. v] to (GoombaNo.)\n switch costume to (3 v)\n start sound [Stomp v]\n wait (0) seconds\n else\n set [deletegooombano. v] to (GoombaNo.)\n broadcast (Bounce v)\n set [maintainspin v] to [1]\n switch costume to (3 v)\n start sound [Stomp v]\n wait (0) seconds\n end\nelse\n switch costume to (bighitbox v)\n if <touching (player v)?> then\n if <(Sliding?) = [1]> then\n set [deletegooombano. v] to (GoombaNo.)\n switch costume to (3 v)\n start sound [Stomp v]\n wait (0) seconds\n else\n if <(AllowDamage) = [1]> then\n broadcast (PowerDown v)\n end\n end\n end\nend\nswitch costume to ((([floor v] of ((CostumeNo.) / (4)) ) mod (2)) + (1))\n\nwhen I receive [reset v]\ndelete all of [goombadir v]\ndelete all of [goombax v]\ndelete all of [goombay v]\nif <(Level) = [1]> then\n add [90] to [goombadir v]\n add [-5] to [goombax v]\n add [11] to [goombay v]\n add [-90] to [goombadir v]\n add [59.5] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [57.5] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [55.5] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [53.5] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [51.5] to [goombax v]\n add [9] to [goombay v]\n add [-90] to [goombadir v]\n add [49.5] to [goombax v]\n add [10] to [goombay v]\n add [-90] to [goombadir v]\n add [47.5] to [goombax v]\n add [11] to [goombay v]\n add [-90] to [goombadir v]\n add [132] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [128] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [124] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [120] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [116] to [goombax v]\n add [10] to [goombay v]\n add [-90] to [goombadir v]\n add [112] to [goombax v]\n add [11] to [goombay v]\n add [-90] to [goombadir v]\n add [108] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n add [104] to [goombax v]\n add [8] to [goombay v]\n add [-90] to [goombadir v]\n set [deletegooombano. v] to [0]\n wait (2) seconds\n forever\n go to x: (((12) * (20)) + (MapX)) y: (((10) * (20)) + (MapY))\n if <<<<(x position) > [-229]> and <(x position) < [229]>> and <<(y position) > [-170]> and <(y position) < [170]>>> and <(distance to [player v]) > [30]>> then\n add [-90] to [goombadir v]\n add [12] to [goombax v]\n add [10] to [goombay v]\n end\n wait (4) seconds\n end\nend\nif <(Level) = [2]> then\n add [61.5] to [goombax v]\n add [-2] to [goombay v]\n add [90] to [goombadir v]\n add [124] to [goombax v]\n add [-8] to [goombay v]\n add [-90] to [goombadir v]\n add [120] to [goombax v]\n add [-9] to [goombay v]\n add [-90] to [goombadir v]\n add [116] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\n add [112] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\n add [108] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\n add [122] to [goombax v]\n add [-8] to [goombay v]\n add [-90] to [goombadir v]\n add [118] to [goombax v]\n add [-9] to [goombay v]\n add [-90] to [goombadir v]\n add [114] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\n add [110] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\n add [106] to [goombax v]\n add [-10] to [goombay v]\n add [-90] to [goombadir v]\nend\n\nwhen I receive [mapmoved v]\ngo to x: (((item (GoombaNo.) of [goombax v]) * (20)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (20)) + (MapY))\n\n@Platforms\n\nwhen flag clicked\nset size to (250) %\nhide\n\ndefine FormPlatforms\nset [platformno. v] to [1]\nrepeat (length of [platformx v])\n go to x: (((item (PlatformNo.) of [platformx v]) * (20)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (20)) + (MapY))\n if <<<(x position) > [-284]> and <(x position) < [284]>> and <(y position) < [177]>> then\n create clone of (_myself_ v)\n end\n change [platformno. v] by (1)\nend\n\nwhen I receive [goombasloaded v]\nif <[1] = [1]> then\n delete this clone\nend\nFormPlatforms\n\nwhen I start as a clone\nshow\nif <not <(y position) > [-180]>> then\n hide\nend\nif <(item (PlatformNo.) of [activatedplatforms v]) = [0]> then\n if <(Dead?) = [0]> then\n change y by (5)\n if <<touching (player v)?> or <touching (goombas v)?>> then\n replace item (PlatformNo.) of [activatedplatforms v] with [1]\n end\n change y by (-5)\n end\nelse\n if <(item (PlatformNo.) of [activatedplatforms v]) < [30]> then\n replace item (PlatformNo.) of [activatedplatforms v] with ((item (PlatformNo.) of [activatedplatforms v]) + (1))\n change x by (([sin v] of ((item (PlatformNo.) of [activatedplatforms v]) * (90)) ) * (2))\n else\n if <(item (PlatformNo.) of [activatedplatforms v]) < [210]> then\n change y by (-2)\n replace item (PlatformNo.) of [platformy v] with (((y position) - (MapY)) / (20))\n replace item (PlatformNo.) of [activatedplatforms v] with ((item (PlatformNo.) of [activatedplatforms v]) + (1))\n else\n replace item (PlatformNo.) of [platformy v] with (item (PlatformNo.) of [originalplatformy v])\n replace item (PlatformNo.) of [activatedplatforms v] with [0]\n end\n end\nend\n\nwhen I receive [mapmoved v]\ngo to x: (((item (PlatformNo.) of [platformx v]) * (20)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (20)) + (MapY))\nswitch costume to (hitboxbelow v)\nif <touching (player v)?> then\n set [passingthroughplatform v] to [1]\nend\nswitch costume to (1 v)\nif <(item (PlatformNo.) of [activatedplatforms v]) > [29]> then\n change y by (-2)\nend\nbroadcast (PlatformsMoved v)\n\nwhen I receive [reset v]\ndelete all of [activatedplatforms v]\ndelete all of [platformx v]\ndelete all of [platformy v]\ndelete all of [originalplatformy v]\nif <(Level) = [1]> then\n add [0] to [activatedplatforms v]\n add [67] to [platformx v]\n add [7] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [78.5] to [platformx v]\n add [5] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [84.5] to [platformx v]\n add [5] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [106] to [platformx v]\n add [-4] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [110] to [platformx v]\n add [-4] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [114] to [platformx v]\n add [-4] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [118] to [platformx v]\n add [-4] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [122] to [platformx v]\n add [-4] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\nend\nif <(Level) = [2]> then\n add [0] to [activatedplatforms v]\n add [37.5] to [platformx v]\n add [-13] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [49.5] to [platformx v]\n add [-13] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [63.5] to [platformx v]\n add [-3] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [66] to [platformx v]\n add [-3] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [68.5] to [platformx v]\n add [-3] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [81.5] to [platformx v]\n add [-13] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [119.5] to [platformx v]\n add [-16] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [124.5] to [platformx v]\n add [-16] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\n add [0] to [activatedplatforms v]\n add [129.5] to [platformx v]\n add [-16] to [platformy v]\n add (item (length of [platformy v]) of [platformy v]) to [originalplatformy v]\nend\n\nwhen I receive [hidegame v]\nhide\n\n@Background\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [finishedmovement v]\ngo to [back v] layer\ngo to x: ((((MapX) * (0.2)) mod (480)) + ((Clone) * (-480))) y: (0)\nbroadcast (BackgroundPlaced v)\n\nwhen I receive [backgroundupdate v]\nif <(round (MapY)) = [-210]> then\n switch costume to (1 v)\nend\nif <(round (MapY)) = [150]> then\n switch costume to (2 v)\nend\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nset [clone v] to [0]\n\n@Coins\n\nwhen flag clicked\nset size to (250) %\nhide\n\ndefine FormCoins\nset [coinno. v] to [0]\nswitch costume to (hitbox v)\nrepeat ((length of [coinx v]) - (CoinNo.))\n change [coinno. v] by (1)\n go to x: (((item (CoinNo.) of [coinx v]) * (20)) + (MapX)) y: (((item (CoinNo.) of [coiny v]) * (20)) + (MapY))\n if <<<(x position) > [-240]> and <(x position) < [240]>> and <<(y position) > [-180]> and <(y position) < [180]>>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [finishedmovement v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteCoinNo.) > [0]> then\n delete (DeleteCoinNo.) of [coinx v]\n delete (DeleteCoinNo.) of [coiny v]\n set [deletecoinno. v] to [0]\nend\nif <(length of [coinx v]) > [0]> then\n FormCoins\nend\n\nwhen I receive [reset v]\nset [deletecoinno. v] to [0]\ndelete all of [coinx v]\ndelete all of [coiny v]\nif <(Level) = [1]> then\n add [-16.5] to [coinx v]\n add [12] to [coiny v]\n add [-17.5] to [coinx v]\n add [12] to [coiny v]\n add [-18.5] to [coinx v]\n add [12] to [coiny v]\n add [-16.5] to [coinx v]\n add [13] to [coiny v]\n add [-17.5] to [coinx v]\n add [13] to [coiny v]\n add [-18.5] to [coinx v]\n add [13] to [coiny v]\n add [-8.5] to [coinx v]\n add [13] to [coiny v]\n add [-7.5] to [coinx v]\n add [13] to [coiny v]\n add [-8.5] to [coinx v]\n add [14] to [coiny v]\n add [-7.5] to [coinx v]\n add [14] to [coiny v]\n add [12.5] to [coinx v]\n add [-11] to [coiny v]\n add [11.5] to [coinx v]\n add [-11] to [coiny v]\n add [12.5] to [coinx v]\n add [-10] to [coiny v]\n add [11.5] to [coinx v]\n add [-10] to [coiny v]\n add [65.5] to [coinx v]\n add [4] to [coiny v]\n add [66.5] to [coinx v]\n add [4] to [coiny v]\n add [67.5] to [coinx v]\n add [4] to [coiny v]\n add [68.5] to [coinx v]\n add [4] to [coiny v]\n add [65.5] to [coinx v]\n add [5] to [coiny v]\n add [66.5] to [coinx v]\n add [5] to [coiny v]\n add [67.5] to [coinx v]\n add [5] to [coiny v]\n add [68.5] to [coinx v]\n add [5] to [coiny v]\n add [130.5] to [coinx v]\n add [-4] to [coiny v]\n add [131.5] to [coinx v]\n add [-4] to [coiny v]\n add [132.5] to [coinx v]\n add [-4] to [coiny v]\n add [133.5] to [coinx v]\n add [-4] to [coiny v]\n add [130.5] to [coinx v]\n add [-3] to [coiny v]\n add [131.5] to [coinx v]\n add [-3] to [coiny v]\n add [132.5] to [coinx v]\n add [-3] to [coiny v]\n add [133.5] to [coinx v]\n add [-3] to [coiny v]\n add [130.5] to [coinx v]\n add [-2] to [coiny v]\n add [131.5] to [coinx v]\n add [-2] to [coiny v]\n add [132.5] to [coinx v]\n add [-2] to [coiny v]\n add [133.5] to [coinx v]\n add [-2] to [coiny v]\nend\nif <(Level) = [2]> then\n add [-2.5] to [coinx v]\n add [-10] to [coiny v]\n add [-1.5] to [coinx v]\n add [-10] to [coiny v]\n add [-0.5] to [coinx v]\n add [-10] to [coiny v]\n add [-2.5] to [coinx v]\n add [-11] to [coiny v]\n add [-1.5] to [coinx v]\n add [-11] to [coiny v]\n add [-0.5] to [coinx v]\n add [-11] to [coiny v]\n add [-2.5] to [coinx v]\n add [-12] to [coiny v]\n add [-1.5] to [coinx v]\n add [-12] to [coiny v]\n add [-0.5] to [coinx v]\n add [-12] to [coiny v]\n add [24.5] to [coinx v]\n add [-2] to [coiny v]\n add [25.5] to [coinx v]\n add [-2] to [coiny v]\n add [26.5] to [coinx v]\n add [-2] to [coiny v]\n add [27.5] to [coinx v]\n add [-2] to [coiny v]\n add [24.5] to [coinx v]\n add [-1] to [coiny v]\n add [25.5] to [coinx v]\n add [-1] to [coiny v]\n add [26.5] to [coinx v]\n add [-1] to [coiny v]\n add [27.5] to [coinx v]\n add [-1] to [coiny v]\n add [24.5] to [coinx v]\n add [0] to [coiny v]\n add [25.5] to [coinx v]\n add [0] to [coiny v]\n add [26.5] to [coinx v]\n add [0] to [coiny v]\n add [27.5] to [coinx v]\n add [0] to [coiny v]\n add [24.5] to [coinx v]\n add [1] to [coiny v]\n add [25.5] to [coinx v]\n add [1] to [coiny v]\n add [26.5] to [coinx v]\n add [1] to [coiny v]\n add [27.5] to [coinx v]\n add [1] to [coiny v]\n add [47.5] to [coinx v]\n add [0] to [coiny v]\n add [48.5] to [coinx v]\n add [0] to [coiny v]\n add [49.5] to [coinx v]\n add [0] to [coiny v]\n add [50.5] to [coinx v]\n add [0] to [coiny v]\n add [51.5] to [coinx v]\n add [0] to [coiny v]\n add [47.5] to [coinx v]\n add [-1] to [coiny v]\n add [48.5] to [coinx v]\n add [-1] to [coiny v]\n add [49.5] to [coinx v]\n add [-1] to [coiny v]\n add [50.5] to [coinx v]\n add [-1] to [coiny v]\n add [51.5] to [coinx v]\n add [-1] to [coiny v]\n add [47.5] to [coinx v]\n add [-2] to [coiny v]\n add [48.5] to [coinx v]\n add [-2] to [coiny v]\n add [49.5] to [coinx v]\n add [-2] to [coiny v]\n add [50.5] to [coinx v]\n add [-2] to [coiny v]\n add [51.5] to [coinx v]\n add [-2] to [coiny v]\n add [81] to [coinx v]\n add [-2] to [coiny v]\n add [82] to [coinx v]\n add [-2] to [coiny v]\n add [81] to [coinx v]\n add [-3] to [coiny v]\n add [82] to [coinx v]\n add [-3] to [coiny v]\n add [81] to [coinx v]\n add [-4] to [coiny v]\n add [82] to [coinx v]\n add [-4] to [coiny v]\n add [111.5] to [coinx v]\n add [-13] to [coiny v]\n add [111.5] to [coinx v]\n add [-14] to [coiny v]\n add [111.5] to [coinx v]\n add [-15] to [coiny v]\n add [113.5] to [coinx v]\n add [-13] to [coiny v]\n add [113.5] to [coinx v]\n add [-14] to [coiny v]\n add [113.5] to [coinx v]\n add [-15] to [coiny v]\n add [115.5] to [coinx v]\n add [-13] to [coiny v]\n add [115.5] to [coinx v]\n add [-14] to [coiny v]\n add [115.5] to [coinx v]\n add [-15] to [coiny v]\n add [117.5] to [coinx v]\n add [-13] to [coiny v]\n add [117.5] to [coinx v]\n add [-14] to [coiny v]\n add [117.5] to [coinx v]\n add [-15] to [coiny v]\n add [119.5] to [coinx v]\n add [-13] to [coiny v]\n add [119.5] to [coinx v]\n add [-14] to [coiny v]\n add [119.5] to [coinx v]\n add [-15] to [coiny v]\n add [121.5] to [coinx v]\n add [-13] to [coiny v]\n add [121.5] to [coinx v]\n add [-14] to [coiny v]\n add [121.5] to [coinx v]\n add [-15] to [coiny v]\n add [123.5] to [coinx v]\n add [-13] to [coiny v]\n add [123.5] to [coinx v]\n add [-14] to [coiny v]\n add [123.5] to [coinx v]\n add [-15] to [coiny v]\n add [125.5] to [coinx v]\n add [-13] to [coiny v]\n add [125.5] to [coinx v]\n add [-14] to [coiny v]\n add [125.5] to [coinx v]\n add [-15] to [coiny v]\n add [127.5] to [coinx v]\n add [-13] to [coiny v]\n add [127.5] to [coinx v]\n add [-14] to [coiny v]\n add [127.5] to [coinx v]\n add [-15] to [coiny v]\n add [129.5] to [coinx v]\n add [-13] to [coiny v]\n add [129.5] to [coinx v]\n add [-14] to [coiny v]\n add [129.5] to [coinx v]\n add [-15] to [coiny v]\n add [131.5] to [coinx v]\n add [-13] to [coiny v]\n add [131.5] to [coinx v]\n add [-14] to [coiny v]\n add [131.5] to [coinx v]\n add [-15] to [coiny v]\nend\n\nwhen I start as a clone\nshow\nif <(DeleteCoinNo.) = [0]> then\n if <touching (player v)?> then\n set [itemspawnx v] to (item (CoinNo.) of [coinx v])\n set [itemspawny v] to (item (CoinNo.) of [coiny v])\n create clone of (coinanim v)\n set [deletecoinno. v] to (CoinNo.)\n hide\n end\nend\nswitch costume to ((([floor v] of ((CostumeNo.) / (2)) ) mod (4)) + (1))\n\n@Goal\n\nwhen I receive [finishedmovement v]\ngo to x: ((GoalX) + (MapX)) y: ((GoalY) + (MapY))\nif <(Stop) = [0]> then\n if <(GoalDirection) = [Up]> then\n change [goaly v] by (1)\n else\n change [goaly v] by (-1)\n end\n if <(GoalY) < [155]> then\n set [goaldirection v] to [Up]\n end\n if <(GoalY) > [315]> then\n set [goaldirection v] to [Down]\n end\n if <<<(x position) > [-250]> and <(x position) < [250]>> and <<(y position) > [-180]> and <(y position) < [180]>>> then\n show\n if <touching (player v)?> then\n set [stop v] to [1]\n broadcast (Win v)\n end\n else\n hide\n end\nend\ngo [backward v] (1) layers\n\nwhen I receive [reset v]\ngo to [back v] layer\nset size to (250) %\nshow\nset [goalx v] to [3165]\nset [goaly v] to [315]\nset [goaldirection v] to [Up]\nset [stop v] to [0]\n\n@LevelBackgrounds\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I start as a clone\nshow\n\nwhen I receive [finishedmovement v]\nswitch costume to (dot v)\nset size to (250) %\nif <(CloneNo.) = [0]> then\n switch costume to (join [Level] (join (Level) [A]))\n if <<(MapX) < [-840]> or <(MapX) > [840]>> then\n hide\n else\n show\n end\nend\nif <(CloneNo.) = [1]> then\n switch costume to (join [Level] (join (Level) [B]))\n if <<(MapX) < [-2040]> or <(MapX) > [-360]>> then\n hide\n else\n show\n end\nend\nif <(CloneNo.) = [2]> then\n switch costume to (join [Level] (join (Level) [C]))\n if <<(MapX) < [-3240]> or <(MapX) > [-1560]>> then\n hide\n else\n show\n end\nend\nif <(CloneNo.) = [3]> then\n switch costume to (join [Level] (join (Level) [D]))\n if <<(MapX) < [-4440]> or <(MapX) > [-2915]>> then\n hide\n else\n show\n end\nend\ngo to x: ((MapX) + ((CloneNo.) * (1200))) y: (MapY)\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Wipe\n\nwhen I receive [win v]\nif <(Level) = [2]> then\n wait (9) seconds\n show\n repeat (90)\n change [ghost v] effect by (-4)\n set x to ((x position) / (1.2))\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nhide\n\nwhen I receive [reset v]\nhide\nset [ghost v] effect to (100)\ngo to x: (-480) y: (0)\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen I receive [hidegame v]\nhide\n\n@Spinning Blocks\n\nwhen flag clicked\nhide\nset size to (250) %\n\nwhen I receive [goombasloaded v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteSpinningBlockNo.) > [0]> then\n delete (DeleteSpinningBlockNo.) of [spinstate v]\n delete (DeleteSpinningBlockNo.) of [spinx v]\n delete (DeleteSpinningBlockNo.) of [spiny v]\n set [deletespinningblockno. v] to [0]\nend\nFormBlocks\nbroadcast (SpinningBlocksPlaced v)\n\ndefine FormBlocks\nset [spinblockno. v] to [1]\nrepeat (length of [spinx v])\n go to x: (((item (SpinBlockNo.) of [spinx v]) * (20)) + (MapX)) y: (((item (SpinBlockNo.) of [spiny v]) * (20)) + (MapY))\n if <<<(x position) > [-240]> and <(x position) < [240]>> and <<(y position) > [-167]> and <(y position) < [167]>>> then\n create clone of (_myself_ v)\n end\n change [spinblockno. v] by (1)\nend\n\nwhen I receive [reset v]\nset [deletespinningblockno. v] to [0]\ndelete all of [spinstate v]\ndelete all of [spinx v]\ndelete all of [spiny v]\nif <(Level) = [1]> then\nif <(Level) = [2]> then\n add [-2.5] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [-1.5] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [-0.5] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [7] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [9] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [8] to [spinx v]\n add [-9] to [spiny v]\n add [1] to [spinstate v]\n add [24.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [25.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [26.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [27.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [34.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [35.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [36.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [37.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [38.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [39.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [40.5] to [spinx v]\n add [-3] to [spiny v]\n add [1] to [spinstate v]\n add [45.5] to [spinx v]\n add [-8] to [spiny v]\n add [1] to [spinstate v]\n add [47.5] to [spinx v]\n add [-8] to [spiny v]\n add [1] to [spinstate v]\n add [49.5] to [spinx v]\n add [-8] to [spiny v]\n add [1] to [spinstate v]\n add [51.5] to [spinx v]\n add [-8] to [spiny v]\n add [1] to [spinstate v]\n add [53.5] to [spinx v]\n add [-8] to [spiny v]\n add [1] to [spinstate v]\n add [108.5] to [spinx v]\n add [-11] to [spiny v]\n add [1] to [spinstate v]\n add [109.5] to [spinx v]\n add [-11] to [spiny v]\n add [1] to [spinstate v]\n add [105.5] to [spinx v]\n add [-6] to [spiny v]\n add [1] to [spinstate v]\n add [109.5] to [spinx v]\n add [-5] to [spiny v]\n add [1] to [spinstate v]\n add [113.5] to [spinx v]\n add [-5] to [spiny v]\n add [1] to [spinstate v]\n add [117.5] to [spinx v]\n add [-6] to [spiny v]\n add [1] to [spinstate v]\n add [135.5] to [spinx v]\n add [-12] to [spiny v]\n add [1] to [spinstate v]\n add [136.5] to [spinx v]\n add [-12] to [spiny v]\n add [1] to [spinstate v]\nend\n\nwhen I start as a clone\nshow\nswitch costume to (((item (SpinBlockNo.) of [spinstate v]) mod (4)) + (1))\nif <(item (SpinBlockNo.) of [spinstate v]) > [1]> then\n replace item (SpinBlockNo.) of [spinstate v] with ((item (SpinBlockNo.) of [spinstate v]) + (1))\n if <(item (SpinBlockNo.) of [spinstate v]) > [12]> then\n switch costume to (1 v)\n if <touching (player v)?> then\n replace item (SpinBlockNo.) of [spinstate v] with [8]\n else\n replace item (SpinBlockNo.) of [spinstate v] with [1]\n end\n end\nelse\n switch costume to (hitbox2 v)\n if <(item (SpinBlockNo.) of [spinstate v]) = [1]> then\n if <<touching (player v)?> and <(Spinning) = [1]>> then\n set [deletespinningblockno. v] to (SpinBlockNo.)\n set [maintainspin v] to [1]\n broadcast (Bounce v)\n start sound [Break v]\n end\n switch costume to (hitbox2 v)\n if <touching (thwomps v)?> then\n set [deletespinningblockno. v] to (SpinBlockNo.)\n start sound [Break v]\n end\n end\n if <not <(YVel) < [0]>> then\n switch costume to (hitbox v)\n if <touching (player v)?> then\n replace item (SpinBlockNo.) of [spinstate v] with [2]\n end\n end\n switch costume to ((item (SpinBlockNo.) of [spinstate v]) mod (4))\nend\n\nwhen I receive [platformsmoved v]\ngo to x: (((item (SpinBlockNo.) of [spinx v]) * (20)) + (MapX)) y: (((item (SpinBlockNo.) of [spiny v]) * (20)) + (MapY))\nif <(item (SpinBlockNo.) of [spinstate v]) > [1]> then\n switch costume to (1 v)\n if <touching (player v)?> then\n set [passingthroughspinners? v] to [1]\n end\n hide\nend\nbroadcast (SpinningBlocksMoved v)\n\n@Thwomps\n\nwhen flag clicked\nset size to (125) %\nset rotation style [left-right v]\nhide\n\nwhen I receive [reset v]\ndelete all of [thwompx v]\ndelete all of [thwompy v]\ndelete all of [thwompstate v]\ndelete all of [thwompyvelocity v]\nif <(Level) = [1]> then\nif <(Level) = [2]> then\n add [8] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [12] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [16] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [20] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [26] to [thwompx v]\n add [-4.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [36] to [thwompx v]\n add [-4.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [39] to [thwompx v]\n add [-4.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [81.5] to [thwompx v]\n add [-2.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [132.5] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [132.5] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [143] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\n add [146] to [thwompx v]\n add [-1.5] to [thwompy v]\n add [0] to [thwompstate v]\n add [0] to [thwompyvelocity v]\nend\n\nwhen I receive [spinningblocksplaced v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [thwompx v]) > [0]> then\n Thwomps\nend\nbroadcast (ThwompsPlaced v)\n\ndefine Thwomps\nset [thwompno. v] to [1]\nrepeat (length of [thwompx v])\n go to x: (((item (ThwompNo.) of [thwompx v]) * (20)) + (MapX)) y: (((item (ThwompNo.) of [thwompy v]) * (20)) + (MapY))\n if <<<(x position) > [-240]> and <(x position) < [240]>> and <<(y position) > [-180]> and <(y position) < [180]>>> then\n create clone of (_myself_ v)\n end\n change [thwompno. v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (bouncehitbox v)\nif <touching (player v)?> then\n if <(Spinning) = [1]> then\n set [yvel v] to [8]\n broadcast (Bounce v)\n set [maintainspin v] to [1]\n end\nelse\n switch costume to (1 v)\n if <touching (player v)?> then\n broadcast (PowerDown v)\n end\nend\nif <(item (ThwompNo.) of [thwompstate v]) = [0]> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < [80]> then\n point towards (player v)\n switch costume to (2 v)\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [30]> and <([y position v] of [player v]) < ((y position) + (40))>> then\n replace item (ThwompNo.) of [thwompstate v] with [1]\n end\n else\n switch costume to (1 v)\n end\nend\nif <(item (ThwompNo.) of [thwompstate v]) = [1]> then\n switch costume to (3 v)\n change y by (-2)\n change y by (item (ThwompNo.) of [thwompyvelocity v])\n replace item (ThwompNo.) of [thwompyvelocity v] with ((item (ThwompNo.) of [thwompyvelocity v]) + (-1))\n if <<touching (level v)?> or <<touching (spinning blocks v)?> or <touching (platforms v)?>>> then\n FindFloor\n end\n start sound [HitFloor v]\n replace item (ThwompNo.) of [thwompy v] with (((y position) - (MapY)) / (20))\nend\nif <<(item (ThwompNo.) of [thwompstate v]) > [1]> and <not <(item (ThwompNo.) of [thwompstate v]) = [3.5]>>> then\n replace item (ThwompNo.) of [thwompstate v] with ((item (ThwompNo.) of [thwompstate v]) + (1))\n switch costume to (3 v)\n replace item (ThwompNo.) of [thwompyvelocity v] with [0]\nend\nif <(item (ThwompNo.) of [thwompstate v]) > [40]> then\n replace item (ThwompNo.) of [thwompstate v] with [3.5]\nend\nif <(item (ThwompNo.) of [thwompstate v]) = [3.5]> then\n switch costume to (1 v)\n change y by (2)\n if <<touching (level v)?> or <touching (spinning blocks v)?>> then\n FindCeiling\n end\n replace item (ThwompNo.) of [thwompy v] with (((y position) - (MapY)) / (20))\n replace item (ThwompNo.) of [thwompyvelocity v] with [0]\nend\n\nwhen I receive [spinningblocksmoved v]\nswitch costume to (1 v)\ngo to x: (((item (ThwompNo.) of [thwompx v]) * (20)) + (MapX)) y: (((item (ThwompNo.) of [thwompy v]) * (20)) + (MapY))\nif <(item (ThwompNo.) of [thwompstate v]) = [3.5]> then\n change y by (2)\n if <(Spinning) = [1]> then\n if <touching (player v)?> then\n set [maintainspin v] to [1]\n end\n end\nend\nbroadcast (ThwompsMoved v)\n\ndefine FindFloor\nrepeat until <not <<touching (level v)?> or <<touching (spinning blocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\nend\nreplace item (ThwompNo.) of [thwompstate v] with [2]\n\ndefine FindCeiling\nrepeat until <not <<touching (level v)?> or <touching (spinning blocks v)?>>>\n change y by (-1)\nend\nreplace item (ThwompNo.) of [thwompstate v] with [0]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\nwhen I receive [finishedmovement v]\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Levels\n\nwhen I receive [resetforlevels v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (Level)\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nhide\n\n | Click the Flag twice.\nMovement:\nWASD or Arrows\nSPACE for Spin Jump\nUse Pipes:\nS or Down Arrow\n\nAll 2 tile tall pipes can be interacted with.\nYou can slide down slopes, allowing you to take down multiple enemies at once.\nJump on Enemy's heads for an extra boost. |
{Forest}~【A Mobile Platformer】 | @Stage\n\nwhen flag clicked\nforever\n set [color v] effect to (25)\n play sound [Electric by bubblebee3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (0))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@player\n\nwhen flag clicked\nshow\nset [y v] to [0]\nswitch costume to (fantasia1 v)\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-215) y: (90)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (moving 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 (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) > [239]> then\n broadcast (next v)\n go to x: (-215) y: (25)\n end\n if <touching (spikes v)?> then\n broadcast (die v)\n go to x: (-215) y: (25)\n end\n if <touching (trampoline v)?> then\n set [y v] to [12.5]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#00ff69)?> then\n set [y v] to [15]\n wait (1) seconds\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (fantasia1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Restart\n\nwhen flag clicked\ngo to x: (-100) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\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\n@Skip\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 (next v)\n\nwhen flag clicked\ngo to x: (-190) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\n@trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\n@thumb\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\nhide\n\n | What? #48th on Games and #315 on Explore? Thanks guys!\nClick the Green Tree\n[Arrow Keys], [W,A,S,D] or [touchscreen] to move\nDon't touch spikes\nTranpoline makes you bounce higher\n\nCan we get the Top Loved? Or Top Remixed? Or even FEATURED??? |
Darkness || A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Wind v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [dead? v] to [No]\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\ngo to x: (-190) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(x position) > [228]> then\n if <(Level) = [31]> then\n change x by (20)\n stop [this script v]\n else\n set x to (-228)\n change [level v] by (1)\n start sound [Click v]\n end\n end\n if <<<touching (danger v)?> or <touching (danger 2 v)?>> or <(y position) < [-180]>> then\n stop [other scripts in sprite v]\n set [dead? v] to [Yes]\n switch costume to (hurt v)\n start sound [Ouch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.1) seconds\n broadcast (Start v)\n set [dead? v] to [No]\n end\n if <touching (spring v)?> then\n set [yv v] to [20]\n start sound [Jump v]\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (idle v)\n change [yv v] by (-1)\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)\n point in direction (90)\n switch costume to (move v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n point in direction (-90)\n switch costume to (move v)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (level 2 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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (level 2 v)?>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\n@Stamp\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\ngo to (player v)\nshow\nrepeat (6)\n change [ghost v] effect by (16)\n change size by (-6)\nend\ndelete this clone\n\nwhen I receive [start v]\nrepeat until <(Dead?) = [Yes]>\n create clone of (_myself_ v)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Level 2\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) > [20]> then\n show\n switch costume to (Level)\n set x to ((0) + (([cos v] of (((timer) - (2)) * (150)) ) * (70)))\n end\nend\n\n@Tips\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Play Button\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Click v]\n broadcast (Start v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (60)\nshow\n\nwhen I receive [start v]\nhide\n\n@Clouds1\n\nwhen flag clicked\nset [xpos v] to [0]\nset [ypos v] to [0]\nforever\n go to [back v] layer\n go to x: (xPos) y: (yPos)\n if <(x position) < [-446]> then\n set [xpos v] to [448]\n end\n change [xpos v] by (-1)\nend\n\n@Clouds2\n\nwhen flag clicked\nset [xpos v] to [448]\nset [ypos v] to [0]\nforever\n go to [back v] layer\n go to x: (xPos) y: (yPos)\n if <(x position) < [-446]> then\n set [xpos v] to [448]\n end\n change [xpos v] by (-1)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Danger 2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [19]> then\n set y to ((0) + (([cos v] of (((timer) - (2)) * (200)) ) * (30)))\n else\n if <(Level) = [20]> then\n go to x: (0) y: (0)\n set x to ((0) + (([cos v] of (((timer) - (2)) * (150)) ) * (50)))\n else\n if <(Level) = [23]> then\n go to x: (0) y: (0)\n set x to ((0) + (([cos v] of (((timer) - (2)) * (150)) ) * (70)))\n else\n set y to ((0) + (([cos v] of (((timer) - (2)) * (200)) ) * (50)))\n end\n end\n end\nend\n\nif <(Level) = [27]> then\n go to x: (0) y: (0)\n set x to ((0) + (([cos v] of (((timer) - (2)) * (150)) ) * (70)))\nelse\n set y to ((0) + (([cos v] of (((timer) - (2)) * (200)) ) * (50)))\nend\n\n@Ta-da\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [31]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (30)\ngo to x: (pick random (-210) to (210)) y: (160)\nrepeat until <touching (_edge_ v)?>\n change y by (-3)\n next costume\n turn right (3) degrees\nend\ndelete this clone\n\n@Spring\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Dark\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\ngo to x: (pick random (-237) to (237)) y: (170)\npoint in direction (-165)\nmove (15) steps\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n | Controls:\naswd keys or arrow keys to move...\nMobile Controls:\nTap & Hold to move...\n\n2021-wow, I am BAD at this... |
Inspiration || A 3D PLATFORMER | @Stage\n\nwhen flag clicked\nswitch backdrop to (hi! =\) v)\nset [ghost v] effect to (95)\n\nwhen backdrop switches to [end v]\nclear graphic effects\n\n@3:D\n\nwhen flag clicked\nswitch backdrop to (hi! =\) v)\nset [map # v] to [1]\ninit\ncreate map (map #)\nhide\nrespawn\nlevel 1\nlevel 2\nlevel 3\nforever\n render\n smarts\n touching\n touching bad?\nend\n\ndefine go to x: (x) y: (y) z: (z)\nset [length v] to ((z) + ((0.075) * ([sqrt v] of ((((x) - (x cam)) * ((x) - (x cam))) + (((y) - (y cam)) * ((y) - (y cam)))) )))\ngo to x: (((Size) * ((x) - (x cam))) / ((length) / (1))) y: (((Size) * ((y) - (y cam))) / ((length) / (1)))\n\ndefine add platform from x: (x) y: (y) to x: (x2) y: (y2)\nadd (x) to [x1 v]\nadd ((y) - (50)) to [y1 v]\nadd (x2) to [x2 v]\nadd ((y2) - (50)) to [y2 v]\n\ndefine add lava from x: (x) y: (y) to x: (x2) y: (y2)\nadd (x) to [hazard x v]\nadd ((y) - (50)) to [hazard y v]\nadd (x2) to [hazard x2 v]\nadd ((y2) - (50)) to [hazard y2 v]\n\ndefine init\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [hazard x v]\ndelete (all) of [hazard y v]\ndelete (all) of [hazard x2 v]\ndelete (all) of [hazard y2 v]\n\ndefine smarts\nchange [y vel v] by (-0.16)\ntouching\nif <(touching?) = [1]> then\n set [y vel v] to ((() - (y vel)) / (4))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [3.5]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nslope\n\ndefine render\nerase all\nset [render.run v] to [0]\nset [x cam v] to ((x cam) + (((x) - (x cam)) / (3)))\nset [y cam v] to ((y cam) + (((y) - (y cam)) / (3)))\nset [size v] to ((Size) + (((40) - (Size)) / (15)))\nrepeat (length of [hazard x v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\n set pen color to (#ba84ff)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (19)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\nend\nset [render.run v] to [0]\nrepeat (length of [x1 v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\n set pen color to (#b3e1e9)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (17)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\nend\ncreate player\n\ndefine slope\nchange [y v] by (2)\ntouching\nif <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n end\n end\n end\nend\nchange [y v] by (-2)\n\ndefine touching\nset [touching? v] to [0]\nset [touch.run v] to [0]\nrepeat (length of [x1 v])\n change [touch.run v] by (1)\n touching part (touch.run) of slope?\nend\n\ndefine level 2\n\ndefine level 1\n\ndefine respawn\nset [size v] to [70]\nset [length v] to [30]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [x v] to [0]\nset [y v] to [20]\nset [x cam v] to [0]\nset [y cam v] to [60]\nset [size v] to [3]\n\ndefine touching bad?\nset [bad.touch.run v] to [0]\nrepeat (length of [hazard x v])\n change [bad.touch.run v] by (1)\n if <<<(((y) + (-6)) + (-13)) < (((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v]))))> and <(((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y2 v]) - (item (bad.touch.run) of [hazard y v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v])))) < (((y) + (6)) + (-13))>> and <<(item (bad.touch.run) of [hazard x v]) < (x)> and <(x) < (item (bad.touch.run) of [hazard x2 v])>>> then\n respawn\n end\nend\n\ndefine level 3\n\ndefine touching part (slo) of slope?\nif <<<(((y) + (-6)) + (-13)) < (((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v]))))> and <(((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v])))) < (((y) + (6)) + (-13))>> and <<(item (slo) of [x1 v]) < (x)> and <(x) < (item (slo) of [x2 v])>>> then\n set [touching? v] to [1]\nend\n\ndefine create player\npen up\nset pen size to (1)\ngo to x: (x) y: ((y) - (4)) z: (14)\nset pen color to (#a5ff76)\nset pen size to (20)\npen down\npen up\nif <(y) < [-300]> then\n respawn\nend\nif <(y) > [490]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\nend\n\ndefine create map (#)\nif <(#) = [1]> then\n level 1\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n add platform from x: (300) y: (50) to x: (350) y: (50)\n add platform from x: (250) y: (70) to x: (300) y: (70)\n add platform from x: (150) y: (90) to x: (250) y: (90)\n add platform from x: (-50) y: (110) to x: (0) y: (110)\n add platform from x: (50) y: (150) to x: (100) y: (150)\n add platform from x: (150) y: (170) to x: (200) y: (170)\n add platform from x: (250) y: (200) to x: (300) y: (200)\n level 2\n add platform from x: (-20) y: (250) to x: (300) y: (250)\n add platform from x: (40) y: (300) to x: (60) y: (300)\n add platform from x: (10) y: (350) to x: (20) y: (350)\n add platform from x: (20) y: (400) to x: (40) y: (400)\n add platform from x: (20) y: (450) to x: (40) y: (450)\n add platform from x: (40) y: (500) to x: (60) y: (500)\nend\nif <(#) = [2]> then\n level 3\n add platform from x: (150) y: (350) to x: (200) y: (350)\n add platform from x: (-20) y: (0) to x: (80) y: (0)\n add platform from x: (40) y: (50) to x: (120) y: (50)\n add platform from x: (80) y: (100) to x: (160) y: (100)\n add platform from x: (130) y: (150) to x: (210) y: (150)\n add platform from x: (-20) y: (200) to x: (300) y: (200)\n level 4\n add platform from x: (250) y: (220) to x: (300) y: (220)\n add platform from x: (140) y: (390) to x: (190) y: (390)\n add platform from x: (140) y: (430) to x: (190) y: (430)\n add platform from x: (140) y: (470) to x: (190) y: (470)\n add platform from x: (140) y: (500) to x: (190) y: (500)\n add platform from x: (50) y: (260) to x: (100) y: (260)\n add platform from x: (50) y: (240) to x: (100) y: (240)\n add platform from x: (50) y: (280) to x: (100) y: (280)\n add platform from x: (50) y: (300) to x: (100) y: (300)\n add platform from x: (50) y: (320) to x: (100) y: (320)\nend\nif <(#) = [3]> then\n level 5\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n add platform from x: (20) y: (40) to x: (50) y: (40)\n add platform from x: (70) y: (80) to x: (100) y: (80)\n add platform from x: (70) y: (100) to x: (120) y: (100)\n add platform from x: (70) y: (120) to x: (120) y: (120)\n add platform from x: (170) y: (160) to x: (200) y: (160)\n add platform from x: (50) y: (200) to x: (260) y: (200)\n level 6\n add platform from x: (200) y: (250) to x: (210) y: (250)\n add platform from x: (200) y: (300) to x: (210) y: (300)\n add platform from x: (200) y: (350) to x: (210) y: (350)\n add platform from x: (200) y: (400) to x: (210) y: (400)\n add platform from x: (150) y: (430) to x: (160) y: (430)\n add platform from x: (100) y: (460) to x: (110) y: (460)\n add platform from x: (0) y: (490) to x: (50) y: (490)\n add lava from x: (-20) y: (370) to x: (170) y: (370)\nend\nif <(#) = [4]> then\n level 7\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n add platform from x: (250) y: (50) to x: (300) y: (50)\n add platform from x: (100) y: (70) to x: (150) y: (70)\n add platform from x: (-50) y: (90) to x: (0) y: (90)\n add platform from x: (100) y: (130) to x: (150) y: (130)\n add platform from x: (250) y: (150) to x: (270) y: (150)\n add platform from x: (250) y: (200) to x: (300) y: (200)\n level 8\n add platform from x: (-20) y: (250) to x: (300) y: (250)\n add platform from x: (80) y: (300) to x: (100) y: (300)\n add platform from x: (80) y: (350) to x: (100) y: (350)\n add platform from x: (160) y: (400) to x: (180) y: (400)\n add platform from x: (170) y: (450) to x: (190) y: (450)\n add platform from x: (190) y: (500) to x: (210) y: (500)\nend\nif <(#) = [5]> then\n level 9\n add platform from x: (-40) y: (0) to x: (20) y: (0)\n add platform from x: (40) y: (20) to x: (60) y: (20)\n add platform from x: (120) y: (40) to x: (140) y: (40)\n add platform from x: (240) y: (60) to x: (280) y: (60)\n level 10\n add platform from x: (475) y: (-20) to x: (550) y: (-20)\n add platform from x: (500) y: (20) to x: (550) y: (20)\n add platform from x: (500) y: (60) to x: (550) y: (60)\n add platform from x: (500) y: (100) to x: (550) y: (100)\n add platform from x: (500) y: (140) to x: (550) y: (140)\n add platform from x: (500) y: (180) to x: (550) y: (180)\n add platform from x: (500) y: (220) to x: (550) y: (220)\n add platform from x: (500) y: (260) to x: (550) y: (260)\n add platform from x: (500) y: (300) to x: (550) y: (300)\n add platform from x: (500) y: (340) to x: (550) y: (340)\n add platform from x: (550) y: (380) to x: (600) y: (380)\n add platform from x: (500) y: (420) to x: (550) y: (420)\n add platform from x: (225) y: (420) to x: (325) y: (420)\n add platform from x: (225) y: (455) to x: (325) y: (455)\n add platform from x: (225) y: (490) to x: (325) y: (490)\nend\nif <(#) = [6]> then\n GG ez\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n switch backdrop to (end v)\nend\n\ndefine level 4\n\ndefine GG ez\n\ndefine level 5\n\ndefine level 6\n\ndefine level 7\n\ndefine level 8\n\ndefine level 9\n\ndefine level 10\n\nwhen flag clicked\nforever\n play sound [Most Emotional Music Ever Nightsky by Tracey Chattaway v] until done\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@Screenshot 2020-04-20 at 12\n\nwhen flag clicked\nhide\n\n | "Inspiration follows your story, your inspiration is blue, free, and wild. your negativity is purple, dark, and villainous. your negativity follows you, infront of the inspiration, look past the negativity, and you'll find an inspiration."\n\n-UnknownCat_Beans |
Breaking the Void - a Chaos Unleashed platformer | @Stage\n\nwhen flag clicked\nset [exterminator b v] to [0]\nset [exterminator a v] to [0]\nswitch backdrop to (backdrop1 v)\nset [mute v] to [-1]\nset [volume v] to [100]\n\nwhen I receive [next v]\nset [exterminator a v] to [0]\n\nwhen I receive [pre-death v]\nif <not <(Level) = [25]>> then\n change [exterminator b v] by (Exterminator a)\n set [exterminator a v] to [0]\nend\n\nwhen I receive [message1 v]\nplay sound [Green Day - 21 GunsEASY Piano Tutorial v] until done\nforever\n play sound [Iris - Goo Goo Dolls - Piano Cover \(with sheet music\) v] until done\n if <(Level) = [25]> then\n stop [this script v]\n end\n play sound [Nickelback This Is How You Remind Me Piano Tutorial Synthesia v] until done\n if <(Level) = [25]> then\n stop [this script v]\n end\n play sound [Debbie Gibson - Foolish Beat \(DJ MichaelAngelo Live Piano Version\) v] until done\n if <(Level) = [25]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\nrepeat until <(End) = [1]>\n if <(Mute) = [1]> then\n set volume to (0) %\n else\n set volume to (Volume) %\n end\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nrepeat (50)\n change [volume v] by (-2)\nend\nstop all sounds\nwait (1.5) seconds\nrepeat (100)\n change [volume v] by (1)\nend\n\nwhen I receive [next v]\nif <(Level) = [24]> then\n repeat (50)\n change [volume v] by (-2)\n end\n wait (1) seconds\n stop all sounds\n repeat (100)\n change [volume v] by (1)\n end\n broadcast (bring me to life v)\n wait until <(End) = [1]>\n repeat (100)\n change [volume v] by (-1)\n end\n stop all sounds\n forever\n stop [other scripts in sprite v]\n play sound [Green Day - 21 GunsEASY Piano Tutorial v] until done\n end\nend\n\nwhen I receive [message1 v]\nrepeat until <(End) = [1]>\n if <(Text) = [1]> then\n set [volume v] to [50]\n wait until <(Text) = [0]>\n set [volume v] to [100]\n end\nend\n\nwhen I receive [bring me to life v]\nrepeat until <(End) = [1]>\n play sound [EVANESCENCE - BRING ME TO LIFE - Piano Tutorial v] until done\nend\n\n@Backdrop\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [next v]\nchange [ghost v] effect by (1)\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\n\n@Story Slide\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [intro end v]\nforever\n if <key (s v) pressed?> then\n broadcast (Begin v)\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [intro end v]\ngo to [front v] layer\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (5)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\n if <(costume [number v]) = [5]> then\n broadcast (Begin v)\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n next costume\nend\nhide\n\nwhen I receive [end v]\nset size to (100) %\nshow\nswitch costume to (costume6 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait (6) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume7 v)\nset size to (65) %\nshow\nrepeat (100)\n change [ghost v] effect by (-2)\n change size by (0.1)\nend\nrepeat (6)\n next costume\n change size by (0.1)\n go to [front v] layer\nend\nbroadcast (Endend v)\nrepeat (50)\n go to [front v] layer\n change size by (0.1)\nend\nrepeat (50)\n change size by (0.1)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [boss v]\nif <(Level) = [25]> then\n switch costume to (costume6 v)\n set [ghost v] effect to (100)\n wait until <(Life) < [2]>\n wait (0.2) seconds\n show\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\n\nwhen I receive [almost end v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Player\n\nwhen flag clicked\nhide\nset [allow move v] to [0]\nset [spike harm v] to [1]\n\nwhen I receive [begin v]\nset [allow move v] to [0]\nset [allow portal v] to [1]\nset [auto-right v] to [0]\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-192) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> or <(Auto-Right) = [1]>> then\n change [x2 v] by (1.1)\n point in direction (90)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n change [x2 v] by (-1.1)\n point in direction (-90)\n end\n set [x2 v] to ((x2) * (0.87))\n change x by (x2)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n change x by ((x2) * (-1))\n change y by (-5)\n if <(x2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to ((x2) * (-1.3))\n change x by (x2)\n set [x2 v] to [0]\n change x by ((x2) / (5))\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (y2)\n if <touching (ground v)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n set [y2 v] to [15]\n end\n end\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x2) * (-1))\n change y by (-5)\n end\n if <touching (ground v)?> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n if <<touching (portal v)?> and <(Allow Portal) = [1]>> then\n if <(Level) = [25]> then\n broadcast (End v)\n set [allow move v] to [0]\n wait (2) seconds\n end\n broadcast (Next v)\n end\n if <<(Die Again) = [1]> and <<<touching (intro_blind v)?> and <(Intro y) > [1.5]>> or <<touching (projectile v)?> or <<<touching (spikes v)?> and <(Spike Harm) = [1]>> or <<touching (fireball v)?> or <<<(Boss Harm) = [1]> and <touching (boss v)?>> or <[-185] > (y position)>>>>>>> then\n broadcast (Pre-Death v)\n set [die again v] to [0]\n change [death v] by (1)\n wait until <(Die Again) = [1]>\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Allow Move) = [1]>> and <(Text) = [0]>> then\n switch costume to (jumping v)\n else\n if <<<(Text) = [0]> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <(Allow Move) = [1]>>> or <(Auto-Right) = [1]>> then\n if <(costume [name v]) = [Standing 10]> then\n switch costume to (standing 1 v)\n else\n next costume\n end\n wait (0.01) seconds\n else\n switch costume to (standing 1 v)\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nwhen I receive [next v]\nif <(Level) = [25]> then\n hide\n set [y2 v] to [0]\n set [x2 v] to [0]\n set [arm side v] to [-5]\n point in direction (90)\n wait (2) seconds\n go to x: (-250) y: (-100)\n show\n set [auto-right v] to [1]\n wait (0.5) seconds\n set [auto-right v] to [0]\nelse\n go to x: (-192) y: (-100)\n set [y2 v] to [0]\n set [x2 v] to [0]\n set [arm side v] to [-5]\n point in direction (90)\nend\n\nwhen I receive [death v]\nset [brightness v] effect to (0)\nif <(Spike Harm) = [0]> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\ngo to x: (-192) y: (-100)\nset [y2 v] to [0]\nset [x2 v] to [0]\nset [allow move v] to [1]\nset [arm side v] to [-5]\npoint in direction (90)\n\nwhen [r v] key pressed\nbroadcast (Pre-Death v)\n\nwhen I receive [begin v]\nset [completion v] to [0]\nforever\n if <key (p v) pressed?> then\n if <<(Text) = [0]> and <(Allow Portal) = [1]>> then\n set [completion v] to [1]\n go to (portal v)\n wait (5) seconds\n end\n end\n if <(Level) = [26]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [pre-death v]\nif <(End) = [0]> then\n set [die again v] to [0]\n set [allow move v] to [0]\n set [x2 v] to [0]\n set [y2 v] to [0]\n if <(Mute) = [-1]> then\n start sound [Hit Enemy v]\n end\n repeat (5)\n change [brightness v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Death v)\n set [die again v] to [1]\nend\n\nwhen I receive [crash v]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (-2)\n change y by (-2)\nend\nrepeat (5)\n change x by (1)\n change y by (4)\nend\nrepeat (5)\n change y by (-2)\nend\n\nwhen I receive [use key 3 v]\nset [spike harm v] to [0]\nrepeat (10)\n change [ghost v] effect by (5)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nset [spike harm v] to [1]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\nwhen I receive [almost end v]\nwait (2) seconds\ngo to x: (203) y: (110)\npoint in direction (-90)\n\n@Arm\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\npoint in direction (90)\nset [arm side v] to [-5]\nset [allow weapon v] to [2]\nset [weapon v] to [0]\nshow\nforever\n go to x: ((Player x) + (Arm Side)) y: ((player y) - (1))\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> then\n set [arm side v] to [5]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> then\n set [arm side v] to [-5]\n end\n change x by (x2)\n change y by (y2)\nend\n\nwhen I receive [begin v]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Allow Move) = [1]>> then\n repeat (2)\n turn left (10) degrees\n wait (0.01) seconds\n end\n repeat (4)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n repeat (2)\n turn left (10) degrees\n wait (0.01) seconds\n end\n if <not <(Weapon) = [2]>> then\n point in direction (90)\n end\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Allow Move) = [1]>> or <(Auto-Right) = [1]>> then\n repeat (2)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n repeat (4)\n turn left (10) degrees\n wait (0.01) seconds\n end\n repeat (2)\n turn left (-10) degrees\n wait (0.01) seconds\n end\n if <not <(Weapon) = [2]>> then\n point in direction (90)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(Weapon) = [0]> then\n switch costume to (costume1 v)\n else\n if <(Weapon) = [1]> then\n if <(Sword Damage) = [0]> then\n if <(Arm Side) = [5]> then\n switch costume to (sword 2 v)\n else\n switch costume to (sword 1 v)\n end\n else\n if <(Arm Side) = [5]> then\n switch costume to (sword 4 v)\n else\n switch costume to (sword 3 v)\n end\n end\n else\n if <<(Weapon) = [2]> and <not <key (space v) pressed?>>> then\n switch costume to (bow 1 v)\n else\n if <<(Weapon) = [3]> and <not <key (space v) pressed?>>> then\n if <not <(Key 1) = [1]>> then\n if <(Arm Side) = [5]> then\n switch costume to (red key2 v)\n else\n switch costume to (red key v)\n end\n end\n else\n if <<(Weapon) = [4]> and <not <key (space v) pressed?>>> then\n if <not <(Key 2) = [1]>> then\n if <(Arm Side) = [5]> then\n switch costume to (green key2 v)\n else\n switch costume to (green key v)\n end\n end\n else\n if <<(Weapon) = [5]> and <not <key (space v) pressed?>>> then\n if <not <(Key 3) = [1]>> then\n if <(Arm Side) = [5]> then\n switch costume to (black key 2 v)\n else\n switch costume to (black key v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [pre-death v]\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [begin v]\nforever\n if <(Allow Move) = [1]> then\n if <key (0 v) pressed?> then\n set [weapon v] to [0]\n point in direction (90)\n end\n if <key (1 v) pressed?> then\n set [weapon v] to [1]\n point in direction (90)\n end\n if <key (2 v) pressed?> then\n set [weapon v] to [2]\n point in direction (90)\n end\n if <(Allow Weapon) > [2]> then\n if <key (z v) pressed?> then\n set [weapon v] to [3]\n point in direction (90)\n end\n if <(Allow Weapon) > [3]> then\n if <key (x v) pressed?> then\n set [weapon v] to [4]\n point in direction (90)\n end\n if <(Allow Weapon) > [4]> then\n if <key (c v) pressed?> then\n set [weapon v] to [5]\n point in direction (90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nset [arm side v] to [5]\npoint in direction (90)\n\nwhen I receive [player wave v]\nwait (1) seconds\nrepeat (10)\n turn right (36) degrees\nend\n\nwhen I receive [player small wave v]\nwait (1) seconds\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n turn right (-5) degrees\nend\n\nwhen I receive [death v]\nif <(Spike Harm) = [0]> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen [space v] key pressed\nforever\n if <<key (space v) pressed?> and <(Allow Move) = [1]>> then\n if <<(Weapon) = [1]> or <(Weapon) = [0]>> then\n if <(Arm Side) = [5]> then\n if <(Weapon) = [1]> then\n set [sword damage v] to [1]\n start sound [Sword Swing v]\n end\n repeat (10)\n turn left (36) degrees\n end\n set [sword damage v] to [0]\n else\n if <(Weapon) = [1]> then\n set [sword damage v] to [1]\n start sound [Sword Swing v]\n end\n repeat (10)\n turn left (-36) degrees\n end\n set [sword damage v] to [0]\n end\n point in direction (90)\n wait (0.4) seconds\n end\n end\n if <<(Text) = [0]> and <<<key (space v) pressed?> and <(Weapon) = [2]>> and <(Arrow Allow) = [1]>>> then\n set [arm direction v] to ((direction) + (90))\n set [allow move v] to [0]\n broadcast (Arrow v)\n switch costume to (bow 2 v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn left (5) degrees\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn left (-5) degrees\n end\n if <not <<key (space v) pressed?> and <(Weapon) = [2]>>> then\n point in direction (90)\n end\n else\n if <<(Arrow Allow) = [1]> and <<(Text) = [0]> and <<(Weapon) = [3]> and <key (space v) pressed?>>>> then\n end\nend\n\nwhen [space v] key pressed\nif <<(Text) = [0]> and <<<key (space v) pressed?> and <(Weapon) = [3]>> and <(Key 1) = [0]>>> then\n set [key 1 v] to [1]\n set [allow move v] to [0]\n if <(Arm Side) = [5]> then\n switch costume to (red key4 v)\n repeat (20)\n turn right (7) degrees\n if <not <key (space v) pressed?>> then\n stop all sounds\n point in direction (90)\n set [key 1 v] to [0]\n stop [this script v]\n end\n end\n point in direction (-130)\n else\n switch costume to (red key3 v)\n repeat (20)\n turn right (-7) degrees\n if <not <key (space v) pressed?>> then\n stop all sounds\n point in direction (90)\n set [key 1 v] to [0]\n stop [this script v]\n end\n end\n point in direction (-50)\n end\n reset timer\n start sound [Laser beam charge sound effect v]\n repeat until <(timer) > [3]>\n change [brightness v] effect by (0.9)\n if <not <key (space v) pressed?>> then\n stop all sounds\n point in direction (90)\n set [brightness v] effect to (0)\n set [key 1 v] to [0]\n stop [this script v]\n end\n end\n broadcast (KeyReady v)\n repeat until <not <key (space v) pressed?>>\n set [allow move v] to [0]\n end\n if <(Arm Side) = [5]> then\n switch costume to (red key4 v)\n repeat (5)\n turn right (-21) degrees\n end\n else\n switch costume to (red key3 v)\n repeat (5)\n turn right (21) degrees\n end\n end\n broadcast (Use Key v)\n wait (2) seconds\n point in direction (90)\n set [brightness v] effect to (90)\n repeat (10)\n change [brightness v] effect by (-14)\n end\n set [key 1 v] to [2]\n wait (10) seconds\n set [key 1 v] to [1]\n repeat (10)\n change [brightness v] effect by (5)\n end\n set [key 1 v] to [0]\nend\n\nwhen I receive [begin v]\nforever\n if <(Weapon) = [3]> then\n if <(Key 1) = [2]> then\n set [brightness v] effect to (-50)\n end\n if <(Key 1) = [0]> then\n set [brightness v] effect to (0)\n end\n else\n if <(Weapon) = [4]> then\n if <(Key 2) = [2]> then\n set [brightness v] effect to (-50)\n end\n if <(Key 2) = [0]> then\n set [brightness v] effect to (0)\n end\n else\n if <(Weapon) = [5]> then\n if <(Key 3) = [2]> then\n set [brightness v] effect to (-50)\n end\n if <(Key 3) = [0]> then\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [crash v]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (-2)\n change y by (-2)\nend\nrepeat (5)\n change x by (1)\n change y by (4)\nend\nrepeat (5)\n change y by (-2)\nend\n\nwhen [space v] key pressed\nif <<(Text) = [0]> and <<<key (space v) pressed?> and <(Weapon) = [4]>> and <(Key 2) = [0]>>> then\n set [key 2 v] to [1]\n set [allow move v] to [0]\n if <(Arm Side) = [5]> then\n switch costume to (green key4 v)\n repeat (20)\n turn right (7) degrees\n change [brightness v] effect by (4)\n end\n point in direction (-130)\n else\n switch costume to (green key3 v)\n repeat (20)\n turn right (-7) degrees\n change [brightness v] effect by (4)\n end\n point in direction (-50)\n end\n broadcast (Use Key 2 v)\n wait (1) seconds\n if <(Arm Side) = [5]> then\n switch costume to (green key4 v)\n repeat (20)\n turn right (-7) degrees\n end\n else\n switch costume to (green key3 v)\n repeat (20)\n turn right (7) degrees\n end\n end\n point in direction (90)\n repeat (10)\n change [brightness v] effect by (-8)\n end\n set [key 2 v] to [2]\n wait (15) seconds\n set [key 2 v] to [1]\n repeat (10)\n change [brightness v] effect by (4)\n end\n set [key 2 v] to [0]\nend\n\nwhen [space v] key pressed\nif <<(Text) = [0]> and <<<key (space v) pressed?> and <(Weapon) = [5]>> and <(Key 3) = [0]>>> then\n set [key 3 v] to [1]\n set [allow move v] to [0]\n if <(Arm Side) = [5]> then\n switch costume to (black key 4 v)\n repeat (20)\n turn right (7) degrees\n change [brightness v] effect by (4)\n end\n point in direction (-130)\n else\n switch costume to (black key 3 v)\n repeat (20)\n turn right (-7) degrees\n change [brightness v] effect by (4)\n end\n point in direction (-50)\n end\n broadcast (Use Key 3 v)\n set [key 3 v] to [2]\n repeat (10)\n change [ghost v] effect by (5)\n end\n wait (1) seconds\n if <(Arm Side) = [5]> then\n switch costume to (black key 4 v)\n repeat (20)\n turn right (-7) degrees\n end\n else\n switch costume to (black key 3 v)\n repeat (20)\n turn right (7) degrees\n end\n end\n point in direction (90)\n repeat (10)\n change [brightness v] effect by (-8)\n end\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait (10) seconds\n set [key 3 v] to [1]\n repeat (10)\n change [brightness v] effect by (4)\n end\n set [key 3 v] to [0]\nend\n\nwhen I receive [boss v]\nif <<(Level) = [24]> or <(Level) = [25]>> then\n wait until <(End) = [1]>\n point in direction (90)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\nwhen I receive [almost end v]\nwait (2) seconds\npoint in direction (90)\nswitch costume to (sword 2 v)\nset [arm side v] to [5]\n\n@text\n\nwhen flag clicked\nset [time v] to [-1]\nhide\n\nwhen I receive [begin v]\nset language to (en v)::tts\nset voice to (tenor v)::tts\nset [text v] to [1]\nwait (2) seconds\nspeak [I now returned to the city where it all begun]::tts\nset [text v] to [0]\nset [allow move v] to [1]\nrepeat until <(End) = [1]>\n if <(Text) = [0]> then\n change [time v] by (1)\n end\n wait (1) seconds\nend\n\nwhen I receive [next v]\nif <(Mute) = [-1]> then\n if <(Toggle Text) = [-1]> then\n if <not <(Level) = [15]>> then\n set [text v] to [1]\n end\n if <(Level) = [1]> then\n speak [I have to find he 3 Portal Keys to close the Void]::tts\n else\n if <(Level) = [2]> then\n speak [As you may have noticed, there's no more text]::tts\n speak [I know how much you guys hate it]::tts\n else\n if <(Level) = [3]> then\n speak [Press 'h' to recap the controls]::tts\n else\n if <(Level) = [4]> then\n speak [You could check out the achievements by pressing e]::tts\n else\n if <(Level) = [5]> then\n speak [Just in case, press 'p' to skip]::tts\n else\n if <(Level) = [6]> then\n speak [You could press m to mute or press tee to shut me up]::tts\n else\n if <(Level) = [7]> then\n speak [Also, please stop complaining about the sliding, most levels are impossible without it]::tts\n else\n if <(Level) = [8]> then\n speak [What on earth is that???]::tts\n else\n if <(Level) = [9]> then\n speak [The First Key got to be here somewhere]::tts\n else\n if <(Level) = [10]> then\n speak [The Keys are not just simply keys, they are also powerful weapons. Hold space for 3 seconds to charge the Key, then release it to fire]::tts\n else\n if <(Level) = [11]> then\n speak [Press z to switch to the Red Key. If you missed that, press h to read the controls]::tts\n else\n if <(Level) = [12]> then\n speak [Hold up, this is too easy, something's not right]::tts\n broadcast (Boss v)\n wait (2) seconds\n speak [Of course there's a catch]::tts\n set voice to (giant v)::tts\n speak [Those who seeks to pass]::tts\n set voice to (tenor v)::tts\n speak [Oh no, here we go again]::tts\n set voice to (giant v)::tts\n speak [Will have to face me first]::tts\n set voice to (tenor v)::tts\n speak [What are we waiting for, let's go!]::tts\n else\n if <(Level) = [13]> then\n speak [Phew, that was intense. At least we got the second key. Press space to use it]::tts\n else\n if <(Level) = [14]> then\n speak [Press x to switch to the Green Key]::tts\n else\n if <(Level) = [15]> then\n wait (1) seconds\n set [text v] to [1]\n speak [Did that guy just disappeared?]::tts\n else\n if <(Level) = [16]> then\n speak [it looks like they only appear when they are near you, that's kinda terrifying]::tts\n else\n if <(Level) = [18]> then\n broadcast (Boss v)\n speak [Another one? Okay, whatever, just go on with your speech]::tts\n wait (1) seconds\n speak [Um...excuse me?]::tts\n wait (1) seconds\n speak [No evil monologue? that's great. And terrifying]::tts\n else\n if <(Level) = [19]> then\n speak [Finally, we got all 3 portal keys, all we need to do now is bring it to the void.]::tts\n speak [To use the black key, press space to walk through spikes]::tts\n speak [Press c to switch the the black key]::tts\n else\n if <(Level) = [20]> then\n speak [Now we just got to get to the void and close it]::tts\n else\n if <(Level) = [23]> then\n speak [We're almost there!]::tts\n else\n if <(Level) = [24]> then\n speak [Finally! we done it, the void. It all ends here]::tts\n broadcast (Boss v)\n wait (1) seconds\n speak [I spoke too soon]::tts\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [text v] to [0]\n end\nend\n\nwhen I receive [begin v]\nset [toggle text v] to [-1]\nset [mute v] to [-1]\nforever\n if <key (t v) pressed?> then\n set [toggle text v] to ((Toggle Text) * (-1))\n if <(Toggle Text) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n wait (0.1) seconds\n end\n if <key (m v) pressed?> then\n set [mute v] to ((Mute) * (-1))\n if <(Mute) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n wait (0.1) seconds\n end\n if <<<(Toggle Text) = [1]> or <(Mute) = [1]>> and <<(Achievements) = [-1]> and <(Help) = [-1]>>> then\n set [text v] to [0]\n show\n clear graphic effects\n end\n if <<<(Toggle Text) = [-1]> and <(Mute) = [-1]>> and <(Text) = [0]>> then\n hide\n end\n if <(End) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\nset [pixelate v] effect to (100)\nswitch costume to (nada2 v)\nif <(Text) = [1]> then\n show\n repeat (15)\n change [pixelate v] effect by (-6.66)\n end\nend\nwait until <(Text) = [0]>\nrepeat (15)\n change [pixelate v] effect by (6.66)\nend\nhide\n\nwhen I receive [begin v]\nwait (2) seconds\nset [pixelate v] effect to (100)\nswitch costume to (nada2 v)\nif <(Text) = [1]> then\n show\n repeat (10)\n change [pixelate v] effect by (-10)\n end\nend\nwait until <(Text) = [0]>\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nhide\nwait until <(Key 1) = [2]>\nif <(Mute) = [-1]> then\n if <(Toggle Text) = [-1]> then\n set [text v] to [1]\n speak [The Key will be disabled for a short amount of time now.]::tts\n set [text v] to [0]\n end\nend\n\nwhen I receive [next v]\nif <<(Mute) = [1]> or <(Toggle Text) = [1]>> then\n if <<<(Level) = [12]> or <(Level) = [18]>> or <(Level) = [24]>> then\n wait (1) seconds\n broadcast (Boss v)\n end\nend\n\nwhen I receive [begin v]\nrepeat until <(End) = [1]>\n if <(Mute) = [1]> then\n switch costume to (nada3 v)\n else\n if <(Toggle Text) = [1]> then\n switch costume to (nada v)\n end\n end\nend\n\n@Particles\n\nwhen flag clicked\nrepeat (10)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (-200) y: (pick random (200) to (0))\nset [ghost v] effect to (0)\ngo [forward v] (pick random (5) to (-5)) layers\nrepeat (pick random (100) to (120))\n change x by (4)\n change y by (-1)\n turn right (15) degrees\n change [ghost v] effect by (1)\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to x: (204) y: (-109)\nforever\n repeat (40)\n change y by (0.1)\n turn right (1) degrees\n wait until <(Text) = [0]>\n end\n repeat (40)\n change y by (-0.1)\n turn right (1) degrees\n wait until <(Text) = [0]>\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [7]> then\n go to x: (-159) y: (140)\nelse\n if <(Level) = [9]> then\n go to x: (201) y: (-66)\n else\n if <(Level) = [10]> then\n go to x: (-199) y: (97)\n else\n if <(Level) = [15]> then\n go to x: (208) y: (20)\n else\n if <(Level) = [16]> then\n go to x: (-200) y: (123)\n else\n if <(Level) = [17]> then\n go to x: (197) y: (137)\n else\n if <(Level) = [18]> then\n go to x: (-206) y: (134)\n else\n if <(Level) = [23]> then\n go to x: (-60) y: (-111)\n else\n if <(Level) = [21]> then\n go to x: (-198) y: (122)\n else\n if <[23] < (Level)> then\n stop [other scripts in sprite v]\n hide\n else\n go to x: (204) y: (-107)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [9]> then\n set [allow portal v] to [0]\nelse\n if <(Level) = [12]> then\n set [allow portal v] to [0]\n else\n if <(Level) = [18]> then\n set [allow portal v] to [0]\n else\n set [allow portal v] to [1]\n end\n end\nend\n\nwhen I receive [death v]\nif <(Level) = [10]> then\n set [allow portal v] to [0]\nend\n\nwhen I receive [begin v]\nforever\n if <<(Text) = [1]> or <(Allow Portal) = [0]>> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [boss v]\nif <<(Level) = [13]> or <(Level) = [12]>> then\n repeat until <(Allow Weapon) = [4]>\n set [allow portal v] to [0]\n end\nend\nif <<(Level) = [18]> or <(Level) = [19]>> then\n repeat until <(Allow Weapon) = [5]>\n set [allow portal v] to [0]\n end\nend\nset [allow portal v] to [1]\n\nwhen I receive [crash v]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (-2)\n change y by (-2)\nend\nrepeat (5)\n change x by (1)\n change y by (4)\nend\nrepeat (5)\n change y by (-2)\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\nforever\n set [level v] to (costume [number v])\n if <(Level) = [25]> then\n switch costume to (costume25 v)\n repeat (2)\n create clone of (_myself_ v)\n next costume\n end\n go [backward v] (1) layers\n if <<(Toggle Text) = [-1]> or <(Mute) = [-1]>> then\n wait (3) seconds\n else\n wait until <(Text) = [0]>\n end\n glide (3) secs to x: (0) y: (200)\n stop [this script v]\n end\nend\n\nwhen I receive [crash v]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (-2)\n change y by (-2)\nend\nrepeat (5)\n change x by (1)\n change y by (4)\nend\nrepeat (5)\n change y by (-2)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n show\n go to x: (0) y: (0)\n if <<(Toggle Text) = [-1]> or <(Mute) = [-1]>> then\n wait (3) seconds\n else\n wait until <(Text) = [0]>\n end\n repeat (40)\n turn right (0.5) degrees\n change y by (3)\n change x by (1)\n end\nend\nif <(costume [number v]) = [25]> then\n show\n go to x: (0) y: (0)\nend\nwait until <(Level) = [end]>\ndelete this clone\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (3) seconds\nforever\n if <(Level) = [25]> then\n hide\n wait (1) seconds\n wait until <(Text) = [0]>\n wait (5) seconds\n repeat until <[2] > (Life)>\n create clone of (_myself_ v)\n hide\n switch costume to (pick random (25) to (34))\n go to x: (0) y: (-20)\n wait (1) seconds\n show\n glide (0.5) secs to x: (0) y: (0)\n wait (3) seconds\n glide (0.5) secs to x: (0) y: (-20)\n end\n else\n if <not <(Level) = [13]>> then\n show\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (Level)\n else\n hide\n end\n end\nend\n\nwhen I receive [boss attack v]\nif <<(Life) > [1]> and <(Level) = [13]>> then\n set rotation style [left-right v]\n go to (boss v)\n if <(Player x) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n move (30) steps\n repeat (10)\n create clone of (_myself_ v)\n move (20) steps\n end\nend\n\nwhen I start as a clone\nif <(Level) = [13]> then\n show\n switch costume to (costume13 v)\n if <(Mute) = [-1]> then\n start sound [Hit Enemy v]\n end\n repeat (10)\n change y by (5)\n end\n repeat (10)\n change y by (-5)\n end\n delete this clone\nelse\n if <(Level) = [25]> then\n repeat until <[2] > (Life)>\n hide\n switch costume to (pick random (25) to (34))\n go to x: (0) y: (-20)\n wait (1) seconds\n show\n glide (0.5) secs to x: (0) y: (0)\n wait (3) seconds\n glide (0.5) secs to x: (0) y: (-20)\n delete this clone\n end\n end\nend\n\n@Mountains\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\ncreate clone of (_myself_ v)\nforever\n go to x: (((Player x) / (10)) * (-1)) y: ((player y) / (10))\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: (((Player x) / (15)) * (-1)) y: ((player y) / (12))\nend\n\n@Arrows\n\nwhen I start as a clone\nif <(Level) = [13]> then\n set [boss arrow chance v] to (pick random (1) to (3))\nelse\n set [boss arrow chance v] to [2]\nend\nif <(Arrow Allow) = [1]> then\n if <(Mute) = [-1]> then\n start sound [Arrow Fly v]\n end\n set [arrow allow v] to [0]\n show\n repeat until <<touching (intro_blind v)?> or <<<(Level) = [25]> and <touching (boss v)?>> or <<<<(Level) = [13]> and <touching (boss v)?>> or <<(Level) = [19]> and <<(Boss Harm) = [1]> and <<touching (boss v)?> and <not <(Boss Arrow Chance) = [1]>>>>>> or <<<touching (enemy3 v)?> and <(Enemy 3; Harm) = [1]>> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (enemy v)?> or <touching (enemy2 v)?>>>>>>>>\n if <(Arrow Side) = [right]> then\n move ((15) - (Angle)) steps\n turn right (Angle) degrees\n if <(direction) > [90]> then\n change [angle v] by ((Angle) * ((-1) * (0.1)))\n else\n change [angle v] by ((Angle) * (0.1))\n end\n else\n move ((15) - ((-1) * (Angle))) steps\n turn left (Angle) degrees\n if <(direction) > [90]> then\n change [angle v] by ((Angle) * ((-1) * (0.1)))\n else\n change [angle v] by ((Angle) * (0.1))\n end\n end\n end\n if <<touching (_edge_ v)?> or <touching (ground v)?>> then\n if <(Mute) = [-1]> then\n start sound [Arrow Hit Ground v]\n end\n set [precise archer v] to [0]\n end\n if <<touching (intro_blind v)?> or <<<<(Boss Harm) = [1]> and <<touching (boss v)?> and <(Boss Arrow Chance) = [1]>>> and <(Level) = [13]>> or <<<touching (enemy3 v)?> and <(Enemy 3 Type) = [17]>> or <<<touching (enemy v)?> and <(Enemy 1; Type) = [17]>> or <<touching (enemy2 v)?> and <(Enemy 2; Type) = [17]>>>>>> then\n set [arrow bounce y v] to [7]\n if <(Mute) = [-1]> then\n set [pitch v] effect to (10)\n start sound [Arrow Deflected v]\n end\n repeat (10)\n change y by (Arrow Bounce y)\n change [ghost v] effect by (10)\n change [arrow bounce y v] by (-1)\n turn right (5) degrees\n end\n else\n if <<touching (enemy v)?> or <<touching (enemy2 v)?> or <<touching (enemy3 v)?> or <<touching (boss v)?> and <not <(Boss Arrow Chance) = [1]>>>>>> then\n if <(Mute) = [-1]> then\n start sound [Hit Enemy v]\n end\n change [precise archer v] by (1)\n end\n end\n set [arrow allow v] to [1]\n delete this clone\nend\n\nwhen I receive [arrow v]\nif <(Arrow Allow) = [1]> then\n set [angle v] to [0.5]\n repeat until <not <key (space v) pressed?>>\n point in direction (Arm Direction)\n end\n if <(direction) > [0]> then\n set [arrow side v] to [right]\n else\n set [arrow side v] to [left]\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [begin v]\nset [arrow allow v] to [1]\nforever\n go to (arm v)\n if <<(Text) = [0]> and <<(Weapon) = [2]> and <key (space v) pressed?>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [precise archer v] to [0]\nforever\n if <(Mute) = [-1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nif <(Level) = [19]> then\n repeat until <<touching (fireball v)?> or <<touching (boss v)?> or <<<touching (enemy3 v)?> and <(Enemy 3; Harm) = [1]>> or <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (enemy v)?> or <touching (enemy2 v)?>>>>>>>\n if <(distance to [boss v]) < [100]> then\n broadcast (Boss Attack v)\n stop [this script v]\n end\n end\nend\n\n@Projectile\n\nwhen flag clicked\nhide\n\nwhen I receive [ninja throw v]\nset [pitch v] effect to (30)\nset [ghost v] effect to (0)\nif <(Enemy 1 Harm) = [1]> then\n go to (enemy v)\n point towards (player v)\n if <(Mute) = [-1]> then\n start sound [Sword Swing v]\n end\n show\n repeat until <<touching (key power v)?> or <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (arm v)?> and <(Sword Damage) = [1]>>>>\n wait until <(Text) = [0]>\n move (12) steps\n end\n hide\nend\n\nwhen I receive [ninja throw 2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [pitch v] effect to (30)\nset [ghost v] effect to (0)\nif <(Enemy 2 Harm) = [1]> then\n go to (enemy2 v)\n point towards (player v)\n if <(Mute) = [-1]> then\n start sound [Sword Swing v]\n end\n show\n repeat until <<touching (key power v)?> or <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (arm v)?> and <(Sword Damage) = [1]>>>>\n wait until <(Text) = [0]>\n move (12) steps\n end\n hide\nend\n\nwhen I receive [next v]\nhide\ndelete this clone\n\n@Help\n\nwhen flag clicked\nhide\nset [help v] to [-1]\nswitch costume to (a. page 1 v)\n\nwhen I receive [begin v]\nset [pixelate v] effect to (100)\nset [help v] to [-1]\nforever\n if <key (h v) pressed?> then\n set [help v] to ((-1) * (Help))\n broadcast (Help v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [help v]\nif <(Help) = [1]> then\n go to [front v] layer\n set [text v] to [1]\n show\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n end\n repeat until <(Help) = [-1]>\n if <key (right arrow v) pressed?> then\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n end\n else\n if <key (left arrow v) pressed?> then\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n switch costume to ((costume [number v]) - (1))\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n end\n end\n end\n end\nelse\n set [text v] to [0]\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n set [pixelate v] effect to (100)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset [enemy 1 harm v] to [0]\nwait (0.01) seconds\nEnemy Code\n\ndefine Enemy Code\nstop [other scripts in sprite v]\nbroadcast (kill v)\nif <(Level) = [3]> then\n Enemy [77] [-128] [5] [90] [1]\nelse\n if <(Level) = [4]> then\n Enemy [-40] [128] [70] [0] [2]\n else\n if <(Level) = [5]> then\n Enemy [-80] [-16] [15] [90] [17]\n else\n if <(Level) = [6]> then\n Enemy [62] [23] [2] [90] [17]\n else\n if <(Level) = [7]> then\n Enemy [100] [23] [40] [0] [2]\n else\n if <(Level) = [8]> then\n Enemy [-100] [140] [40] [0] [2]\n else\n if <(Level) = [9]> then\n point in direction (90)\n Enemy [40] [-103] [3] [-90] [25]\n else\n if <(Level) = [10]> then\n Enemy [100] [-87] [5] [90] [25]\n else\n if <(Level) = [12]> then\n Enemy [-200] [13] [5] [90] [25]\n else\n if <(Level) = [14]> then\n Enemy [150] [-17] [5] [-90] [25]\n else\n if <(Level) = [15]> then\n Enemy [-179] [57] [2] [90] [25]\n else\n if <(Level) = [18]> then\n Enemy [-2] [-12] [1] [90] [25]\n else\n if <(Level) = [21]> then\n Enemy [35] [-45] [1] [-90] [25]\n else\n if <(Level) = [24]> then\n Enemy [217] [124] [3] [-90] [25]\n else\n if <(Level) = [22]> then\n Enemy [41] [24] [1] [90] [25]\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\nend\n\ndefine Enemy (xpos) (ypos) (steps) ( direction) (w/g)\nshow\ngo to x: (xpos) y: (ypos)\nif <(Level) = [25]> then\n if <(x position) < [-74]> then\n set y to (-128)\n else\n if <<(x position) < [105]> and <[16] < (x position)>> then\n set y to (-5)\n else\n hide\n set [enemy 1 harm v] to [0]\n stop [this script v]\n end\n end\nend\nset [enmy steps 1 v] to (steps)\nset [enemy 1 harm v] to [1]\npoint in direction ( direction)\nset [ghost v] effect to (0)\nset [enemy 1; type v] to (w/g)\nif <(w/g) = [2]> then\n switch costume to (glider 1 v)\n set size to (50) %\n set rotation style [all around v]\n broadcast (Enemy Fly v)\n set [enemy; glide x 1 v] to [-2]\n wait until <(Text) = [0]>\nelse\n switch costume to (Enemy 1; Type)\n set size to (100) %\n wait until <(Text) = [0]>\n broadcast (Enemy Walk v)\nend\nrepeat until <(Enemy 1 Harm) = [0]>\n if <<(Enemy 1; Type) = [25]> and <(Enemy 1 Harm) = [1]>> then\n wait (3) seconds\n wait until <(Text) = [0]>\n broadcast (Ninja Throw v)\n end\nend\n\nwhen I receive [enemy walk v]\nset rotation style [left-right v]\nrepeat (Enmy Steps 1)\n switch costume to (Enemy 1; Type)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\nend\nturn right (180) degrees\nbroadcast (Enemy Walk v)\n\nwhen I receive [enemy fly v]\nrepeat (Enmy Steps 1)\n change x by (Enemy; Glide x 1)\n if <(costume [number v]) = [16]> then\n switch costume to (glider 1 v)\n else\n next costume\n end\n wait (0.05) seconds\n wait until <(Text) = [0]>\nend\nset [enemy; glide x 1 v] to ((Enemy; Glide x 1) * (-1))\nbroadcast (Enemy Fly v)\n\nwhen I receive [enemy fly v]\nwait until <(distance to [player v]) < [170]>\nstop [other scripts in sprite v]\nbroadcast (kill v)\ncreate clone of (_myself_ v)\nrepeat (10)\n turn right (Enemy; Glider clone Direction) degrees\n wait until <(Text) = [0]>\nend\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n wait until <(Text) = [0]>\nend\nhide\n\nwhen I start as a clone\nhide\npoint towards (player v)\nset [enemy; glider clone direction v] to ((direction) / (10))\ndelete this clone\n\nwhen I receive [kill v]\nforever\n if <(End) = [1]> then\n stop [this script v]\n end\n if <<<(Level) = [25]> and <[2] > (Life)>> or <<<touching (key power v)?> and <(Key 1) = [1]>> or <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<touching (arrows v)?> and <not <(Enemy 1; Type) = [17]>>>>>> then\n set [enemy 1 harm v] to [0]\n change [exterminator a v] by (-1)\n change [exterminator b v] by (1)\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\n if <<(Die Again) = [1]> and <<touching (player v)?> and <(Enemy 1 Harm) = [1]>>> then\n broadcast (Pre-Death v)\n change [death v] by (1)\n end\nend\n\nwhen I receive [summon en1 v]\nif <(Level) = [25]> then\n Enemy (Laser x) [200] [3] [-90] [1]\nelse\n hide\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\nwhen I receive [death v]\nif <(Level) = [25]> then\n broadcast (kill v)\nelse\n wait (0.2) seconds\n Enemy Code\nend\n\n@Enemy2\n\nwhen flag clicked\nhide\n\ndefine Enemy Code\nstop [other scripts in sprite v]\nbroadcast (kill v)\nif <(Level) = [6]> then\n Enemy [-20] [-128] [15] [-90] [1]\nelse\n if <(Level) = [7]> then\n Enemy [-50] [140] [30] [0] [2]\n else\n if <(Level) = [8]> then\n Enemy [180] [68] [11] [-90] [17]\n else\n if <(Level) = [10]> then\n Enemy [-160] [68] [5] [90] [17]\n else\n if <(Level) = [11]> then\n Enemy [-18] [-128] [15] [-90] [17]\n else\n if <(Level) = [12]> then\n Enemy [90] [-128] [7] [-90] [17]\n else\n if <(Level) = [15]> then\n Enemy [100] [-40] [4] [-90] [25]\n else\n if <(Level) = [17]> then\n Enemy [30] [100] [70] [0] [2]\n else\n if <(Level) = [18]> then\n Enemy [160] [-128] [4] [90] [25]\n else\n if <(Level) = [20]> then\n Enemy [15] [104] [1] [90] [25]\n else\n if <(Level) = [21]> then\n Enemy [123] [92] [1] [90] [17]\n else\n if <(Level) = [23]> then\n Enemy [5] [-128] [1] [90] [17]\n else\n if <(Level) = [24]> then\n Enemy [-70] [-26] [6] [90] [1]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy (xpos) (ypos) (steps) ( direction) (w/g)\nshow\ngo to x: (xpos) y: (ypos)\nif <(Level) = [25]> then\n if <(x position) < [-74]> then\n set y to (-128)\n else\n if <<(x position) < [105]> and <[16] < (x position)>> then\n set y to (-5)\n else\n hide\n set [enemy 1 harm v] to [0]\n stop [this script v]\n end\n end\nend\nset [enmy steps 2 v] to (steps)\nset [enemy 2 harm v] to [1]\npoint in direction ( direction)\nclear graphic effects\nset [enemy 2; type v] to (w/g)\nif <(w/g) = [2]> then\n switch costume to (glider 1 v)\n set size to (50) %\n set rotation style [all around v]\n broadcast (Enemy Fly 2 v)\n set [enemy glide x 2 v] to [-2]\n wait until <(Text) = [0]>\nelse\n switch costume to (Enemy 2; Type)\n set size to (100) %\n wait until <(Text) = [0]>\n broadcast (Enemy Walk 2 v)\nend\nrepeat until <(Enemy 2 Harm) = [0]>\n if <<(Enemy 2; Type) = [25]> and <(Enemy 2 Harm) = [1]>> then\n wait (3) seconds\n wait until <(Text) = [0]>\n broadcast (Ninja Throw 2 v)\n end\nend\n\nwhen I receive [enemy walk 2 v]\nset rotation style [left-right v]\nrepeat (Enmy Steps 2)\n switch costume to (Enemy 2; Type)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\nend\nturn right (180) degrees\nbroadcast (Enemy Walk 2 v)\n\nwhen I receive [enemy fly 2 v]\nrepeat (Enmy Steps 2)\n change x by (Enemy Glide x 2)\n if <(costume [number v]) = [16]> then\n switch costume to (glider 1 v)\n else\n next costume\n end\n wait (0.05) seconds\n wait until <(Text) = [0]>\nend\nset [enemy glide x 2 v] to ((Enemy Glide x 2) * (-1))\nbroadcast (Enemy Fly 2 v)\n\nwhen I receive [enemy fly 2 v]\nwait until <(distance to [player v]) < [170]>\nstop [other scripts in sprite v]\nbroadcast (kill v)\ncreate clone of (_myself_ v)\nrepeat (10)\n turn right (Enemy Glider Clone Direction 2) degrees\n wait until <(Text) = [0]>\nend\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n wait until <(Text) = [0]>\nend\nhide\n\nwhen I start as a clone\nhide\npoint towards (player v)\nset [enemy glider clone direction 2 v] to ((direction) / (10))\ndelete this clone\n\nwhen I receive [kill v]\nforever\n if <(End) = [1]> then\n stop [this script v]\n end\n if <<<(Life) < [2]> and <(Level) = [25]>> or <<<touching (key power v)?> and <(Key 1) = [1]>> or <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<touching (arrows v)?> and <not <(Enemy 2; Type) = [17]>>>>>> then\n set [enemy 2 harm v] to [0]\n change [exterminator a v] by (-1)\n change [exterminator b v] by (1)\n if <(Level) = [10]> then\n broadcast (Loot v)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n delete this clone\n end\n if <<(Die Again) = [1]> and <<touching (player v)?> and <(Enemy 2 Harm) = [1]>>> then\n broadcast (Pre-Death v)\n change [death v] by (1)\n end\nend\n\nwhen I receive [death v]\nif <(Level) = [25]> then\n broadcast (kill v)\nelse\n wait (0.2) seconds\n Enemy Code\nend\n\nwhen I receive [next v]\nset [enemy 2 harm v] to [0]\nwait (0.01) seconds\nEnemy Code\n\nwhen I receive [summon en2 v]\nif <(Level) = [25]> then\n Enemy (Laser x) [200] [3] [-90] [1]\nelse\n hide\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\n@Enemy3\n\nwhen flag clicked\nhide\nset [death v] to [0]\n\ndefine Enemy Code\nstop [other scripts in sprite v]\nif <(Level) = [10]> then\n Enemy [-20] [-128] [15] [-90] [1]\nelse\n if <(Level) = [11]> then\n Enemy [100] [-128] [20] [-90] [1]\n else\n if <(Level) = [12]> then\n Enemy [-17] [13] [5] [-90] [1]\n else\n if <(Level) = [16]> then\n Enemy [150] [7] [7] [-90] [25]\n else\n if <(Level) = [17]> then\n Enemy [80] [-128] [20] [-90] [25]\n else\n if <(Level) = [18]> then\n Enemy [-60] [-128] [15] [-90] [25]\n else\n if <(Level) = [20]> then\n Enemy [-40] [128] [30] [0] [2]\n else\n if <(Level) = [23]> then\n Enemy [100] [128] [50] [0] [2]\n else\n if <(Level) = [24]> then\n Enemy [200] [-128] [10] [-90] [25]\n else\n if <(Level) = [22]> then\n Enemy [40] [154] [10] [-90] [25]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy (xpos) (ypos) (steps) ( direction) (w/g)\nshow\ngo to x: (xpos) y: (ypos)\nif <(Level) = [25]> then\n if <(x position) < [-74]> then\n set y to (-128)\n else\n if <<(x position) < [105]> and <[16] < (x position)>> then\n set y to (-5)\n else\n hide\n set [enemy 1 harm v] to [0]\n stop [this script v]\n end\n end\nend\nset [enemy 3; harm v] to [1]\nset [enemy steps 3 v] to (steps)\npoint in direction ( direction)\nclear graphic effects\nset [enemy 3 type v] to (w/g)\nif <(w/g) = [2]> then\n switch costume to (glider 1 v)\n set size to (50) %\n set rotation style [all around v]\n broadcast (Enemy Fly 3 v)\n set [enemy glide x 3 v] to [-2]\n wait until <(Text) = [0]>\nelse\n switch costume to (Enemy 3 Type)\n set size to (100) %\n wait until <(Text) = [0]>\n broadcast (Enemy Walk 3 v)\nend\n\nwhen I receive [enemy walk 3 v]\nset rotation style [left-right v]\nrepeat (Enemy Steps 3)\n if <(Enemy 3; Harm) = [1]> then\n switch costume to (Enemy 3 Type)\n move (10) steps\n wait (0.05) seconds\n repeat (7)\n next costume\n wait until <(Text) = [0]>\n wait (0.05) seconds\n end\n end\nend\nturn right (180) degrees\nbroadcast (Enemy Walk 3 v)\n\nwhen I receive [enemy fly 3 v]\nrepeat (Enemy Steps 3)\n change x by (Enemy glide x 3)\n if <(costume [number v]) = [16]> then\n switch costume to (glider 1 v)\n else\n next costume\n end\n wait (0.05) seconds\n wait until <(Text) = [0]>\nend\nset [enemy glide x 3 v] to ((Enemy glide x 3) * (-1))\nbroadcast (Enemy Fly 3 v)\n\nwhen I receive [enemy fly 3 v]\nwait until <(distance to [player v]) < [170]>\nstop [other scripts in sprite v]\nbroadcast (kill v)\ncreate clone of (_myself_ v)\nrepeat (10)\n turn right (Enemy Glider Clone Direction 3) degrees\n wait until <(Text) = [0]>\nend\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n wait until <(Text) = [0]>\nend\nhide\n\nwhen I start as a clone\nhide\npoint towards (player v)\nset [enemy glider clone direction 3 v] to ((direction) / (10))\ndelete this clone\n\nwhen I receive [kill v]\nforever\n if <(End) = [1]> then\n stop [this script v]\n end\n if <<<(Life) < [2]> and <(Level) = [25]>> or <<<touching (key power v)?> and <(Key 1) = [1]>> or <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<touching (arrows v)?> and <not <(Enemy 3; Harm) = [17]>>>>>> then\n wait (0.01) seconds\n set [enemy 3; harm v] to [0]\n change [exterminator a v] by (-1)\n change [exterminator b v] by (1)\n if <(Enemy 3 Type) = [25]> then\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (5)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-20)\n end\n switch costume to (fadedie v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\n end\n if <<(Die Again) = [1]> and <<touching (player v)?> and <(Enemy 3; Harm) = [1]>>> then\n broadcast (Pre-Death v)\n set [death v] to [1]\n end\nend\n\nwhen I receive [enemy walk 3 v]\nif <(Enemy 3 Type) = [25]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait until <(distance to [player v]) < [50]>\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [pre-death v]\nif <(Enemy 3 Type) = [25]> then\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [next v]\nset [enemy 3; harm v] to [0]\nwait (0.01) seconds\nEnemy Code\n\nwhen I receive [summon en3 v]\nif <(Level) = [25]> then\n Enemy (Laser x) [200] [3] [-90] [1]\nelse\n hide\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\nwhen I receive [death v]\nif <(Level) = [25]> then\n broadcast (kill v)\nelse\n wait (0.2) seconds\n Enemy Code\nend\n\n@Loot\n\nwhen flag clicked\nset [end v] to [0]\nhide\n\nwhen I receive [loot v]\npoint in direction (90)\nif <(Level) = [10]> then\n switch costume to (costume1 v)\n go to (enemy2 v)\nend\nif <(Level) = [13]> then\n switch costume to (costume2 v)\n go to (boss v)\n set y to (-120)\nend\nif <(Level) = [19]> then\n switch costume to (costume3 v)\n go to (boss v)\nend\nshow\nset [brightness v] effect to (100)\nset [loot y v] to [10]\nrepeat (20)\n change y by (Loot y)\n change [brightness v] effect by (-5)\n change [loot y v] by (-1)\nend\nwait until <touching (player v)?>\nhide\nif <(Level) = [10]> then\n set [key 1 v] to [0]\n set [allow weapon v] to [3]\n set [allow portal v] to [1]\n set [weapon v] to [3]\nend\nif <(Level) = [13]> then\n set [key 2 v] to [0]\n set [allow weapon v] to [4]\n set [weapon v] to [4]\nend\nif <(Level) = [19]> then\n set [key 3 v] to [0]\n set [allow weapon v] to [5]\n set [weapon v] to [5]\nend\n\nwhen I receive [death v]\nif <(Level) = [10]> then\n hide\n set [allow weapon v] to [2]\n set [allow portal v] to [0]\n set [weapon v] to [1]\nend\n\nwhen I receive [begin v]\nwait until <(Allow Weapon) = [2]>\nset [player x v] to [0]\nset [player y v] to [0]\nbroadcast (Loot Text v)\nset [arrow allow v] to [1]\n\nwhen I start as a clone\nif <(End) = [0]> then\n clear graphic effects\n show\n switch costume to (laser v)\n go to (player v)\n set size to (0) %\n repeat (10)\n turn right (pick random (1) to (10)) degrees\n change size by (10)\n if <not <key (space v) pressed?>> then\n repeat (5)\n turn left (pick random (1) to (10)) degrees\n end\n delete this clone\n end\n end\n repeat (12)\n turn right (pick random (1) to (10)) degrees\n end\n repeat (5)\n turn left (pick random (1) to (10)) degrees\n change size by (-20)\n end\n delete this clone\nelse\n show\n glide (3) secs to (boss v)\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [keyready v]\nrepeat until <not <key (space v) pressed?>>\n create clone of (_myself_ v)\nend\n\nwhen I receive [loot v]\nrepeat until <touching (player v)?>\n repeat (40)\n change y by (0.1)\n end\n repeat (40)\n change y by (-0.1)\n end\nend\n\nwhen I receive [un-loot v]\nhide\ngo to (player v)\nclear graphic effects\nswitch costume to (laser v)\npoint in direction (90)\nset [weapon v] to [5]\nwait (4) seconds\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n turn right (-50) degrees\n create clone of (_myself_ v)\n change [weapon v] by (-1)\n change [allow weapon v] by (-1)\n wait (1) seconds\nend\n\n@Key Power\n\nwhen flag clicked\nhide\n\nwhen I receive [use key v]\nset size to (100) %\nif <(Weapon) = [3]> then\n start sound [Green screen laser eyes effect v]\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n switch costume to (laser v)\n set size to (0) %\n show\n go to x: ((Player x) - ((Arm Side) * (4))) y: ((player y) - (6.5))\n if <(Arm Side) = [5]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (10)\n change size by (10)\n end\n wait (1) seconds\n repeat (10)\n change size by (-10)\n end\n hide\nend\n\nwhen I receive [use key 2 v]\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (shield v)\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\n go to (player v)\nend\nreset timer\nrepeat until <(timer) > [5]>\n turn right (5) degrees\n go to (player v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n go to (player v)\nend\nhide\n\n@Boss\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [boss v]\nset size to (100) %\nset [attack type v] to [1]\nset [boss harm v] to [1]\nset [life v] to [11]\nset [ghost v] effect to (0)\nif <(Level) = [13]> then\n point in direction (-90)\n switch costume to (jump down v)\n hide\n wait (1) seconds\n go to x: (111) y: (190)\n show\n glide (0.18) secs to x: (111) y: (-124)\n broadcast (Crash v)\n if <(Mute) = [-1]> then\n start sound [Boom v]\n end\n wait (1) seconds\n wait until <(Text) = [0]>\n repeat until <(Life) < [2]>\n repeat (5)\n move (10) steps\n switch costume to (costume1 v)\n repeat (7)\n next costume\n wait (0.01) seconds\n end\n if <(Player x) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n if <(Attack type) = [1]> then\n switch costume to (jump up v)\n set [boss y v] to [20]\n repeat (20)\n change y by (Boss y)\n change [boss y v] by (-1)\n end\n set [boss y v] to [0]\n switch costume to (jump down v)\n repeat (21)\n change y by (Boss y)\n change [boss y v] by (-1)\n end\n if <<(Mute) = [-1]> and <(Life) > [1]>> then\n start sound [Boom2 v]\n end\n broadcast (Boss Attack v)\n set y to (-124)\n wait (1) seconds\n else\n create clone of (_myself_ v)\n hide\n go to x: (Player x) y: (190)\n wait (2) seconds\n if <(Life) > [1]> then\n show\n end\n switch costume to (jump down v)\n repeat (10)\n change y by (-31.4)\n end\n if <[1] < (Life)> then\n if <(Mute) = [-1]> then\n start sound [Boom v]\n end\n broadcast (Crash v)\n end\n end\n set [attack type v] to (pick random (1) to (2))\n end\nend\nif <<(Level) = [18]> or <(Level) = [19]>> then\n go to x: (40) y: (-128)\n point in direction (90)\n show\n set [ghost v] effect to (30)\n set [brightness v] effect to (5)\n switch costume to (ghost v)\n wait until <(Text) = [0]>\n repeat until <(Life) < [2]>\n if <(y position) = [108]> then\n repeat until <<[-210] > (x position)> or <(x position) > [-100]>>\n move (10) steps\n switch costume to (ghost v)\n repeat (7)\n next costume\n wait (0.05) seconds\n end\n set [ghost attack v] to (pick random (1) to (3))\n if <(Ghost Attack) = [1]> then\n broadcast (Ghost Attack v)\n wait (2) seconds\n end\n end\n end\n if <(y position) = [-128]> then\n repeat until <<[-190] > (x position)> or <(x position) > [50]>>\n move (10) steps\n switch costume to (ghost v)\n repeat (7)\n next costume\n wait (0.05) seconds\n end\n set [ghost attack v] to (pick random (1) to (3))\n if <(Ghost Attack) = [1]> then\n broadcast (Ghost Attack v)\n wait (2) seconds\n end\n end\n end\n if <(y position) = [6]> then\n repeat until <<[100] > (x position)> or <(x position) > [200]>>\n move (10) steps\n switch costume to (ghost v)\n repeat (7)\n next costume\n wait (0.05) seconds\n end\n set [ghost attack v] to (pick random (1) to (3))\n if <(Ghost Attack) = [1]> then\n broadcast (Ghost Attack v)\n wait (2) seconds\n end\n end\n end\n turn right (180) degrees\n move (10) steps\n switch costume to (ghost v)\n repeat (7)\n next costume\n wait (0.05) seconds\n end\n end\n hide\nend\nif <<(Level) = [25]> or <(Level) = [24]>> then\n point in direction (90)\n if <<(Toggle Text) = [-1]> or <(Mute) = [-1]>> then\n wait (3) seconds\n else\n wait until <(Text) = [0]>\n end\n glide (3) secs to x: (203) y: (110)\n create clone of (intro_blind v)\n repeat until <(Life) < [2]>\n wait (pick random (5) to (7)) seconds\n if <[1] < (Life)> then\n set [attack type v] to (pick random (1) to (4))\n if <[3] > (Attack type)> then\n broadcast (Boss Attack v)\n else\n if <(Attack type) > [2]> then\n broadcast (Ghost Attack v)\n end\n end\n end\n end\nend\n\nwhen I receive [boss v]\nrepeat until <(Life) < [2]>\n if <<(Boss Harm) = [1]> and <<<touching (arm v)?> and <(Sword Damage) = [1]>> or <<<touching (arrows v)?> and <not <(Boss Arrow Chance) = [1]>>> or <<touching (key power v)?> and <(Key 1) = [1]>>>>> then\n change [life v] by (-1)\n wait (0.5) seconds\n end\nend\nif <not <(Level) = [25]>> then\n broadcast (Loot v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n wait (1) seconds\n set [end v] to [1]\n set [toggle text v] to [-1]\n set [text v] to [1]\n wait (1) seconds\n broadcast (Un-Loot v)\n wait until <(Intro y) = [1.5]>\n wait (1.2) seconds\n repeat (10)\n change size by (-10)\n end\n hide\n broadcast (Almost end v)\n wait (7) seconds\n set voice to (tenor v)::tts\n speak [I can't believe we've done it, it's gone. After all these times, the portal is finally closed]::tts\n speak [The damage is already done, but the world now has a chance of recovering]::tts\n speak [Maybe one day we'll be telling our children how terrible it all was and how we coped with it, ]::tts\n speak [Hopefully this is our happily ever after]::tts\n broadcast (End v)\nend\n\nwhen I start as a clone\nif <(Level) = [13]> then\n switch costume to (jump up v)\n repeat until <touching (_edge_ v)?>\n change y by (20)\n end\n delete this clone\nend\n\nwhen I receive [crash v]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (-2)\n change y by (-2)\nend\nrepeat (5)\n change x by (1)\n change y by (4)\nend\nrepeat (5)\n change y by (-2)\nend\n\nwhen I receive [boss attack v]\nif <(Level) = [19]> then\n wait (pick random (0) to (1)) seconds\n set [attack type v] to (pick random (1) to (3))\n set [boss harm v] to [0]\n repeat (10)\n change [ghost v] effect by (7)\n end\n hide\n if <(Attack type) = [1]> then\n go to x: (40) y: (-128)\n if <[100] > (distance to [player v])> then\n set [attack type v] to (pick random (2) to (3))\n broadcast (Boss Attack v)\n stop [this script v]\n end\n else\n if <(Attack type) = [2]> then\n go to x: (200) y: (6)\n if <[100] > (distance to [player v])> then\n broadcast (Boss Attack v)\n stop [this script v]\n end\n else\n if <(Attack type) = [3]> then\n go to x: (-150) y: (108)\n if <[100] > (distance to [player v])> then\n set [attack type v] to (pick random (1) to (2))\n broadcast (Boss Attack v)\n stop [this script v]\n end\n end\n end\n end\n if <(Life) > [1]> then\n show\n repeat (10)\n change [ghost v] effect by (-7)\n end\n end\n set [boss harm v] to [1]\nend\n\nwhen I receive [boss v]\nif <<(Level) = [18]> or <(Level) = [19]>> then\n repeat until <(Life) < [2]>\n if <<(distance to [player v]) < [100]> and <not <(Ghost Attack) = [1]>>> then\n set [attack type v] to (pick random (1) to (3))\n broadcast (Boss Attack v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [ghost attack v]\nrepeat (20)\n change [brightness v] effect by (4.75)\nend\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (-4.75)\nend\n\nwhen I receive [next v]\nif <(Level) = [24]> then\n set [life v] to [11]\n show\n go to x: (203) y: (-110)\n clear graphic effects\n switch costume to (void v)\n point in direction (90)\n repeat until <(Life) < [2]>\n repeat (40)\n change y by (0.1)\n end\n repeat (40)\n change y by (-0.1)\n end\n end\nend\n\nwhen I receive [un-loot v]\nset [end v] to [3]\nrepeat until <(End) = [0]>\n if <touching (loot v)?> then\n change [end v] by (-1)\n end\nend\nwait (1) seconds\nset [intro y v] to [1.5]\n\nwhen I receive [end v]\nwait (8) seconds\nset size to (50) %\nshow\nwait (0.01) seconds\nhide\nset size to (0) %\nwait (1) seconds\nset size to (80) %\nshow\nwait (0.05) seconds\nhide\nset size to (0) %\nwait (2) seconds\nshow\nrepeat (5)\n change size by (20)\nend\n\n@Health Bar\n\nwhen I receive [boss v]\nwait (1) seconds\nshow\nif <(Level) = [13]> then\n set [color v] effect to (0)\nelse\n if <(Level) = [19]> then\n set [color v] effect to (130)\n else\n set [color v] effect to (150)\n end\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [boss v]\nwait (1) seconds\nwait until <[2] > (Life)>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (1)\nhide\npoint in direction (90)\ngo to x: (195) y: (100)\n\nwhen I receive [boss v]\nwait (1) seconds\nrepeat until <[2] > (Life)>\n switch costume to (Life)\nend\n\n@Fireball\n\nwhen flag clicked\nhide\n\nwhen I receive [ghost attack v]\nif <(Level) = [19]> then\n set [color v] effect to (100)\nelse\n if <(Level) = [25]> then\n set [color v] effect to (120)\n end\nend\nhide\nwait (1) seconds\ngo to (boss v)\npoint towards (player v)\nturn right (8) degrees\nset [fireball damage v] to [0]\nrepeat (5)\n wait until <(Text) = [0]>\n if <[1] < (Life)> then\n create clone of (_myself_ v)\n end\n turn left (4) degrees\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nrepeat until <<<not <(Attack type) = [1]>> and <<touching (arm v)?> and <(Sword Damage) = [1]>>> or <<<touching (intro_blind v)?> and <(Fireball Damage) = [1]>> or <<<(Boss Harm) = [1]> and <<touching (boss v)?> and <(Fireball Damage) = [1]>>> or <<touching (player v)?> or <<touching (_edge_ v)?> or <<not <(Key 1) = [1]>> and <touching (key power v)?>>>>>>>\n move (15) steps\n wait until <(Text) = [0]>\n if <<not <(Attack type) = [1]>> and <<touching (arm v)?> and <(Sword Damage) = [1]>>> then\n turn right (180) degrees\n change [deflected v] by (1)\n set [fireball damage v] to [1]\n if <(Level) = [19]> then\n broadcast (Boss Attack v)\n end\n end\nend\nrepeat until <<<touching (intro_blind v)?> and <(Fireball Damage) = [1]>> or <<<(Boss Harm) = [1]> and <<touching (boss v)?> and <(Fireball Damage) = [1]>>> or <<touching (player v)?> or <<touching (_edge_ v)?> or <<not <(Key 1) = [1]>> and <touching (key power v)?>>>>>>\n move (15) steps\n wait until <(Text) = [0]>\n if <<<(Boss Harm) = [1]> and <touching (boss v)?>> and <(Fireball Damage) = [1]>> then\n change [life v] by (-1)\n end\nend\ndelete this clone\n\ndelete this clone\n\nwhen I receive [boss attack v]\nif <(Level) = [25]> then\n point in direction (90)\n set size to (0) %\n switch costume to (costume2 v)\n go to (player v)\n set [laser x v] to (x position)\n set y to (200)\n if <(Mute) = [-1]> then\n start sound [Laser beam charge sound effect v]\n end\n wait (1.5) seconds\n show\n if <(Mute) = [-1]> then\n start sound [Green screen laser eyes effect v]\n end\n repeat (10)\n change size by (10)\n end\n if <(Attack type) = [1]> then\n if <(Enemy 1 Harm) = [0]> then\n broadcast (Summon En1 v)\n else\n if <(Enemy 2 Harm) = [0]> then\n broadcast (Summon En2 v)\n else\n if <(Enemy 3; Harm) = [0]> then\n broadcast (Summon En3 v)\n end\n end\n end\n end\n wait (1) seconds\n repeat (10)\n change size by (-10)\n end\n hide\nend\n\n@Intro_INFNTY_logo\n\nwhen I receive [message1 v]\nwait (1) seconds\nshow\nglide (0.2) secs to x: (4) y: (-10)\nstart sound [Boom v]\n\nwhen flag clicked\nswitch costume to (infntyframed v)\nset [ghost v] effect to (0)\nhide\ngo to x: (-4) y: (253)\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Intro_INFNTY\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (-7) y: (-17)\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nstart sound [Breaker Light v]\nstart sound [Light-Electric-Buzzing-www v]\nshow\nwait (1) seconds\nrepeat (22)\n next costume\nend\nbroadcast (message1 v)\n\nwhen flag clicked\nwait (7.25) seconds\nstart sound [Fade v]\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [endend v]\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\n@Intro_Blind\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-80) y: (-146)\nwait (3) seconds\ngo to [front v] layer\nwait until <touching (intro_arm v)?>\nif <touching (intro_arm v)?> then\n repeat (20)\n change x by (10)\n end\nend\nhide\nwait (1) seconds\nbroadcast (Intro End v)\n\nwhen I start as a clone\nif <(Level) = [25]> then\n go to (boss v)\n hide\n switch costume to (costume2 v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\n forever\n set [intro y v] to [1]\n set [boss y v] to [0]\n repeat (20)\n change [boss y v] by (Intro y)\n turn right (Boss y) degrees\n end\n repeat (40)\n change [boss y v] by ((Intro y) * (-1))\n turn right (Boss y) degrees\n end\n repeat (40)\n change [boss y v] by (Intro y)\n turn right (Boss y) degrees\n end\n repeat (20)\n change [boss y v] by ((Intro y) * (-1))\n turn right (Boss y) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(Level) = [25]> then\n repeat until <(Life) < [2]>\n if <(distance to [player v]) < [150]> then\n wait (pick random (0) to (1)) seconds\n repeat (20)\n change [intro y v] by (0.05)\n change [brightness v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (10)\n end\n set [intro y v] to [1]\n clear graphic effects\n set size to (0) %\n repeat (10)\n change size by (10)\n end\n end\n end\nend\n\nwhen I start as a clone\nwait until <(Intro y) = [1.5]>\nwait (1) seconds\nrepeat (10)\n change size by (-10)\nend\nset [end v] to [-1]\ndelete this clone\n\nwhen I receive [end v]\nwait (8) seconds\ncreate clone of (_myself_ v)\nwait (3) seconds\ncreate clone of (_myself_ v)\n\n@Intro_Arm\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset [intro y v] to [15]\nhide\nwait (1) seconds\ngo to [front v] layer\nshow\ngo to (intro_infnty v)\npoint in direction (90)\nwait (1) seconds\nrepeat (15)\n turn right (11) degrees\nend\nrepeat (4)\n repeat (5)\n turn left (10) degrees\n end\n repeat (5)\n turn left (-10) degrees\n end\nend\n\nwhen I receive [message1 v]\nwait until <touching (intro_infnty_logo v)?>\nif <touching (intro_infnty_logo v)?> then\n switch costume to (costume2 v)\n repeat (33)\n turn left (15.9) degrees\n change x by (-5)\n change y by (Intro y)\n change [intro y v] by (-1.15)\n end\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [intro end v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@achievementboard\n\nwhen flag clicked\nset [achievements v] to [-1]\nhide\ngo to x: (-139) y: (120)\nswitch costume to (completion2 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change y by (-110)\nend\ngo to x: (90) y: (120)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change y by (-110)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(Completion Badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n else\n if <(costume [number v]) = [2]> then\n if <(Eliminator Badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n else\n if <(costume [number v]) = [3]> then\n if <(Archer Badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n else\n if <(costume [number v]) = [4]> then\n if <(Presist Badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n else\n if <(costume [number v]) = [5]> then\n if <(Speed badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n else\n if <(costume [number v]) = [6]> then\n if <(Deflect Badge) = [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\n end\n end\n end\n end\n end\n end\n if <(Achievements) = [1]> then\n go to [front v] layer\n set [text v] to [1]\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\n show\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-10)\n end\n wait until <(Achievements) = [-1]>\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n hide\n set [text v] to [0]\n end\nend\n\nwhen I receive [begin v]\nrepeat until <(End) = [1]>\n if <key (e v) pressed?> then\n set [achievements v] to ((Achievements) * (-1))\n wait (1) seconds\n end\nend\n\nwhen I receive [end v]\nwait (1) seconds\nset [achievements v] to [1]\nwait (3) seconds\nset [achievements v] to [-1]\n\n@Notification\n\nwhen flag clicked\nhide\nset [deflected v] to [0]\n\nwhen I receive [begin v]\nwait until <<(End) = [1]> and <(Completion) = [0]>>\nset [completion badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [completion badge v] to [1]\n\nwhen I receive [begin v]\nwait until <((Exterminator b) + (Exterminator a)) > [29]>\nset [eliminator badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [eliminator badge v] to [1]\n\nwhen I receive [begin v]\nwait until <(Death) > [99]>\nset [presist badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [presist badge v] to [1]\n\nwhen I receive [begin v]\nwait until <(Precise Archer) > [9]>\nset [archer badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [archer badge v] to [1]\n\nset [completion badge v] to [0]\nset [eliminator badge v] to [0]\nset [presist badge v] to [0]\nset [archer badge v] to [0]\nset [speed badge v] to [0]\nset [deflect badge v] to [0]\n\nwhen I receive [begin v]\nwait until <<(End) = [1]> and <(Time) < [309]>>\nwait (2) seconds\nset [speed badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [speed badge v] to [1]\n\nwhen I receive [begin v]\nwait until <[29] < (Deflected)>\nset [deflect badge v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [deflect badge v] to [1]\n\nwhen I start as a clone\ngo to x: (160) y: (131)\ngo to [front v] layer\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nif <(Speed badge) = [2]> then\n switch costume to (costume5 v)\nelse\n if <(Completion Badge) = [2]> then\n switch costume to (costume1 v)\n else\n if <(Eliminator Badge) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Archer Badge) = [2]> then\n switch costume to (costume3 v)\n else\n if <(Deflected) = [2]> then\n switch costume to (costume6 v)\n else\n if <(Presist Badge) = [2]> then\n switch costume to (costume4 v)\n end\n end\n end\n end\n end\nend\nshow\nrepeat (20)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-5)\nend\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\ndelete this clone\n\n | If you haven't played Part 1, click on the link below.\nhttps://scratch.mit.edu/projects/386651749/\nPart 3 is also now out :D\nhttps://scratch.mit.edu/projects/398514677/\n\nSo, finally, part 2 is here. Wonder how many rage quits there would be...\n\nThe controls are pretty much the same, but with a couple more twists;\n\nMove - WASD or Arrow Keys\nAttack - Refer to the game\nSkip level - Press 'p'\nToggle narration - Press 't'\nToggle mute - Press 'm'\nRestart level - Press 'r'\nView achievements - Press 'e'\nHelp - Press 'h'\n\nAny questions ask in the comments below :) |
Natural - A Platformer | @Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (2 v)\nwait (0) seconds\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine player movement\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-.7)\n end\n if <<<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 [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement 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 y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to <<(x position) = [200]> or <(x position) > [200]>>\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [8]\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n start sound [Bonk v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [movement x v] to [0]\n set [movement y v] to [0]\n go to x: (-209) y: (50)\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy stuff v)?> then\n set [movement y v] to [13]\n end\n if <<(x position) = [210]> or <(x position) > [210]>> then\n broadcast (next level v)\n go to x: (-206) y: (-88)\n end\n if <touching (speed v)?> then\n change [movement x v] by (18)\n change [movement y v] by (14)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-209) y: (-56)\nset [level v] to [1]\npoint in direction (90)\nset [y spawn v] to [-206]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (20) %\nset [movement x v] to [0]\nset [movement y v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-206) y: (-52)\n\nwhen I receive [next level v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-209) y: (50)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-209) y: (-36)\nhide\n\nwhen I receive [start v]\ngo to x: (-209) y: (50)\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Julius Dreisig & Zeus X Crona - Invisible \[NCS Release\] v] until done\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nforever\n player movement\nend\n\nwhen I receive [replay v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-209) y: (50)\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end. v)\n end\nend\n\n@Intro 1\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nhide\nstart sound [Experiment2 v]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (intro2 v)\ncreate clone of (_myself_ v)\nswitch costume to (intro3 v)\ncreate clone of (_myself_ v)\nswitch costume to (intro4 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nswitch costume to (end v)\ncreate clone of (_myself_ v)\nswitch costume to (up v)\ncreate clone of (_myself_ v)\nswitch costume to (down v)\ncreate clone of (_myself_ v)\nswitch costume to (round v)\ncreate clone of (_myself_ v)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\nswitch costume to (skip v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [logo]> then\n set [sine v] to [0]\n hide\n set size to (75) %\n wait (1.25) seconds\n show\n go to x: (0) y: (300)\n go to [front v] layer\n go [backward v] (1) layers\n Smooth Glide to x [0] y [0] Speed [7]\n repeat (121)\n change [sine v] by (7.5)\n change [brightness v] effect by (-10)\n set size to ((([sin v] of ((sine) * (2.1220102)) ) * (8)) + (75)) %\n change [brightness v] effect by (10)\n end\n point in direction (90)\n wait (2) seconds\n delete this clone\nend\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(costume [name v]) = [intro2]> then\n show\n go to x: (-300) y: (0)\n Smooth Glide to x [5] y [0] Speed [7]\n repeat (25)\n change [brightness v] effect by (-6)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [star]> then\n set size to (20) %\n show\n go to x: (50) y: (30)\n set [ghost v] effect to (100)\n wait (6.7) seconds\n go to [front v] layer\n repeat (20)\n turn right (5) degrees\n change [ghost v] effect by (-3)\n change size by (4)\n end\n repeat (20)\n turn right (5) degrees\n change [ghost v] effect by (-3)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [intro4]> then\n set size to (100) %\n go to [back v] layer\n show\n go to x: (0) y: (0)\n wait (0.75) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1) seconds\n repeat (25)\n change [brightness v] effect by (-0.07)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [intro3]> then\n show\n go to x: (300) y: (0)\n Smooth Glide to x [5] y [0] Speed [7]\n repeat (25)\n change [brightness v] effect by (-6)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [round]> then\n set size to (50) %\n go to x: (0) y: (0)\n wait (7.1) seconds\n set [ghost v] effect to (20)\n show\n go to [front v] layer\n go [backward v] (4) layers\n repeat (40)\n change [ghost v] effect by (7)\n change size by (((250) - (size)) / (7.5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [logo2]> then\n set [sine v] to [0]\n hide\n set size to (75) %\n wait (1.25) seconds\n show\n go to x: (0) y: (300)\n wait (0.01) seconds\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [7]\n repeat (120)\n change size by (3)\n point in direction ((([sin v] of (sine) ) * (30)) + (90))\n set size to ((([sin v] of ((sine) * (1)) ) * (2)) + (75)) %\n change size by (-3)\n end\n point in direction (90)\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [down]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-200)\n point in direction (90)\n wait (7.8) seconds\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n end\n clear graphic effects\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (10)\n change y by (((-200) - (y position)) / (4))\n end\n set [ghost v] effect to (100)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [up]> then\n set [ghost v] effect to (100)\n switch costume to (up v)\n point in direction (90)\n go to x: (0) y: (200)\n wait (7.8) seconds\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n end\n clear graphic effects\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (10)\n change y by (((200) - (y position)) / (4))\n end\n set [ghost v] effect to (100)\n delete this clone\nend\n\nwhen flag clicked\nwait (9) seconds\nbroadcast (Start v)\n\n@Intro 2\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\npoint in direction (pick random (1000000) to (1))\nrepeat (pick random (30) to (37))\n change [i2 v] by (0.8)\n move (i2) steps\n change [ghost v] effect by (5.5)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\nwait (2.4) seconds\nrepeat (120)\n create clone of (_myself_ v)\nend\n\n@spikes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\n@Cloud\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (11) seconds\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (2))\n repeat until <(x position) = [250]>\n change x by (1)\n end\n delete this clone\nelse\n go to x: (250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (2))\n repeat until <(x position) = [-250]>\n change x by (-1)\n end\n delete this clone\nend\n\n@bouncy stuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@speed\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Grass\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (28)\nswitch costume to (grass v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@skip\n\nwhen I receive [start v]\nset size to (80) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (45)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (next level v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-216) y: (-158)\nhide\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@replay\n\nwhen I receive [start v]\nset size to (80) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (45)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (replay v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-180) y: (-158)\nhide\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@1\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\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 ᑎᗩTᑌᖇᗩᒪ - ᗩ ᑭᒪᗩTᖴOᖇᗰEᖇ \nᗰOᗷIᒪE ᖴᖇIEᑎᗪᒪY ! \nClick on the green flag !\nPress the arrows to move !\nLove and Favorite for a Natural - A Platformer 2 \nNo advertising !\nNew game : https://scratch.mit.edu/projects/389898755/\nI have a new profile picture and a new intro ( by me )\nLoved and faced by @levi_minecraft !\nLoved and faced by @cheekyscuola !!\nLoved by @MarioRocks11 !!!\nLoved by @--Dove-- !!!!\nLoved by @timo1os !!!!\nLoved by @xX_VRC_Xx !!!!!\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n\nCredits :\n\nArt - 100% by @kodiak77-77 \nThanks to --Dove-- for the clouds :D\nThank you coollogo for writing\n■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■-■\n\nTags :\n\n#kodiak77-77 #Games #Art #Explore #Natural #Nature #Naturistic #Platformer #Grass #Earth #Environment #Scratch #Music #Popular #Recent #Love #Favorite #Follow |
Mount everest II A platformer | @Stage\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n play sound [Easy Go v] until done\nend\n\n@1\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)) * (-2))\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 I receive [play da gaem v]\ngo to x: (-190) y: (-32)\nshow\nforever\n Platform [13] [-1] [0.7] [3]\n if <(y position) < [-190]> then\n go to x: (-190) y: (-32)\n end\n if <key (r v) pressed?> then\n go to x: (-190) y: (-32)\n wait until <not <key (r v) pressed?>>\n end\n if <key (s v) pressed?> then\n go to x: (-190) y: (-32)\n change [level v] by (1)\n wait until <not <key (s v) pressed?>>\n end\n if <(x position) > [232]> then\n go to x: (-190) y: (-32)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n go to x: (-190) y: (-32)\n end\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [play da gaem v]\nforever\n show\n switch costume to (level)\n go to x: (Scrollx) y: (Scrolly)\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@Shadow\n\nwhen I receive [play da gaem v]\nforever\n go to [back v] layer\n set [ghost v] effect to (86)\n set [brightness v] effect to (-100)\n show\n switch costume to (level)\n go to (level v)\nend\n\nwhen flag clicked\nhide\n\ngo to x: (Scrollx) y: (Scrolly)\n\n@Spikes\n\nwhen I receive [play da gaem v]\nforever\n show\n switch costume to (level)\n go to x: (Scrollx) y: (Scrolly)\nend\n\nwhen flag clicked\nhide\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n set y to (0)\n set x to ((0) + (([cos v] of (((timer) - (3)) * (200)) ) * (20)))\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (10)\n end\n if <mouse down?> then\n broadcast (Play da gaem v)\n end\n else\n repeat until <(size) = [100]>\n change size by (-10)\n end\n end\nend\n\nwhen I receive [play da gaem v]\nhide\n\n@Text thingy\n\nwhen I receive [play da gaem v]\nhide\n\nwhen I receive [start v]\nshow\nforever\n set y to (30)\n set x to (0)\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (20)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play da gaem v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | |
3D Platformer (Mobile friendly) | @Stage\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine Turn and Move\nif <(Mode) = [computer]> then\n if <key (up arrow v) pressed?> then\n change [rot y v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [rot x v] by (4)\n end\n if <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\n end\n if <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\n end\n if <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\n if <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\nelse\n if <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [1]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [2]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [3]> then\n start sound [Boing v]\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <<<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [200]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nreset timer\nerase all\nset [level v] to [1]\nset [mode v] to [mobile]\nLevel\nReset\nforever\n erase all\n Turn and Move\n change [ticks in a time v] by (1)\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Animation\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [0] [0] [2] [4]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [0] [0] [2] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [2] [1]\n Level design [3] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [2] [0] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [4] [0] [1]\n Level design [0] [4] [2] [1]\n Level design [0] [2] [4] [1]\n Level design [0] [4] [4] [4]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [2]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [5] [1] [1] [1]\n Level design [5] [-1] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [10]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [-1] [2] [1]\n Level design [0] [-1] [3] [4]\n else\n if <(Level) = [11]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [12]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [4] [1]\n Level design [3] [-2] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [5] [-4] [2] [1]\n Level design [6] [-4] [0] [1]\n Level design [7] [-2] [0] [1]\n Level design [8] [0] [0] [4]\n else\n if <(Level) = [13]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [0] [1] [2] [1]\n Level design [0] [1] [3] [4]\n else\n if <(Level) = [14]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [1] [1] [2] [1]\n Level design [1] [1] [3] [4]\n else\n if <(Level) = [15]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [16]> then\n Level design [0] [0] [0] [1]\n Level design [-1] [0] [0] [3]\n Level design [4] [0] [0] [1]\n Level design [4] [0] [2] [1]\n Level design [4] [0] [3] [1]\n Level design [4] [1] [4] [1]\n Level design [5] [1] [4] [1]\n Level design [6] [1] [4] [1]\n Level design [4] [1] [5] [1]\n Level design [0] [4] [7] [1]\n Level design [-1] [6] [10] [4]\n else\n if <(Level) = [17]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [2] [0] [3] [1]\n Level design [1] [0] [3] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [5] [1]\n Level design [0] [0] [6] [3]\n Level design [6] [0] [6] [2]\n Level design [0] [0] [7] [1]\n Level design [0] [0] [8] [3]\n Level design [6] [0] [8] [2]\n Level design [0] [0] [9] [2]\n Level design [0] [0] [14] [4]\n else\n if <(Level) = [18]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [6] [0] [1] [2]\n Level design [6] [0] [0] [2]\n Level design [6] [0] [2] [2]\n Level design [6] [1] [1] [2]\n Level design [6] [-1] [1] [2]\n Level design [7] [0] [1] [1]\n Level design [8] [0] [3] [1]\n Level design [8] [-1] [4] [2]\n Level design [8] [-2] [4] [3]\n Level design [14] [0] [4] [3]\n Level design [20] [0] [0] [3]\n Level design [25] [4] [0] [1]\n Level design [25] [6] [0] [1]\n Level design [25] [8] [0] [4]\n else\n if <(Level) = [19]> then\n Level design [0] [0] [0] [1]\n Level design [-2] [0] [0] [3]\n Level design [5] [0] [0] [1]\n Level design [3] [0] [0] [3]\n Level design [10] [0] [0] [1]\n Level design [8] [0] [0] [3]\n Level design [15] [0] [0] [4]\n else\n if <(Level) = [20]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [4] [2]\n Level design [1] [0] [4] [2]\n Level design [1] [1] [4] [2]\n Level design [1] [-1] [4] [2]\n Level design [2] [0] [4] [2]\n Level design [2] [1] [4] [2]\n Level design [2] [-1] [4] [2]\n Level design [2] [-2] [4] [2]\n Level design [2] [2] [4] [2]\n Level design [3] [0] [4] [2]\n Level design [3] [1] [4] [2]\n Level design [3] [-1] [4] [2]\n Level design [3] [-2] [4] [2]\n Level design [3] [2] [4] [2]\n Level design [3] [3] [4] [2]\n Level design [3] [-3] [4] [2]\n Level design [4] [0] [4] [2]\n Level design [4] [1] [4] [2]\n Level design [4] [-1] [4] [2]\n Level design [4] [-2] [4] [2]\n Level design [4] [2] [4] [2]\n Level design [4] [3] [4] [2]\n Level design [4] [-3] [4] [2]\n Level design [5] [0] [4] [2]\n Level design [5] [1] [4] [2]\n Level design [5] [-1] [4] [2]\n Level design [5] [-2] [4] [2]\n Level design [5] [2] [4] [2]\n Level design [5] [3] [4] [2]\n Level design [5] [-3] [4] [2]\n Level design [6] [1] [4] [2]\n Level design [6] [-1] [4] [2]\n Level design [6] [-2] [4] [2]\n Level design [6] [2] [4] [2]\n Level design [0] [0] [-1] [4]\n else\n if <(Level) = [21]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [-1] [4]\n Level design [0] [-2] [4] [3]\n Level design [0] [2] [4] [3]\n Level design [1] [2] [4] [3]\n Level design [1] [-2] [4] [3]\n Level design [1] [-1] [4] [3]\n Level design [1] [1] [4] [3]\n Level design [2] [2] [4] [3]\n Level design [2] [-2] [4] [3]\n Level design [2] [-1] [4] [3]\n Level design [2] [1] [4] [3]\n Level design [2] [0] [4] [3]\n Level design [3] [2] [4] [3]\n Level design [3] [-2] [4] [3]\n Level design [3] [-1] [4] [3]\n Level design [3] [1] [4] [3]\n Level design [3] [0] [4] [3]\n Level design [3] [-3] [4] [3]\n Level design [3] [3] [4] [3]\n Level design [4] [2] [4] [3]\n Level design [4] [-2] [4] [3]\n Level design [4] [-1] [4] [3]\n Level design [4] [1] [4] [3]\n Level design [4] [0] [4] [3]\n Level design [4] [-3] [4] [3]\n Level design [4] [3] [4] [3]\n Level design [4] [-4] [4] [3]\n Level design [4] [4] [4] [3]\n Level design [5] [-1] [4] [3]\n Level design [5] [1] [4] [3]\n Level design [5] [0] [4] [3]\n Level design [6] [0] [4] [3]\n else\n Level design [0] [0] [0] [1]\n Level design [0] [-5] [4] [1]\n Level design [1] [-5] [4] [1]\n Level design [2] [-5] [4] [1]\n Level design [3] [-5] [4] [1]\n Level design [4] [-5] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [4] [-3] [4] [1]\n Level design [2] [-4] [4] [1]\n Level design [0] [-4] [4] [1]\n Level design [0] [-3] [4] [1]\n Level design [0] [-1] [4] [1]\n Level design [1] [-1] [4] [1]\n Level design [2] [-1] [4] [1]\n Level design [3] [-1] [4] [1]\n Level design [4] [-1] [4] [1]\n Level design [3] [0] [4] [1]\n Level design [2] [1] [4] [1]\n Level design [1] [2] [4] [1]\n Level design [0] [3] [4] [1]\n Level design [1] [3] [4] [1]\n Level design [2] [3] [4] [1]\n Level design [3] [3] [4] [1]\n Level design [4] [3] [4] [1]\n Level design [0] [5] [4] [1]\n Level design [1] [5] [4] [1]\n Level design [2] [5] [4] [1]\n Level design [3] [5] [4] [1]\n Level design [4] [5] [4] [1]\n Level design [4] [6] [4] [1]\n Level design [3] [7] [4] [1]\n Level design [2] [7] [4] [1]\n Level design [1] [7] [4] [1]\n Level design [0] [6] [4] [1]\n Level design [0] [0] [-2] [1]\n Level design [0] [0] [-4] [1]\n Level design [0] [0] [-6] [1]\n Level design [0] [0] [-8] [4]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\nend\nDraw Frame\nif <(Mode) = [mobile]> then\n Draw Controls\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\ndefine Draw Frame\nset pen size to (10)\nset pen color to (#000000)\ngo to x: (-240) y: (-180)\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\n\ndefine Draw Controls\nset pen size to (4)\nset pen color to (#9aeaff)\ngo to x: (-190) y: (-80)\npen down\ngo to x: (-205) y: (-110)\ngo to x: (-175) y: (-110)\ngo to x: (-190) y: (-80)\npen up\ngo to x: (-170) y: (-115)\npen down\ngo to x: (-170) y: (-145)\ngo to x: (-140) y: (-130)\ngo to x: (-170) y: (-115)\npen up\ngo to x: (-210) y: (-115)\npen down\ngo to x: (-210) y: (-145)\ngo to x: (-240) y: (-130)\ngo to x: (-210) y: (-115)\npen up\ngo to x: (-190) y: (-180)\npen down\ngo to x: (-205) y: (-150)\ngo to x: (-175) y: (-150)\ngo to x: (-190) y: (-180)\npen up\ngo to x: (-205) y: (-145)\npen down\ngo to x: (-175) y: (-145)\ngo to x: (-175) y: (-115)\ngo to x: (-205) y: (-115)\ngo to x: (-205) y: (-145)\npen up\ngo to x: (205) y: (-145)\npen down\ngo to x: (175) y: (-145)\ngo to x: (175) y: (-115)\ngo to x: (205) y: (-115)\ngo to x: (205) y: (-145)\npen up\nif <<not <key (k v) pressed?>> and <<(timer) < [10]> and <(Mode) = [mobile]>>> then\n Type [K for keyboard controls] at ( (-130) , (-160) ) color: (255) (255) (255) size: (2) thickness: (4)\nend\nif <key (k v) pressed?> then\n set [mode v] to [Computer]\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [1]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [2]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [3]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (y) (x) (z) (type)\nadd ((y) * (100)) to [cube y pos v]\nadd ((x) * (100)) to [cube x pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen flag clicked\nforever\n reset timer\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n set [touching end v] to [yes]\n if <<(timer) < [1]> and <(Touching end) = [yes]>> then\n change [level v] by (1)\n Reset\n Level\n end\n set [touching end v] to [no]\n end\nend\n\nwhen [t v] key pressed\nchange [level v] by (1)\nLevel\nReset\nwait until <not <key (t v) pressed?>>\n\ndefine Animation\nset pen color to (#32ff30)\nset pen size to (100)\npoint in direction (90)\ngo to x: (-240) y: (-150)\npen down\nrepeat (5)\n repeat (6)\n move (80) steps\n end\n turn right (180) degrees\n change y by (80)\nend\npen up\n\ndefine Type (string) at ( (x) , (y) ) color: (r) (g) (b) size: (size) thickness: (thickness)\nset pen color to ((((r) * (65536)) + ((g) * (256))) + (b))\nset pen size to (((thickness) * (size)) / (2))\nset [overall x v] to (x)\nset [overall y v] to (y)\nset [what letter of string v] to [0]\nrepeat (length of (string))\n change [what letter of string v] by (1)\n if <(letter (what letter of string) of (string)) = [ ]> then\n change [overall x v] by ((8) * (size))\n else\n if <[symbols it can use v] contains (letter (what letter of string) of (string))?> then\n set [what item of list equals letter of string v] to [0]\n repeat until <(letter (what letter of string) of (string)) = (item (what item of list equals letter of string) of [symbols it can use v])>\n change [what item of list equals letter of string v] by (1)\n end\n set [if it is drawing right now v] to [-1]\n set [what letter of the item of codes v] to [0]\n repeat until <(what letter of the item of codes) = (length of (item (what item of list equals letter of string) of [codes for the item of symbols v]))>\n change [what letter of the item of codes v] by (1)\n if <(letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v])) = [/]> then\n set [if it is drawing right now v] to ((if it is drawing right now) * (-1))\n if <(if it is drawing right now) = [1]> then\n pen down\n else\n pen up\n end\n change [what letter of the item of codes v] by (1)\n end\n set [x position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n change [what letter of the item of codes v] by (1)\n set [y position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n go to x: ((overall x) + ((x position of the small graph) * (size))) y: ((overall y) + ((y position of the small graph) * (size)))\n end\n pen up\n change [overall x v] by ((8) * (size))\n end\n end\n if <(overall x) > ((240) - ((8) * (size)))> then\n set [overall x v] to (x)\n set [overall y v] to ((overall y) - ((11) * (size)))\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nforever\n set [ticks in a time v] to [0]\n wait (0.5) seconds\n set [fps v] to (round ((Ticks in a time) / (0.5)))\nend\n\n@Screenshot_2020-04-22 Scratch - 3D Platformer\n\nwhen flag clicked\nset size to (110) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | Whoops I didn’t mean to unshare I was unsharing my useful coding blocks project and miss clicked here oops! Sorry! \n\nFirst ever 3D platformer that is mobile friendly!!!\n\nThe best speedrun video!\nhttps://youtu.be/GJNId81m5pg by @tyazp\n He did it in about 80 seconds before! Insanely fast!!!\nThough someone did it in 72 seconds!\n\nFinish speedrun at the heart level\n\n\n\n---------------------------- Block Types ------------------------\nTeal - Land, Safe to Walk on\nRed - Lava!!!\nYellow - Trampolines!!!\nGreen - Portal!!!\n------------------------------------------------------------------------\nGo to green block to reach next level\n\nTriple click to skip level or press t\n\n---------------------- Keyboard Controls ----------------------\n-Movement-\nW to move forward\nA to move left\nS to move backwards\nD to move right\nSpace bar to jump\n\n-Turning-\nUp arrow key to look up\nDown arrow key to look down\nLeft arrow key to turn left\nRight arrow key to turn right\n-------------------- Non-Keyboard Controls--------------------\n-Movement- (Arrows on left bottom corner)\nUp arrow to move forward\nLeft arrow to move left\nDown arrow to move backwards\nRight arrow to move right\n-Turning-\nDrag your mouse/finger across te screen to turn around\n |
Goodbye: A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nhide\n\ndefine Platformer Physics\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x velocity v] by (1)\n switch costume to (right v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x velocity v] by (-1)\n switch costume to (left v)\nend\nchange x by (X Velocity)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y velocity v] to [9]\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n else\n set [x velocity v] to [0]\n end\nelse\n set [x velocity v] to ((X Velocity) * (0.8500))\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n if <(Jumping Lock) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y velocity v] to [12]\n set [jumping lock v] to [0]\n end\n end\nelse\n change [y velocity v] by (-1)\n set [jumping lock v] to [1]\nend\nif <(x position) > [235]> then\n change [levels v] by (1)\n broadcast (Next Level v)\nend\nif <touching (spikes v)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Restart v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <touching (portal v)?> then\n go to (second portal v)\nend\nif <key (r v) pressed?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Restart v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <not <key (r v) pressed?>>\nend\nif <key (s v) pressed?> then\n change [levels v] by (1)\n broadcast (Next Level v)\n wait until <not <key (s v) pressed?>>\nend\nif <touching (trampoline v)?> then\n set [y velocity v] to [20]\nend\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (Timer)\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-208) y: (-52)\nswitch costume to (right v)\n\nwhen I receive [restart v]\nswitch costume to (right v)\ngo to x: (-208) y: (-52)\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nswitch backdrop to (backdrop1 v)\nshow\nswitch costume to (right v)\ngo to x: (-208) y: (-52)\nset [timer v] to [0.1]\nset [levels v] to [1]\nforever\n Platformer Physics\nend\n\nwhen flag clicked\nforever\n play sound [Juice WRLD - Lucid DreamsThe Theorist Piano Cover v] until done\nend\n\n@Fading Screen\n\nwhen [timer v] > (Timer)\nhide\n\nwhen I receive [fade v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Intro Done v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Level\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (Timer)\nshow\n\n@Komisch 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\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (1 v)\nshow\n\n@Portal\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (-100) y: (-42)\nswitch costume to (1 v)\nshow\nforever\n create clone of (_myself_ v)\n set size to (70) %\n turn right (4) degrees\nend\n\n@Second Portal\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo to x: (156) y: (-46)\nswitch costume to (1 v)\nshow\nforever\n create clone of (_myself_ v)\n set size to (70) %\n turn left (4) degrees\nend\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen [timer v] > (Timer)\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Story\n\nwhen [timer v] > (Timer)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\n@Toxic Factory\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen [timer v] > (Timer)\nhide\n\nwhen I receive [next level v]\nnext costume\n\n | Welcome to Goodbye: A platformer! All levels 100% possible! DOUBLE CLICK FLAG TO START!\n \nInstructions: Arrow keys, WASD, and touchscreen to move! \nHit R to restart and S to skip\nAvoid all spikes and acid (the green stuff)! |
-Night- A Platformer | @Stage\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [ski v]\nnext costume\n\n@Intro\n\nwhen I start as a clone\nif <(CloneType) = [1]> then\n go to [front v] layer\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole1 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [2]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole2 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [3]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole3 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [4]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole4 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [5]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole5 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [6]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole6 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [7]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole7 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [8]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole8 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nif <(CloneType) = [9]> then\n show\n go to x: (200) y: (0)\n switch costume to (hallenichole9 v)\n set [ghost v] effect to (100)\n set size to (150) %\n point in direction (0)\n repeat (50)\n change x by ((0) - ((x position) * (0.3)))\n turn right (((90) - (direction)) / (8)) degrees\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-4)\n end\nend\nbroadcast (START v)\n\nwhen I start as a clone\nwait until <(timer) > [5]>\nif <(CloneType) = [9]> then\n repeat (10)\n change x by ((2) + ((x position) * (0.3)))\n change [ghost v] effect by (10)\n end\nelse\n repeat (10)\n change y by ((2) + ((y position) * (0.3)))\n change [ghost v] effect by (10)\n end\nend\nhide\nbroadcast (kid_1018 v)\ndelete this clone\n\nwhen flag clicked\nshow\nset [clonetype v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (hallenicholefull v)\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (0)\n\nwhen flag clicked\nswitch costume to (hallenicholefull v)\nset [clonetype v] to [0]\nreset timer\nswitch backdrop to (backdrop1 v)\nrepeat (9)\n change [clonetype v] by (1)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I receive [kid_1018 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (SKI v)\n\nwhen flag clicked\nhide\n\nwhen I receive [kid_1018 v]\nshow\ngo to [front v] layer\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 (#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 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 (#000000)?> 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 (#000000)?>> 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 (#96ff00)?> then\n set [yv v] to [27]\nend\nif <touching color (#ff0000)?> 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 [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen I receive [kid_1018 v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\npoint in direction (90)\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (20) %\nforever\n Physics\nend\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@Player\n\nwhen I receive [kid_1018 v]\nplay sound [Vexento - Sons of Norway v] until done\n\n | -Night- A Platformer\nArrow keys or WASD to move (Mobile friendly)\n\nThere are 10 levels (more levels will be added)\n\nHope you like it\n\n |
Earth A Cloud Multiplayer Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Cloud Engine\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) * (4)) - (1)) 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) * (4)) - (1)) 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 (1.1) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\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\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\n@Banners\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\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]\nset [tick v] to [0]\n\nwhen I receive [you have been booted. v]\nswitch costume to (booted v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\n change [tick v] by (1)\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (4)) - (2)) of [cloud list v]) to [check v]\nend\nwait (1.5) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (4)) - (2)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\n@Spikes\n\nwhen I receive [initialise v]\nset [level? v] to [1]\nhide\n\nwhen I receive [tick v]\nshow\nswitch costume to (Level?)\n\n@HitboxLevel\n\nwhen I receive [initialise v]\nset [level? v] to [1]\nhide\n\nwhen I receive [tick v]\nshow\nswitch costume to (Level?)\n\n@Players\n\ndefine Movement (id)\nplatform physics (14) (-0.8) (0.9) (0.65) (8) (8)\nSave My Data\nswitch costume to (player v)\nshow\nthink (username)\nif <<(x position) > [235]> and <not <(Level?) = [9]>>> then\n change [level? v] by (1)\n go to x: (-180) y: (0)\nend\nif <<<touching (spikes v)?> or <key (r v) pressed?>> or <(y position) < [-180]>> then\n go to x: (-180) y: (0)\nend\n\nwhen I receive [initialise v]\ngo to x: (-180) y: (0)\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\nwhen I receive [tick v]\nTick\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n think (item ((id) * (5)) of [cloud list v])\n go to x: (item (((id) * (5)) - (4)) of [cloud list v]) y: (item (((id) * (5)) - (3)) of [cloud list v])\n switch costume to (join [P] (id))\n if <(Level?) = (item (((id) * (5)) - (1)) of [cloud list v])> then\n show\n else\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 (9999) to (999999)) to [my list v]\nadd (Level?) to [my list v]\nadd (username) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset [ghost v] effect to (30)\nchange y by (y vel)\nif <touching (hitboxlevel v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (hitboxlevel v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<((mouse y) - (y position)) > [50]> and <mouse down?>> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel v] by (movement speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (hitboxlevel v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (hitboxlevel v)?> then\n change y by (1)\n end\n end\n if <touching (hitboxlevel v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (hitboxlevel v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<((mouse y) - (y position)) > [50]> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\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 <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\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 [tick v]\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity.mp3 v] until done\nend\n\n@Art\n\nwhen I receive [tick v]\nshow\ngo to [back v] layer\nswitch costume to (Level?)\n\nwhen I receive [initialise v]\nset [level? v] to [1]\nhide\n\n@Shadows\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (45)\ngo to [back v] layer\nswitch costume to (Level?)\n\nwhen I receive [initialise v]\nset [level? v] to [1]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | Arrow Keys To Move Play With Your Friends\nR to Restart \nYou Can Wall Jump |
Happiness || A scrolling platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play game v]\nswitch backdrop to (blue sky 2 v)\nstop all sounds\nstart sound [Tobu - Candyland v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Intro v)\n\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset [deaths: v] to [0]\n\nwhen I receive [play game v]\nset [easter egg costume switch v] to [1]\nset [level: v] to [1]\nset [checkpoint v] to [0]\nforever\n broadcast (RESET v)\n broadcast (Set up v)\n Game On\n repeat until <(EXIT) > [50]>\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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n set [x v] to (item (Checkpoint) of [check point x v])\n set [y v] to (item (Checkpoint) of [check point y v])\nend\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [speed y v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (90)\n change [sx v] by (-3)\nend\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (3)\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 <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(In air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-18]> then\n change [speed y v] by (-2)\nend\nChange Player y by (Speed y)\nTest - die\nLeprechaun?\nwho am i?\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 [speed y v] to [0]\nend\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 if <<<mouse down?> and <(mouse y) > [0]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (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 [exit v] to []\nrepeat (5)\n broadcast (red flash v)\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 (danger\( lava spikes etc\) v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nrepeat (50)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nif <(Level:) < [6]> then\n change [level: v] by (1)\n wait (1) seconds\nelse\n set [level: v] to [bonus]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Leprechaun?\nif <touching (pot of gold v)?> then\n set [easter egg costume switch v] to [2]\nend\n\ndefine who am i?\nif <(easter egg costume switch) = [2]> then\n switch costume to (1 mian2 v)\nelse\n switch costume to (1 mian v)\nend\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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nshow variable [deaths: v]\nshow variable [level: v]\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]\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]\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]\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 1 21 v)\n Clone at x: [450] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger( lava spikes etc)\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\ngo to [back v] layer\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]\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]\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]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n switch costume to (level 1 18 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Text & fake objects\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: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(Level:) = [2]> then\n switch costume to (level 1 5 v)\n Clone at x: [450] y: [0]\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@exit portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\n set [checkpoint v] to [0]\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (open v)\n Clone at x: [8623] y: [-57]\nelse\n Clone at x: [100000] y: [10000]\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\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (300) y: (pick random (195) to (125))\nshow\nrepeat until <(x position) < [-250]>\n change x by (-3)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [play game v]\nchange [ghost v] effect by (15)\nhide\nforever\n create clone of (_myself_ v)\n wait (2) seconds\n create clone of (_myself_ v)\n wait (6) seconds\nend\n\n@sun shine\n\ngo to x: (165) y: (133)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\n\n@Sprite1\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 [tick v]\nshow\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\nhide variable [level: v]\nhide variable [deaths: v]\n\n@check piont\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 set [ghost affect v] to [0]\n start sound [Connect v]\n switch costume to (flag2 v)\n set [ghost v] effect to (0)\n broadcast (Checkpoint v)\n repeat until <(ghost affect) = [100]>\n change [ghost v] effect by (1)\n change [ghost affect v] by (1)\n end\n set [checkpoint v] to [1]\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [1959] y: [178]\n set [x v] to [-999999999999999999999999]\nelse\n set [x v] to [-999999999999999999999999]\nend\n\nClone at x: [4320] y: [-76]\nClone at x: [6644] y: [-72]\nClone at x: [8443] y: [100000]\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 [clone v] by (1)\ncreate clone of (_myself_ v)\n\nif <(Checkpoint) = [0]> then\n set [checkpoint v] to [1]\nend\n\nif <(Checkpoint) = [3]> then\n set [checkpoint v] to [4]\n delete this clone\nend\n\ndelete this clone\n\n@Sprite2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [checkpoint v]\ngo to x: (35) y: (176)\nshow\nrepeat (5)\n change y by (-5)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\nend\nhide\n\n@Sprite3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [red flash v]\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\nhide\n\n@Pot of gold\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n switch costume to (open v)\n Clone at x: [3335] y: [2000000]\nelse\n Clone at x: [3335] y: [2000000]\nend\n\ndefine Position (x) (y)\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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@button\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n change [☁ votes v] by (1)\n switch costume to (costume2 v)\n stop [this script v]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level:) = [1]> then\n Clone at x: [100000] y: [10000]\nelse\n go to [back v] layer\n Clone at x: [437] y: [-87]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n show variable [☁ votes v]\nelse\n hide variable [☁ votes v]\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nhide variable [level: v]\nhide variable [deaths: v]\nshow\nset [ghost v] effect to (1)\ngo to [front v] layer\n\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen I receive [intro v]\nhide\nset [clone position v] to [1]\nrepeat (12)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (CLone position)\ngo to x: (item (CLone position) of [clone position v]) y: (item (CLone position) of [clone position y v])\nchange [clone position v] by (1)\n\ndefine touch test\nshow\nif <touching (spot light v)?> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n touch test\nend\n\nwhen I receive [show your self v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@XXX_FIRE_XXX \n\nwhen I receive [show your self v]\ngo to x: (0) y: (-100)\npoint in direction (90)\nset size to (100) %\nshow\nturn right (8) degrees\nrepeat until <(direction) = [90]>\n turn right (8) degrees\n change size by (2)\nend\nrepeat (4)\n wait (0.1) seconds\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\nend\nrepeat until <(x position) > [350]>\n change x by (5)\nend\nhide\nwait (0.5) seconds\nbroadcast (Play Game v)\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [show your self v]\nrepeat until <(y position) = [-10]>\n change y by (2)\nend\n\n@spot light \n\nwhen flag clicked\n\nbroadcast (Intro v)\n\nwhen I receive [intro v]\nstart sound [Xeogenesis - TheFatRat v]\n\nwhen I receive [intro v]\nshow\npoint in direction (90)\nrepeat until <(direction) = [120]>\n turn right (0.5) degrees\nend\nrepeat until <(direction) = [60]>\n turn left (0.5) degrees\nend\nrepeat until <(direction) = [90]>\n turn right (1) degrees\nend\nbroadcast (show your self v)\n\nwhen I receive [play game v]\nhide\n\n@check piont2\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 set [ghost affect v] to [0]\n start sound [Connect v]\n switch costume to (flag2 v)\n set [ghost v] effect to (0)\n broadcast (Checkpoint v)\n repeat until <(ghost affect) = [100]>\n change [ghost v] effect by (1)\n change [ghost affect v] by (1)\n end\n set [checkpoint v] to [2]\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [4320] y: [-76]\n set [x v] to [-999999999999999999999999]\nelse\n set [x v] to [-999999999999999999999999]\nend\n\nClone at x: [1959] y: [178]\nClone at x: [6644] y: [-72]\nClone at x: [8443] y: [100000]\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 [clone v] by (1)\ncreate clone of (_myself_ v)\n\nif <(Checkpoint) = [3]> then\n set [checkpoint v] to [4]\n delete this clone\nend\n\ndelete this clone\n\n@check piont3\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 set [ghost affect v] to [0]\n start sound [Connect v]\n switch costume to (flag2 v)\n set [ghost v] effect to (0)\n broadcast (Checkpoint v)\n repeat until <(ghost affect) = [100]>\n change [ghost v] effect by (1)\n change [ghost affect v] by (1)\n end\n set [checkpoint v] to [3]\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (flag v)\nif <(Level:) = [1]> then\n Clone at x: [6644] y: [-72]\n set [x v] to [-999999999999999999999999]\nelse\n set [x v] to [-999999999999999999999999]\nend\n\nClone at x: [1959] y: [178]\nClone at x: [4320] y: [-76]\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 [clone v] by (1)\ncreate clone of (_myself_ v)\n\nif <(Checkpoint) = [0]> then\n set [checkpoint v] to [1]\nend\n\nClone at x: [8443] y: [100000]\n\nif <(Checkpoint) = [3]> then\n set [checkpoint v] to [4]\n delete this clone\nend\n\ndelete this clone\n\n | WASD, arrow keys, or tap and drag to move\n----------------------------------------------------------\nOne long level with several checkpoints\n---------------------------------------------------------\nATTENTION: this is not my best work it is a rushed game in order to finish before several contest due dates\n----------------------------------------------------------\nThis is my contest entry \n-------------------------------------------------------------\nDon't forget to ❤️, ⭐️ and follow |
Blue - A Monochromatic Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Eiffel 65 - I'm blue \(official Video\) v] until done\nend\n\n@Guy\n\ndefine fast\nrepeat (6)\n if <touching (stages v)?> then\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 (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (stages v)?>>\n if <(y) > [0]> then\n change y by (-0.5)\n else\n change y by (0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nstart sound [Coin v]\ngo to x: (-200) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\nif <(size) = [140]> then\n switch costume to (costume3 v)\n go to [back v] layer\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nshow\nset size to (140) %\nclear graphic effects\npoint in direction (90)\ngo to x: (-200) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\nforever\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n point in direction (90)\n change [x v] by (1)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n point in direction (-90)\n change [x v] by (-1)\n else\n switch costume to (costume2 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (stages v)?> then\n fast\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 [11]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (stages v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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) > [240]> then\n broadcast (done v)\n end\n if <touching (spikes v)?> then\n start sound [Crunch v]\n go to x: (-200) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [before start v]\nforever\n if <<key (p v) pressed?> and <not <([costume # v] of [stages v]) = [20]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (done v)\n end\nend\n\n@Stages\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\nswitch costume to (costume1 v)\n\n@Bouncies\n\nwhen flag clicked\nset size to (150) %\nhide\nwait (1) seconds\nwait until <([costume # v] of [stages v]) = [4]>\ninsert spring at [-80] [-113]\nwait until <([costume # v] of [stages v]) = [6]>\ninsert spring at [-90] [-48]\nwait until <([costume # v] of [stages v]) = [9]>\ninsert spring at [-120] [-113]\ninsert spring at [0] [-113]\ninsert spring at [120] [-113]\nwait until <([costume # v] of [stages v]) = [12]>\ninsert spring at [-130] [-113]\ninsert spring at [65] [-113]\nwait until <([costume # v] of [stages v]) = [17]>\ninsert spring at [-130] [-113]\ninsert spring at [-80] [-113]\ninsert spring at [-30] [-113]\ninsert spring at [20] [-113]\ninsert spring at [70] [-113]\ninsert spring at [120] [-113]\ninsert spring at [170] [-113]\ninsert spring at [220] [-113]\nwait until <([costume # v] of [stages v]) = [20]>\n\ndefine insert spring at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (guy v)?> then\n start sound [Boing v]\n set [y v] to [23]\n repeat (2)\n next costume\n wait (0) seconds\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [done v]\ndelete this clone\n\ninsert spring at [-130] [-113]\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nnext costume\n\nwhen I receive [before start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Cool stuff\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n change [ghost v] effect by (2)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen I receive [before start v]\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-180) y: (-155)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [stages v]) = [20]>>> then\n broadcast (done v)\n end\n end\nend\n\n@thumb\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 |
Nature explorer || A platformer (mobile friendly) | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Sprite2\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> 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 end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by ((Yv) * (-1))\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 <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n go to x: (-180) y: (0)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-180) y: (0)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\ngo to x: (107) y: (-83)\nset [level v] to [3]\nswitch costume to (costume1 v)\nforever\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 end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [5]> or <(LEVEL) = [7]>> then\n go to x: (19) y: (-104)\n turn right (9) degrees\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nrepeat (20)\n change [turndegrees v] by (0.5)\nend\n\nrepeat (20)\n change [turndegrees v] by (-5)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n set x to (19)\n repeat (30)\n change x by (-10)\n end\n repeat (30)\n change x by (10)\n end\n else\n show\n set x to (19)\n end\nend\n\n\n\nwhen flag clicked\nhide\n\n@shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\n@Figur2\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (4))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (80)\n change x by (5)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (80)\n change x by (-7)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@moving platforms\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nforever\n if <(LEVEL) = [6]> then\n show\n repeat (30)\n change x by (5)\n end\n repeat (30)\n change x by (-5)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n show\n else\n hide\n end\nend\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n go to x: (-35) y: (-87)\n show\n else\n if <(LEVEL) = [9]> then\n show\n set x to (-70)\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [9]> then\n show\n set x to (80)\n else\n hide\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\n@Figur3\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n set size to (70) %\n switch costume to (kostüm2 v)\n repeat until <not <touching (mouse-pointer v)?>>\n turn right (15) degrees\n wait (0.1) seconds\n turn left (15) degrees\n wait (0.3) seconds\n end\n else\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (start v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\n@Figur4\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (70) %\n switch costume to (kostüm2 v)\n repeat until <not <touching (mouse-pointer v)?>>\n turn right (15) degrees\n wait (0.1) seconds\n turn left (15) degrees\n wait (0.3) seconds\n end\n else\n set size to (60) %\n switch costume to (kostüm1 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (instructions v)\n\nwhen I receive [instructions_closed v]\nshow\n\n@nonamedspriteXD\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\nforever\n go to x: (mouse x) y: (mouse y)\n if <touching (figur3 v)?> then\n go to x: ((mouse x) + (70)) y: ((mouse y) - (20))\n switch costume to (costume1 v)\n set [ghost v] effect to (10)\n go [forward v] (1) layers\n go to [front v] layer\n show\n else\n if <touching (figur4 v)?> then\n go to x: ((mouse x) + (70)) y: ((mouse y) - (20))\n switch costume to (kostüm2 v)\n set [ghost v] effect to (10)\n go [forward v] (1) layers\n go to [front v] layer\n show\n else\n switch costume to (kostüm1 v)\n set [ghost v] effect to (100)\n end\n end\nend\n\nhide\n\nswitch costume to (kostüm1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [intro_finish v]\nshow\n\n@Figur6\n\nwhen I receive [instructions v]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (12)\nend\nset size to (100) %\nforever\n if <mouse down?> then\n repeat (10)\n change size by (-10)\n end\n hide\n broadcast (instructions_closed v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset size to (10) %\n\nwhen flag clicked\n\n@Figur8\n\nwhen flag clicked\nswitch costume to (kostüm12 v)\n\nwhen I receive [start v]\nforever\n switch costume to (LEVEL)\nend\n\n@Figur9\n\nwhen flag clicked\nshow\ngo [backward v] (3) layers\nforever\n switch costume to (LEVEL)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | WOW Top-loved and top-remixed?!?!?!?!?\nThank you very much =D\nPART 2 IS OUT:\nhttps://scratch.mit.edu/projects/389779047/\n\n-.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.\nHey and welcome to my newest game. Double click green flag to start.\n-.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.\nStory: Welcome to the nature!\nYou are an explorer and you explore the nature. \nBut there are many dangers. \nAvoid all dangers!\n-.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.--.\nInstructions:\n-Move with arrows or WASD\n-Avoid Spikes and other dangers\n-HAVE FUN\n-Please love, fave and follow\n |
Adventure || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (10) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [13]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [19]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@bouncy stuff\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [play v]\nshow\n\nnext costume\n\nwhen I receive [play v]\n\nwhen I receive [play v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n if <([costume # v] of [level v]) = [1]> then\n hide\n else\n if <([costume # v] of [level v]) = [2]> then\n hide\n else\n if <([costume # v] of [level v]) = [3]> then\n show\n go to [back v] layer\n go to x: (-114) y: (105)\n else\n if <([costume # v] of [level v]) = [4]> then\n hide\n else\n if <([costume # v] of [level v]) = [5]> then\n hide\n else\n if <([costume # v] of [level v]) = [6]> then\n show\n go to [back v] layer\n go to x: (-160) y: (-50)\n else\n if <([costume # v] of [level v]) = [7]> then\n hide\n else\n if <([costume # v] of [level v]) = [8]> then\n hide\n else\n if <([costume # v] of [level v]) = [9]> then\n hide\n else\n if <([costume # v] of [level v]) = [10]> then\n hide\n else\n if <([costume # v] of [level v]) = [11]> then\n show\n go to x: (30) y: (-80)\n create clone of (_myself_ v)\n go to x: (-100) y: (-80)\n wait until <not <([costume # v] of [level v]) = [11]>>\n hide\n else\n if <([costume # v] of [level v]) = [12]> then\n hide\n delete this clone\n else\n if <([costume # v] of [level v]) = [13]> then\n hide\n else\n if <([costume # v] of [level v]) = [14]> then\n hide\n else\n if <([costume # v] of [level v]) = [15]> then\n hide\n else\n if <([costume # v] of [level v]) = [16]> then\n hide\n else\n if <([costume # v] of [level v]) = [17]> then\n hide\n else\n if <([costume # v] of [level v]) = [18]> then\n hide\n else\n if <([costume # v] of [level v]) = [19]> then\n hide\n else\n if <([costume # v] of [level v]) = [20]> then\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\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Intro #1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (-268)\nglide (0.3) secs to x: (0) y: (0)\nset [count v] to [0]\nwait (0.8) seconds\nforever\n go to x: (0) y: (0)\n point in direction ((([cos v] of ((Blehbleh) * (1.8)) ) * (10)) + (90))\n change [blehbleh v] by (5)\n change [count v] by (1)\n create clone of (_myself_ v)\n if <(Count) = [100]> then\n broadcast (2 v)\n point in direction (90)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (6)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nplay sound [Intro v] until done\n\nwhen flag clicked\nrepeat (12)\n turn right (30) degrees\nend\n\nwhen I receive [2 v]\nwait (3) seconds\nrepeat (30)\n change y by ((0) - (Down Speed))\n change [down speed v] by (1)\n change size by (-3)\n change [ghost v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(Count) = [100]>\n create clone of (_myself_ v)\nend\n\n@Intro #2\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (20)\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@Intro #3\n\nwhen flag clicked\nhide\ngo to x: (322) y: (0)\nset [down speed v] to [1]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [2 v]\nshow\nglide (0.3) secs to x: (0) y: (0)\n\nwhen I receive [2 v]\nrepeat (12)\n turn right (30) degrees\nend\nwait (2.5) seconds\nforever\n change y by ((0) - (Down Speed))\n change [down speed v] by (1)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\n\n@spikes and lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Decorations\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@wheels of death\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n if <([costume # v] of [level v]) = [1]> then\n hide\n else\n if <([costume # v] of [level v]) = [2]> then\n hide\n else\n if <([costume # v] of [level v]) = [3]> then\n hide\n else\n if <([costume # v] of [level v]) = [4]> then\n hide\n else\n if <([costume # v] of [level v]) = [5]> then\n hide\n else\n if <([costume # v] of [level v]) = [6]> then\n hide\n else\n if <([costume # v] of [level v]) = [7]> then\n hide\n else\n hide\n if <([costume # v] of [level v]) = [8]> then\n hide\n else\n if <([costume # v] of [level v]) = [9]> then\n show\n go to [back v] layer\n go to x: (40) y: (-40)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [level v]) = [9]>>\n delete this clone\n else\n if <([costume # v] of [level v]) = [10]> then\n hide\n delete this clone\n else\n if <([costume # v] of [level v]) = [11]> then\n hide\n else\n if <([costume # v] of [level v]) = [12]> then\n hide\n else\n if <([costume # v] of [level v]) = [13]> then\n show\n else\n if <([costume # v] of [level v]) = [18]> then\n show\n go to x: (120) y: (-41)\n go to [back v] layer\n end\n end\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\n\nwhen I start as a clone\ngo to x: (-100) y: (-40)\nshow\nforever\n turn right (5) degrees\n if <([costume # v] of [level v]) = [10]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (10) seconds\nset size to (30) %\ngo to x: (256) y: (142)\ngo [forward v] (1000000000000000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (10) seconds\ngo to x: (266) y: (121)\nset size to (30) %\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (60)\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen [timer v] > (0.01)\nshow\nbroadcast (stop button v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@clouds\n\nwhen flag clicked\ngo to [back v] layer\nwait (5.8) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I start as a clone\nhide\nwait (10) seconds\nshow\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (2))\nset [x cloud v] to (pick random (-2) to (-2))\nset [ghost v] effect to (pick random (25) to (50))\nset size to (pick random (20) to (99)) %\nset y to (13)\nset x to (345)\nrepeat until <<(x position) = [-98]> or <<(x position) = [-99]> or <(x position) = [-100]>>>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n if <<([costume # v] of [level v]) = [13]> or <([costume # v] of [level v]) > [13]>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<([costume # v] of [level v]) = [13]> or <([costume # v] of [level v]) > [13]>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<([costume # v] of [level v]) = [19]> or <([costume # v] of [level v]) > [19]>> then\n show\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n hide\nend\n\n@player\n\nwhen I receive [stop button v]\nhide\n\nwhen I start as a clone\nset size to (25) %\nset [ghost v] effect to (20)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2)\n switch costume to (costume5 v)\n change [brightness v] effect by (5)\nend\ndelete this clone\n\ndefine player movement\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-.7)\n end\n if <<<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 [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement 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 y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [8]\n end\n change y by (0.5)\n if <<touching (spikes and lava v)?> or <touching (wheels of death v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-209) y: (33)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy stuff v)?> then\n set [movement y v] to [17]\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n go to x: (-206) y: (33)\n end\n if <touching (jump boost v)?> then\n change [movement y v] by (15)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-209) y: (33)\n\nwhen [r v] key pressed\ngo to x: (-224) y: (-32)\n\nwhen flag clicked\nhide\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-224) y: (-32)\nhide\nwait (10) seconds\nshow\ngo to x: (-224) y: (-32)\nbroadcast (end intro v)\n\nwhen flag clicked\ngo to x: (-214) y: (9)\n\nwhen I receive [end intro v]\nforever\n play sound [Vexento - Return Of The Heroes v] until done\nend\n\nwhen I receive [end intro v]\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (costume1 v)\nset [y spawn v] to [33]\nset [x spawn v] to [-205]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (20) %\nset [movement x v] to [0]\nset [movement y v] to [0]\nforever\n player movement\nend\n\nwhen I receive [restart v]\ngo to x: (-207) y: (-32)\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nforever\n if <<<touching color (#a6ada6)?> or <touching color (#d0d9d1)?>> or <touching color (#7d827d)?>> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nplay sound [Vexento - Where We Belong v] until done\nplay sound [Vexento - Where We Belong v] until done\nplay sound [Vexento - Where We Belong v] until done\nplay sound [Vexento - Where We Belong v] until done\n\nwhen flag clicked\nforever\n forever\n if <key (u v) pressed?> then\n play sound [Vexento - Where We Belong v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#929893)?> or <<<touching color (#a6ada6)?> or <touching color (#d0d9d1)?>> or <touching color (#7d827d)?>>> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <key (p v) pressed?> then\n stop all sounds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\n | if i get more support, i will make a part 2.\nuse arrow keys, wasd or mobile to move \n20 levels\nwatch out for spikes and saw things\nuse trampolines for a jump boost \n100% possible \np to pause music press for like 3 secs cuz there is a bug\n u to unpause |
Complete Platformer Engine (92 Blocks) | @Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nReset\nforever\n Run\nend\n\ndefine Run\nrepeat (10)\n change x by (xvel)\n if <touching color (#ff0000)?> then\n Reset\n end\n change y by <touching color (#000000)?>\n if <touching color (#000000)?> then\n change y by (-1)\n change x by ((-1) * (xvel))\n end\n if <((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) / (xvel)) < [0]> then\n change x by (xvel)\n set [tmp v] to (xvel)\n if <touching color (#000000)?> then\n change y by (10)\n if <touching color (#000000)?> then\n set [xvel v] to ((-2) * (xvel))\n set [yvel v] to <key (up arrow v) pressed?>\n end\n change y by (-10)\n end\n change x by ((-1) * (tmp))\n end\n change y by (yvel)\n if <<touching color (#ff0000)?> or <(y position) < [-178]>> then\n Reset\n end\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (2)\n if <touching color (#000000)?> then\n change x by (-1)\n change y by ((-1) * (yvel))\n set [yvel v] to (<(yvel) < [0]> * <key (up arrow v) pressed?>)\n end\n end\n end\n if <touching color (#fd00ff)?> then\n set [yvel v] to [1.8]\n end\nend\nset [xvel v] to ((0.75) * ((xvel) + ((0.2) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))))\nchange [yvel v] by (-0.08)\nif <touching color (#10ff00)?> then\n next backdrop\n Reset\nend\n\ndefine Reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-220) y: (-120)\n\nwhen [r v] key pressed\nReset\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nThumbnail\n\ndefine Thumbnail\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstop [all v]\n\n | |
Cloud Multiplayer Platformer-Versione 1.65 | @Stage\n\nwhen flag clicked\nhide variable [easteregg v]\nforever\n set [musica v] to (Volume musica)\n set volume to (musica) %\nend\n\nwhen flag clicked\nswitch backdrop to (collina v)\nforever\n set [easteregg v] to (☁ Easteregg-o)\nend\n\nwhen I receive [easteregg v]\nchange [☁ easteregg-o v] by (1)\nswitch backdrop to (congratulazioni v)\nshow variable [easteregg v]\nwait (5) seconds\nswitch backdrop to (montagna v)\nhide variable [easteregg v]\n\nwhen I receive [prossimolvl v]\nif <(Livello) > [10]> then\n switch backdrop to (montagna v)\nend\n\nwhen flag clicked\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\n@Player\n\ndefine Costume\nif <(Caduta) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((Frame) mod (8))) )\n end\nelse\n if <(YSpeed) > [0]> then\n switch costume to (jump1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Tocca_Terra <su?>\nchange [caduta v] by (1)\nrepeat until <not <touching (linee sfondo v)?>>\n if <su?> then\n change y by (-1)\n else\n change y by (1)\n set [caduta v] to [0]\n end\n set [yspeed v] to [0]\nend\n\ndefine Cammina (direzione) (velocità)\nset [ultima attività v] to (Tic)\npoint in direction (direzione)\nchange x by (velocità)\nset [pendenza v] to [0]\nrepeat until <<(Pendenza) = [8]> or <not <touching (linee sfondo v)?>>>\n change y by (1)\n change [pendenza v] by (1)\nend\nif <(Pendenza) = [8]> then\n change x by ((-1) * (velocità))\n change y by ((-1) * (Pendenza))\nend\nif <(XSpeed) < [0]> then\n change [frame v] by ((velocità) / (-8))\nelse\n change [frame v] by ((velocità) / (8))\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (25) %\nhide\nset [max players v] to [4]\npoint in direction (90)\ngo to x: (-100) y: (-100)\nset [yspeed v] to [0]\nset [frame v] to [0]\nset [mobile mode v] to [0]\nset [chat cur v] to []\n\ndefine Morte\nif <<(y position) < [-180]> or <touching (spikes v)?>> then\n start sound [Hit_Hurt v]\n go to x: (-170) y: (-100)\nend\n\nwhen I receive [morte v]\nMorte\n\ndefine Carica dati sulla lista\ndelete all of [dati personali v]\nadd (Tic) to [dati personali v]\nadd (costume [number v]) to [dati personali v]\nadd (username) to [dati personali v]\nadd (direction) to [dati personali v]\nadd (round (x position)) to [dati personali v]\nadd (round (y position)) to [dati personali v]\nadd (Livello) to [dati personali v]\nadd (Chat cur) to [dati personali v]\n\nwhen I receive [tick v]\nshow\nswitch costume to (hitbox v)\nif <<(YSpeed) < [4]> or <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> or <<(Salto-Mobile) = [1]> and <(Mobile mode) = [1]>>>> then\n change [yspeed v] by (-1)\nelse\n change [yspeed v] by (-2)\nend\nchange y by (YSpeed)\nTocca_Terra <(YSpeed) > [0]>\nset [xspeed v] to ((XSpeed) * (0.7))\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(Destra-Mobile) = [1]> and <(Mobile mode) = [1]>>>> then\n change [xspeed v] by (1.5)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(Sinistra-Mobile) = [1]> and <(Mobile mode) = [1]>>>> then\n change [xspeed v] by (-1.5)\nend\nif <(XSpeed) > [0.5]> then\n Cammina [90] (XSpeed)\nelse\n if <(XSpeed) < [-0.5]> then\n Cammina [-90] (XSpeed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<(Salto-Mobile) = [1]> and <(Mobile mode) = [1]>>>>> then\n if <<(Salto) = [0]> and <(Caduta) = [0]>> then\n set [yspeed v] to [14]\n set [caduta v] to [6]\n set [salto v] to [1]\n end\nelse\n set [salto v] to [0]\nend\nif <(Chat cur) = [0]> then\n say []\nelse\n say (item (Chat cur) of [chat v])\nend\nif <(x position) > [235]> then\n go to x: (-100) y: (-100)\n broadcast (Prossimolvl v)\nend\nif <<(Livello) = [14]> and <touching (fake v)?>> then\n broadcast (easteregg v)\nend\nCostume\nCarica dati sulla lista\nMorte\n\nwhen I receive [chatmobile v]\nset [chat cur v] to (item # of (Chat-Mobile) in [chat v])\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [prossimolvl v]\nrepeat (10)\n if <(Livello) = [19]> then\n broadcast (fermatutto v)\n end\nend\n\nwhen flag clicked\nset [tic v] to [0]\nforever\n change [tic v] by (1)\n wait (1) seconds\nend\n\nCarica dati sulla lista\n\n@Opponents\n\ndefine Setup players\nset size to (50) %\nset [color v] effect to (90)\nhide\nset [offline v] to [100]\nset [index clone v] to [1]\nrepeat (Max players)\n create clone of (_myself_ v)\n change [index clone v] by (1)\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <(Clone?) = [1]> then\n if <(Index clone) = (@giocatore)> then\n hide\n else\n if <(item (Index clone) of [giocatori attivi v]) = [On]> then\n if <(item (((Index clone) * (8)) - (1)) of [lista cloud v]) = (Livello)> then\n show\n switch costume to (item (((Index clone) * (8)) - (6)) of [lista cloud v])\n point in direction (item (((Index clone) * (8)) - (4)) of [lista cloud v])\n change x by (((x position) - (item (((Index clone) * (8)) - (3)) of [lista cloud v])) / (-2.5))\n change y by (((y position) - (item (((Index clone) * (8)) - (2)) of [lista cloud v])) / (-2.5))\n if <(item ((Index clone) * (8)) of [lista cloud v]) = [0]> then\n say (item (((Index clone) * (8)) - (5)) of [lista cloud v])\n else\n say (item (item ((Index clone) * (8)) of [lista cloud v]) of [chat v])\n end\n else\n hide\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nSetup players\n\nwhen I start as a clone\nhide\nset size to (25) %\nset [color v] effect to ((Index clone) * (50))\nset [ghost v] effect to (20)\ngo to x: (0) y: (160)\nset [clone? v] to [1]\n\nwhen I receive [prossimolvl v]\nif <(Clone?) = [1]> then\n go to x: (item (((Index clone) * (8)) - (3)) of [lista cloud v]) y: (item (((Index clone) * (8)) - (2)) of [lista cloud v])\nend\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Cloud\n\ndefine Codifica da lista\nset [indice v] to [1]\nset [cloud: risultato v] to []\nset [lettera v] to [1]\nrepeat (length of [dati personali v])\n repeat (length of (item (Indice) of [dati personali v]))\n switch costume to (letter (Lettera) of (item (Indice) of [dati personali v]))\n if <(costume [number v]) < [10]> then\n set [cloud: risultato v] to (join (Cloud: Risultato) (join [0] (costume [number v])))\n else\n set [cloud: risultato v] to (join (Cloud: Risultato) (costume [number v]))\n end\n change [lettera v] by (1)\n end\n set [cloud: risultato v] to (join (Cloud: Risultato) [53])\n change [indice v] by (1)\n set [lettera v] to [1]\nend\n\ndefine Decodifica (dati)\ndelete all of [lista cloud v]\nset [lettera v] to [2]\nset [cloud: risultato v] to []\nrepeat ((length of (dati)) / (2))\n switch costume to (join (letter ((Lettera) - (1)) of (dati)) (letter (Lettera) of (dati)))\n if <(costume [number v]) = [53]> then\n add (Cloud: Risultato) to [lista cloud v]\n set [cloud: risultato v] to []\n else\n set [cloud: risultato v] to (join (Cloud: Risultato) (costume [name v]))\n end\n change [lettera v] by (2)\nend\n\ndefine Decodifica tutto insieme\nDecodifica (join (join (☁ Giocatore1) (☁ Giocatore2)) (join (☁ Giocatore3) (☁ Giocatore4)))\n\ndefine Aggiorna P. (id)\nif <(id) = [1]> then\n set [☁ giocatore1 v] to (Cloud: Risultato)\nelse\n if <(id) = [2]> then\n set [☁ giocatore2 v] to (Cloud: Risultato)\n else\n if <(id) = [3]> then\n set [☁ giocatore3 v] to (Cloud: Risultato)\n else\n set [☁ giocatore4 v] to (Cloud: Risultato)\n end\n end\nend\n\nwhen I receive [ottieni dati v]\nDecodifica tutto insieme\n\ndefine Ottieni valore dal cloud (id)\nif <(id) = [1]> then\n set [valore ottenuto v] to (☁ Giocatore1)\nelse\n if <(id) = [2]> then\n set [valore ottenuto v] to (☁ Giocatore2)\n else\n if <(id) = [3]> then\n set [valore ottenuto v] to (☁ Giocatore3)\n else\n set [valore ottenuto v] to (☁ Giocatore4)\n end\n end\nend\n\ndefine Ottieni attività cloud\nset [i v] to [1]\ndelete all of [attività v]\nrepeat (4)\n Ottieni valore dal cloud (I)\n add (Valore ottenuto) to [attività v]\n change [i v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n Ottieni attività cloud\n wait (1) seconds\n Cancella cloni inattivi\nend\n\ndefine Cancella cloni inattivi\nset [\(bool\) giocatori verificati v] to [0]\nset [i v] to [1]\nrepeat (4)\n Ottieni valore dal cloud (I)\n if <(item (I) of [attività v]) = (Valore ottenuto)> then\n replace item (I) of [giocatori attivi v] with [Off]\n else\n replace item (I) of [giocatori attivi v] with [On]\n end\n change [i v] by (1)\nend\nset [\(bool\) giocatori verificati v] to [1]\n\ndefine Conta online\nset [i v] to [1]\nset [online v] to [0]\nrepeat (4)\n if <(item (I) of [giocatori attivi v]) = [On]> then\n change [online v] by (1)\n end\n change [i v] by (1)\nend\n\nwhen I receive [verifica connessi v]\nOttieni attività cloud\nwait (1) seconds\nCancella cloni inattivi\n\nwhen I receive [tick v]\nDecodifica tutto insieme\nCodifica da lista\nAggiorna P. (@giocatore)\nConta online\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Linee sfondo\n\nwhen flag clicked\ngo to x: (37) y: (29)\nset [livello v] to [1]\ngo to [back v] layer\nswitch costume to (livello 1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [mostrapiattaforme v]\nclear graphic effects\n\nwhen I receive [prossimolvl v]\nchange [livello v] by (1)\nswitch costume to (Livello)\n\nwhen I receive [easteregg v]\nswitch costume to (congr v)\nwait (5) seconds\nswitch costume to (Livello)\n\nwhen I receive [nascondipiattaformetuttetuttemessaggiolunghissimo v]\nset [ghost v] effect to (100)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Banner\n\nwhen flag clicked\nset [ultima attività v] to [0]\nreset timer\nswitch costume to (collegamento v)\nhide variable [online v]\nhide variable [livello v]\nbroadcast (Ottieni dati v) and wait\nDownload dati\nwait (2) seconds\nbroadcast (Ottieni dati v) and wait\nCollega giocatore\nbroadcast (Verifica connessi v) and wait\nwait until <(\(Bool\) Giocatori verificati) = [1]>\nbroadcast (begin v)\nshow variable [online v]\nshow variable [livello v]\nswitch costume to (dash board v)\nforever\n broadcast (Tick v)\nend\n\ndefine Download dati\ndelete all of [collegamento v]\nset [i v] to [1]\nrepeat (Max players)\n add (item (((I) * (8)) - (7)) of [lista cloud v]) to [collegamento v]\n change [i v] by (1)\nend\n\ndefine Collega giocatore\nset [i v] to [1]\nset [@giocatore v] to [0]\nrepeat (Max players)\n if <(item (((I) * (8)) - (7)) of [lista cloud v]) = (item (I) of [collegamento v])> then\n set [@giocatore v] to (I)\n stop [this script v]\n else\n change [i v] by (1)\n end\nend\nif <(@giocatore) = [0]> then\n switch costume to (pieno! v)\n stop [all v]\nend\n\nwhen I receive [tick v]\nif <(Ultima attività) < ((Tic) - (60))> then\n go to [front v] layer\n switch costume to (pigro v)\n broadcast (pigrissimo v)\n wait (1) seconds\n stop [all v]\nend\n\nwhen I receive [begin v]\nforever\n if <(costume [name v]) = [Dash Board]> then\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\n end\nend\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@MostraPiattaforme\n\nwhen flag clicked\ngo to x: (-192) y: (-159)\nswitch costume to (off v)\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (off v)\n broadcast (nascondipiattaformetuttetuttemessaggiolunghissimo v)\nelse\n switch costume to (on v)\n broadcast (mostrapiattaforme v)\nend\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Destra-Mobile\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(Mobile mode) = [1]> then\n set [ghost v] effect to (100)\n show\n set drag mode [not draggable v]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [destra-mobile v] to [1]\n else\n set [destra-mobile v] to [0]\n end\n else\n hide\n end\nend\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Sinistra-Mobile\n\nwhen flag clicked\ngo to x: (-66) y: (-12)\nforever\n if <(Mobile mode) = [1]> then\n show\n set [ghost v] effect to (100)\n set drag mode [not draggable v]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [sinistra-mobile v] to [1]\n else\n set [sinistra-mobile v] to [0]\n end\n else\n hide\n end\nend\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Salto-Mobile\n\nwhen flag clicked\ngo to x: (3) y: (-17)\nforever\n if <(Mobile mode) = [1]> then\n show\n set [ghost v] effect to (100)\n set drag mode [not draggable v]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [salto-mobile v] to [1]\n else\n set [salto-mobile v] to [0]\n end\n else\n hide\n end\nend\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Chat\n\ndefine Nascondi variabili\nset [variabili mostrate? v] to [0]\nhide variable [1 v]\nhide variable [2 v]\nhide variable [3 v]\nhide variable [4 v]\nhide variable [5 v]\nhide variable [6 v]\nhide variable [7 v]\n\ndefine Mostra variabili (id) (opz.)\nset [index v] to [1]\nrepeat (7)\n Mostra opzione (Index) (join (join [\[] (Index)) (join [\] ] (item (Index) of [chat v])))\n change [index v] by (1)\nend\n\ndefine Mostra opzione (id) (testo)\nif <(id) = [1]> then\n show variable [1 v]\n set [1 v] to (testo)\nend\nif <(id) = [2]> then\n show variable [2 v]\n set [2 v] to (testo)\nend\nif <(id) = [3]> then\n show variable [3 v]\n set [3 v] to (testo)\nend\nif <(id) = [4]> then\n show variable [4 v]\n set [4 v] to (testo)\nend\nif <(id) = [5]> then\n show variable [5 v]\n set [5 v] to (testo)\nend\nif <(id) = [6]> then\n show variable [6 v]\n set [6 v] to (testo)\nend\nif <(id) = [7]> then\n show variable [7 v]\n set [7 v] to (testo)\nend\n\nwhen [t v] key pressed\nif <(Variabili mostrate?) = [0]> then\n Mostra variabili [1] [5]\n set [variabili mostrate? v] to [1]\nelse\n Nascondi variabili\n set [variabili mostrate? v] to [0]\nend\n\nwhen flag clicked\nNascondi variabili\n\ndefine Manda chat <condizione> (numero)\nif <<condizione> and <(Variabili mostrate?) = [1]>> then\n if <(Update tick) < [1]> then\n set [update tick v] to [100]\n Nascondi variabili\n set [chat cur v] to (numero)\n end\nend\n\nwhen I receive [tick v]\nif <(Update tick) > [0]> then\n change [update tick v] by (-1)\nelse\n set [chat cur v] to [0]\nend\nif <(Mobile mode) = [0]> then\n Manda chat <key (1 v) pressed?> [1]\n Manda chat <key (2 v) pressed?> [2]\n Manda chat <key (3 v) pressed?> [3]\n Manda chat <key (4 v) pressed?> [4]\n Manda chat <key (5 v) pressed?> [5]\n Manda chat <key (6 v) pressed?> [6]\n Manda chat <key (7 v) pressed?> [7]\nelse\n Manda chat <[chat v] contains (Chat-Mobile)?> (item # of (Chat-Mobile) in [chat v])\nend\n\nwhen I receive [chatta v]\nif <(Variabili mostrate?) = [0]> then\n Mostra variabili [1] [5]\n set [variabili mostrate? v] to [1]\nelse\n Nascondi variabili\n broadcast (nasconditutticahtmobiletuttiirobi v)\n set [variabili mostrate? v] to [0]\nend\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nNascondi variabili\n\n@Chat-Mobile\n\nwhen flag clicked\ngo to x: (221) y: (150)\nhide\n\nwhen I receive [begin v]\nforever\n if <(Mobile mode) = [1]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nset [chat-mobile v] to []\nbroadcast (chatta v)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Ciao!\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-153) y: (82)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (1) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Ehi!\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-153) y: (62)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (2) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Torno dopo!\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-103) y: (38)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (3) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Ciaociao!\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-116) y: (11)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (4) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Pro\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-113) y: (-13)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (5) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Noob\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-135) y: (-38)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (6) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Un attimo\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (-103) y: (-64)\nforever\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [chatta v]\nshow\n\nwhen this sprite clicked\nset [chat-mobile v] to (item (7) of [chat v])\nbroadcast (nasconditutticahtmobiletuttiirobi v)\n\nwhen I receive [pigrissimo v]\nhide\n\nwhen I receive [nasconditutticahtmobiletuttiirobi v]\nhide\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen flag clicked\ngo to x: (-2) y: (-105)\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nforever\n switch costume to (Livello)\nend\n\nwhen I receive [mostrapiattaforme v]\nclear graphic effects\n\nwhen I receive [easteregg v]\nhide\nwait (5) seconds\nshow\n\nwhen I receive [nascondipiattaformetuttetuttemessaggiolunghissimo v]\nset [ghost v] effect to (100)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-19) y: (99)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (70) %\nhide\nforever\n set drag mode [not draggable v]\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (cambiacostume v)\nelse\n broadcast (creditichiusi v)\nend\n\nwhen I receive [cambiacostume v]\nswitch costume to (costume2 v)\n\nwhen I receive [creditichiusi v]\nswitch costume to (costume1 v)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (61) y: (98)\nswitch costume to (costume1 v)\nset size to (70) %\nhide\nforever\n set drag mode [not draggable v]\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (apriistruzioni v)\nelse\n broadcast (chiudi istruzioni v)\nend\n\nwhen I receive [apriistruzioni v]\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [chiudi istruzioni v]\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Skippa (no cheat)\n\nwhen flag clicked\nhide\ngo to x: (-85) y: (-162)\n\nwhen this sprite clicked\nbroadcast (Prossimolvl v)\n\nwhen I receive [begin v]\nif <<<(username) = [X-Marcusio-X]> or <(username) = [qwertytrewq11]>> or <<(username) = [electrogame08]> or <(username) = [Marcusio31]>>> then\n show\nelse\n hide\nend\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Tel\n\nwhen flag clicked\ngo to x: (105) y: (147)\nset size to (20) %\nhide\nforever\n set drag mode [not draggable v]\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nset [mobile mode v] to [1]\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Computer\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\ngo to x: (147) y: (144)\nset size to (20) %\nhide\nforever\n set drag mode [not draggable v]\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n set [ghost v] effect to (80)\n end\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nset [mobile mode v] to [0]\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Fake\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\nwhen I receive [mostrapiattaforme v]\nclear graphic effects\n\nwhen I receive [easteregg v]\nhide\nwait (5) seconds\nshow\n\nwhen I receive [prossimolvl v]\nwait (0.1) seconds\nif <(Livello) = [14]> then\n show\nelse\n hide\nend\n\nwhen I receive [nascondipiattaformetuttetuttemessaggiolunghissimo v]\nset [ghost v] effect to (100)\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n@Mute music\n\nwhen flag clicked\nset size to (20) %\ngo to x: (-134) y: (-170)\nset [volume musica v] to [60]\nhide variable [volume musica v]\nset [chiudi v] to [1]\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nif <(Chiudi) = [1]> then\n set [chiudi v] to [0]\n hide variable [volume musica v]\nelse\n set [chiudi v] to [1]\n show variable [volume musica v]\nend\n\n@Sfondo blocco\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.25)\nhide variable [online v]\nhide variable [volume musica v]\nhide variable [livello v]\nif <(t?) = [1]> then\n switch costume to (turbo mode v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [front v] layer\n show\nelse\n switch costume to (costume1 v)\n go to x: (0) y: (110)\n go to [front v] layer\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [fermatutto v]\nstop [other scripts in sprite v]\n\n | ! LEGGERE ! AVVERTENZA ! LEGGERE !\nIL PROGETTO PUÒ ESSERE UTILIZZATO SOLO SE IL VOSTRO STATUS È "SCRATCHER" CIOÈ IN GRADO DI UTILIZZARE LE VARIABILI CLOUD.\nSE IL VOSTRO STATUS NON È "SCRATCHER" POTETE COMUNQUE GIOCARE, ANCHE SE NON CON ALTRI SCRATCHER ONLINE.\n\n\nNO F4F, NO SPAM, NO ADVERTISING! \nTUTTE QUESTE AZIONI VERRANNO SEGNALATE ALLO SCRATCH TEAM!\nSCRIVETE NEI COMMENTI SOLO SE AVETE BISOGNO DI CHIARIMENTI, VORRESTE CHE FOSSE AGGIUNTO QUALCOSA AL GIOCO (AGGIORNAMENTI) O SE VOLETE SEGNALARE DEI BUG!\n\nPRECISAZIONI: Se volete fare remix, scrivete nella descrizione cosa avete cambiato!\nScusate se dall'anteprima avete visto "skip level". Lo uso soltanto per testare i miei nuovi livelli, senza ricominciare tutto da capo!\n\nCOME SI GIOCA:\nDivertiti a giocare con altri giocatori online, chattando o facendo delle corse contro i tuoi amici!\n\n\nCOMANDI: \n\nCOMPUTER: Prima di giocare da computer clicca sull'icona del computer! AD o ←→ per muoversi, W, ↑ o spazio per saltare, T per chattare, usando i numeri della tastiera fino a 7.\n\nMOBILE: Prima di poter giocare, clicca il telefono! Tieni premuto nella parte destra o sinistra dello schermo per muoverti a destra o a sinistra. Per saltare premi nella parte alta. Ovviamente si può correre mentre si salta. Premi "chat" per chattare.\n\nALTRI COMANDI:\nCliccare su "Mostra piattaforme" consente di vedere dove si può camminare, se non si capisce come si fa.\n\n\nAGGIORNAMENTI\nAvete idee per aggiornamenti? Scrivetele nei commenti!\n\nPROSSIMO AGGIORNAMENTO: \nNUOVI LIVELLI\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nC'è anche un piccolo Easter egg! Siamo in 34 ad averlo trovato! |
The Ninja- A platformer game | @Stage\n\n@Sprite3\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n next backdrop\n go to x: (-200) y: (-29)\n wait (.10) seconds\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <touching (costume1 v)?> then\n go to x: (-234) y: (-15)\n turn left (180) degrees\n end\nend\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (hover v)?> then\n go to x: (-234) y: (-15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spin v)?> then\n go to x: (-234) y: (-15)\n end\nend\n\nchange [yv v] by (12)\n\ngo to x: (218) y: (-75)\n\nforever\n\nwhen flag clicked\nforever\n if <(x position) > [216]> then\n next backdrop\n go to x: (-231) y: (-10)\n end\nend\n\nwhen flag clicked\nwait (11) seconds\nswitch backdrop to (backdrop11 v)\nforever\n set [yv v] to [0]\n set [xv v] to [0]\n forever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.900254))\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1.5)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n change y by (1)\n if <touching color (#676767)?> then\n if <touching color (#676767)?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (100))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#676767)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#676767)?> then\n change y by (Yv)\n if <touching color (#676767)?> then\n change y by (Yv)\n if <touching color (#676767)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#676767)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n end\n change y by (1)\n if <(x position) > [222]> then\n next backdrop\n go to x: (-219) y: (-132)\n end\n if <<touching color (#ff0000)?> and <not <touching color (#676767)?>>> then\n switch costume to (red2 v)\n wait (0.5) seconds\n go to x: (-219) y: (-132)\n switch costume to (red v)\n end\n if <<(y position) < [-177]> and <not <touching color (#676767)?>>> then\n switch costume to (red2 v)\n wait (0) seconds\n go to x: (-219) y: (-132)\n switch costume to (red v)\n end\n if <touching color (#0077ff)?> then\n set [yv v] to [12]\n end\n if <<<touching (main spike v)?> or <touching (spike 2 v)?>> or <<touching (spike 3 v)?> or <<touching (spike 4 v)?> or <<touching (spike 5 v)?> or <touching (spike 6 v)?>>>>> then\n wait (0.5) seconds\n go to x: (-219) y: (-132)\n end\n if <(backdrop [name v]) = [end]> then\n wait (2) seconds\n switch backdrop to (backdrop8 v)\n stop [all v]\n end\n end\nend\n\nwait (0.50) seconds\n\nwhen backdrop switches to [backdrop11 v]\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-230) y: (-43)\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@costume1\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.2)\n turn right (5) degrees\n end\n repeat (30)\n change y by (-0.2)\n turn right (5) degrees\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\nwait (3) seconds\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ncreate clone of (_myself_ v)\ngo to x: (4) y: (-92)\ncreate clone of (_myself_ v)\ngo to x: (4) y: (-63)\ncreate clone of (_myself_ v)\ngo to x: (4) y: (-33)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop12 v]\nwait (.2) seconds\ncreate clone of (_myself_ v)\ngo to x: (-125) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (-107) y: (-82)\ncreate clone of (_myself_ v)\ngo to x: (-89) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (-71) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (-53) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (-17) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (1) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (19) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (37) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (55) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (73) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (91) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (109) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (127) y: (-81)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (-15)\ncreate clone of (_myself_ v)\ngo to x: (114) y: (-16)\ncreate clone of (_myself_ v)\ngo to x: (93) y: (-20)\ncreate clone of (_myself_ v)\ngo to x: (72) y: (-26)\ncreate clone of (_myself_ v)\ngo to x: (89) y: (-41)\ncreate clone of (_myself_ v)\ngo to x: (112) y: (-48)\ncreate clone of (_myself_ v)\ngo to x: (133) y: (-48)\ncreate clone of (_myself_ v)\ngo to x: (169) y: (57)\ncreate clone of (_myself_ v)\ngo to x: (186) y: (49)\ncreate clone of (_myself_ v)\ngo to x: (209) y: (40)\ncreate clone of (_myself_ v)\ngo to x: (191) y: (19)\ncreate clone of (_myself_ v)\ngo to x: (172) y: (9)\ncreate clone of (_myself_ v)\ngo to x: (169) y: (141)\n\nwhen backdrop switches to [blue sky v]\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (149) y: (114)\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [blue sky v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\ndelete this clone\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-181) y: (-37)\ndelete this clone\n\nwhen backdrop switches to [backdrop13 v]\ncreate clone of (_myself_ v)\ngo to x: (-98) y: (67)\ncreate clone of (_myself_ v)\ngo to x: (67) y: (76)\n\nwait (1) seconds\n\n@ezgif\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ezgif v)\nrepeat until <(costume [number v]) = [ezgif160]>\n wait (0) seconds\n next costume\nend\n\nwhen flag clicked\nshow\nwait (11) seconds\nhide\nstop [this script v]\n\nif <(costume [name v]) = [ezgif160]> then\nforever\n switch backdrop to (backdrop11 v)\nend\n\nwhen flag clicked\nshow\nwait (13) seconds\nhide\nswitch backdrop to (backdrop11 v)\n\nstop [this script v]\n\n@Hover\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (72) y: (-93)\ncreate clone of (_myself_ v)\ngo to x: (-13) y: (-91)\ncreate clone of (_myself_ v)\ngo to x: (46) y: (-90)\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\n\nwhen backdrop switches to [backdrop7 v]\n\ngo to x: (-50) y: (-96)\n\n@Spin\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-95) y: (-95)\ncreate clone of (_myself_ v)\ngo to x: (-11) y: (-94)\ncreate clone of (_myself_ v)\ngo to x: (53) y: (-95)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen flag clicked\nhide\n\n | Use WASD and arrow keys to move. Don't touch shurikens, lava, spears, and katana. Hey a ninja also faces problems with lava. Press n to skip.Check out @meememejajla, he is my brother.\n100 loves everybody! 7/30/2020\n@5928006371 is the 500th viewer. |
Nature - A Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [before start v]\nswitch backdrop to (mountains v)\nforever\n play sound [Sounds of the Boreal Forest.mp3 v] until done\nend\n\nwhen I receive [before start v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Inferno v] until done\n else\n play sound [Plugged \(post mastering\) v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\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 start as a clone\ngo to (player v)\nswitch costume to (eye v)\ngo [forward v] (1) layers\nshow\nforever\n point towards (player v)\n move ((distance to [player v]) / (0.7)) steps\n if <<(distance to [player v]) > [3]> and <touching (_edge_ v)?>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [before start v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-80)\ncreate clone of (_myself_ v)\nswitch costume to (guy v)\nshow\nforever\n change [y v] by (-1)\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 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 end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\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)>>> then\n set [y v] to [13]\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 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)>>> and <(y) < [0]>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\n if <<<(x position) > [240]> or <key (p v) pressed?>> and <not <([costume # v] of [levels v]) = [30]>>> then\n broadcast (done v)\n wait (0.5) seconds\n go to x: (-200) y: (-80)\n wait (0.5) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (spikes v)?> then\n broadcast (ded v)\n start sound [Crunch v]\n wait (0.5) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-80)\n wait (0.5) seconds\n end\nend\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [before start v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\nshow\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [done v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [before start v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\n@Mushrooms\n\ndefine Mushroom (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n start sound [Low Boing v]\n set [y v] to [20]\n repeat (2)\n wait (0) seconds\n next costume\n end\n repeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nset size to (70) %\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [9]>\nMushroom [-100] [-90]\nwait until <([costume # v] of [levels v]) = [10]>\nMushroom [-120] [-90]\nMushroom [0] [-90]\nMushroom [120] [-90]\nwait until <([costume # v] of [levels v]) = [11]>\nMushroom [-100] [-40]\nMushroom [80] [-90]\nwait until <([costume # v] of [levels v]) = [13]>\nMushroom [40] [-90]\nwait until <([costume # v] of [levels v]) = [19]>\nMushroom [-140] [-90]\nwait until <([costume # v] of [levels v]) = [22]>\nMushroom [-100] [-90]\nwait until <([costume # v] of [levels v]) = [24]>\nMushroom [160] [18]\nwait until <([costume # v] of [levels v]) = [27]>\nMushroom [-130] [-90]\nMushroom [-80] [-90]\nMushroom [-30] [-90]\nMushroom [20] [-90]\nMushroom [70] [-90]\nMushroom [120] [-90]\nMushroom [170] [-90]\nMushroom [220] [-90]\n\nwhen I receive [done v]\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\ndelete\n\ndefine delete\ndelete this clone\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [done v]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(transition) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (500)\n repeat (10)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\n wait (0.5) seconds\n repeat (10)\n change y by (((-340) - (y position)) / (4))\n end\n delete this clone\nend\n\nwhen I receive [ded v]\nset [transition v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(transition) = [2]> then\n clear graphic effects\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n delete this clone\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (30) to (10))\ngo to [back v] layer\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [before start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (10) to (15)) seconds\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nset [zine v] to [0]\nset size to (100) %\nshow\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (4)) ) * (2)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [stages v]) = [20]>>> then\n broadcast (don't move v)\n broadcast (done v)\n end\n end\n if <([costume # v] of [levels v]) = [30]> then\n switch costume to (blank v)\n else\n switch costume to (skip button v)\n go to x: (-180) y: (-145)\n end\nend\n\n@shade\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (90)\n show\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\n\nSpikes kill you, and Mushrooms are bouncy. |
ᖴᗩᑎTᗩᔕY - a platformer | @Stage\n\n@Magic\n\nwhen flag clicked\nshow\nset [y v] to [0]\nswitch costume to (mike v)\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-215) y: (90)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (moving 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 (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) > [239]> then\n broadcast (next v)\n go to x: (-215) y: (25)\n end\n if <touching (spikes v)?> then\n broadcast (die v)\n go to x: (-215) y: (25)\n end\n if <touching (trampoline v)?> then\n set [y v] to [12.5]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#00ff69)?> then\n set [y v] to [15]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\n\nforever\n show\nend\n\nwhen flag clicked\nswitch backdrop to (stars v)\n\n@spikes\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (fantasia1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\n\nhide\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\n\nswitch backdrop to (slopes v)\n\nif <(costume [number v]) = [26]> then\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (0))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@Intro\n\nwhen flag clicked\nset [done v] to [0]\nswitch costume to (skip v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ngo to x: (0) y: (0)\npoint in direction (60)\nset size to (0) %\nset [size v] to [0]\nshow\nrepeat (15)\n change size by (size)\n change [size v] by (1)\nend\nrepeat (2)\n set [turn v] to [10]\n repeat (10)\n turn right (turn) degrees\n change [turn v] by (-1)\n end\n set [size v] to [10]\n repeat (10)\n change size by (size)\n change [size v] by (-1)\n end\n set [size v] to [-10]\n repeat (10)\n change size by (size)\n change [size v] by (1)\n end\n set [turn v] to [-10]\n repeat (10)\n turn right (turn) degrees\n change [turn v] by (1)\n end\n set [size v] to [10]\n repeat (10)\n change size by (size)\n change [size v] by (-1)\n end\n set [size v] to [-10]\n repeat (10)\n change size by (size)\n change [size v] by (1)\n end\nend\nset [size v] to [0]\nrepeat (15)\n change size by (size)\n change [size v] by (-1)\nend\nset [size v] to [0]\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nif <(costume [number v]) = [1]> then\n repeat (5)\n change [brightness v] effect by (20)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nforever\n if <(costume [number v]) = [2]> then\n set size to (100) %\n point in direction (90)\n go to x: (200) y: (-140)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n stop all sounds\n broadcast (Done v)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nwait (0) seconds\nrepeat until <(size) = [2]>\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nplay sound [Cartoon - On On \(feat. Daniel Levi\) \[NCS Release\].mp3 v] until done\nbroadcast (Done v)\n\nwhen I receive [done v]\nset [done v] to [1]\nset size to (2) %\nhide\n\nwhen I start as a clone\nforever\n if <(Done) = [1]> then\n delete this clone\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\nhide\n\nwhen flag clicked\nshow\n\nforever\n\n@music!!!\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Noisestorm - Heist my-free-mp3s v] until done\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Skip button\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 (next v)\n\nwhen flag clicked\ngo to x: (-190) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@ love and fav 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 | ᖴᗩᑎTᗩᔕY - ᗩ ᑭᒪᗩTᖴOᖇᗰEᖇ -Mobile Friendly-\n@ILoveHotDogz #115 on trending!!!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n-WASD or Arrow keys to move |Or Mobile|\n-Don't touch spikes\n-Make it through the 3 Realms! \n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMake sure to leave a follow @ILoveHotDogz\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMobile Friendly!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ |
The Shadows - A mobile platformer [SEQUEL] | @Stage\n\nwhen flag clicked\nplay sound [Jetta - I'd Love to Change the World \(Matstubs Remix\).mp3 v] until done\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (75)\n wait (0.01) seconds\n change [whirl v] effect by (25)\nend\nrepeat (75)\n wait (0.01) seconds\n change [whirl v] effect by (-25)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-231) y: (-121)\n\nwhen flag clicked\nwait (7) seconds\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 (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 change x by ((xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (levels v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n \n glide (1) secs to x: (-231) y: (-134)\n next backdrop\n end\nend\n\nwhen flag clicked\nwait (7) seconds\nplay sound [Juice WRLD - Lucid DreamsThe Theorist Piano Cover v] until done\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-231) y: (-121)\n end\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 (n v) pressed?> then\n play sound [Juice WRLD - Lucid DreamsThe Theorist Piano Cover v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n glide (.5) secs to x: (-231) y: (-121)\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 (75)\nwait (.15) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n go to x: (-231) y: (-121)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nwait (7) seconds\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (shrink v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n if <key (s v) pressed?> then\n broadcast (message1 v)\n go to x: (-231) y: (-121)\n end\nend\n\nwhen this sprite clicked\nrepeat until <not <touching (mouse-pointer v)?>>\n switch costume to (shrink v)\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [yv v] to [23]\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-231) y: (-121)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Bounce\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <color (#b3b3b3) is touching (#5a5a5a)?> then\n change [yv v] by (15)\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nwait (7) seconds\nbroadcast (message1 v)\n\nwhen this sprite clicked\nwait (7) seconds\nsay [ you can do it without me] for (4) seconds\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen this sprite clicked\nwait (7) seconds\nbroadcast (skip v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nshow\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\nrepeat (3)\n set size to (0) %\n show\n set [bounce v] to [0]\n repeat (60)\n set [bounce v] to (((bounce) * (0.8)) + (((2500) - (size)) * (0.2)))\n change size by (bounce)\n end\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n hide\nend\nbroadcast (Game Start v) and wait\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nshow\n\n | This is a sequel. If you have not please play the 1st one: https://scratch.mit.edu/projects/373504249/\nArrow keys. Tap for mobile\nYes i am aware it is hard to see. It is supposed to be like that. Hopefully the whole game is a bit easier than my others considering half the comments are "its too hard"\nM to mute, n to start the music over\n100% possible, even the last level. |
Pride Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (lgbtqiadp+ v)\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nif <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\nelse\n set [x v] to [10]\nend\n\nwhen flag clicked\nset size to (15) %\ngo to x: (-1) y: (-12)\n\nwhen this sprite clicked\nnext costume\n\n | Arrow Keys to Move\n\nThis is meant for LGBTQIADP+ people, but really almost everyone can relate to at least part of it! |
- Platformer - | @Stage\n\n@player\n\nwhen flag clicked\nshow\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n 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 if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (message 1 v)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-214) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nif <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-90)\nend\n\n@message 1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message 1 v]\nnext costume\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n | Use the arrow keys to move. Don't touch the color red. \nAll levels are possible!!!\nPlease love, fave, and follow!!! |
Planet || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\nwhen I receive [depart v]\nswitch backdrop to (space v)\n\nwhen I receive [depart v]\nforever\n play sound [s v] until done\nend\n\n@platforme\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [depart v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [3]> then\n broadcast (show2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [4]> then\n broadcast (show v)\n broadcast (hide2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [5]> then\n broadcast (hide v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [8]> then\n broadcast (show2 v)\n broadcast (surprise1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (showidk v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [12]> then\n broadcast (hide2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (surprise2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (showbounce v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [17]> then\n broadcast (e v)\n broadcast (hide v)\n stop [this script v]\n end\nend\n\nwhen I receive [depart v]\nforever\n if <(costume [number v]) = [18]> then\n start sound [Win v]\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (showcube v)\n stop [this script v]\n end\nend\n\n@pluie\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (75)\n set [brightness v] effect to (pick random (25) to (-25))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-230) to (240)) y: (176)\n else\n go to x: (240) y: (pick random (176) to (-150))\n end\n point in direction (pick random (-110) to (-100))\n repeat until <<[-150] > (y position)> or <[-230] > (x position)>>\n move (6) steps\n end\nend\n\nwhen I receive [depart v]\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@cube2\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 (#2ce600)?> or <touching color (#49ff1a)?>> then\n change y by (1)\nend\nif <<touching color (#2ce600)?> or <touching color (#49ff1a)?>> then\n change y by (1)\nend\nif <<touching color (#2ce600)?> or <touching color (#49ff1a)?>> then\n change y by (1)\nend\nif <<touching color (#2ce600)?> or <touching color (#49ff1a)?>> then\n change y by (1)\nend\nif <<touching color (#2ce600)?> or <touching color (#49ff1a)?>> 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 (#2ce600)?> or <touching color (#49ff1a)?>> 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 (#2ce600)?>> then\n set [yv v] to [15]\nend\nif <(x position) > [239]> then\n hide\n start sound [Teleport2 v]\n broadcast (next level v)\n set [next? v] to [1]\n wait (0.1) seconds\n set [next? v] to [0]\nend\nif <(y position) < [-179]> then\n go to x: (-198) y: (-45)\nend\nif <touching color (#fcff00)?> then\n set [yv v] to [26]\nend\nif <<touching (sprite2 v)?> or <<touching color (#008f90)?> or <touching color (#00feff)?>>> then\n hide\n start sound [Oops v]\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\npoint in direction (-90)\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen I receive [depart v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\npoint in direction (90)\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (200) %\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [surprise1 v]\nforever\n if <touching color (#ffac00)?> then\n start sound [Magic Spell v]\n broadcast (change v)\n broadcast (next v)\n broadcast (hide2 v)\n end\nend\n\nwhen I receive [surprise1 v]\nforever\n if <touching color (#ffc000)?> then\n start sound [Magic Spell v]\n broadcast (next v)\n end\nend\n\nwhen I receive [surprise2 v]\nforever\n if <touching color (#ffa100)?> then\n start sound [Magic Spell v]\n broadcast (next v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [depart v]\nforever\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset size to (125) %\nset [ghost v] effect to (0)\npoint in direction (pick random (0) to (360))\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-8)\nend\ndelete this clone\n\nwhen I receive [restart v]\nshow\n\nwhen I receive [showcube v]\nshow\n\n@Intro\n\nwhen I receive [intropls v]\ngo to x: (0) y: (0)\nshow\nwait until <<key (any v) pressed?> or <mouse down?>>\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nhide\nbroadcast (depart v)\n\nwhen flag clicked\nset [pixelate v] effect to (0)\ngo to [back v] layer\nhide\n\nwhen I receive [end v]\nhide\n\n@quidditch\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end intro v]\nswitch costume to (qui v)\nshow\nrepeat (3)\n repeat (23)\n next costume\n wait (0.05) seconds\n end\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (Intropls v)\n\n@by jean000\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [end intro v]\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [end intro v]\nset size to (200) %\ngo to [front v] layer\nset [bounce v] to [0]\nwait (3) seconds\nrepeat (2)\n repeat (2)\n point in direction (90)\n set size to (200) %\n go to [front v] layer\n set [bounce v] to [0]\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\n end\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\n end\nend\nhide\n\n@bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [depart v]\nhide\nswitch costume to (costume1 v)\nforever\n if <touching (cube2 v)?> then\n start sound [Big Boing v]\n go to [back v] layer\n repeat (10)\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [show v]\ngo to x: (51) y: (-54)\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [showidk v]\nshow\ngo to x: (-50) y: (-55)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (156) y: (-54)\nwait until <(Next?) = [1]>\nhide\ndelete this clone\n\nbroadcast (depart v)\n\nwhen I receive [showbounce v]\nshow\ngo to x: (50) y: (-55)\n\nwhen I receive [end v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [show2 v]\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [hide2 v]\nhide\n\nwhen I receive [showidk v]\nswitch costume to (costume2 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [e v]\nswitch costume to (costume3 v)\nshow\n\n@restart button\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\n\nwhen I receive [depart v]\ngo to x: (-215) y: (-158)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\n@Sauter\n\nwhen this sprite clicked\nbroadcast (next level v)\nset [hide? v] to [1]\nwait (0.3) seconds\nset [hide? v] to [0]\n\nwhen I receive [depart v]\nshow\ngo to x: (-170) y: (-158)\n\nwhen flag clicked\nhide\nset [hide? v] to [0]\n\nwait (0.1) seconds\n\nwhen I receive [end v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nset size to (100) %\ngo to [front v] layer\nset [bounce v] to [0]\nwait (3) seconds\nshow\nrepeat until <(Hide?) = [1]>\n set size to (100) %\n point in direction (90)\n go to [front v] layer\n repeat (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\n end\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\n end\nend\nhide\n\nbroadcast (end v)\n\nwhen I receive [end v]\nforever\n if <(Hide?) = [1]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [change v]\ngo to x: (36) y: (28)\nshow\nforever\n if <touching (cube2 v)?> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (2.4) seconds\nset [ghost v] effect to (100)\nshow\ngo to x: (36) y: (28)\nrepeat until <(Hide?) = [1]>\n repeat (25)\n change [ghost v] effect by (-4)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nhide\n\nwhen I receive [end v]\nforever\n if <(Hide?) = [1]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [e v]\ngo to x: (-74) y: (-133)\nshow\nrepeat until <(Next?) = [1]>\n switch costume to (costume1 v)\n glide (4) secs to x: (-74) y: (100)\n switch costume to (costume2 v)\n glide (4) secs to x: (-74) y: (-133)\nend\n\nwhen I receive [end v]\nhide\n\n@Title\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (0.4) seconds\nset [ghost v] effect to (100)\nshow\ngo to x: (36) y: (28)\nrepeat until <(Hide?) = [1]>\n repeat (25)\n change [ghost v] effect by (-4)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\nhide\n\nwhen I receive [end v]\nforever\n if <(Hide?) = [1]> then\n hide\n end\nend\n\n@Intro2\n\nwhen I start as a clone\nif <(clone type) = [1]> then\n go to [front v] layer\n switch costume to (bg v)\n show\n go to x: (427) y: (304)\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <(round (y position)) = [0]>>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n turn right (((90) - (direction)) / (4.99)) degrees\n end\n wait (0.4) seconds\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (final gif v)\nset [vel v] to [0]\nset [intro2: letter v] to [1]\nset size to (100) %\nstart sound [Jim Yosef - Arrow \[NCS Release\] \(128 kbps\)3 v]\ngo to [front v] layer\nreset timer\nhide\nclear graphic effects\npoint in direction (-90)\nset [clone type v] to [BLANK]\ncreate clone of (_myself_ v)\nset [clone type v] to [1]\nrepeat (12)\n wait (0.1) seconds\n create clone of (_myself_ v)\n change [brightness v] effect by (5)\nend\nbroadcast (end intro v)\n\nwhen I start as a clone\nif <(clone type) = [2]> then\n clear graphic effects\n switch costume to (bg v)\n go to x: (0) y: (360)\n show\n go to [front v] layer\n go to [front v] layer\n set [brightness v] effect to (15)\n repeat until <(round (y position)) = [160]>\n change y by (((160) - (y position)) / (8))\n end\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [3]> then\n clear graphic effects\n switch costume to (bg v)\n go to x: (0) y: (-360)\n show\n go to [front v] layer\n go to [front v] layer\n set [brightness v] effect to (15)\n repeat until <(round (y position)) = [-160]>\n change y by (((-160) - (y position)) / (8))\n end\n wait (2) seconds\n delete this clone\nend\n\ndefine smooth action (type) (goal) (speed)\nif <(type) = [x]> then\n repeat until <(round (x position)) = (goal)>\n change x by (((goal) - (round (x position))) / (speed))\n end\nelse\n if <(type) = [y]> then\n repeat until <(round (y position)) = (goal)>\n change y by (((goal) - (round (y position))) / (speed))\n end\n else\n if <(type) = [size]> then\n repeat until <(round (size)) = (goal)>\n change size by (((goal) - (size)) / (speed))\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone type) = [5]> then\n switch costume to (diamond v)\n set size to (1) %\n show\n go to [front v] layer\n repeat until <(round (size)) = [400]>\n switch costume to (dot v)\n change size by (((400) - (size)) / (8))\n switch costume to (diamond v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [6]> then\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (join [letter] (Intro2: letter))\n set size to (1) %\n repeat (20)\n change x by ((((item (Intro2: letter) of [letterpositions v]) - (round (x position))) / (5)) + (0))\n change size by (((20) - (round (size))) / (5))\n end\n clear graphic effects\n wait (0.4) seconds\n set [vel v] to [18]\n repeat until <touching (_edge_ v)?>\n change [vel v] by (-2)\n change y by (vel)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [7]> then\n point in direction (90)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n go to [front v] layer\n switch costume to (dot v)\n clear graphic effects\n go to [front v] layer\n go to [front v] layer\n set size to (200) %\n switch costume to (bg2 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(clone type) = [8]> then\n show\n go to [front v] layer\n go to [front v] layer\n switch costume to (final gif v)\n clear graphic effects\n go to x: (0) y: (([sin v] of ((timer) * (120)) ) * (12))\n point in direction (90)\n go to [front v] layer\n go to [front v] layer\n set size to (80) %\n set [ghost v] effect to (100)\n go to [front v] layer\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(clone type) = [8]> then\n repeat (8)\n wait (0.5) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (final gif v)\n else\n next costume\n end\n end\nend\n\nwhen I start as a clone\nif <(clone type) = [9]> then\n go to x: (-480) y: (0)\n point in direction (90)\n set size to (100) %\n show\n clear graphic effects\n switch costume to (finishbg v)\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 to [front v] layer\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 to [front v] layer\n go to [front v] layer\n go to [front v] layer\n smooth action [x] [35] [6]\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [10]> then\n go to x: (480) y: (0)\n point in direction (-90)\n set size to (100) %\n show\n clear graphic effects\n switch costume to (finishbg v)\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 to [front v] layer\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 to [front v] layer\n go to [front v] layer\n go to [front v] layer\n smooth action [x] [-30] [6]\n switch costume to (blank v)\n wait (0.4) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (start project v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [8]> then\n repeat (155)\n set y to (([sin v] of ((timer) * (120)) ) * (12))\n point in direction ((([tan v] of ((timer) * (120)) ) * (8)) + (90))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [7]> then\n repeat (150)\n turn right (4) degrees\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone type) = [BLANK]> then\n show\n go to [back v] layer\n switch costume to (blank v)\n wait (1) seconds\n delete this clone\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [depart v]\ngo to [back v] layer\ngo to x: (-195) y: (134)\nshow\nset size to (80) %\n\n | You're a NASA astonaut sent to discover a new planet (that could replace the earth) to save people on earth (they would live there). You save the earth if you clear all the levels.\n\nArrows or WASD to move. \n\nColors :\n\n- Green : ground\n- Yellow : bounce\n- Orange : great surprise\n\nDon't touch the spikes and aliens.\n\nYou can climb wall.\n\nSome levels are hard, but NOT impossible.\n\nYou can skip levels by clicking on the red button with the skip sign.\n\nYou can restart a level by clicking on the red button with the restart sign.\n\nTHERE WILL BE MORE INFORMATION IN THE GAME. |
Ice || A Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [start2 v]\nforever\n play sound [Invincible v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\ngo to x: (-200) y: (-123)\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 (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 if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes2 v)?> then\n go to x: (-200) y: (-123)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [227]> then\n go to x: (-200) y: (-123)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n repeat (5)\n create clone of (_myself_ v)\n end\n end\n if <key (up arrow v) pressed?> then\n repeat (5)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\nrepeat (15)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Intro4\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\nwhen flag clicked\ngo to [front v] layer\n\n@Intro3\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@Intro1\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\nbroadcast (Start2 v)\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@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start2 v]\nforever\n if <(Level) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume10 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume11 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume12 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume13 v)\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [0]> then\n switch costume to (spike v)\n end\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 (costume10 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume11 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume12 v)\n end\nend\n\n | Welcome to another Platformer. ENJOY!!!\n\nAbout the game:\nThere’s 12 levels (all possible)\nAvoid spikes (duh XD)\nUse arrow keys to move, jump\n\nPlease ❤️ and ⭐️ for more platformers....\n\nFirst love and fav: @Batgirl689 |
Canyon-A Platformer- [Fixed] | @Stage\n\nwhen flag clicked\nforever\n play sound [kccIus5v-vexento-we-are-one-breakingcopyright v] until done\n play sound [The Fat Rat Unity \[Xsongspk v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to [back v] layer\nhide\nforever\n go to (sprite1 v)\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [11]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-168) y: (-54)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (.87))\n change x by (x)\n if <touching (sprite2 v)?> then\n change y by ((1) + ((1) + ((1) + ((1) + (1)))))\n end\n if <touching (sprite2 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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 if <touching (sprite3 v)?> then\n go to x: (-168) y: (-54)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-168) y: (-54)\n end\n if <touching (sprite7 v)?> then\n set [y v] to [20]\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (sprite2 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (-1)\n if <touching (sprite2 v)?> then\n set [y v] to [11]\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen [r v] key pressed\ngo to x: (-168) y: (-54)\n\nwhen I receive [message1 v]\ngo to x: (-168) y: (-54)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n go to x: (208) y: (160)\n if <(lvl) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\nturn right (15) degrees\nforever\n go to [back v] layer\n repeat (15)\n turn left (1) degrees\n end\n repeat (15)\n turn right (1) degrees\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-357) y: (28)\nforever\n change x by (10)\n if <(x position) > [440]> then\n go to x: (-357) y: (28)\n end\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n if <(level) = [8]> then\n hide\n end\n if <(level) = [12]> then\n show\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nadd (username) to [viewers v]\nhide\nforever\n if <(level) = [4]> then\n show\n go to x: (60) y: (-100)\n end\n if <(level) = [5]> then\n hide\n go to x: (60) y: (-100)\n end\n if <touching (sprite1 v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen [s v] key pressed\nhide list [viewers v]\n\nwhen [h v] key pressed\nshow list [viewers v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n@Lvl 8-10 glow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to (player v)\n if <(level) = [8]> then\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@cooltext355973431979334\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\n go to x: (-149) y: (-149)\n go to [front v] layer\n go [forward v] (1) layers\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 | You got Lost in a Canyon. Use Arrow Keys, ASDW and Mobile to Navigate out! Use R to reset.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-----------------------------------------------------------------------------This is by far my best platformer. \nLOVED BY @Hobson-TV mouth open\n |
Cave Platformer | @Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [159 Xenogenesis v] until done\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(costume [number v]) = [20]> then\n set [ya v] to [1]\n if <(ya) = [1]> then\n if <(☁ best time) > (time)> then\n set [☁ best time v] to (time)\n end\n end\n set [ya v] to [0]\n end\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [z v] key pressed\nif <<(username) = [basandbubba]> or <(username) = [04tmoody-collab]>> then\n hide\nend\n\nwhen [z v] key pressed\nif <(username) = [Babsandbubba]> then\n hide\nend\n\n@player\n\nwhen flag clicked\nerase all\ngo to x: (-200) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n physics\n if <(x position) > [235]> then\n go to x: (-200) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next level v)\n end\n if <<[-175] > (y position)> or <<touching (danger v)?> or <key (r v) pressed?>>> then\n broadcast (die v)\n wait (0.01) seconds\n go to x: (-200) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\ndefine physics\nif <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [xv v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [xv v] by (2)\nend\nset [xv v] to ((xv) * (0.8))\nchange x by (xv)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change x by (([abs v] of (xv) ) / (() - (xv)))\n end\n set [xv v] to [0]\nend\nchange [yv v] by (-1)\nif <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <(can jump?) = [1]>> then\n set [yv v] to [15]\nend\nchange y by (yv)\nset [can jump? v] to [0]\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (([abs v] of (yv) ) / (() - (yv)))\n end\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\nend\n\nwhen [z v] key pressed\nif <(username) = [braveowl]> then\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-50)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next skin v]\nnext costume\n\nwhen I receive [die v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n switch costume to (costume2 v)\n show\n go to [front v] layer\nend\n\n@Mark\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [die v]\ngo to (player v)\nstamp\n\nwhen I receive [next level v]\nerase all\n\n | Arrow Keys to move.\nPress R to restart.\n2nd Version :\nhttps://scratch.mit.edu/projects/866393203/ |
Scrolling platformer engine/tutorial | @Stage\n\n@player\n\nwhen flag clicked\nbroadcast (green flag v) and wait\nbroadcast (begin! v) and wait\n\nwhen I receive [green flag v]\nset [latest checkpoint x v] to [0]\nset [latest checkpoint y v] to [0]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine prepare\nset [scroll x v] to (latest checkpoint x)\nset [scroll y v] to (latest checkpoint y)\nset [lives v] to [3]\nset [exit v] to []\nset [x v] to [0]\nset [y v] to [0]\nset [invincible? v] to [off]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [falling v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (sky v)\nclear graphic effects\nset size to (45) %\nshow\n\ndefine Tick\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xspeed v] by (0.6)\nelse\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xspeed v] by (-0.6)\n end\nend\nif <(xspeed) > [1.3]> then\n set [xspeed v] to [1.3]\nend\nif <(xspeed) < [-1.3]> then\n set [xspeed v] to [-1.3]\nend\nif <not <(xspeed) = [0]>> then\n change x by ((xspeed) * (7))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling) < [4]> then\n set [yspeed v] to [16]\n end\nend\nchange [yspeed v] by (-1.7)\nchange y by (yspeed)\ntest die\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nposition\nif <(y position) < [-190]> then\n set [exit v] to [die]\nend\nif <<touching (enemy v)?> or <touching (enemy2 v)?>> then\n set [exit v] to [hurt]\nend\nif <<(EXIT) = [hurt]> and <(invincible?) = [off]>> then\n broadcast (hurt v)\nend\n\ndefine change y by (y)\nchange [y v] by (y)\nchange [falling v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling v] to [0]\n end\n position\n set [yspeed v] to [0]\nend\n\ndefine change x by (x)\nif <(x) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nchange [x v] by (x)\nposition\nif <touching (platforms v)?> then\n repeat (10)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <touching (platforms v)?>>\n if <(x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\nchange [xspeed v] by (((xspeed) / (5)) * (-1))\n\ndefine lose\nset [exit v] to []\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\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 win\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nchange [level v] by (1)\nhide\n\nwhen I receive [begin! v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n prepare\n set [yspeed v] to [0]\n repeat until <<(EXIT) = [win]> or <(EXIT) = [die]>>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n win\n else\n lose\n end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [hurt v]\nif <(SCROLL X) > [0]> then\n set [invincible? v] to [on]\n wait until <(distance to [platforms v]) < [700]>\n set [color v] effect to (84)\n set [yspeed v] to [10]\n repeat (20)\n change [x v] by (((direction) / (90)) * (-8))\n end\n change [lives v] by (-1)\n wait (0.2) seconds\n clear graphic effects\n set [exit v] to []\n set [invincible? v] to [off]\nend\nif <(LIVES) = [0]> then\n set [exit v] to [die]\nend\n\n\n\nwhen I receive [false v]\nchange [x v] by (10)\n\nbroadcast (setup v)\n\n@platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nset x to ((x position) + (5))\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\ngo [forward v] (1) layers\nclear graphic effects\nhide\ndelete this clone\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n clone at x: [479] y: [-1]\n clone at x: [0] y: [360]\n clone at x: [479] y: [-360]\n clone at x: [0] y: [360]\n clone at x: [-480] y: [360]\n clone at x: [950] y: [-721]\n clone at x: [0] y: [205]\n clone at x: [0] y: [360]\n clone at x: [480] y: [0]\n clone at x: [0] y: [-360]\n clone at x: [-2] y: [-206]\n clone at x: [0] y: [925]\n clone at x: [480] y: [-360]\nend\n\nclone at x: [480] y: [0]\nclone at x: [0] y: [360]\n\nwhen I start as a clone\nshow\n\n@border\n\nwhen I receive [green flag v]\nhide\nset size to (100) %\ngo to [front v] layer\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\n\n@thumbnail\n\nwhen I receive [tick v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n | -----UPDATED FOR SCRATCH 3.0- PLEASE READ----\n--------------------------------CONTAINS--------------------------\nMy added features-\n-Momentum script \n-Mobile controls\nMy edited features-\n-Platform cloning\n-Player deaths \nParts not by me-\n-Wall detection (horizontal+vertical)\n-Scroll \n------------------------KNOWN GLITCHES----------------------\n-If you play the whole thing there is a chance that when you run into a wall it will glitch. This is simply because the walls are not straight at all. So- if you use this just make those walls straight and sturdy |
99%pen platformer | @Stage\n\nwhen flag clicked\nreset timer\nhide variable [あなたのタイム v]\nset [今 v] to [0]\nforever\n set [タイム v] to ((round (((タイム1) + (timer)) * (10))) / (10))\n set [タイム1 v] to ((round ((タイム1) * (10))) / (10))\n if <(今) = [9]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [リプレイ v] to [0]\nshow list [ランキング v]\nforever\n if <(今) = [9]> then\n set [あなたのタイム v] to ((round ((タイム1) * (10))) / (10))\n hide variable [タイム v]\n show variable [あなたのタイム v]\n wait (1) seconds\n if <(length of (あなたのタイム)) = [2]> then\n set [あなたのタイム v] to (join (あなたのタイム) [.0])\n end\n if <(length of (あなたのタイム)) = [4]> then\n broadcast (更新 v)\n else\n broadcast (ランキング v)\n end\n if <(あなたのタイム) < (☁ WR)> then\n set [☁ wr v] to (あなたのタイム)\n switch backdrop to (1 v)\n start sound [Tada v]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Alan Walker - Fade \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nset [a v] to [0]\nforever\n change [a v] by (0.1)\nend\n\nwhen flag clicked\nset [前 v] to [0]\nset [a増加量 v] to [0]\nforever\n wait (1) seconds\n set [a増加量 v] to ((A) - (前))\n set [前 v] to (A)\nend\n\nwhen flag clicked\nshow variable [☁ wr v]\nforever\n if <[30] < (A増加量)> then\n broadcast (ターボ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [a v]\nhide variable [a増加量 v]\nforever\n wait until <key (space v) pressed?>\n show variable [a v]\n show variable [a増加量 v]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n hide variable [a v]\n hide variable [a増加量 v]\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [更新 v]\ndelete all of [ランキング v]\nset [どこ2 v] to [0]\nrepeat ((length of (☁ クラウドリスト)) / (3))\n add (join (letter ((どこ2) + (1)) of (☁ クラウドリスト)) (join (letter ((どこ2) + (2)) of (☁ クラウドリスト)) (join [.] (letter ((どこ2) + (3)) of (☁ クラウドリスト))))) to [ランキング v]\n change [どこ2 v] by (3)\nend\n特定 (あなたのタイム)\nset [どこ2 v] to [0]\nset [☁ クラウドリスト v] to []\nrepeat (length of [ランキング v])\n change [どこ2 v] by (1)\n set [☁ クラウドリスト v] to (join (☁ クラウドリスト) (join (letter (1) of (item (どこ2) of [ランキング v])) (join (letter (2) of (item (どこ2) of [ランキング v])) (letter (4) of (item (どこ2) of [ランキング v])))))\nend\nshow variable [あなたの順位 v]\nhide list [ランキング v]\n\ndefine 特定 (タイム)\nset [どこ2 v] to [1]\nrepeat until <(タイム) < (item (どこ2) of [ランキング v])>\n change [どこ2 v] by (1)\nend\ninsert (タイム) at (どこ2) of [ランキング v] \nset [あなたの順位 v] to (どこ2)\n\nwhen flag clicked\nhide variable [あなたの順位 v]\nshow list [ランキング v]\nforever\n if <(今) = [9]> then\n show variable [あなたの順位 v]\n hide list [ランキング v]\n show variable [全取得のあなたの順位 v]\n if <(コイン) = [10]> then\n show variable [全取得のあなたの順位 v]\n else\n hide variable [全取得のあなたの順位 v]\n end\n else\n hide variable [あなたの順位 v]\n hide variable [全取得のあなたの順位 v]\n show list [ランキング v]\n end\nend\n\nwhen I receive [ランキング v]\ndelete all of [ランキング v]\nset [どこ2 v] to [0]\nrepeat ((length of (☁ クラウドリスト)) / (3))\n add (join (letter ((どこ2) + (1)) of (☁ クラウドリスト)) (join (letter ((どこ2) + (2)) of (☁ クラウドリスト)) (join [.] (letter ((どこ2) + (3)) of (☁ クラウドリスト))))) to [ランキング v]\n change [どこ2 v] by (2)\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide variable [x v]\nhide variable [y v]\n\nwhen I receive [スタート v]\n\nwhen I receive [更新 v]\n\nwhen I receive [更新2 v]\n\nwhen flag clicked\nset [あなたのタイム v] to []\n\nset [☁ クラウドリスト v] to [223227235245282286488495999]\n\nwhen flag clicked\nforever\n if <(描写) = [0]> then\n show variable [タイム v]\n else\n hide variable [タイム v]\n end\nend\n\n@pen1\n\nwhen I receive [ジャンプ v]\nplay sound [Jump v] until done\n\nwhen flag clicked\nerase all\n\nbroadcast (スタート v)\n\nwhen flag clicked\npen up\nset [コイン v] to [0]\nset [今 v] to [1]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (-205) y: (-122)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <(描写) = [0]> then\n if <(pen) = [0]> then\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> 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 (#48ff47)?> then\n change y by (1)\n if <touching color (#48ff47)?> then\n change y by (1)\n if <touching color (#48ff47)?> then\n change y by (1)\n if <touching color (#48ff47)?> then\n change y by (1)\n if <touching color (#48ff47)?> then\n change y by (1)\n if <touching color (#48ff47)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<[-45] < (mouse y)> and <mouse down?>>> then\n if <touching color (#48ff47)?> then\n set [y v] to [15]\n broadcast (ジャンプ v)\n end\n if <touching color (#97a200)?> then\n set [y v] to [20]\n broadcast (ジャンプ v)\n end\n end\n if <touching color (#ff00b2)?> then\n set [y v] to [22]\n broadcast (ジャンプ v)\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching color (#48ff47)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[239] < (x position)> then\n if <not <(今) = [9]>> then\n change [今 v] by (1)\n broadcast (次 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-205) y: (-122)\n end\n end\n if <(y position) < [-179]> then\n broadcast (リセット v)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Pluck v]\n go to x: (-205) y: (-122)\n end\n if <<touching color (#ff0000)?> or <touching color (#ff4040)?>> then\n broadcast (リセット v)\n set [x v] to [0]\n set [y v] to [0]\n start sound [Pluck v]\n go to x: (-205) y: (-122)\n end\n end\n end\nend\n\nwhen flag clicked\nset [色 v] to [0]\nforever\n change [色 v] by (2)\n if <(色) = [200]> then\n set [色 v] to [0]\n end\nend\n\nwhen flag clicked\npen up\nforever\n if <(pen) = [0]> then\n if <(描写) = [0]> then\n set pen (color v) to (色)\n set pen (brightness v) to (95)\n set pen size to (30)\n pen down\n pen up\n end\n end\nend\n\nwhen flag clicked\nreset timer\nshow variable [タイム v]\n\nset [☁ クラウドリスト v] to (join (☁ クラウドリスト) [999])\n\nwhen flag clicked\npen up\nforever\n if <(描写) = [0]> then\n else\n go to x: (-205) y: (-122)\n end\nend\n\nwait (0.01) seconds\n\nset [描写 v] to [1]\n\nif <(描写) = [0]> then\n\n@pen2\n\nwhen flag clicked\nset [今 v] to [0]\nwait (0.01) seconds\n地面\nwait until <(今) = [1]>\n1\nwait until <(今) = [2]>\n2\nwait until <(今) = [3]>\n3\nwait until <(今) = [4]>\n4\nwait until <(今) = [5]>\n5\nwait until <(今) = [6]>\n6\nwait until <(今) = [7]>\n7\nwait until <(今) = [8]>\n8\nwait until <(今) = [9]>\n9\n\ndefine op\n地面\nset [描写 v] to [0]\n\ndefine 地面\ngo to x: (-240) y: (-150)\nset [描写 v] to [1]\nbroadcast (マテ v)\nerase all\nerase all\nerase all\nset pen size to (5000)\nset pen color to (#98ecff)\npen down\nset pen size to (20)\nset pen color to (#48ff47)\ngo to x: (-240) y: (-150)\npen down\nrepeat (48)\n change x by (40)\nend\npen up\nset pen size to (30)\nset pen color to (#3dc13c)\ngo to x: (-240) y: (-170)\npen down\nrepeat (48)\n change x by (40)\nend\npen up\ngo to x: (240) y: (-150)\nbroadcast (池 v)\n\ndefine 1\n地面\npen up\nset pen size to (20)\nset pen color to (#48ff47)\ngo to x: (0) y: (-150)\npen down\nrepeat (27)\n change y by (10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 2\n地面\npen up\nset pen size to (20)\nset pen color to (#ff4747)\ngo to x: (50) y: (-130)\npen down\nrepeat (10)\n change x by (-10)\nend\npen up\nset [描写 v] to [0]\n\nwhen I receive [リセット v]\nif <(今) = [2]> then\n 2\nend\nif <(今) = [3]> then\n 3\nend\nif <(今) = [4]> then\n 4\nend\nif <(今) = [5]> then\n 5\nend\nif <(今) = [6]> then\n 6\nend\nif <(今) = [7]> then\n 7\nend\nif <(今) = [8]> then\n 8\nend\n\ndefine 3\n地面\npen up\nset pen size to (150)\nset pen color to (#98ecff)\ngo to x: (0) y: (-180)\npen down\nrepeat (36)\n change y by (10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 4\n地面\npen up\nset pen size to (20)\nset pen color to (#48ff47)\ngo to x: (-90) y: (-150)\npen down\nrepeat (26)\n change y by (10)\nend\npen up\nset pen size to (20)\nset pen color to (#ff4747)\ngo to x: (-70) y: (-130)\npen down\nrepeat (23)\n change x by (10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 5\n地面\npen up\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (-120) y: (-130)\npen down\nrepeat (6)\n change y by (10)\nend\npen up\npen up\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (0) y: (-130)\npen down\nrepeat (6)\n change y by (10)\nend\npen up\npen up\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (120) y: (-130)\npen down\nrepeat (6)\n change y by (10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 6\n地面\nset pen size to (20)\nset pen color to (#ff00b2)\ngo to x: (0) y: (-130)\npen down\nrepeat (3)\n change x by (-10)\nend\npen up\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (40) y: (70)\npen down\nrepeat (20)\n change y by (-10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 7\n地面\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (-240) y: (50)\npen down\nrepeat (48)\n change x by (10)\nend\npen up\nset pen size to (20)\nset pen color to (#ff00b2)\ngo to x: (-140) y: (-130)\npen down\nrepeat (8)\n change x by (10)\nend\npen up\npen up\nset pen size to (20)\nset pen color to (#ff00b2)\ngo to x: (60) y: (-130)\npen down\nrepeat (8)\n change x by (10)\nend\npen up\nset [描写 v] to [0]\n\ndefine 8\n地面\nset pen size to (20)\nset pen color to (#48ff47)\ngo to x: (-140) y: (-140)\npen down\nrepeat (24)\n change y by (10)\nend\npen up\npen up\nset pen size to (20)\nset pen color to (#ff0000)\ngo to x: (-120) y: (-130)\npen down\nrepeat (3)\n change x by (10)\nend\npen up\npen up\nset pen size to (20)\nset pen color to (#48ff47)\ngo to x: (-40) y: (180)\npen down\nrepeat (22)\n change y by (-10)\nend\npen up\nset pen size to (20)\nset pen color to (#ff4747)\ngo to x: (50) y: (120)\npen down\nrepeat (25)\n change y by (-10)\nend\npen up\nset pen size to (20)\nset pen color to (#ff4747)\ngo to x: (160) y: (180)\npen down\nrepeat (23)\n change y by (-10)\nend\npen up\nset [描写 v] to [0]\n\ngo to x: (50) y: (-140)\n\npen up\n\ngo to x: (160) y: (-50)\npen up\n\ndefine 9\n地面\nset pen size to (20)\nset pen color to (#ff2600)\ngo to x: (-120) y: (100)\npen down\ngo to x: (-150) y: (130)\ngo to x: (-180) y: (130)\ngo to x: (-210) y: (100)\ngo to x: (-210) y: (70)\ngo to x: (-180) y: (40)\ngo to x: (-150) y: (40)\ngo to x: (-120) y: (70)\ngo to x: (-145) y: (70)\npen up\nset pen size to (20)\nset pen color to (#faff00)\ngo to x: (0) y: (100)\npen down\ngo to x: (-30) y: (130)\ngo to x: (-60) y: (130)\ngo to x: (-90) y: (100)\ngo to x: (-90) y: (70)\ngo to x: (-60) y: (40)\ngo to x: (-30) y: (40)\ngo to x: (0) y: (70)\ngo to x: (0) y: (100)\npen up\nset pen size to (20)\nset pen color to (#00ff5d)\ngo to x: (60) y: (130)\npen down\ngo to x: (25) y: (40)\npen up\ngo to x: (60) y: (130)\npen down\ngo to x: (95) y: (40)\npen up\ngo to x: (40) y: (75)\npen down\ngo to x: (80) y: (75)\npen up\nset pen size to (20)\nset pen color to (#0400ff)\ngo to x: (140) y: (130)\npen down\ngo to x: (140) y: (40)\ngo to x: (190) y: (40)\npen up\nset [描写 v] to [0]\n\nwhen I receive [ターボ v]\nset pen color to (#000000)\nset pen size to (50000)\npen down\npen up\nhide variable [タイム v]\nhide variable [☁ wr v]\nstop [all v]\n\nwhen flag clicked\nerase all\nset [タイム1 v] to [0]\n\nwhen I receive [マテ v]\nchange [タイム1 v] by (timer)\nwait until <(描写) = [0]>\nreset timer\n\nwhen I receive [池 v]\nif <(今) = [0]> then\n wait (2) seconds\n set [描写 v] to [0]\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n | English やりこみは向いてません\nJump with the up key.\nMove with the left and right keys.\n \n 日本語 現在1位@nakachinさん\n 上キーでジャンプ 22.3秒\n 左右キーで移動 |
platformer | @Stage\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <key (space v) pressed?> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwait (3) seconds\n\n@Ninja\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (10) steps\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (15)\n end\n wait (0.1) seconds\n repeat (15)\n change y by (-15)\n if <touching color (#000000)?> then\n change y by (15)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-180) y: (-38)\nshow\n\nwhen flag clicked\nforever\n switch costume to (cat-a v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [gravity v] to [0]\n else\n change [gravity v] by (-1)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [3]\n\nwhen flag clicked\nforever\n if <touching color (#ff00ff)?> then\n switch backdrop to (stars v)\n end\nend\n\nwhen backdrop switches to [stars v]\nset [gravity v] to [0]\nforever\n change y by (gravity)\nend\n\nwhen backdrop switches to [stars v]\ngo to x: (-185) y: (-10)\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [gravity v] to [0]\n change y by (gravity)\n else\n set [gravity v] to [-4]\n end\nend\n\nwhen backdrop switches to [stars v]\nforever\n if <touching color (#ff68e3)?> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <touching color (#ffae9b)?> then\n switch backdrop to (desert v)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-157) y: (-31)\n\nwhen backdrop switches to [desert v]\ngo to x: (-209) y: (-129)\n\nwhen backdrop switches to [desert v]\nforever\n if <touching color (#00fff1)?> then\n switch backdrop to (forest v)\n end\nend\n\nwhen backdrop switches to [forest v]\ngo to x: (-180) y: (106)\n\nwhen backdrop switches to [forest v]\nforever\n if <touching color (#ff0000)?> then\n switch backdrop to (room 2 v)\n end\nend\n\nwhen backdrop switches to [room 2 v]\nforever\n play sound [Dance Magic2 v] until done\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <touching color (#faff00)?> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen backdrop switches to [room 2 v]\ngo to x: (-213) y: (-72)\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n forever\n switch costume to (cat-a2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n forever\n switch costume to (cat-a3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (3 v) pressed?> then\n forever\n switch costume to (cat-a5 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (4 v) pressed?> then\n forever\n switch costume to (cat-a4 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <touching color (#6200ff)?> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen backdrop switches to [stars v]\nforever\n if <touching color (#2f00ff)?> then\n switch backdrop to (stars v)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <touching color (#7277cd)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen backdrop switches to [desert v]\nforever\n if <touching color (#005dcc)?> then\n switch backdrop to (desert v)\n end\nend\n\nwhen backdrop switches to [forest v]\nforever\n if <touching color (#7d39ff)?> then\n switch backdrop to (forest v)\n end\nend\n\nwhen backdrop switches to [room 2 v]\ngo to x: (-193) y: (-88)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-160) y: (-68)\n\nwhen backdrop switches to [stars v]\nforever\n if <touching color (#ff68e3)?> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <touching color (#1455a4)?> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <touching color (#00deae)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen backdrop switches to [stars v]\nforever\n if <touching color (#37ff00)?> then\n switch backdrop to (backdrop5 v)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-120) y: (-13)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-199) y: (-73)\n\nwhen backdrop switches to [backdrop4 v]\nforever\n if <touching color (#00deae)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-10) steps\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching color (#030082)?> then\n switch backdrop to (backdrop5 v)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching color (#fb00ff)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching color (#46fff5)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n next costume\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [forest v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [forest v]\npoint in direction (75)\nforever\n move (10) steps\n if on edge, bounce\nend\n\nwhen backdrop switches to [room 2 v]\nhide\n\n@rNFHveIQoXecWEL-800x450-noPad\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [forest v]\nshow\n\nwhen backdrop switches to [room 2 v]\nhide\n\n | up down left and right keys to move\nremember to like and favourite if you enjoyed!!!\n please check this out it is way better\nhttps://scratch.mit.edu/projects/396035689/\nplease go check out any remixes\nplease follow like and favourite\nlets try get to 1000 views??? |
[Words]-A Platformer (Mobile Friendly) | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (25)\n\n@Player\n\nwhen flag clicked\nset size to (90) %\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (1.5)\n point in direction (90)\n end\n set [x v] to ((x) * (0.8))\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 y) > (y position)> and <mouse down?>>> then\n set [y v] to [11]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-9]\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 y) > (y position)> and <mouse down?>>> and <touching (level v)?>> then\n set [y v] to [12.5]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (cacti v)?> then\n if <(Level) = [17]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-40) y: (-40)\n broadcast (DELETE CLONES v)\n else\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-20)\n broadcast (DELETE CLONES v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tranpoline v)?> then\n set [y v] to [15]\n change y by (y)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (-200) y: (-20)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <touching (next level v)?> then\n if <(Level) = [16]> then\n broadcast (DELETE CLONES v)\n change [level v] by (1)\n go to x: (-40) y: (-40)\n else\n broadcast (DELETE CLONES v)\n change [level v] by (1)\n go to x: (-200) y: (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> then\n switch costume to (2 v)\n wait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>>>\n switch costume to (1 v)\n end\nend\n\nswitch costume to (2 v)\nwait (.1) seconds\n\nwhen flag clicked\nforever\n play sound [Electric by bubblebee3 v] until done\nend\n\nwhen I receive [restart v]\ngo to x: (-200) y: (-20)\n\nwhen I receive [next v]\nchange [level v] by (1)\ngo to x: (-200) y: (-20)\n\nwait (1) seconds\n\n@Trail\n\nwhen I start as a clone\nset size to (80) %\nshow\ngo to (player v)\ngo to [front v] layer\ngo to [back v] layer\nrepeat (25)\n change size by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (big v)\nforever\n create clone of (_myself_ v)\n wait (.03) seconds\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen flag clicked\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [big v]\nset size to (100) %\n\nwhen I receive [small v]\nset size to (50) %\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Next Level\n\nwhen flag clicked\ngo to x: (200) y: (-60)\nset [level v] to [1]\nset size to (25) %\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\nforever\n turn right (5) degrees\n go to [back v] layer\nend\n\nwhen I start as a clone\nchange [ghost v] effect by (25)\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (200) y: (-60)\n switch costume to (costume1 v)\n turn left (5) degrees\n if <(Level) = [4]> then\n go to x: (105) y: (30)\n end\n if <(Level) = [6]> then\n go to x: (180) y: (-70)\n end\n if <(Level) = [10]> then\n go to x: (30) y: (10)\n end\n if <(Level) = [11]> then\n go to x: (150) y: (110)\n end\n if <(Level) = [12]> then\n go to x: (-180) y: (80)\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (costume1 v)\n go to x: (200) y: (-60)\n if <(Level) = [4]> then\n go to x: (105) y: (30)\n end\n if <(Level) = [6]> then\n go to x: (180) y: (-70)\n end\n if <(Level) = [10]> then\n go to x: (30) y: (10)\n end\n if <(Level) = [11]> then\n go to x: (150) y: (110)\n end\n if <(Level) = [12]> then\n go to x: (-180) y: (80)\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Cacti\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Tranpoline\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\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 (28) to (0))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@Restart\n\nwhen flag clicked\ngo to x: (-100) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\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\n@Skip\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 (next v)\n\nwhen flag clicked\ngo to x: (-190) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | Check out this! https://scratch.mit.edu/projects/394239104/\n#58 on games? and #189 on trending? Thanks guys!\nWASD , arrow keys, or touchscreen to move\nTrampoline bounces you higher\nDon't touch word spike and lava\nPress "Skip" button to skip\nPress "Retry" button to retry\nAll Levels are possible\nPLEASE PLEASE PLEASE GET THE TOP LOVED, TOP REMIXED OR FEATURED IF IT DOES I WILL FOLLOW EVERY FOLLOWER WITH MY TEST AND TUTOR! |
Platformer Template remix | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro screen v)\nhide variable [deaths v]\nhide variable [level v]\nhide variable [time v]\nhide variable [☁ world record time v]\nhide variable [total deaths v]\nhide variable [total time v]\nset [deaths v] to [0]\n\nwhen I receive [start game v]\nswitch backdrop to (level1 v)\nshow variable [deaths v]\nshow variable [level v]\nshow variable [time v]\nforever\n set [level v] to ((backdrop [number v]) - (2))\nend\n\nwhen backdrop switches to [end v]\nhide variable [deaths v]\nhide variable [level v]\nshow variable [☁ world record time v]\nshow variable [total deaths v]\nshow variable [total time v]\nset [total deaths v] to (Deaths)\nset [time v] to (Time)\nif <(Time) < (☁ World Record Time)> then\n set [☁ world record time v] to (Time)\nend\n\n@close options button\n\nwhen flag clicked\nhide\n\nwhen I receive [options v]\nwait (2.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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 this sprite clicked\nswitch backdrop to (intro screen v)\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nbroadcast (options hide v)\nrepeat (10)\n set [ghost v] effect to (10)\nend\nhide\n\n@mousetrail option\n\nwhen flag clicked\nhide\n\nwhen I receive [options v]\nwait (1.67) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(mousetrail) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\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 this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nif <(mousetrail) = [1]> then\n set [mousetrail v] to [0]\nelse\n set [mousetrail v] to [1]\nend\n\nwhen I receive [options hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@music option\n\nwhen flag clicked\nhide\n\nwhen I receive [options v]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(music) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\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 this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nif <(music) = [1]> then\n set [music v] to [0]\n broadcast (music off v)\nelse\n set [music v] to [1]\n broadcast (music on v)\nend\n\nwhen I receive [options hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@sfx option\n\nwhen flag clicked\nhide\n\nwhen I receive [options v]\nwait (1.33) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(sfx) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\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 this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nif <(sfx) = [1]> then\n set [sfx v] to [0]\nelse\n set [sfx v] to [1]\nend\n\nwhen I receive [options hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@optionsbutton\n\nwhen flag clicked\nhide\n\nwhen I receive [begin project v]\nwait (1.67) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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 this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nswitch backdrop to (options v)\nbroadcast (options v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [options hide v]\nwait (1.67) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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\n@playbutton\n\nwhen flag clicked\nhide\n\nwhen I receive [begin project v]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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 this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nwait (.5) seconds\nbroadcast (start game v)\nswitch backdrop to (level1 v)\nhide\n\nwhen I receive [options v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [options hide v]\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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\n@controlsbutton\n\nwhen flag clicked\nset [am i clone? v] to [0]\nhide\n\nwhen I receive [begin project v]\nwait (1.33) seconds\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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 [options v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nif <(sfx) = [1]> then\n start sound [pop v]\nend\nif <(am i clone?) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nset [am i clone? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [options hide v]\nwait (1.33) seconds\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\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\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nhide variable [☁ world record time v]\nhide variable [deaths v]\nhide variable [level v]\nhide variable [time v]\nhide variable [total deaths v]\nhide variable [total time v]\nshow\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\n@intro\n\nwhen flag clicked\nshow\nswitch backdrop to (introscreen v)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nset [intro_phase_er718 v] to [1]\nset instrument to (21 v)\nset tempo to (120)\ncreate clone of (_myself_ v)\nchange [intro_phase_er718 v] by (1)\nstart sound [explosion v]\nplay note (47) for (4) beats\ncreate clone of (_myself_ v)\nchange [intro_phase_er718 v] by (1)\nstart sound [explosion v]\nplay note (54) for (4) beats\ncreate clone of (_myself_ v)\nchange [intro_phase_er718 v] by (1)\ncreate clone of (_myself_ v)\nstart sound [explosion v]\nplay note (47) for (7) beats\nwait (1.33) seconds\nbroadcast (begin project v)\nhide\n\nwhen I start as a clone\nif <(intro_phase_er718) = [1]> then\n go to x: (0) y: (180)\n go to [front v] layer\n switch costume to (costume2 v)\n glide (.17) secs to x: (0) y: (100)\n wait (7.5) seconds\n hide\n delete this clone\nelse\n if <(intro_phase_er718) = [2]> then\n go to x: (0) y: (180)\n go to [front v] layer\n switch costume to (costume3 v)\n glide (.17) secs to x: (0) y: (5)\n wait (5.5) seconds\n hide\n delete this clone\n else\n if <(intro_phase_er718) = [3]> then\n go to x: (0) y: (180)\n go to [front v] layer\n switch costume to (costume4 v)\n glide (.17) secs to x: (0) y: (-75)\n wait (2.5) seconds\n hide\n delete this clone\n else\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n end\n end\nend\n\nwait until <[] = [1]>\n\n@mousetrail\n\nwhen flag clicked\nhide\n\nwhen I receive [begin project v]\nclear graphic effects\nforever\n if <(mousetrail) = [1]> then\n show\n go to [front v] layer\n go to x: ((mouse x) - (10)) y: ((mouse y) - (10))\n turn right (15) degrees\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nset size to (pick random (20) to (120)) %\nrepeat (25)\n turn right (15) degrees\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@player\n\nwhen I receive [start game v]\nshow\ngo to x: (-215) y: (-50)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nshow variable [deaths v]\nshow variable [level v]\nset volume to (80) %\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [30]>>> then\n if <(sfx) = [1]> then\n start sound [Jump v]\n end\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [30]>>> and <touching color (#000000)?>> then\n if <(sfx) = [1]> then\n start sound [Jump v]\n end\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-50)\n change [deaths v] by (1)\n end\n if <(x position) > [214]> then\n go to x: (-215) y: (-50)\n next backdrop\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nhide\n\nstart sound [boing v]\n\nset [y v] to [25.5]\n\nwhen backdrop switches to [end v]\nstop [other scripts in sprite v]\nhide\n\n | Laptop/PC: Jump with the W key or up arrow key, move left or right with the A and D keys or the left and right arrow keys.\n\nMobile: Guide the player with your finger. Tap a spot above the player to jump. |
Portal Run | A Platformer | @Stage\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen flag clicked\nclear sound effects\nset volume to (80) %\nswitch backdrop to (fantasycloud v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (fantasycloud v)\n end\n if <(Level) = [2]> then\n switch backdrop to (fantasycloud2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (fantasycloud3 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (fantasycloud4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (fantasycloud5 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (fantasycloud6 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (fantasycloud7 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (fantasycloud8 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (fantasycloud9 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (fantasycloud10 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (fantasycloud11 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (fantasycloud12 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (fantasycloud13 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (fantasycloud14 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (fantasycloud15 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (fantasycloud16 v)\n end\n if <(Level) = [17]> then\n switch backdrop to (fantasycloud17 v)\n end\n if <(Level) = [18]> then\n switch backdrop to (fantasycloud18 v)\n end\n if <(Level) = [19]> then\n switch backdrop to (fantasycloud19 v)\n end\n if <(Level) = [20]> then\n switch backdrop to (fantasycloud20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen I receive [win v]\nswitch backdrop to (afterwin v)\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n play sound [Dragon's Nest - Pokkén Tournament \[OST\] \(1\) v] until done\n else\n play sound [Elektronomia - Limitless \[NCS Release\]2 v] until done\n end\nend\n\nwhen I receive [refresh v]\nif <(Level) = [20]> then\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen I receive [cutscene v]\nswitch backdrop to (cutscene v)\nif <(Level) = [20]> then\n switch backdrop to (cutscene v)\nend\n\nwhen I receive [cutscene v]\nhide variable [level v]\n\nwhen flag clicked\nshow variable [level v]\n\n@ThePlayer\n\nwhen flag clicked\nbroadcast (REFRESH v)\nset [level v] to [1]\nshow variable [level v]\nset [death v] to [0]\nshow variable [death v]\nforever\n Platform [11.5] [-1] [0.7] [2]\n if <<touching (spikes v)?> or <touching (laser v)?>> then\n start sound [pop v]\n broadcast (REFRESH v)\n change [death v] by (1)\n end\n if <touching color (#f983ff)?> then\n set [y velocity v] to [20]\n end\n if <touching (goal v)?> then\n broadcast (LEVEL UP! v)\n change [level v] by (1)\n broadcast (message1 v) and wait\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity 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 velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<touching (level v)?> or <touching (moving platform v)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <<touching (level v)?> or <touching (moving platform 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 by (Y Velocity)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <<touching (level v)?> or <touching (moving platform 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?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.035) seconds\nend\n\nwhen flag clicked\n\nhide\n\nwhen flag clicked\n\nwhen I receive [refresh v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-211) y: (-137)\n\nwhen [o v] key pressed\nforever\n if <<<key (o v) pressed?> and <not <(Level) = [1]>>> and <not <(Level) = [20]>>> then\n change [level v] by (-1)\n broadcast (REFRESH v) and wait\n wait (0.15) seconds\n end\nend\n\nwhen [p v] key pressed\nforever\n if <<key (p v) pressed?> and <not <(Level) = [20]>>> then\n change [level v] by (1)\n broadcast (REFRESH v) and wait\n wait (0.15) seconds\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <<(Level) > [10]> and <(Level) < [19]>>> then\n go to x: (-211) y: (-137)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(X velocity) < [0]> then\n broadcast (Left v)\n end\n if <(X velocity) > [0]> then\n broadcast (Right v)\n end\nend\n\nwhen flag clicked\nset [player health v] to [10]\n\nwhen flag clicked\nforever\n if <touching (darkattack v)?> then\n start sound [Ricochet v]\n change [player health v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(Player Health) = [0]> then\n hide\n set [level v] to [19]\n change [death v] by (1)\n go to x: (-187) y: (-137)\n show\n set [boss health v] to [50]\n set [player health v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n show variable [boss health v]\n show variable [player health v]\n end\nend\n\nwhen flag clicked\nif <not <(Level) = [20]>> then\n hide variable [boss health v]\n hide variable [player health v]\nend\n\nwhen I receive [win v]\nhide variable [boss health v]\nhide variable [player health v]\n\ngo to x: (-217) y: (-141)\nshow variable [level v]\nset [death v] to [0]\nshow variable [death v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [11.5] [-1] [0.7] [2]\n if <touching (spikes v)?> then\n start sound [pop v]\n change [death v] by (1)\n go to x: (-217) y: (-137)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (laser v)?> then\n start sound [pop v]\n change [death v] by (1)\n go to x: (-217) y: (-137)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\nwhen I receive [cutscene v]\nshow\n\ngo to x: (-211) y: (-137)\n\nwhen I receive [cutscene v]\nhide variable [death v]\n\nwhen flag clicked\nshow variable [death v]\n\n@LEVEL\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\n if <(Level) = [16]> then\n switch costume to (level 16 v)\n end\n if <(Level) = [17]> then\n switch costume to (level 17 v)\n end\n if <(Level) = [18]> then\n switch costume to (level 18 v)\n end\n if <(Level) = [19]> then\n switch costume to (level 19 v)\n end\n if <(Level) = [20]> then\n switch costume to (level 20 v)\n end\n if <(Level) = [21]> then\n switch costume to (level 20 v)\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen I receive [cutscene v]\nhide\n\n@Goal\n\nwhen I receive [refresh v]\n\ngo to x: (item (Level) of [xlocations v]) y: (item (Level) of [ylocations v])\n\nwhen I receive [message1 v]\n\nif <(Level) < [11]> then\n broadcast (REFRESH v)\n start sound [Teleport2 v]\n set size to (130) %\n wait (0.3) seconds\n set size to (100) %\n change [level v] by (1)\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [message1 v]\nbroadcast (REFRESH v)\nstart sound [Teleport2 v]\nset size to (140) %\nwait (0.3) seconds\nset size to (100) %\n\nwhen flag clicked\nforever\n show\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n if <(Level) = [1]> then\n go to x: (-213) y: (117)\n end\n if <(Level) = [2]> then\n go to x: (-109) y: (0)\n end\n if <(Level) = [3]> then\n go to x: (-187) y: (27)\n end\n if <(Level) = [4]> then\n go to x: (97) y: (151)\n end\n if <(Level) = [5]> then\n go to x: (168) y: (150)\n end\n if <(Level) = [6]> then\n go to x: (210) y: (-129)\n end\n if <(Level) = [7]> then\n go to x: (210) y: (-129)\n end\n if <(Level) = [8]> then\n go to x: (-208) y: (20)\n end\n if <(Level) = [9]> then\n go to x: (215) y: (-130)\n end\n if <(Level) = [10]> then\n go to x: (-211) y: (59)\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n hide\n end\n if <(Level) = [15]> then\n hide\n end\n if <(Level) = [16]> then\n hide\n end\n if <(Level) = [17]> then\n hide\n end\n if <(Level) = [18]> then\n hide\n end\n if <(Level) = [19]> then\n hide\n end\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen I receive [win v]\nset size to (150) %\ngo [backward v] (1) layers\ngo to x: (182) y: (-119)\nforever\n change [color v] effect by (1)\n if <touching (theplayer v)?> then\n hide\n broadcast (CUTSCENE v)\n end\nend\n\nwhen I receive [cutscene v]\nhide\n\nwhen I receive [cutscene v]\nhide\n\nbroadcast (message1 v)\n\n@Spikes\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> or <(Level) = [5]>> then\n go [forward v] (1) layers\n go to [front v] layer\n else\n show\n end\n if <(Level) = [11]> then\n go to [back v] layer\n end\n if <(Level) = [12]> then\n go to [front v] layer\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [message1 v]\nwait (0.98) seconds\ngo to [front v] layer\n\nwhen I receive [level up! v]\nhide\nwait (0.99) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (spikes1 v)\n go to x: (37) y: (27)\n end\n if <(Level) = [2]> then\n switch costume to (spikes2 v)\n go to x: (37) y: (27)\n end\n if <(Level) = [3]> then\n switch costume to (spikes3 v)\n go to x: (37) y: (27)\n end\n if <(Level) = [4]> then\n switch costume to (spikes4 v)\n go to x: (37) y: (18)\n end\n if <(Level) = [5]> then\n switch costume to (spikes5 v)\n go to x: (37) y: (16)\n end\n if <(Level) = [6]> then\n switch costume to (spikes6 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [7]> then\n switch costume to (spikes7 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [8]> then\n switch costume to (spikes8 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [9]> then\n switch costume to (spikes9 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n switch costume to (spikes11 v)\n go to x: (0) y: (0)\n end\n if <(Level) = [12]> then\n switch costume to (spikes12 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [13]> then\n switch costume to (spikes13 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [14]> then\n switch costume to (spikes14 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [15]> then\n switch costume to (spikes15 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [16]> then\n switch costume to (spikes16 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [17]> then\n switch costume to (spikes17 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [18]> then\n switch costume to (spikes18 v)\n go to x: (36) y: (16)\n end\n if <(Level) = [19]> then\n switch costume to (spikes19 v)\n go to x: (36) y: (16)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (-3) y: (-1)\nclear graphic effects\n\n@LASER\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to x: (-45) y: (-146)\n show\n wait (0) seconds\n next costume\n else\n if <(Level) = [10]> then\n show\n go to x: (0) y: (-146)\n wait (0) seconds\n next costume\n else\n hide\n end\n end\nend\n\n@NEXT LEVEL\n\nwhen I receive [level up! v]\nif <(Level) < [12]> then\n go [forward v] (1) layers\n go to [front v] layer\n set x to (500)\n show\n repeat (6)\n change x by (-80)\n end\n change x by (-15)\n wait (0.6) seconds\n repeat (5)\n change x by (-80)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Last Level\n\nwhen flag clicked\nclear graphic effects\nchange [ghost v] effect by (35)\nforever\n if <(Level) < [18]> then\n hide\n end\n if <(Level) = [18]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n go [forward v] (2) layers\n show\n end\n if <(Level) = [19]> then\n hide\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\nforever\n if <<<(Level) = [1]> or <(Level) = [2]>> or <<(Level) = [3]> or <(Level) = [4]>>> then\n hide\n end\n if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n hide\n end\n if <<<(Level) = [9]> or <(Level) = [10]>> or <<(Level) = [11]> or <(Level) = [12]>>> then\n hide\n end\n if <<<(Level) = [13]> or <(Level) = [14]>> or <<(Level) = [15]> or <(Level) = [17]>>> then\n hide\n end\n if <<<(Level) = [18]> or <(Level) = [19]>> or <(Level) = [20]>> then\n hide\n end\n if <(Level) = [16]> then\n show\n go to x: (36) y: (28)\n end\n if <touching (theplayer v)?> then\n repeat (1)\n glide (1.5) secs to x: (36) y: (246)\n glide (2.5) secs to x: (270) y: (246)\n glide (2) secs to x: (270) y: (28)\n glide (2) secs to x: (36) y: (28)\n hide\n wait (0.5) seconds\n end\n else\n if <not <touching (theplayer v)?>> then\n go to x: (36) y: (28)\n end\n end\nend\n\n\nhide\nwait (1) seconds\n\n@Weapon\n\nwhen flag clicked\nhide\nforever\n if <(Level) < [18]> then\n hide\n end\n if <(Level) = [18]> then\n show\n go to [front v] layer\n switch costume to (floating v)\n go to x: (4) y: (-65)\n set size to (80) %\n set [my variable v] to [-1]\n forever\n point in direction ((([sin v] of (my variable) ) * (2)) + (90))\n change y by ([sin v] of (my variable) )\n change [my variable v] by (12)\n if <touching (theplayer v)?> then\n broadcast (Attach v)\n end\n end\n end\n if <(Level) > [18]> then\n switch costume to (attack2 v)\n hide\n end\nend\n\nwhen I receive [right v]\n\nif <touching (theplayer v)?> then\n switch costume to (attack1 v)\nend\n\nset rotation style [left-right v]\nif <touching (theplayer v)?> then\n switch costume to (attack1 v)\n forever\n go to (theplayer v)\n end\nend\n\nchange y by (10)\n\nwhen flag clicked\n\nwhen I receive [attach v]\nbroadcast (PowerSpell v)\nforever\n go to (theplayer v)\n set rotation style [left-right v]\n set size to (50) %\n switch costume to (attack1 v)\n if <(X velocity) > [0]> then\n change y by (10)\n point in direction (90)\n change x by (12)\n end\n if <(X velocity) < [0]> then\n change y by (10)\n point in direction (-90)\n change x by (-12)\n end\nend\n\nwhen I receive [cutscene v]\nhide\n\n@AstralAttack\n\nwhen [space v] key pressed\nif <(Checkkker) > [1]> then\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Checkkker) > [1]> then\n set size to (15) %\n show\n go to (theplayer v)\n point towards (mouse-pointer v)\n repeat until <<<touching (_edge_ v)?> or <touching (bossenemy v)?>> or <touching (level v)?>>\n move (10) steps\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nclear graphic effects\nset [color v] effect to (80)\nhide\nswitch costume to (project - drawing 14733460627324685824 v)\nset [checkkker v] to [0]\n\nwhen I receive [powerspell v]\nchange [checkkker v] by (1)\nwait until <(Checkkker) > [50]>\nset [checkkker v] to [1]\n\nwhen I receive [win v]\nhide\n\n@BossEnemy\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set volume to (0) %\n end\n if <key (2 v) pressed?> then\n set volume to (40) %\n end\n if <key (3 v) pressed?> then\n set volume to (80) %\n end\nend\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (idle v)\nforever\n if <<(Level) = [20]> and <(Boss Health) < [51]>> then\n repeat until <<(Boss Health) = [0]> or <not <(Level) = [20]>>>\n switch costume to (idle v)\n glide (0.7) secs to x: (pick random (-170) to (177)) y: (pick random (77) to (120))\n show\n switch costume to (angry v)\n broadcast (ATTAACK v)\n change [pitch v] effect by (20)\n start sound [Zoop v]\n change [pitch v] effect by (-20)\n wait (1) seconds\n end\n show\n switch costume to (idle v)\n go to x: (-162) y: (119)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [boss health v] to [50]\n\nwhen flag clicked\nforever\n if <touching (astralattack v)?> then\n change [boss health v] by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n broadcast (win v)\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [win v]\nhide\nswitch backdrop to (afterwin v)\n\n@DarkAttack\n\nwhen I receive [attaack v]\nshow\nswitch costume to (darkball v)\ngo to (bossenemy v)\npoint towards (theplayer v)\nrepeat until <<touching (theplayer v)?> or <<touching (_edge_ v)?> or <touching (level v)?>>>\n move (19) steps\n next costume\nend\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Sprite1\n\nwhen I receive [cutscene v]\ngo to x: (48) y: (-69)\nset size to (500) %\nshow\nswitch costume to (costume1 v)\nstop all sounds\ngo to [front v] layer\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nshow\n\n | ◤━━━━━━━━━━━━━━━━━━━━━━◥\nUse WASD or Arrow Keys to move the player. Your goal is to get to the portal. Who knows how you will get out... All levels are possible! If a level is very challenging for you, you can press "p" to skip it. If you want to go back a level you can press "o". The number keys, 1, 2, and 3 will change the sound to 0%, 50% and 100% respectively. \n◣━━━━━━━━━━━━━━━━━━━━━━━◢\n\nFullscreen is advised! (It makes the level look better and is easier to play) |
Science Lab Adventures || A Scrolling Platformer (Mobile Friendly!) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [finallydoneeeee v]\nswitch backdrop to (backdrop3 v)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-9) y: (-33)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\nset y to (0)\n\nwhen this sprite clicked\nbroadcast (Begin v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (startbutton2 v)\n else\n switch costume to (startbutton v)\n end\nend\n\nwhen I receive [stop v]\nhide\n\n@Sprite2\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume7 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume8 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume12 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume16 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume21 v)\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 Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [21]> then\n switch costume to (costume22 v)\n broadcast (finallydoneeeee v)\n end\nend\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [retryhuh v]\nhide\nwait (1) seconds\nshow\n\n@Sprite\n\ndefine GameWinYOO\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [greenflah v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [A win win]> then\n GameWinYOO\n else\n Game - die boi boi I’m fed\n end\nend\n\ndefine Game on\nswitch costume to (player v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (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 (player v)\nend\nif <<<key (left 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 (player2 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 <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n switch costume to (player3 v)\n end\nend\nchange [speedy v] by (-1.5)\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\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 (sprite2 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 [speedy 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 (sprite2 v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (sprite2 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (sprite2 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 boi boi I’m fed\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\n\ndefine Die? I think so\nif <touching (sprite4 v)?> then\n play sound [Suction Cup v] until done\n set [exit v] to [Die \(other way\)]\nend\n\nwhen flag clicked\nswitch costume to (player v)\nset [level v] to [0]\n\nwhen I receive [begin v]\nshow\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nset [color v] effect to (0)\nset [ghost v] effect to (0)\ngo to x: (7) y: (-32)\nshow\n\nif <touching (trampoline v)?> then\n if <(In air) < [4]> then\n set [speedy v] to [30]\n end\nend\n\nwhen I receive [changefront v]\nchange [color v] effect by (25)\n\nwhen I receive [changeback v]\nchange [color v] effect by (-25)\n\nwhen I receive [stop v]\nhide\n\nwhen I receive [retryhuh v]\nRetryIbegyou\n\ndefine RetryIbegyou\nset [exit v] to [Die \(other way\)]\n\nwhen I receive [getgoskip v]\nset [exit v] to [A win win]\n\nGameWinYOO\n\n@Sprite4\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (costume1 v)\nif <(LEVEL) = [1]> then\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume7 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume10 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume15 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume20 v)\n end\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\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 [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\n\n@Collectibles2\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (sprite v)?> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [setup v]\nswitch costume to (open v)\nhide\nset [collllllectttttt yooooo v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n Clone x: [2000] y: [103]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [2036] y: [103]\n else\n if <(LEVEL) = [3]> then\n Clone x: [2000] y: [103]\n else\n if <(LEVEL) = [4]> then\n switch costume to (antidote v)\n Clone x: [2000] y: [103]\n else\n if <(LEVEL) = [5]> then\n Clone x: [99999] y: [999]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nforever\n switch costume to (open v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\n\nplay sound [Coin v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n play sound [Vexento - Sad Robot v] until done\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [finallydoneeeee v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Thumbnailllllina\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [my variable v] to ((timer) + (.1))\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\n@player-select-arrow\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (101) y: (-18)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (changefront v)\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@player-select-arrow2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-22) y: (-18)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (changeback v)\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n change [turbotrap v] by (99)\nend\n\nwhen flag clicked\nforever\n set [turbotrap v] to [0]\n wait (0.0001) seconds\n say []\n if <(turbotrap) > [100]> then\n forever\n go to [front v] layer\n show\n end\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (231) y: (112)\nswitch costume to (costume1 v)\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [finallydoneeeee v]\nhide\n\nwhen I receive [stop v]\nhide\n\nwhen this sprite clicked\nbroadcast (didoyuknow? v)\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [didoyuknow? v]\ngo [forward v] (1) layers\nshow\n\nwhen I receive [commithide v]\nhide\n\nwhen I receive [nextplss v]\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [didoyuknow? v]\ngo [forward v] (2) layers\nshow\n\nwhen this sprite clicked\nbroadcast (commithide v)\nhide\n\nbroadcast (nextplss v)\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [didoyuknow? v]\ngo [forward v] (2) layers\nshow\n\nwhen this sprite clicked\nbroadcast (nextplss v)\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [commithide v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nbroadcast (retryHUH v)\n\nwhen I receive [finallydoneeeee v]\nhide\n\nwhen I receive [stop v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nbroadcast (getgoskip v)\n\nwhen I receive [finallydoneeeee v]\nhide\n\nwhen I receive [stop v]\nhide\n\n | Featured on 10/11 of May, 2020.\ni was like 11 when i made this ok |
Adventure 2 || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (9) seconds\nswitch backdrop to (backdrop2 v)\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Intro #2\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (20)\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@Intro #1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (-268)\nglide (0.3) secs to x: (0) y: (0)\nset [count v] to [0]\nwait (0.8) seconds\nforever\n go to x: (0) y: (0)\n point in direction ((([cos v] of ((Blehbleh) * (1.8)) ) * (10)) + (90))\n change [blehbleh v] by (5)\n change [count v] by (1)\n create clone of (_myself_ v)\n if <(Count) = [100]> then\n broadcast (2 v)\n point in direction (90)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (6)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nplay sound [Intro v] until done\n\nwhen flag clicked\nrepeat (12)\n turn right (30) degrees\nend\n\nwhen I receive [2 v]\nwait (3) seconds\nrepeat (30)\n change y by ((0) - (Down Speed))\n change [down speed v] by (1)\n change size by (-3)\n change [ghost v] effect by (-5)\nend\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(Count) = [100]>\n create clone of (_myself_ v)\nend\n\n@Intro #3\n\nwhen flag clicked\nhide\ngo to x: (322) y: (0)\nset [down speed v] to [1]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen I receive [2 v]\nshow\nglide (0.3) secs to x: (0) y: (0)\n\nwhen I receive [2 v]\nrepeat (12)\n turn right (30) degrees\nend\nwait (2.5) seconds\nforever\n change y by ((0) - (Down Speed))\n change [down speed v] by (1)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\n\n@bouncy stuff\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [play v]\nshow\n\nnext costume\n\nwhen I receive [play v]\n\nwhen I receive [play v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n if <([costume # v] of [level v]) = [1]> then\n hide\n else\n if <([costume # v] of [level v]) = [2]> then\n hide\n else\n if <([costume # v] of [level v]) = [3]> then\n hide\n else\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-8) y: (-23)\n else\n if <([costume # v] of [level v]) = [5]> then\n hide\n else\n if <([costume # v] of [level v]) = [6]> then\n show\n go to [back v] layer\n go to x: (-160) y: (-50)\n else\n if <([costume # v] of [level v]) = [7]> then\n hide\n else\n if <([costume # v] of [level v]) = [8]> then\n hide\n else\n if <([costume # v] of [level v]) = [9]> then\n show\n go to x: (42) y: (-14)\n else\n if <([costume # v] of [level v]) = [10]> then\n hide\n else\n if <([costume # v] of [level v]) = [11]> then\n show\n else\n if <([costume # v] of [level v]) = [12]> then\n hide\n delete this clone\n else\n if <([costume # v] of [level v]) = [13]> then\n hide\n else\n if <([costume # v] of [level v]) = [14]> then\n hide\n else\n if <([costume # v] of [level v]) = [15]> then\n hide\n else\n if <([costume # v] of [level v]) = [16]> then\n show\n go to x: (-151) y: (-18)\n else\n if <([costume # v] of [level v]) = [17]> then\n hide\n else\n if <([costume # v] of [level v]) = [18]> then\n hide\n else\n if <([costume # v] of [level v]) = [19]> then\n hide\n else\n if <([costume # v] of [level v]) = [20]> then\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\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (10) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nset size to (30) %\ngo to x: (256) y: (142)\ngo [forward v] (1000000000000000) layers\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [20]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (10) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\ngo to x: (266) y: (121)\nset size to (30) %\ngo [forward v] (10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000) layers\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\nforever\n go to x: (266) y: (121)\n if <([costume # v] of [level v]) = [20]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen [timer v] > (0.01)\nshow\nbroadcast (stop button v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@clouds\n\nwhen flag clicked\ngo to [back v] layer\nwait (5.8) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I start as a clone\nhide\nwait (10) seconds\nshow\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (2))\nset [x cloud v] to (pick random (-2) to (-2))\nset [ghost v] effect to (pick random (25) to (50))\nset size to (pick random (20) to (99)) %\nset y to (13)\nset x to (345)\nrepeat until <<(x position) = [-98]> or <<(x position) = [-99]> or <(x position) = [-100]>>>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n if <<([costume # v] of [level v]) = [13]> or <([costume # v] of [level v]) > [13]>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<([costume # v] of [level v]) = [13]> or <([costume # v] of [level v]) > [13]>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<([costume # v] of [level v]) = [19]> or <([costume # v] of [level v]) > [19]>> then\n show\n end\nend\n\n@spikes and lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Player\n\nwhen flag clicked\nforever\n forever\n if <key (u v) pressed?> then\n play sound [Vexento - Happy Robot v] until done\n end\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nplay sound [Vexento - Where We Belong v] until done\nplay sound [Vexento - Where We Belong v] until done\nforever\n forever\n if <key (p v) pressed?> then\n \n repeat until <key (u v) pressed?>\n play sound [Vexento - Where We Belong v] until done\n forever\n forever\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <key (p v) pressed?> then\n stop all sounds\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-224) y: (-32)\nhide\nwait (10) seconds\nshow\ngo to x: (-224) y: (-32)\nbroadcast (end intro v)\n\nwhen I receive [end intro v]\nforever\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n forever\n if <key (p v) pressed?> then\n stop all sounds\n end\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <key (u v) pressed?> then\n play sound [Vexento - Where We Belong v] until done\n end\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-207) y: (-32)\n\nwhen I receive [stop button v]\nhide\n\nwhen I start as a clone\nset size to (25) %\nset [ghost v] effect to (20)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2)\n switch costume to (costume5 v)\n change [brightness v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [end intro v]\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (costume1 v)\nset [y spawn v] to [33]\nset [x spawn v] to [-205]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (20) %\nset [movement x v] to [0]\nset [movement y v] to [0]\nforever\n player movement\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-209) y: (33)\n\ndefine player movement\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-.7)\n end\n if <<<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 [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement 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 y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [8]\n end\n change y by (0.5)\n if <<touching (spikes and lava v)?> or <touching (wheels of death v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-209) y: (33)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy stuff v)?> then\n set [movement y v] to [17]\n end\n if <<(x position) = [235]> or <(x position) > [235]>> then\n broadcast (next level v)\n go to x: (-206) y: (33)\n end\n if <touching (jump boost v)?> then\n change [movement y v] by (15)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (player4 v)\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Vexento - Happy Robot v] until done\n play sound [Vexento - Happy Robot v] until done\n play sound [Vexento - Happy Robot v] until done\n play sound [Vexento - Happy Robot v] until done\n play sound [Vexento - Happy Robot v] until done\nend\n\nwhen I receive [restart v]\ngo to x: (-205) y: (11)\n\nwhen I start as a clone\nswitch costume to (player2 v)\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n switch costume to (player3 v)\n else\n switch costume to (player4 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<<key (down arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n switch costume to (player3 v)\n else\n switch costume to (player2 v)\n end\nend\n\nwhen flag clicked\nif <<<mouse down?> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player3 v)\nelse\n switch costume to (player4 v)\nend\n\nwhen I start as a clone\nif <<<mouse down?> and <(mouse y) < (y position)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player3 v)\nelse\n switch costume to (player4 v)\nend\n\n | ~~~~~~~~~~~~~~~Controls~~~~~~~~~~~~~~~~~~~~~\nuse arrow keys, wasd or mobile to move \n~~~~~~~~~~~~~~~~Obstacles~~~~~~~~~~~~~~~~~~\nwatch out for spikes and holes\n\nuse trampolines for a jump boost \n~~~~~~~~~~~~~~Extra notes~~~~~~~~~~~~~~~~~~~~\n100% possible \n\np to pause music press for like 3 secs cuz there is a bug\n \nu to unpause\n\n20 levels\n\nPress the buttons to either skip or restart |
Worlds // A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (fons4 v)\nforever\n if <(LEVEL) = [7]> then\n switch backdrop to (fons2 v)\n end\n if <(LEVEL) > [7]> then\n switch backdrop to (fons3 v)\n end\nend\n\nwhen I receive [play play v]\nswitch backdrop to (fons1 v)\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (0)\nset size to (100) %\npoint in direction (90)\ngo to x: (-219) y: (-100)\nshow\nset [lvl. # v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer 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?>> 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 (platformer 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?>> and <touching (platformer level v)?>> then\n set [y v] to [12.5]\n end\n change y by (1)\n if <touching (platformer level v)?> then\n set [y v] to [1]\n end\n if <(x position) > [231]> then\n broadcast (seguent v)\n broadcast (play v)\n end\n if <<touching (trampolí v)?> or <<touching (trampolí2 v)?> or <touching (trampolí3 v)?>>> then\n set [y v] to [20]\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (play v)\n end\n if <(y position) < [-178]> then\n broadcast (play v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [player selected v])\nend\n\nwhen I receive [play play v]\nforever\n if <key (r v) pressed?> then\n broadcast (play v)\n end\n if <key (n v) pressed?> then\n broadcast (seguent v)\n broadcast (play v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Player selected\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nswitch costume to (vestit1 v)\ngo to x: (2) y: (53)\nshow\n\nwhen I receive [next v]\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (15)\nend\nnext costume\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (-15)\nend\n\nwhen I receive [enredera v]\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (15)\nend\nswitch costume to ((costume [number v]) - (1))\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (-15)\nend\n\nwhen I receive [play play v]\nhide\n\n@Platformer level\n\nwhen I receive [seguent v]\nchange [level v] by (1)\nwait (0.02) seconds\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play play v]\nshow\nswitch costume to (vestit1 v)\n\n@trampolí\n\nwhen flag clicked\nhide\nswitch costume to (trampolí v)\nforever\n if <(LEVEL) = [1]> then\n go to x: (-96) y: (-115)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n if <(LEVEL) = [4]> then\n go to x: (-143) y: (-115)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n if <(LEVEL) = [8]> then\n go to x: (-124) y: (-125)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n if <(LEVEL) = [14]> then\n go to x: (-105) y: (-125)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n end\n end\n end\n end\nend\n\n@trampolí2\n\nwhen flag clicked\nhide\nswitch costume to (trampolí v)\ngo to [back v] layer\nforever\n if <(LEVEL) = [8]> then\n go to x: (28) y: (-125)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n end\nend\n\n@trampolí3\n\nwhen flag clicked\nhide\nswitch costume to (trampolí v)\nforever\n if <(LEVEL) = [8]> then\n go to x: (170) y: (-125)\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\ngo [backward v] (5) layers\nforever\n if <(LEVEL) = [2]> then\n go to x: (6) y: (-110)\n switch costume to (level2 v)\n show\n else\n hide\n if <(LEVEL) = [4]> then\n go to x: (-18) y: (-110)\n switch costume to (level4 v)\n show\n else\n hide\n if <(LEVEL) = [5]> then\n go to x: (0) y: (-120)\n switch costume to (level5 v)\n show\n else\n hide\n if <(LEVEL) = [6]> then\n go to x: (-13) y: (-10)\n switch costume to (punxes5 v)\n show\n else\n hide\n if <(LEVEL) = [7]> then\n go to x: (-23) y: (-55)\n switch costume to (punxes7 v)\n show\n else\n hide\n if <(LEVEL) = [8]> then\n go to x: (-4) y: (60)\n switch costume to (punxes6 v)\n show\n else\n hide\n if <(LEVEL) = [9]> then\n go to x: (-4) y: (50)\n switch costume to (punxes2 v)\n show\n else\n hide\n if <(LEVEL) = [10]> then\n go to x: (-8) y: (50)\n switch costume to (punxes3 v)\n show\n else\n hide\n if <(LEVEL) = [11]> then\n go to x: (0) y: (50)\n switch costume to (punxes4 v)\n show\n else\n hide\n if <(LEVEL) = [13]> then\n go to x: (-4) y: (50)\n switch costume to (punxes8 v)\n show\n else\n hide\n if <(LEVEL) = [14]> then\n go to x: (-4) y: (60)\n switch costume to (punxes9 v)\n show\n else\n hide\n if <(LEVEL) = [15]> then\n go to x: (-74) y: (-45)\n switch costume to (punxes10 v)\n show\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\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (40) to (90))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@TB\n\nwhen flag clicked\nhide variable [level v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@play platformer\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (1) y: (-45)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((220) - (size)) / (3))\n if <mouse down?> then\n hide\n broadcast (play play v)\n broadcast (play v)\n end\n else\n set [brightness v] effect to (0)\n set size to (200) %\n end\nend\n\n@fletxa\n\nwhen flag clicked\ngo to x: (55) y: (55)\ngo to [back v] layer\nswitch costume to (play v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n if <mouse down?> then\n broadcast (next v)\n wait (0.5) seconds\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [play play v]\nhide\n\n@flexa2\n\nwhen flag clicked\ngo to x: (-52) y: (53)\nset [color v] effect to (0)\nswitch costume to (play v)\ngo to [back v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n if <mouse down?> then\n broadcast (enredera v)\n wait (0.5) seconds\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play play v]\nhide\n\n@Personatge1\n\nwhen flag clicked\nhide\n\nwhen I receive [play play v]\ngo to [back v] layer\ngo to x: (154) y: (-116)\nforever\n if <(LEVEL) = [0]> then\n go to x: (154) y: (-100)\n switch costume to (vestit1 v)\n show\n else\n hide\n if <(LEVEL) = [8]> then\n go to x: (-15) y: (160)\n switch costume to (vestit2 v)\n show\n else\n hide\n if <(LEVEL) = [13]> then\n go to x: (75) y: (-20)\n switch costume to (vestit3 v)\n show\n else\n hide\n end\n end\n end\nend\n\n@Congratulations\n\nwhen flag clicked\ngo to x: (2) y: (177)\nhide\nforever\n if <(LEVEL) = [16]> then\n show\n glide (1) secs to x: (2) y: (0)\n change [color v] effect by (25)\n else\n go to x: (2) y: (177)\n hide\n end\nend\n\n@skip button\n\nwhen this sprite clicked\nbroadcast (seguent v)\nbroadcast (play v)\n\nwhen I receive [play play v]\nshow\ngo to x: (-220) y: (120)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@restart button\n\nwhen this sprite clicked\nbroadcast (play v)\n\nwhen I receive [play play v]\nshow\ngo to x: (-220) y: (160)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | Look my second platformer!!!\nWorlds 2 // A platformer:\nhttps://scratch.mit.edu/projects/395411531/\n\n___________________Worlds___________________\nUse WASD KEYS or ARROW KEYS to move the character.\nDo not touch the spikes.\nThere are 3 worlds !!!\nn: To skip level\nr: To reset the level\n\nRemember: \n- follow @blinsing\n- Put a like\n- And reinvent yourself to make your own platform games!!! |
Jewel - A Scrolling Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\nwait (10) seconds\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\n@Intro (OC)\n\nwhen flag clicked\nswitch backdrop to (1 v)\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nset [intro ability v] to [0]\nrepeat (2)\n wait (0.2) seconds\n create clone of (_myself_ v)\n change [intro ability v] by (1)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (oc still v)\ngo to x: (0) y: (0)\nwait (0.8) seconds\ngo to [front v] layer\nrepeat (6)\n wait (0.2) seconds\n switch costume to (oc wave 2 v)\n wait (0.2) seconds\n switch costume to (oc wave 1 v)\nend\nwait (0.2) seconds\nswitch costume to (oc still v)\nwait (0.4) seconds\nswitch costume to (oc draw clock 1 v)\nwait (0.3) seconds\nswitch costume to (oc draw clock 2 v)\ncreate clone of (_myself_ v)\nset [intro ability v] to [3]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(Intro Ability) = [1]> then\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to [front v] layer\n repeat (200)\n show\n switch costume to (logo v)\n change [color v] effect by (5)\n change y by (1)\n end\n hide\n delete this clone\nend\nif <(Intro Ability) = [2]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n switch costume to (background v)\n wait (7.5) seconds\n hide\n delete this clone\nend\nif <(Intro Ability) = [3]> then\n set [ghost v] effect to (0)\n wait (0.8) seconds\n go to x: (-50) y: (0)\n go to [front v] layer\n show\n set size to (10) %\n switch costume to (clock 1 v)\n repeat (50)\n change x by (1)\n change size by (10)\n end\n switch costume to (clock 1/2 v)\n wait (0.01) seconds\n switch costume to (clock 2 v)\n wait (0.3) seconds\n repeat (03)\n change [ghost v] effect by (10)\n end\n switch backdrop to (2 v)\n broadcast (Menu v)\n hide\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Intro v] until done\n\n@Menus\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [menu clones v] to [0]\nrepeat (3)\n change [menu clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Menu Clones) = [1]> then\n switch costume to (title v)\n go to x: (0) y: (100)\n go to [front v] layer\n show\n repeat until <(Menu Clones) = [0]>\n repeat (10)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change size by (-2)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [2]> then\n switch costume to (1a v)\n go to x: (0) y: (-25)\n go to [front v] layer\n show\n repeat until <(Menu Clones) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (1b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Menu Buttons Able?) = [0]> then\n wait (0.3) seconds\n set [menu clones v] to [0]\n set [loader v] to [1]\n broadcast (Start Game v)\n switch backdrop to (3 v)\n end\n end\n else\n switch costume to (1a v)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [3]> then\n switch costume to (2a v)\n go to x: (0) y: (-120)\n go to [front v] layer\n show\n repeat until <(Menu Clones) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (2b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Menu Buttons Able?) = [0]> then\n set [menu buttons able? v] to [1]\n broadcast (Options v)\n end\n end\n else\n switch costume to (2a v)\n end\n end\n hide\n delete this clone\nend\n\nwhen I receive [load screen v]\ngo to [front v] layer\nforever\n if <(Loader) = [1]> then\n go to x: (0) y: (0)\n switch costume to (respawning v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-20)\n end\n wait (1.3) seconds\n repeat (20)\n change [ghost v] effect by (20)\n end\n hide\n set [loader v] to [0]\n end\nend\n\n@Options\n\nwhen flag clicked\nset [menu buttons able? v] to [0]\nhide\nforever\n if <(Music Control) = [0]> then\n stop all sounds\n end\nend\n\nwhen I receive [options v]\nset [options clones v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (menu options v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (3)\n change [options clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Options Clones) = [1]> then\n switch costume to (exit 1 v)\n go to x: (157) y: (-134)\n go to [front v] layer\n show\n repeat until <(Options Clones) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (exit 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [options clones v] to [0]\n broadcast (Close Options v)\n wait (0.2) seconds\n set [menu buttons able? v] to [0]\n end\n else\n switch costume to (exit 1 v)\n end\n end\n hide\n delete this clone\nend\nif <(Options Clones) = [2]> then\n set [music control v] to [1]\n switch costume to (on 1 v)\n go to x: (-88) y: (3)\n go to [front v] layer\n show\n repeat until <(Options Clones) = [0]>\n if <(Music Control) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (off 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [music control v] to [1]\n end\n else\n switch costume to (off 1 v)\n end\n else\n if <(Music Control) = [1]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (on 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [music control v] to [0]\n end\n else\n switch costume to (on 1 v)\n end\n end\n end\n end\n hide\n delete this clone\nend\nif <(Options Clones) = [3]> then\n set [cloud control v] to [0]\n switch costume to (off 1 v)\n go to x: (-73) y: (-43)\n go to [front v] layer\n show\n repeat until <(Options Clones) = [0]>\n if <(Cloud Control) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (off 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [cloud control v] to [1]\n end\n else\n switch costume to (off 1 v)\n end\n else\n if <(Cloud Control) = [1]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (on 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.2) seconds\n set [cloud control v] to [0]\n end\n else\n switch costume to (on 1 v)\n end\n end\n end\n end\n hide\n delete this clone\nend\n\nwhen I receive [close options v]\nhide\n\n@Submenu\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (5) seconds\nforever\n if <not <<(Dialogue) = [1]> or <(EXIT) = [die]>>> then\n if <(mouse y) < [-125]> then\n set [submenu clones? v] to [0]\n switch costume to (menu v)\n show\n glide (0.3) secs to x: (0) y: (0)\n if <(LEVEL) > [6]> then\n repeat (3)\n change [submenu clones? v] by (1)\n create clone of (_myself_ v)\n end\n else\n repeat (1)\n change [submenu clones? v] by (1)\n create clone of (_myself_ v)\n end\n end\n repeat until <(Submenu Clones?) = [0]>\n if <not <<(Dialogue) = [1]> or <(EXIT) = [die]>>> then\n wait until <(mouse y) > [-100]>\n set [submenu clones? v] to [0]\n else\n glide (0.3) secs to x: (0) y: (-100)\n hide\n end\n end\n switch costume to (menu v)\n glide (0.3) secs to x: (0) y: (-100)\n hide\n end\n else\n switch costume to (menu v)\n glide (0.3) secs to x: (0) y: (-100)\n hide\n end\nend\n\nwhen I start as a clone\nif <not <<(Dialogue) = [1]> or <(EXIT) = [die]>>> then\n if <(Submenu Clones?) = [1]> then\n switch costume to (1a v)\n go to [front v] layer\n show\n go to x: (-98) y: (-144)\n repeat until <(Submenu Clones?) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (1b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [exit v] to [die]\n end\n else\n switch costume to (1a v)\n end\n end\n hide\n delete this clone\n end\n if <(Submenu Clones?) = [2]> then\n switch costume to (2a v)\n go to [front v] layer\n show\n go to x: (199) y: (-144)\n repeat until <(Submenu Clones?) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (2b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <(LEVEL) = [9]>> then\n wait (0.3) seconds\n change [level v] by (1)\n set [exit v] to [die]\n broadcast (Setup v)\n end\n end\n else\n switch costume to (2a v)\n end\n end\n hide\n delete this clone\n end\n if <(Submenu Clones?) = [3]> then\n switch costume to (3a v)\n go to [front v] layer\n show\n go to x: (146) y: (-144)\n repeat until <(Submenu Clones?) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (3b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Shield v)\n end\n else\n switch costume to (3a v)\n end\n end\n hide\n delete this clone\n end\nelse\n go to [back v] layer\n hide\n delete this clone\nend\n\n@Dialogue\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (0.1) seconds\nwait (3) seconds\nswitch costume to (1a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [dialogue v] to [1]\nbroadcast (Change Dialogue v) and wait\nbroadcast (Change Dialogue v) and wait\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [dialogue v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [change dialogue v]\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [dialogue 1 v]\ngo to [front v] layer\nwait (0.1) seconds\nwait (3) seconds\nswitch costume to (2a v)\nset [ghost v] effect to (100)\nshow\nset [dialogue v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Change Dialogue v) and wait\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [dialogue v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [dialogue 2 v]\ngo to [front v] layer\nwait (0.1) seconds\nwait (3) seconds\nswitch costume to (3a v)\nset [ghost v] effect to (100)\nshow\nset [dialogue v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Change Dialogue v) and wait\nbroadcast (Change Dialogue v) and wait\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [dialogue v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Dots\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nwait (0.2) seconds\nrepeat until <(Menu Clones) = [0]>\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nswitch costume to (1 v)\ngo to x: (pick random (-200) to (200)) y: (160)\nset [ghost v] effect to (0)\nrepeat until <<touching (_edge_ v)?> and <(y position) < [-150]>>\n change y by (-4)\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [ghost v] effect to (50)\nforever\n if <not <(Cloud Control) = [0]>> then\n wait (2.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nshow\ngo to x: (200) y: (pick random (0) to (150))\nrepeat until <<touching (_edge_ v)?> and <(x position) < [-150]>>\n change x by (-2)\n if <(Cloud Control) = [0]> then\n hide\n delete this clone\n end\nend\nhide\ndelete this clone\n\n@Player\n\nwhen I receive [green flag v]\nset [level v] to [1]\nhide\ngo to [front v] layer\nset size to (25) %\npoint in direction (90)\n\nwhen I receive [play game v]\nbroadcast (Animate v)\ngo to [back v] layer\nshow\nhide variable [mouse v]\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nforever\n broadcast (Reset 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 size to (25) %\npoint in direction (90)\nset [ghost v] effect to (0)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <not <(Dialogue) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) > [-100]>>>> then\n Change Player x by [-8]\n point in direction (-90)\n set rotation style [left-right v]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) > [-100]>>>> then\n Change Player x by [8]\n point in direction (90)\n set rotation style [left-right v]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n if <(in air) < [4]> then\n if <(Faster Speed) = [1]> then\n set [sy v] to [17]\n else\n set [sy v] to [15]\n end\n end\n end\n if <touching (launch pad v)?> then\n if <(Faster Speed) = [1]> then\n set [sy v] to [30]\n else\n set [sy v] to [27]\n end\n end\n change [sy v] by (-2)\n Change Player y by (sy)\n Position\n Test - Die\n change [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n broadcast (Load Screen v)\n set [exit v] to [die]\n stop [this script v]\n end\nelse\n show\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 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 - Die\nset [loader v] to [1]\nstop [other scripts in sprite v]\nbroadcast (Animate v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Restart v)\nset [exit v] to []\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [this script v]\n\ndefine Test - Die\nif <touching (spikes v)?> then\n set [exit v] to [die]\nend\nif <touching (portal v)?> then\n broadcast (Load Screen v)\n set [exit v] to [die]\n change [level v] by (1)\n broadcast (Setup v)\n wait (0.3) seconds\n if <(LEVEL) = [4]> then\n broadcast (Dialogue 1 v)\n end\n if <(LEVEL) = [7]> then\n set [faster speed v] to [1]\n broadcast (Dialogue 2 v)\n end\nend\nif <touching (water v)?> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n change [sy v] by (2)\n end\nend\nif <touching (enemy v)?> then\n broadcast (Load Screen v)\n set [exit v] to [die]\nend\nif <touching (bullet v)?> then\n broadcast (Load Screen v)\n set [exit v] to [die]\nend\n\ndefine Game - Win\nhide\n\nwhen I receive [start game v]\nbroadcast (Load Screen v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [faster speed v] to [0]\nset [level v] to [1]\nhide\n\nwhen I receive [die v]\ngo to x: (0) y: (-62)\n\nwhen I receive [restart v]\nGame On\n\nwhen I receive [start game v]\nbroadcast (Setup v) and wait\n\nwhen I receive [animate v]\nforever\n switch costume to (1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\nend\n\nwhen [n v] key pressed\nif <<(username) = [Whiteout12]> or <(username) = [Xhort]>> then\n if <(LEVEL) > [0]> then\n if <not <(LEVEL) = [9]>> then\n wait (0.3) seconds\n broadcast (Load Screen v)\n set [exit v] to [die]\n change [level v] by (1)\n broadcast (Setup v)\n wait (0.3) seconds\n if <(LEVEL) = [4]> then\n broadcast (Dialogue 1 v)\n end\n if <(LEVEL) = [7]> then\n broadcast (Dialogue 2 v)\n end\n end\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nwait (0.2) seconds\nset [platforms: y v] to [0]\nset [x v] to [0]\nif <(LEVEL) > [0]> then\n hide\n delete this clone\nend\nif <(LEVEL) = [9]> then\n switch costume to (lv 9 v)\n Position. x: [0] y: [0]\nend\nif <(LEVEL) = [8]> then\n switch backdrop to (5 v)\n switch costume to (lv 8 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [-150]\n Position. x: [1000] y: [0]\n Position. x: [1500] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch backdrop to (4 v)\n switch costume to (lv 7 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [0]\n Position. x: [1000] y: [0]\n Position. x: [1500] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lv 6 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [0]\n Position. x: [1000] y: [100]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lv 5 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [0]\n Position. x: [1000] y: [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lv 4 v)\n Position. x: [0] y: [0]\n Position. x: [575] y: [50]\n Position. x: [1100] y: [150]\nend\nif <(LEVEL) = [3]> then\n switch costume to (lv 3 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [0]\n Position. x: [1200] y: [50]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lv 2 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [10]\n Position. x: [1100] y: [0]\nend\nif <(LEVEL) = [1]> then\n switch costume to (lv 1 v)\n Position. x: [0] y: [0]\n Position. x: [450] y: [0]\n Position. x: [1000] y: [0]\nend\n\ndefine Position. x: (x position) y: (y position)\nset [platforms: y v] to (y position)\nset [x v] to (x position)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\n@Spikes\n\nwhen I receive [setup v]\nwait (0.2) seconds\nset [platforms: y v] to [0]\nset [x v] to [0]\nif <(LEVEL) > [0]> then\n hide\n delete this clone\nend\nif <(LEVEL) = [9]> then\n switch costume to (lv 9 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (lv 8 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [-150]\n Position. x: [1000] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (lv 7 v)\n Position. x: [1000] y: [0]\n Position. x: [1500] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lv 6 v)\n Position. x: [500] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lv 5 v)\n Position. x: [500] y: [0]\n Position. x: [1000] y: [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lv 4 v)\n Position. x: [0] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (lv 3 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lv 2 v)\n Position. x: [0] y: [0]\n Position. x: [500] y: [10]\n Position. x: [1100] y: [0]\nend\nif <(LEVEL) = [1]> then\n switch costume to (lv 1 v)\n Position. x: [1000] 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 [tick v]\nposition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\ndefine Position. x: (x position) y: (y position)\nset [platforms: y v] to (y position)\nset [x v] to (x position)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\n@Portal\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 [tick v]\nposition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nwait (0.2) seconds\nset size to (100) %\nset [platforms: y v] to [0]\nset [x v] to [0]\nswitch costume to (0 v)\nwait (1) seconds\nif <(LEVEL) > [0]> then\n hide\nend\nif <(LEVEL) = [9]> then\n set [x v] to [2000]\n hide\nend\nif <(LEVEL) = [8]> then\n switch costume to (2 v)\n set [x v] to [1650]\n set [platforms: y v] to [100]\nend\nif <(LEVEL) = [7]> then\n switch costume to (1 v)\n set [x v] to [1800]\n set [platforms: y v] to [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (jewel v)\n set [x v] to [1300]\n set [platforms: y v] to [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (1 v)\n set [x v] to [1300]\n set [platforms: y v] to [150]\nend\nif <(LEVEL) = [4]> then\n switch costume to (1 v)\n set [x v] to [1400]\n set [platforms: y v] to [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (1 v)\n set [x v] to [1350]\n set [platforms: y v] to [50]\nend\nif <(LEVEL) = [2]> then\n switch costume to (1 v)\n set [x v] to [1400]\n set [platforms: y v] to [150]\nend\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n set [x v] to [1325]\n set [platforms: y v] to [100]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n repeat (20)\n change [platforms: y v] by (1)\n end\n repeat (20)\n change [platforms: y v] by (-1)\n end\nend\n\n@Launch Pad\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (lv 2 v)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nwait (0.2) seconds\nset [platforms: y v] to [0]\nset [x v] to [0]\nif <(LEVEL) > [0]> then\n hide\n delete this clone\nend\nif <(LEVEL) = [9]> then\n switch costume to (lv 9 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (lv 8 v)\n Position. x: [1000] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (lv 7 v)\n Position. x: [1500] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lv 6 v)\n Position. x: [500] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lv 5 v)\n Position. x: [1000] y: [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lv 4 v)\n Position. x: [0] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (lv 3 v)\n Position. x: [0] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lv 2 v)\n Position. x: [1098] y: [2]\nend\n\ndefine Position. x: (x position) y: (y position)\nset [platforms: y v] to (y position)\nset [x v] to (x position)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <(EXIT) = [die]>\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (lv 4 v)\nhide\n\nwhen I receive [setup v]\nwait (0.2) seconds\nset [platforms: y v] to [0]\nset [x v] to [0]\nif <(LEVEL) > [0]> then\n hide\n delete this clone\nend\nif <(LEVEL) = [9]> then\n switch costume to (lv 9 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (lv 8 v)\n Position. x: [500] y: [-150]\nend\nif <(LEVEL) = [7]> then\n switch costume to (lv 7 v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (lv 6 v)\n Position. x: [500] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lv 4 v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (lv 4 v)\n Position. x: [575] y: [50]\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 [tick v]\nposition ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine Position. x: (x position) y: (y position)\nset [platforms: y v] to (y position)\nset [x v] to (x position)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\n@Enemy\n\nwhen I receive [setup v]\nset [enemy type? v] to [0]\nswitch costume to (nothing? v)\nwait (0.2) seconds\nset [platforms: y v] to [0]\nset [x v] to [0]\npoint in direction (90)\nif <(LEVEL) > [0]> then\n switch costume to (enemy v)\n hide\n delete this clone\nend\nif <(LEVEL) = [9]> then\n switch costume to (nothing? v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (nothing? v)\n Position. x: [1500] y: [0]\n wait (0.2) seconds\n switch costume to (nothing? v)\n change [enemy type? v] by (1)\n broadcast (Shoot! v)\n Position. x: [1500] y: [0]\nend\nif <(LEVEL) = [7]> then\n switch costume to (nothing? v)\n Position. x: [400] y: [-65]\n switch costume to (nothing? v)\n Position. x: [615] y: [-65]\n wait (0.2) seconds\n switch costume to (nothing? v)\n change [enemy type? v] by (1)\n broadcast (Shoot! v)\n Position. x: [400] y: [-65]\n Position. x: [615] y: [-65]\n switch costume to (nothing? v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (nothing? v)\n Position. x: [1000] y: [200]\n wait (0.2) seconds\n switch costume to (nothing? v)\n change [enemy type? v] by (1)\n broadcast (Shoot! v)\n Position. x: [1000] y: [200]\nend\nif <(LEVEL) = [5]> then\n switch costume to (nothing? v)\n Position. x: [150] y: [-25]\n wait (0.2) seconds\n switch costume to (nothing? v)\n change [enemy type? v] by (1)\n broadcast (Shoot! v)\n Position. x: [150] y: [-25]\nend\nif <(LEVEL) = [4]> then\n switch costume to (nothing? v)\n Position. x: [1200] y: [125]\nend\n\ndefine Position. x: (x position) y: (y position)\nset [platforms: y v] to (y position)\nset [x v] to (x position)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Enemy Type?) = [0]> then\n show\nend\nif <(Enemy Type?) = [1]> then\n switch costume to (gun v)\n go to [back v] layer\n show\n repeat until <(Enemy Type?) = [0]>\n point towards (player v)\n end\n hide\n delete this clone\nend\n\nwhen I receive [tick v]\nif <(LEVEL) > [3]> then\n position ((x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nelse\n switch costume to (nothing? v)\n hide\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 flag clicked\ngo to [back v] layer\nswitch costume to (nothing? v)\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot! v]\nrepeat until <(Enemy Type?) = [0]>\n create clone of (_myself_ v)\n wait (4) seconds\nend\nhide\n\nwhen I start as a clone\ngo to (enemy v)\npoint towards (player v)\ngo to [back v] layer\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (platform v)?>>>\n move (5) steps\n if <<(Enemy Type?) = [0]> or <touching (shield v)?>> then\n hide\n delete this clone\n end\nend\nhide\ndelete this clone\n\n@Shield\n\nwhen flag clicked\nhide\n\nwhen I receive [shield v]\ngo to (player v)\ngo to [back v] layer\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\n | Sequel out! https://scratch.mit.edu/projects/401066317\n\nThis is a sequel to "Climber" so if you'd like to play the other one then here's the link:\nhttps://scratch.mit.edu/projects/386626325.\nNote: You don't have to play it to play this game.\n\nWelcome to the mystic lands of the mountain Everest.\n\nCool new settings will be added later. (Note: you can suggest and those who have suggested might get their setting idea in this project with credit).\n-----------------------------------------------------------------\nThere are some settings in the game. Do NOT turn on clouds unless you want lots of lag. The enemy levels will cause a little bit of lag but the levels are playable. Don't walk with the submenu on, that will also slow down the games speed by a TON. This is my first scrolling platformer.\n-----------------------------------------------------------------\nI highly recommend that you play the whole game; if you have already played the other one then you should ace this one.\n-----------------------------------------------------------------\n@Capt_Boanerges loved!\n@TimMcTest (@TimMcCool) loved!\n@eunice0913 loved and faved!\n@krishtheking123 loved and faved!\n@linkiki12 loved!\n@Lazy_Otter2_0 loved and faved!\n-----------------------------------------------------------------\n> Playability:\nAll platforms including Mobile.\n-----------------------------------------------------------------\n> Overview:\nPress the green flag to find out.\n-----------------------------------------------------------------\n> Controls:\n1) Arrow keys or touch to move and jump.\n2) Powers will be explained in the game.\n3) Mobile friendly!!\n-----------------------------------------------------------------\n> Credits:\nMade 95% by @Whiteout12.\nArt 100% by @Whiteout12 except the title art "Jewel" which was from cool text.com.\nScrolling script (5%) form @TimMcCool (an awesome guy) but majorly edited by @Whiteout12.\nThanks to @Xhort for testing the game.\n-----------------------------------------------------------------\n#All #Scrolling #Games #Platformer |
Adventure || A platformer | @Stage\n\nwhen I receive [next level v]\nif <(Level) = [13]> then\n next backdrop\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [redo v]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\nset [clones out v] to [0]\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\n\nwhen I receive [intro v]\nnext backdrop\n\n@Guy\n\nwhen I start as a clone\nshow\nif <[1] = (costume [number v])> then\n switch costume to (costume2 v)\n repeat (10)\n change [color v] effect by (5)\n change [ghost v] effect by (5)\n change size by (-2)\n end\n delete this clone\nelse\n switch costume to (costume4 v)\n repeat (10)\n change [color v] effect by (5)\n change [ghost v] effect by (5)\n change size by (-2)\n end\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n go to x: (150) y: (150)\nelse\n go to x: (-220) y: (0)\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-172]> or <touching (spikes v)?>> then\n broadcast (Redo v)\n end\nend\n\nwhen I receive [redo v]\nset [speed y v] to [0]\nif <(Level) = [11]> then\n go to x: (150) y: (150)\nelse\n go to x: (-220) y: (0)\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <touching color (#ffffff)?> then\n broadcast (Redo v)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n repeat until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n if <touching color (#ffffff)?> then\n broadcast (Redo v)\n end\n switch costume to (costume3 v)\n end\n end\n switch costume to (costume1 v)\nend\n\nset [sword showing v] to [0]\npoint in direction (-135)\nwait until <not <key (space v) pressed?>>\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <<(Swing) = [0]> and <(Level) = [9]>> then\n say [⚠️ WARNING: you have not collected the lightsaber. Please press the GO BACK button to get the lightsaber] for (10) seconds\nend\n\nwhen I receive [go back v]\nbroadcast (Redo v)\n\nwhen I receive [intro v]\nshow\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [speed x v] to [0]\nset [speed y v] to [0]\ngo to x: (-220) y: (0)\nset size to (50) %\nMove\n\nwhen flag clicked\nhide\n\ndefine Move\nforever\n change [speed y v] by (-0.5)\n set rotation style [left-right v]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [speed x v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [speed x v] by (2)\n end\n set [speed x v] to ((Speed x) * (0.7))\n change x by (Speed x)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n change x by ((Speed x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed x) > [0]> then\n set [speed x v] to [-10]\n else\n set [speed x v] to [10]\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Speed y)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((-1) * (Speed y))\n set [speed y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (ground v)?> or <touching (moving platform v)?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [speed y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n play sound [Xenogenesis v] until done\nend\n\n@Ground\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\nforever\n if <<[237] = ([x position v] of [guy v])> or <[237] < ([x position v] of [guy v])>> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\ngo to x: (([x position v] of [guy v]) + (5)) y: ([y position v] of [guy v])\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [go back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(Level) = [3]> then\n switch costume to (costume2 v)\n show\nelse\n if <(Level) > [3]> then\n next costume\n else\n hide\n end\nend\n\nwhen I receive [go back v]\nswitch costume to ((costume [number v]) - (1))\n\n@Moving platform\n\nwhen flag clicked\nset [delete clones v] to [0]\nhide\n\nwhen I receive [next level v]\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nif <(Level) = [5]> then\n go to x: (36) y: (28)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (-12) y: (50)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (-12) y: (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <<[100] < (y position)> or <<touching (ground v)?> or <<touching (spikes v)?> or <touching (_edge_ v)?>>>>\n change y by (5)\n end\n wait (0.5) seconds\n change y by (-4)\n repeat until <<(y position) < [-100]> or <<touching (ground v)?> or <<touching (spikes v)?> or <<touching (enemy v)?> or <touching (_edge_ v)?>>>>>\n change y by (-5)\n end\n wait (0.5) seconds\n change y by (4)\nend\n\nwhen I receive [redo v]\nwait (0.1) seconds\nif <(Level) = [5]> then\n go to x: (36) y: (28)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (-12) y: (50)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (-12) y: (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen I receive [intro v]\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nhide\n\n@Redo\n\nwhen this sprite clicked\nbroadcast (Redo v)\n\nwhen I receive [intro v]\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset size to (100) %\nwait (0.1) seconds\nif <<(Swing) = [0]> and <(Level) = [9]>> then\n show\nend\nforever\n change size by (20)\n change [color v] effect by (25)\n wait (1) seconds\n change size by (-20)\n change [color v] effect by (25)\nend\n\nwhen this sprite clicked\nbroadcast (Go back v)\nhide\n\nwhen I receive [go back v]\nchange [level v] by (-1)\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@Enemy\n\nwhen flag clicked\ndelete all of [enemy x v]\ndelete all of [enemy y v]\nforever\n hide\nend\n\nwhen I receive [next level v]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\nset [clones out v] to [0]\nwait (0.1) seconds\nif <(Level) = [6]> then\n go to x: (180) y: (78)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (0) y: (-150)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n go to x: (120) y: (-67)\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n go to x: (130) y: (-87)\n create clone of (_myself_ v)\n go to x: (-122) y: (6)\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n go to x: (130) y: (120)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (170) y: (120)\n create clone of (_myself_ v)\n go to x: (170) y: (0)\n create clone of (_myself_ v)\n go to x: (170) y: (-100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\npoint towards (guy v)\nchange [clones out v] by (1)\nadd (x position) to [enemy x v]\nadd (y position) to [enemy y v]\nclear graphic effects\nwait (0.1) seconds\nrepeat until <[1] = (Delete clones)>\n set rotation style [left-right v]\n point towards (guy v)\n if <<touching color (#00ff67)?> or <touching (sword v)?>> then\n if <[enemy x v] contains (x position)?> then\n set [enemy v] to (item # of (x position) in [enemy x v])\n end\n set [which one? v] to [0]\n wait (0.01) seconds\n delete (Enemy) of [enemy x v]\n delete (Enemy) of [enemy y v]\n change [clones out v] by (-1)\n broadcast (Delete cop v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(Delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <<[1] = (costume [number v])> and <[6] = (Level)>> then\n say [STOP!] for (2) seconds\nend\nif <<[1] = (costume [number v])> and <[14] = (Level)>> then\n say [IT’S YOU AGAIN!] for (3) seconds\nend\n\nwhen I receive [redo v]\nwait (0.1) seconds\nif <(Level) = [6]> then\n go to x: (180) y: (78)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n go to x: (0) y: (-150)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n go to x: (120) y: (-67)\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n go to x: (130) y: (-87)\n create clone of (_myself_ v)\n go to x: (-122) y: (6)\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n go to x: (130) y: (120)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (170) y: (120)\n create clone of (_myself_ v)\n go to x: (170) y: (0)\n create clone of (_myself_ v)\n go to x: (170) y: (-100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@Bullet\n\nwhen flag clicked\nhide\nwait until <(Level) > [5]>\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\nset rotation style [all around v]\npoint towards (guy v)\nrepeat until \n move (5) steps\n if <<touching (sword v)?> and <touching color (#5a5a5a)?>> then\n switch costume to (costume2 v)\n turn right (180) degrees\n wait (0.01) seconds\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\n end\nend\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwait (0.1) seconds\nif <(Level) = [6]> then\n Shoot\nend\nif <(Level) = [7]> then\n Shoot\nend\nif <(Level) = [9]> then\n Shoot\nend\nif <(Level) = [11]> then\n Shoot\nend\n\ndefine Shoot\n\nwhen flag clicked\nwait (0.1) seconds\nset [which one? v] to [0]\nforever\n if <[0] < (length of [enemy x v])> then\n repeat until <[1] = (Delete clones)>\n set [which one? v] to [1]\n repeat (length of [enemy x v])\n go to x: (item (Which one?) of [enemy x v]) y: (item (Which one?) of [enemy y v])\n create clone of (_myself_ v)\n change [which one? v] by (1)\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [redo v]\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@Sword\n\nwhen flag clicked\nset [sword showing v] to [0]\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <[8] = (Level)> then\n set [swing v] to [0]\n broadcast (Able to use v)\n point in direction (-90)\n go to x: (-20) y: (-40)\n show\n wait until <not <touching (guy v)?>>\n clear graphic effects\n set rotation style [all around v]\n set size to (100) %\n show\n forever\n repeat (20)\n if <touching (guy v)?> then\n set [swing v] to [1]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n end\n end\nend\nhide\n\nwhen I receive [able to use v]\nforever\n if <key (space v) pressed?> then\n if <[1] = (Swing)> then\n set [sword showing v] to [1]\n clear graphic effects\n set size to (100) %\n show\n if <([direction v] of [guy v]) = [90]> then\n point in direction (90)\n go to x: (([x position v] of [guy v]) + (0)) y: ([y position v] of [guy v])\n else\n point in direction (-90)\n go to x: (([x position v] of [guy v]) + (0)) y: ([y position v] of [guy v])\n end\n repeat (9)\n if <([direction v] of [guy v]) = [90]> then\n turn right (40) degrees\n go to x: (([x position v] of [guy v]) + (0)) y: ([y position v] of [guy v])\n else\n turn left (40) degrees\n go to (guy v)\n go to x: (([x position v] of [guy v]) + (0)) y: ([y position v] of [guy v])\n end\n end\n point in direction (-135)\n hide\n wait until <not <key (space v) pressed?>>\n set [sword showing v] to [0]\n end\n end\nend\n\nwhen I receive [go back v]\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nif <[8] = (Level)> then\n set [swing v] to [0]\n broadcast (Able to use v)\n point in direction (-90)\n go to x: (-20) y: (-40)\n show\n wait until <not <touching (guy v)?>>\n clear graphic effects\n set rotation style [all around v]\n set size to (100) %\n show\n forever\n repeat (20)\n if <touching (guy v)?> then\n set [swing v] to [1]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n end\n end\nend\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to [front v] layer\nshow\n\nwhen I receive [go back v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next level v]\nif <(Level) = [17]> then\n switch costume to (costume16 v)\n stop [other scripts in sprite v]\nend\n\n@Bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [9]> then\n go to x: (-28) y: (-90)\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n go to x: (25) y: (-160)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n go to x: (-20) y: (-87)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (-210) y: (-100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (guy v)?> then\n set [speed y v] to [15]\n switch costume to (costume2 v)\n wait (0.37) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [redo v]\nwait (0.1) seconds\nif <(Level) = [9]> then\n go to x: (-28) y: (-90)\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n go to x: (25) y: (-160)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n go to x: (-20) y: (-87)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n go to x: (-210) y: (-100)\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-220) to (220)) y: (180)\nglide (2) secs to x: (pick random (-220) to (220)) y: (-150)\ndelete this clone\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nforever\n switch costume to (bat v)\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (guy v)?> then\n broadcast (Redo v)\n delete this clone\n end\n if <touching (sword v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <[17] = (Level)> then\n stop [other scripts in sprite v]\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [17]> then\n show\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (245106a0-a793-4bb0-a9bb-893178b8f939 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n show\n repeat (20)\n turn right (18) degrees\n change size by (5)\n end\n repeat (5)\n change size by (10)\n change x by (-10)\n wait (0.2) seconds\n change size by (-10)\n change x by (-7.5)\n wait (0.2) seconds\n end\n wait (1) seconds\n repeat (20)\n turn right (-18) degrees\n change x by (20)\n end\n broadcast (Intro v)\n delete this clone\nend\n\nwhen I start as a clone\nerase all\ngo to x: (0) y: (0)\nif <(costume [number v]) = [2]> then\n set size to (100) %\n show\n go [backward v] (1) layers\n repeat (10)\n change x by (13)\n end\n wait (1.85) seconds\n delete this clone\nend\n\n | new platformer:\nhttps://scratch.mit.edu/projects/394192511\ncheck it out pls!\n-------------------------------------------------------------------------\nPls ❤️,⭐️, and FOLLOW\nOr else i will steal all your money you have and give it to someone that loved and faved >:)\nI will be very happy!!!\nWhich leads to better projects!!!\n-------------------------------------------------------------------------\nAll levels are possible\nUse arrow keys or WASD to move (sorry no mobile mode)\nAvoid spikes, bats, and cops\nYou can wall jump\nWhen you have the lightsaber, press space to swing\nDown arrow or S to shrink\n16 levels! (I rushed)\nLike it? Love, favorite, and follow!\nHave fun! |
Harry Potter☻platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait (4) seconds\nswitch backdrop to (d25orzo-cf6653c3-b059-4c0d-b2bf-e5da8d046d5e v)\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (50) %\nset [ghost v] effect to (1)\nrepeat (10)\n switch costume to (trail v)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (player 1 v)\nset [level v] to [1]\nshow\ngo to x: (-177) y: (-30)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> 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 (#1700c5)?> then\n change y by (1)\n end\n if <touching color (#1700c5)?> then\n change y by (1)\n end\n if <touching color (#1700c5)?> then\n change y by (1)\n end\n if <touching color (#1700c5)?> then\n change y by (1)\n end\n if <touching color (#1700c5)?> then\n change y by (0)\n change x by ((x) * (-1))\n if <<<(mouse y) > (y position)> and <mouse down?>> 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 change y by (y)\n if <touching color (#1700c5)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching color (#1700c5)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching (spikes v)?> then\n stop [all v]\n end\n if <touching (spikes2 v)?> then\n stop [all v]\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-140)\n end\n if <(m) = [4]> then\n stop [all v]\n end\n if <touching color (#13ff00)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nshow\nset size to (50) %\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n next backdrop\n go to x: (-230) y: (-142)\n end\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n else\n switch costume to (player3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player 1 v)\n else\n switch costume to (player3 v)\n end\nend\n\nchange [y v] by (20)\n\nwhen flag clicked\nhide\nset [f v] to [0]\nforever\n if <mouse down?> then\n show\n end\n if <touching (bullet v)?> then\n go to x: (-238) y: (-158)\n set [f v] to [0]\n end\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen backdrop switches to [4 v]\nforever\n switch backdrop to (voldy v)\n repeat (64)\n wait (0.00000001) seconds\n next backdrop\n end\nend\n\nwhen [space v] key pressed\nstop all sounds\n\nwhen [down arrow v] key pressed\nchange [color v] effect by (25)\n\n@Button3\n\nwhen this sprite clicked\nswitch costume to (button3-b v)\nnext backdrop\nhide\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nswitch costume to (button3-b v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a v)\n else\n switch costume to (button3-b v)\n end\nend\n\n@f8eaae473a1019016bfaa8d680403a1d-d46wlah2\n\nwhen flag clicked\ngo to x: (-18) y: (149)\nhide\n\nwhen backdrop switches to [8yporh v]\nshow\n\nwhen backdrop switches to [4 v]\nhide\n\nwhen backdrop switches to [harry-potter-movies-on-netflix v]\nshow\ngo to x: (68) y: (-144)\n\nwhen backdrop switches to [2 v]\nhide\n\n@Bullet\n\nwhen I start as a clone\ngo to (f8eaae473a1019016bfaa8d680403a1d-d46wlah2 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\npoint towards (player v)\nrepeat until <<touching (player v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <touching color (#1700c5)?> then\n hide\n end\nend\nset [xval v] to (x position)\nset [yval v] to (y position)\nbroadcast (ExplodeNow v)\nwait (.0000001) seconds\ndelete this clone\n\nwhen flag clicked\n\nwhen backdrop switches to [2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [8yporh v]\nhide\nforever\n switch costume to (download 2 v)\n hide\n forever\n create clone of (_myself_ v)\n wait (0.6) seconds\n end\nend\n\n@Arrow1\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nswitch backdrop to (8 v)\n\n@2b50\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\n@222\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\n@Sprite1\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [voldy v]\nshow\n\n@ej\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (0) %\nrepeat (45)\n change size by (3)\nend\nrepeat (48)\n turn right (15) degrees\n change [mosaic v] effect by (1)\nend\nforever\n turn right (15) degrees\n change [mosaic v] effect by (1)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nwait (6) seconds\nstop [other scripts in sprite v]\nhide\n\nif <(x position) > [240]> then\n next backdrop\n go to x: (-230) y: (-142)\nend\nif <touching color (#00ffc0)?> then\n set [f v] to [1]\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\nswitch costume to (costume1 v)\nforever\n glide (0.5) secs to x: (39) y: (-67)\n glide (0.5) secs to x: (39) y: (-193)\nend\n\nwhen backdrop switches to [12 v]\nhide\n\nwhen backdrop switches to [10 v]\nswitch costume to (costume2 v)\nshow\nstop [other scripts in sprite v]\nforever\n glide (0.5) secs to x: (33) y: (-13)\n glide (0.5) secs to x: (33) y: (-110)\nend\n\nwhen backdrop switches to [11 v]\ngo to x: (33) y: (-113)\nswitch costume to (costume3 v)\nshow\nstop [other scripts in sprite v]\nforever\n switch costume to (costume4 v)\n wait (0.7) seconds\n switch costume to (costume3 v)\n wait (0.7) seconds\nend\n\n@Sprite4\n\nwhen backdrop switches to [14 v]\nshow\nforever\n repeat (120)\n change x by (3)\n end\n repeat (120)\n change x by (-3)\n end\nend\n\nwhen flag clicked\ngo to x: (3) y: (23)\nhide\n\nwhen backdrop switches to [4 v]\nhide\n\nswitch backdrop to (13 v)\n\n | Utilise les flèches.\nflèche du bas pour changer de couleur.\n\n\n |
Increase || A Mobile Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go v]\nswitch backdrop to (backdrop2 v)\nforever\n if <key (v v) pressed?> then\n wait (0.1) seconds\n next backdrop\n else\n if <key (b v) pressed?> then\n wait (0.1) seconds\n switch backdrop to ((backdrop [number v]) - (1))\n end\n end\nend\n\nwhen I receive [nextlevel v]\nnext backdrop\n\n@Sprite2\n\nwhen I receive [go v]\nforever\n if <touching color (#3700ff)?> then\n set [yv v] to [19]\n else\n if <touching color (#ff9700)?> then\n broadcast (sped v)\n end\n end\nend\n\nwhen I receive [sped v]\nrepeat (5)\n change y by (2)\n change x by (15)\n set [yv v] to [0]\nend\n\nwhen I receive [go v]\nwait (0.1) seconds\nset size to (90) %\nclear graphic effects\ngo to x: (-209) y: (-64)\nshow\nforever\n change y by (-0.1)\n change [yv v] by (-0.5)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.7)\n end\n go to [front v] layer\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n end\n if <touching color (#7f7f7f)?> 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 (space v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [45]>>>>> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#7f7f7f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7d7d7d)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [9]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#000000)?>> then\n play sound [crashed oof v] until done\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-215) y: (-110)\n clear graphic effects\n end\n change y by (1)\n if <(x position) > [235]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-209) y: (-64)\n broadcast (nextlevel v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n if <key (r v) pressed?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-209) y: (-64)\n end\nend\n\nwhen I receive [go v]\nforever\n change y by (-0.1)\n if <touching color (#7d7d7d)?> then\n if <<mouse down?> and <((mouse y) - (y position)) > [40]>> then\n set [yv v] to [9]\n end\n end\nend\n\nchange y by (-0.1)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (5) y: (2)\ngo [backward v] (3) layers\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [go v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (-4) y: (-84)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (2) seconds\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nforever\n play sound [the piano moosic v] until done\nend\n\n@Sprite5\n\nwhen flag clicked\nclear graphic effects\npoint in direction (90)\nshow\nwait (4) seconds\nrepeat until <(backdrop [number v]) = [2]>\n wait (1) seconds\n repeat (45)\n change [color v] effect by (5)\n turn right (8) degrees\n end\n wait (1) seconds\n repeat (45)\n change [color v] effect by (5)\n turn left (8) degrees\n end\nend\n\nwhen I receive [go v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nset size to (50) %\ngo [backward v] (2) layers\nhide\ngo to (sprite2 v)\n\nwhen I receive [go v]\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0) seconds\ngo to (sprite2 v)\nset size to (75) %\nshow\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n | -Increase || a platformer ---------How to play--------------\n\n***IMPORTANT*** If you are laggy try using a different browser like fire fox or some thing like that. \n\n-Try not to touch red and spikes -S to skip-\n-Blue is bouncy :D -B to go back-\n- Orange is speedy! -R to reset-\n- All levels are possible! \n-Arrow keys,WASD,Mobile controls to move\n\nSorry if you get stuck in a wall D: but if you do then press R to reset\n\n\n |
3D Platformer -6k Contest Entry- | @Stage\n\nwhen flag clicked\nforever\n play sound [The face of innocence v] until done\nend\n\n@Screenshot_2020-04-22 Scratch - 3D Platformer\n\nwhen flag clicked\nset size to (110) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen [k v] key pressed\nhide\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine Turn and Move\nif <(Mode) = [computer]> then\n if <key (up arrow v) pressed?> then\n change [rot y v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [rot x v] by (4)\n end\n if <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\n end\n if <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\n end\n if <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\n if <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\nelse\n if <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\n end\n if <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\n end\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [1]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [2]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [3]> then\n start sound [Boing v]\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <<<<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> and <(Falling?) < [5]>> or <<<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>> and <(Falling?) < [5]>>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [200]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nreset timer\nerase all\nset [level v] to [1]\nset [mode v] to [mobile]\nLevel\nReset\nforever\n erase all\n Turn and Move\n change [ticks in a time v] by (1)\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Animation\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [0] [0] [2] [4]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [0] [0] [2] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [2] [1]\n Level design [3] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [2] [0] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [4] [0] [1]\n Level design [0] [4] [2] [1]\n Level design [0] [2] [4] [1]\n Level design [0] [4] [4] [4]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [2]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [5] [0] [1] [1]\n Level design [5] [0] [0] [1]\n Level design [5] [0] [2] [1]\n Level design [5] [1] [1] [1]\n Level design [5] [-1] [1] [1]\n Level design [6] [0] [1] [4]\n else\n if <(Level) = [10]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [-1] [2] [1]\n Level design [0] [-1] [3] [4]\n else\n if <(Level) = [11]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [3] [0] [1] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [12]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [2] [1]\n Level design [2] [0] [4] [1]\n Level design [3] [-2] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [5] [-4] [2] [1]\n Level design [6] [-4] [0] [1]\n Level design [7] [-2] [0] [1]\n Level design [8] [0] [0] [4]\n else\n if <(Level) = [13]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [0] [1] [2] [1]\n Level design [0] [1] [3] [4]\n else\n if <(Level) = [14]> then\n Level design [0] [0] [0] [1]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [2] [2] [1] [2]\n Level design [1] [2] [1] [2]\n Level design [1] [1] [2] [1]\n Level design [1] [1] [3] [4]\n else\n if <(Level) = [15]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [2]\n Level design [1] [0] [1] [2]\n Level design [2] [0] [1] [2]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [3] [4]\n else\n if <(Level) = [16]> then\n Level design [0] [0] [0] [1]\n Level design [-1] [0] [0] [3]\n Level design [4] [0] [0] [1]\n Level design [4] [0] [2] [1]\n Level design [4] [0] [3] [1]\n Level design [4] [1] [4] [1]\n Level design [5] [1] [4] [1]\n Level design [6] [1] [4] [1]\n Level design [4] [1] [5] [1]\n Level design [0] [4] [7] [1]\n Level design [-1] [6] [10] [4]\n else\n if <(Level) = [17]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [1]\n Level design [1] [0] [1] [1]\n Level design [2] [0] [1] [1]\n Level design [2] [0] [3] [1]\n Level design [1] [0] [3] [1]\n Level design [0] [0] [4] [1]\n Level design [0] [0] [2] [1]\n Level design [0] [0] [5] [1]\n Level design [0] [0] [6] [3]\n Level design [6] [0] [6] [2]\n Level design [0] [0] [7] [1]\n Level design [0] [0] [8] [3]\n Level design [6] [0] [8] [2]\n Level design [0] [0] [9] [2]\n Level design [0] [0] [14] [4]\n else\n if <(Level) = [18]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [1] [3]\n Level design [6] [0] [1] [2]\n Level design [6] [0] [0] [2]\n Level design [6] [0] [2] [2]\n Level design [6] [1] [1] [2]\n Level design [6] [-1] [1] [2]\n Level design [7] [0] [1] [1]\n Level design [8] [0] [3] [1]\n Level design [8] [-1] [4] [2]\n Level design [8] [-2] [4] [3]\n Level design [14] [0] [4] [3]\n Level design [20] [0] [0] [3]\n Level design [25] [4] [0] [1]\n Level design [25] [6] [0] [1]\n Level design [25] [8] [0] [4]\n else\n if <(Level) = [19]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [4] [2]\n Level design [1] [0] [4] [2]\n Level design [1] [1] [4] [2]\n Level design [1] [-1] [4] [2]\n Level design [2] [0] [4] [2]\n Level design [2] [1] [4] [2]\n Level design [2] [-1] [4] [2]\n Level design [2] [-2] [4] [2]\n Level design [2] [2] [4] [2]\n Level design [3] [0] [4] [2]\n Level design [3] [1] [4] [2]\n Level design [3] [-1] [4] [2]\n Level design [3] [-2] [4] [2]\n Level design [3] [2] [4] [2]\n Level design [3] [3] [4] [2]\n Level design [3] [-3] [4] [2]\n Level design [4] [0] [4] [2]\n Level design [4] [1] [4] [2]\n Level design [4] [-1] [4] [2]\n Level design [4] [-2] [4] [2]\n Level design [4] [2] [4] [2]\n Level design [4] [3] [4] [2]\n Level design [4] [-3] [4] [2]\n Level design [5] [0] [4] [2]\n Level design [5] [1] [4] [2]\n Level design [5] [-1] [4] [2]\n Level design [5] [-2] [4] [2]\n Level design [5] [2] [4] [2]\n Level design [5] [3] [4] [2]\n Level design [5] [-3] [4] [2]\n Level design [6] [1] [4] [2]\n Level design [6] [-1] [4] [2]\n Level design [6] [-2] [4] [2]\n Level design [6] [2] [4] [2]\n Level design [0] [0] [-1] [4]\n else\n if <(Level) = [20]> then\n Level design [0] [0] [0] [1]\n Level design [0] [0] [-1] [4]\n Level design [0] [-2] [4] [3]\n Level design [0] [2] [4] [3]\n Level design [1] [2] [4] [3]\n Level design [1] [-2] [4] [3]\n Level design [1] [-1] [4] [3]\n Level design [1] [1] [4] [3]\n Level design [2] [2] [4] [3]\n Level design [2] [-2] [4] [3]\n Level design [2] [-1] [4] [3]\n Level design [2] [1] [4] [3]\n Level design [2] [0] [4] [3]\n Level design [3] [2] [4] [3]\n Level design [3] [-2] [4] [3]\n Level design [3] [-1] [4] [3]\n Level design [3] [1] [4] [3]\n Level design [3] [0] [4] [3]\n Level design [3] [-3] [4] [3]\n Level design [3] [3] [4] [3]\n Level design [4] [2] [4] [3]\n Level design [4] [-2] [4] [3]\n Level design [4] [-1] [4] [3]\n Level design [4] [1] [4] [3]\n Level design [4] [0] [4] [3]\n Level design [4] [-3] [4] [3]\n Level design [4] [3] [4] [3]\n Level design [4] [-4] [4] [3]\n Level design [4] [4] [4] [3]\n Level design [5] [-1] [4] [3]\n Level design [5] [1] [4] [3]\n Level design [5] [0] [4] [3]\n Level design [6] [0] [4] [3]\n else\n Level design [0] [0] [0] [1]\n Level design [0] [-5] [4] [1]\n Level design [1] [-5] [4] [1]\n Level design [2] [-5] [4] [1]\n Level design [3] [-5] [4] [1]\n Level design [4] [-5] [4] [1]\n Level design [4] [-4] [4] [1]\n Level design [4] [-3] [4] [1]\n Level design [2] [-4] [4] [1]\n Level design [0] [-4] [4] [1]\n Level design [0] [-3] [4] [1]\n Level design [0] [-1] [4] [1]\n Level design [1] [-1] [4] [1]\n Level design [2] [-1] [4] [1]\n Level design [3] [-1] [4] [1]\n Level design [4] [-1] [4] [1]\n Level design [3] [0] [4] [1]\n Level design [2] [1] [4] [1]\n Level design [1] [2] [4] [1]\n Level design [0] [3] [4] [1]\n Level design [1] [3] [4] [1]\n Level design [2] [3] [4] [1]\n Level design [3] [3] [4] [1]\n Level design [4] [3] [4] [1]\n Level design [0] [5] [4] [1]\n Level design [1] [5] [4] [1]\n Level design [2] [5] [4] [1]\n Level design [3] [5] [4] [1]\n Level design [4] [5] [4] [1]\n Level design [4] [6] [4] [1]\n Level design [3] [7] [4] [1]\n Level design [2] [7] [4] [1]\n Level design [1] [7] [4] [1]\n Level design [0] [6] [4] [1]\n Level design [0] [0] [-2] [1]\n Level design [0] [0] [-4] [1]\n Level design [0] [0] [-6] [1]\n Level design [0] [0] [-8] [4]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\nend\nDraw Frame\nif <(Mode) = [mobile]> then\n Draw Controls\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\ndefine Draw Frame\nset pen size to (10)\nset pen color to (#000000)\ngo to x: (-240) y: (-180)\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\n\ndefine Draw Controls\nset pen size to (4)\nset pen color to (#9aeaff)\ngo to x: (-190) y: (-80)\npen down\ngo to x: (-205) y: (-110)\ngo to x: (-175) y: (-110)\ngo to x: (-190) y: (-80)\npen up\ngo to x: (-170) y: (-115)\npen down\ngo to x: (-170) y: (-145)\ngo to x: (-140) y: (-130)\ngo to x: (-170) y: (-115)\npen up\ngo to x: (-210) y: (-115)\npen down\ngo to x: (-210) y: (-145)\ngo to x: (-240) y: (-130)\ngo to x: (-210) y: (-115)\npen up\ngo to x: (-190) y: (-180)\npen down\ngo to x: (-205) y: (-150)\ngo to x: (-175) y: (-150)\ngo to x: (-190) y: (-180)\npen up\ngo to x: (-205) y: (-145)\npen down\ngo to x: (-175) y: (-145)\ngo to x: (-175) y: (-115)\ngo to x: (-205) y: (-115)\ngo to x: (-205) y: (-145)\npen up\ngo to x: (205) y: (-145)\npen down\ngo to x: (175) y: (-145)\ngo to x: (175) y: (-115)\ngo to x: (205) y: (-115)\ngo to x: (205) y: (-145)\npen up\nif <<not <key (k v) pressed?>> and <<(timer) < [10]> and <(Mode) = [mobile]>>> then\n Type [K for keyboard controls] at ( (-130) , (-160) ) color: (255) (255) (255) size: (2) thickness: (4)\nend\nif <key (k v) pressed?> then\n set [mode v] to [Computer]\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [1]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [2]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [3]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (y) (x) (z) (type)\nadd ((y) * (100)) to [cube y pos v]\nadd ((x) * (100)) to [cube x pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine --- (label)\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen flag clicked\nforever\n reset timer\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n set [touching end v] to [yes]\n if <<(timer) < [1]> and <(Touching end) = [yes]>> then\n change [level v] by (1)\n Reset\n Level\n end\n set [touching end v] to [no]\n end\nend\n\nwhen [t v] key pressed\nchange [level v] by (1)\nLevel\nReset\nwait until <not <key (t v) pressed?>>\n\ndefine Animation\nset pen color to (#32ff30)\nset pen size to (100)\npoint in direction (90)\ngo to x: (-240) y: (-150)\npen down\nrepeat (5)\n repeat (6)\n move (80) steps\n end\n turn right (180) degrees\n change y by (80)\nend\npen up\n\ndefine Type (string) at ( (x) , (y) ) color: (r) (g) (b) size: (size) thickness: (thickness)\nset pen color to ((((r) * (65536)) + ((g) * (256))) + (b))\nset pen size to (((thickness) * (size)) / (2))\nset [overall x v] to (x)\nset [overall y v] to (y)\nset [what letter of string v] to [0]\nrepeat (length of (string))\n change [what letter of string v] by (1)\n if <(letter (what letter of string) of (string)) = [ ]> then\n change [overall x v] by ((8) * (size))\n else\n if <[symbols it can use v] contains (letter (what letter of string) of (string))?> then\n set [what item of list equals letter of string v] to [0]\n repeat until <(letter (what letter of string) of (string)) = (item (what item of list equals letter of string) of [symbols it can use v])>\n change [what item of list equals letter of string v] by (1)\n end\n set [if it is drawing right now v] to [-1]\n set [what letter of the item of codes v] to [0]\n repeat until <(what letter of the item of codes) = (length of (item (what item of list equals letter of string) of [codes for the item of symbols v]))>\n change [what letter of the item of codes v] by (1)\n if <(letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v])) = [/]> then\n set [if it is drawing right now v] to ((if it is drawing right now) * (-1))\n if <(if it is drawing right now) = [1]> then\n pen down\n else\n pen up\n end\n change [what letter of the item of codes v] by (1)\n end\n set [x position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n change [what letter of the item of codes v] by (1)\n set [y position of the small graph v] to (letter (what letter of the item of codes) of (item (what item of list equals letter of string) of [codes for the item of symbols v]))\n go to x: ((overall x) + ((x position of the small graph) * (size))) y: ((overall y) + ((y position of the small graph) * (size)))\n end\n pen up\n change [overall x v] by ((8) * (size))\n end\n end\n if <(overall x) > ((240) - ((8) * (size)))> then\n set [overall x v] to (x)\n set [overall y v] to ((overall y) - ((11) * (size)))\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nforever\n set [ticks in a time v] to [0]\n wait (0.5) seconds\n set [fps v] to (round ((Ticks in a time) / (0.5)))\nend\n\n | Main one:\nhttps://scratch.mit.edu/projects/387059463/\n\nmobile friendly!!!\n\nK FOR KEYBOARD CONTROL!!!!!!!!\n---------------------------- Block Types ------------------------\nTeal - Land, Safe to Walk on\nRed - Lava!!!\nYellow - Trampolines!!!\nGreen - Portal!!!\n------------------------------------------------------------------------\nGo to green block to reach next level\n\nTriple click to skip level or press t\n\n---------------------- Keyboard Controls ----------------------\n-Movement-\nW to move forward\nA to move left\nS to move backwards\nD to move right\nSpace bar to jump\n\n-Turning-\nUp arrow key to look up\nDown arrow key to look down\nLeft arrow key to turn left\nRight arrow key to turn right\n-------------------- Non-Keyboard Controls--------------------\n-Movement- (Arrows on left bottom corner)\nUp arrow to move forward\nLeft arrow to move left\nDown arrow to move backwards\nRight arrow to move right\n-Turning-\nDrag your mouse/finger across te screen to turn around\n |
Elements || Platformer Collab | @Stage\n\nwhen I receive [play the platformer v]\nset [brightness v] effect to (0)\nswitch backdrop to (day v)\n\nwhen flag clicked\nset [level v] to []\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop2 v)\nwait until <(Level) = [14]>\nrepeat until <(Level) = [19]>\n switch backdrop to (backdrop3 v)\nend\nwait until <(Level) = [19]>\nswitch backdrop to (day v)\n\nwhen I receive [move into play screen v]\nset [brightness v] effect to (0)\nswitch backdrop to (day v)\n\nwhen I receive [backdrop change brightness v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop2 v)\nclear graphic effects\n\nwhen I receive [play the platformer v]\nif <(song choice) = [never]> then\n forever\n play sound [Vexento - Never Give Up v] until done\n end\nend\nif <(song choice) = [inferno]> then\n forever\n play sound [Inferno v] until done\n end\nend\nif <(song choice) = [don't know the name]> then\n forever\n play sound [venxeto - idk the name of the music v] until done\n end\nend\nif <(song choice) = [invincible]> then\n forever\n play sound [DEAF KEV - Invincible \[NCS Release\] v] until done\n end\nend\nif <(song choice) = [nobody knows the name]> then\n forever\n play sound [$RERW5ZB v] until done\n end\nend\nif <(song choice) = [levels]> then\n forever\n play sound [Avicii - Levels 2 \(1\) v] until done\n end\nend\n\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [37]>\nforever\n switch backdrop to (night v)\n switch backdrop to (night v)\n switch backdrop to (night v)\nend\n\nwhen flag clicked\nwait until <(Level) = [37]>\nrepeat until <(Level) = [1000]>\n switch backdrop to (night v)\n switch backdrop to (night v)\n switch backdrop to (night v)\n forever\n switch backdrop to (night v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [13]> and <(Level) < [19]>> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) > [36]> then\n wait (pick random (5) to (7)) seconds\n set [brightness v] effect to (75)\n repeat (25)\n change [brightness v] effect by (-3)\n end\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [play the platformer v]\nbroadcast (Script v)\n\ndefine Set Costume\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (up-right v)\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (up-left v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n else\n switch costume to (normal v)\n end\n end\n end\n end\nend\n\nwhen I receive [dead v]\nset [yv v] to [10]\nset [xv v] to (((0) - (xv)) * (2.5))\nset [i v] to [0]\nset [brightness v] effect to (100)\nrepeat until <(y position) < [-175]>\n if <(Pause?) = [No]> then\n switch costume to (normal v)\n change y by (Yv)\n change x by (xv)\n change [yv v] by (-1)\n change [xv v] by ((0) - ((xv) / ([abs v] of (xv) )))\n if <(i) < [25]> then\n change [brightness v] effect by (-4)\n end\n change [i v] by (1)\n if <([abs v] of (xv) ) = (xv)> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\n if <<(x position) < [-240]> or <(x position) > [240]>> then\n hide\n broadcast (Hide v)\n else\n show\n broadcast (Show v)\n end\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-207) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nclear graphic effects\npoint in direction (90)\n\nshow\n\nwhen I receive [script v]\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (-207) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [died on level v] to [0]\npoint in direction (90)\nset [go through ground v] to [False]\nforever\n if <(Pause?) = [No]> then\n switch costume to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Changing x by [1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Changing x by [-1]\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change y by (1)\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change y by (1)\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change y by (1)\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change y by (1)\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change x by ((0) - (xv))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n if <([abs v] of (xv) ) = (xv)> 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 end\n if <touching (water v)?> then\n change [yv v] by (-0.5)\n change y by (Yv)\n else\n change [yv v] by (-1)\n change y by (Yv)\n end\n if <<touching (ground v)?> and <(Go through ground) = [False]>> then\n change y by ((0) - (Yv))\n set [yv 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)?> or <touching (water v)?>> and <(Go through ground) = [False]>>> then\n if <touching (water v)?> then\n set [yv v] to [7]\n else\n if <<(Fire Used?) = [No]> and <key (c v) pressed?>> then\n set [yv v] to [18]\n else\n set [yv v] to [14]\n end\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lightning attack v)?>> then\n if <<not <(distance to [water droplet v]) < [50]>> or <not <([costume # v] of [water droplet v]) = [4]>>> then\n broadcast (dead v) and wait\n go to x: (-207) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n clear graphic effects\n point in direction (90)\n show\n broadcast (Show v)\n change [died on level v] by (1)\n end\n end\n if <<touching (spikes v)?> or <touching (lightning attack v)?>> then\n if <not <(confusion used???) = [no]>> then\n broadcast (dead v) and wait\n go to x: (-207) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n clear graphic effects\n point in direction (90)\n show\n broadcast (Show v)\n change [died on level v] by (1)\n end\n end\n if <<not <(Level) = [13]>> and <(y position) < [-175]>> then\n broadcast (dead v) and wait\n go to x: (-207) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n clear graphic effects\n point in direction (90)\n show\n broadcast (Show v)\n change [died on level v] by (1)\n end\n if <<(x position) > [210]> or <<(Level) = [13]> and <(y position) < [-175]>>> then\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-207) y: (-40)\n broadcast (trajectory screen v)\n set [died on level v] to [0]\n end\n if <touching (trampoline v)?> then\n set [yv v] to [25]\n broadcast (trampoline v)\n end\n Set Costume\nend\n\nwhen I receive [skip v]\ngo to x: (-207) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nchange [level v] by (1)\nclear graphic effects\npoint in direction (90)\nshow\n\ndefine Changing x by (x)\nif <<(Fire Used?) = [No]> and <key (c v) pressed?>> then\n change [xv v] by ((x) * (2))\nelse\n if <<(confusion used???) = [no]> and <key (v v) pressed?>> then\n change [xv v] by ((x) / (3))\n else\n if <touching (water v)?> then\n change [xv v] by ((x) / (2))\n else\n change [xv v] by (x)\n end\n end\nend\nset [dir v] to (((x) / ([abs v] of (x) )) * (90))\n\nwhen I receive [animation time =\) v]\nhide\n\nwhen flag clicked\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play the platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [level 14 in the ground v]\nswitch costume to (14 v)\n\nwhen I receive [play the platformer v]\nshow\nwait until <(Level) = [19]>\nbroadcast (particles back on v)\nwait until <(Level) = [43]>\nbroadcast (animation time =\) v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nforever\n if <(Go through ground) = [True]> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nchange [level v] by (40)\n\nwhen I receive [animation time =\) v]\nhide\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play the platformer v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\nwait until <(Level) = [27]>\ngo [backward v] (1) layers\n\nwhen I receive [animation time =\) v]\nhide\n\n@messages\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [play the platformer v]\nforever\n go to [front v] layer\n switch costume to (Level)\n if <(Time of Day) = [night]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play the platformer v]\nshow\n\nwhen I receive [animation time =\) v]\nhide\n\n@trampoline\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (75) %\nhide\nforever\n if <([costume # v] of [ground v]) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [trampoline v]\nswitch costume to (costume1 v)\nrepeat (10)\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@elements\n\nwhen flag clicked\ngo to x: (0) y: (10000000)\nshow\nbroadcast (start the game v)\n\nwhen I receive [start the game v]\nshow\nglide (0.5) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (15)\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [move into play screen v]\nhide\n\nwhen I receive [play the platformer v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(Hey.. You are not supposed to be showing! >:\() = [Yes]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [customize screen v]\nhide\n\nhide\n\n@play button\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset size to (150) %\ngo to x: (120) y: (-10000000000)\nhide\n\nwhen I receive [start the game v]\nshow\nglide (0.7) secs to x: (120) y: (-50)\n\nwhen I receive [start the game v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-5)\nend\n\nwhen this sprite clicked\nbroadcast (move into play screen v)\nset [hey.. you are not supposed to be showing! >:\( v] to [Yes]\nforever\n hide\nend\n\nwhen I receive [move into play screen v]\nhide\n\nwhen I receive [play the platformer v]\nhide\n\nwhen I receive [start the game v]\nset size to (150) %\nset [brightness v] effect to (100)\nset size to (150) %\nshow\n\n\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(platformer of instructions on?) = [yes]> then\n set [allow touch v] to [1]\n broadcast (play the game touch v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nbroadcast (start the game v)\n\nwhen flag clicked\nforever\n if <(Hey.. You are not supposed to be showing! >:\() = [Yes]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [instructions v]\nset [platformer of instructions on? v] to [no]\n\nwhen I receive [play the platformer v]\nset [platformer of instructions on? v] to [no]\n\nwhen I receive [customize screen v]\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@move into play screen2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [move into play screen v]\nset [platformer of instructions on? v] to [no]\nset [brightness v] effect to (0)\nshow\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [23]>\n next costume\n wait (0.1) seconds\nend\nbroadcast (backdrop change brightness v)\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (0.1) seconds\nbroadcast (play the platformer v)\nset [allow touch v] to [True]\n\nwhen I receive [play the platformer v]\nhide\n\n@squares\n\nwhen I start as a clone\nswitch costume to (dot v)\npoint in direction (pick random (50) to (150))\ngo to [back v] layer\ngo to x: (-300) y: (pick random (-150) to (150))\nshow\nset [ghost v] effect to (pick random (80) to (100))\nswitch costume to (costume1 v)\nset size to (pick random (75) to (100)) %\ngo to [back v] layer\nrepeat until <(x position) > [250]>\n if <(Pause?) = [No]> then\n change x by (7)\n wait (0.03) seconds\n end\nend\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [play the platformer v]\nhide\nforever\n if <(Pause?) = [No]> then\n if <(Level) < [13]> then\n create clone of (_myself_ v)\n wait (0.17) seconds\n end\n end\nend\n\nwhen I receive [particles back on v]\nhide\nforever\n if <(Pause?) = [No]> then\n create clone of (_myself_ v)\n wait (0.17) seconds\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@particle\n\nwhen I start as a clone\nswitch costume to (dot v)\ngo to [back v] layer\ngo to x: (300) y: (pick random (-150) to (150))\nshow\nset [ghost v] effect to (pick random (75) to (100))\nswitch costume to (costume1 v)\nset size to (pick random (50) to (75)) %\nrepeat until <(x position) < [-239]>\n if <(Pause?) = [No]> then\n change x by (-7)\n wait (0.03) seconds\n end\nend\ndelete this clone\n\nwhen I receive [play the platformer v]\nhide\nforever\n if <(Pause?) = [No]> then\n if <(Level) < [13]> then\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [particles back on v]\nhide\nforever\n if <(Pause?) = [No]> then\n create clone of (_myself_ v)\n wait (0.17) seconds\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@instructions\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset size to (150) %\ngo to x: (-120) y: (-10000000000)\nhide\n\nwhen I receive [start the game v]\nshow\nglide (0.7) secs to x: (-120) y: (-50)\n\nwhen I receive [start the game v]\nset [platformer of instructions on? v] to [yes]\nset size to (150) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-5)\nend\n\nwhen this sprite clicked\nbroadcast (instructions v)\n\nwhen I receive [move into play screen v]\nhide\n\nwhen I receive [play the platformer v]\nforever\n hide\nend\n\nwhen I receive [instructions v]\nset [brightness v] effect to (100)\nset size to (150) %\nhide\n\nwhen flag clicked\nset [platformer of instructions on? v] to [yes]\n\nwhen flag clicked\nforever\n if <(Hey.. You are not supposed to be showing! >:\() = [Yes]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [level v] to []\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(platformer of instructions on?) = [yes]> then\n set [allow touch v] to [1]\n broadcast (instructions touch v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play the platformer v]\nset [platformer of instructions on? v] to [no]\n\nwhen I receive [instructions v]\nset [platformer of instructions on? v] to [no]\n\nwhen I receive [customize screen v]\nhide\n\n@instructions page\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\nend\n\nwhen I receive [instructions v]\nset [instructions v] to [1]\nshow\n\nwhen I receive [start the game v]\nset [instructions v] to [0]\n\nwhen I receive [start the game v]\nhide\n\nwhen I receive [start the game v]\nset [platformer of instructions on? v] to [no]\n\nwhen I receive [animation time =\) v]\nhide\n\n@lightning attack\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [8]>\nshow\nrepeat until <(Level) = [9]>\n if <(Pause?) = [No]> then\n go to x: (pick random (-180) to (180)) y: (28)\n wait (1) seconds\n end\nend\nhide\n\nwhen flag clicked\nforever\n wait (1) seconds\n if <(Pause?) = [No]> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\n@fire attack\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [9]>\nset [ghost v] effect to (100)\nrepeat until <(Level) = [10]>\n if <touching (player v)?> then\n show\n broadcast (dead v) and wait\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen I receive [animation time =\) v]\nhide\n\n@Menu buttons\n\nwhen flag clicked\nset [pause? v] to [No]\nset [allow touch v] to [False]\nset size to (50) %\nhide\n\nwhen I receive [play the platformer v]\ngo to x: (-209) y: (151)\nswitch costume to (pause v)\nshow\n\nwhen this sprite clicked\nif <(costume [name v]) = [Pause]> then\n set [pause? v] to [Yes]\n switch costume to (play v)\n Create Pause Options\n repeat (2)\n go to [front v] layer\n end\nelse\n if <(costume [name v]) = [Play]> then\n set [pause? v] to [No]\n switch costume to (pause v)\n broadcast (Get rid of menu selection v)\n end\nend\nif <not <(Clone ID) = [Sprite]>> then\n if <(Clone ID) = [Skip]> then\n if <<(Died on level) > [9]> or <<(username) = [PleaseDontPunchMe]> or <(username) = [viciousvipertest]>>> then\n broadcast (Skip v)\n else\n repeat (2)\n change x by (-5)\n end\n repeat (4)\n change x by (5)\n end\n repeat (2)\n change x by (-5)\n end\n go to x: (0) y: (0)\n end\n else\n if <not <(Clone ID) = [Control]>> then\n broadcast (Clone ID)\n end\n end\nend\n\ndefine Create Pause Options\nset [clone id v] to [Menu]\ncreate clone of (_myself_ v)\nset [clone id v] to [Skip]\ncreate clone of (_myself_ v)\nset [clone id v] to [Restart]\ncreate clone of (_myself_ v)\nset [clone id v] to [Dimmer]\ncreate clone of (_myself_ v)\nset [clone id v] to [Sprite]\n\nwhen I start as a clone\nswitch costume to (Clone ID)\nset size to (75) %\nif <(Clone ID) = [Dimmer]> then\n set [ghost v] effect to (25)\n set size to (100) %\n go to [front v] layer\nend\nif <(Clone ID) = [Menu]> then\n go to x: (-100) y: (0)\n go to [front v] layer\nelse\n if <(Clone ID) = [Restart]> then\n go to x: (100) y: (0)\n go to [front v] layer\n else\n if <(Clone ID) = [Back]> then\n go to x: (-209) y: (151)\n go to [front v] layer\n else\n go to x: (0) y: (0)\n go to [front v] layer\n end\n end\nend\nif <not <(Clone ID) = [Dimmer]>> then\n forever\n if <(Clone ID) = [Skip]> then\n if <<touching (mouse-pointer v)?> and <(Died on level) > [9]>> then\n set [brightness v] effect to (20)\n broadcast (join (Clone ID) [ Touch])\n else\n set [brightness v] effect to (0)\n go to [front v] layer\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n broadcast (join (Clone ID) [ Touch])\n else\n set [brightness v] effect to (0)\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nswitch costume to (pause v)\nset [pause? v] to [No]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n broadcast (join (costume [name v]) [ Touch])\n else\n set [brightness v] effect to (0)\n go to [front v] layer\n end\nend\n\nwhen I receive [get rid of menu selection v]\ndelete this clone\n\nwhen I receive [skip v]\nrepeat (1)\n delete this clone\nend\nswitch costume to (pause v)\nset [pause? v] to [No]\nset [died on level v] to [0]\n\nwhen I receive [menu v]\nrepeat (1)\n delete this clone\nend\nset [clone id v] to [Control]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Dimmer]\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [back v]\nrepeat (1)\n delete this clone\nend\nshow\nCreate Pause Options\n\nwhen flag clicked\nset [hey.. you are not supposed to be showing! >:\( v] to [No]\n\nwhen I receive [animation time =\) v]\nhide\n\n@shadows\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [play the platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nset [level v] to [19]\n\nwhen I receive [animation time =\) v]\nhide\n\n@water droplet\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\nwhen [z v] key pressed\nif <(Water Used?) = [No]> then\n if <(Level) > [9]> then\n point in direction (Dir)\n switch costume to (costume3 v)\n go to x: (([x position v] of [player v]) + (((Dir) / ([abs v] of (Dir) )) * (30))) y: ([y position v] of [player v])\n show\n repeat until <<<touching (ground v)?> or <touching (spikes v)?>> or <touching (_edge_ v)?>>\n move (7) steps\n end\n if <touching (spikes v)?> then\n repeat (4)\n move (7) steps\n end\n end\n switch costume to (costume4 v)\n go to [front v] layer\n set [water used? v] to [Yes]\n wait (5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n end\nend\n\nwhen I receive [trajectory screen v]\nset [water used? v] to [No]\nhide\n\nwhen I receive [restart v]\nset [water used? v] to [No]\nhide\n\nwhen I receive [skip v]\nset [water used? v] to [No]\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@Light\n\nwhen I receive [play the platformer v]\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume2 v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [animation time =\) v]\nhide\n\n@background\n\nwhen flag clicked\ngo [backward v] (1) layers\nswitch costume to (level 1 v)\nhide\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play the platformer v]\ngo [backward v] (1) layers\nshow\n\nwait until <(Level) = [21]>\nshow\nswitch costume to (level 21 v)\n\nwhen I receive [animation time =\) v]\nhide\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n if <<(Level) > [13]> and <(Level) < [19]>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0) to (0.2)) seconds\n end\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\ngo to [front v] layer\nset size to (pick random (50) to (125)) %\nset [ghost v] effect to (pick random (92) to (100))\nset [paticle x v] to (pick random (-5) to (5))\nset [paticle y v] to (pick random (0) to (6))\nforever\n change [paticle y v] by (-0.5)\n set [paticle x v] to ((Paticle X) * (0.95))\n change y by (Paticle Y)\n change x by (Paticle X)\n if <(y position) < [-175]> then\n delete this clone\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@Help GUI\n\nwhen flag clicked\nshow\nforever\n hide\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [restart touch v]\nif <(Allow touch) = [True]> then\n switch costume to (restart v)\n show\nend\n\nwhen I receive [skip touch v]\nif <(Allow touch) = [True]> then\n switch costume to (skip v)\n show\nend\n\nwhen I receive [menu touch v]\nif <(Allow touch) = [True]> then\n switch costume to (menu v)\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [play touch v]\nif <(Allow touch) = [True]> then\n switch costume to (play v)\n show\nend\n\nwhen I receive [pause touch v]\nif <(Allow touch) = [True]> then\n switch costume to (pause v)\n show\nend\n\nwhen I receive [back touch v]\nif <(Allow touch) = [True]> then\n switch costume to (back v)\n show\nend\n\nwhen I receive [play the game touch v]\nif <(Allow touch) = [1]> then\n switch costume to (play the platformer v)\n show\nend\n\nwhen I receive [instructions touch v]\nif <(Allow touch) = [1]> then\n switch costume to (instructions v)\n show\nend\n\nwhen I receive [customize touch v]\nif <(Allow touch) = [1]> then\n switch costume to (music v)\n show\nend\n\nwhen I receive [back to the menu screen touch v]\nif <(Allow touch) = [2]> then\n switch costume to (back v)\n show\nend\n\nwhen I receive [done touch v]\nif <(Allow touch) = [2]> then\n switch costume to (done v)\n show\nend\n\nwhen I receive [play the music? v]\nif <(Allow touch) = [2]> then\n switch costume to (review of the song v)\n show\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@animation for instructions\n\nwhen flag clicked\nhide\nforever\n if <(instructions) = [1]> then\n next costume\n wait (0.12) seconds\n end\nend\n\nwhen I receive [instructions v]\nset [instructions v] to [1]\nshow\n\nwhen I receive [start the game v]\nset [instructions v] to [0]\n\nwhen [space v] key pressed\nif <(instructions) = [1]> then\n broadcast (start the game v)\n hide\n set [instructions v] to [0]\nend\n\n@earth element\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [x v] key pressed\nif <(Level) > [16]> then\n if <(Earth Used?) = [No]> then\n set [earth used? v] to [Yes]\n set [go through ground v] to [True]\n wait until <not <key (x v) pressed?>>\n set [go through ground v] to [False]\n end\nend\n\nwhen I receive [trajectory screen v]\nset [earth used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [restart v]\nset [earth used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [skip v]\nset [earth used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@Sun/Moon\n\nwhen I receive [play the platformer v]\nshow\ngo to [back v] layer\ngo to x: (250) y: (-150)\npoint in direction (-10)\nrepeat until <(Level) = [14]>\n switch costume to (sun v)\n set [time of day v] to [Day]\n switch backdrop to (day v)\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n if <(Pause?) = [No]> then\n move (1.2) steps\n turn left (0.2) degrees\n go to [back v] layer\n Detect\n end\n Detect\n end\n switch costume to (moon v)\n set [time of day v] to [Night]\n switch backdrop to (night v)\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n if <(Pause?) = [No]> then\n move (1.2) steps\n turn left (0.2) degrees\n go to [back v] layer\n Detect\n end\n Detect\n end\n Detect\nend\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [play the platformer v]\ngo to [back v] layer\nshow\nwait until <(Level) = [14]>\nhide\nwait until <(Level) = [19]>\nshow\nwait until <(Level) = [37]>\nforever\n switch costume to (moon v)\nend\n\nwhen I receive [particles back on v]\nshow\ngo to [back v] layer\ngo to x: (250) y: (-150)\npoint in direction (-10)\nrepeat until <(Level) = [14]>\n switch costume to (sun v)\n set [time of day v] to [Day]\n switch backdrop to (day v)\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n if <(Pause?) = [No]> then\n move (1.2) steps\n turn left (0.2) degrees\n end\n end\n switch costume to (moon v)\n set [time of day v] to [Night]\n switch backdrop to (night v)\n go to x: (250) y: (-150)\n point in direction (-10)\n repeat (700)\n if <(Pause?) = [No]> then\n move (1.2) steps\n turn left (0.2) degrees\n end\n end\n if <(Level) = [27]> then\n stop [this script v]\n end\nend\n\nswitch backdrop to (day v)\n\ndefine Detect\nif <touching (water v)?> then\n hide\nelse\n show\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [play the platformer v]\nforever\n if <<(Level) > [13]> and <(Level) < [19]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@water\n\nwhen I receive [play the platformer v]\ngo [forward v] (1) layers\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nchange [allow touch v] by (1)\n\nwhen I receive [animation time =\) v]\nhide\n\n@music\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset size to (150) %\ngo to x: (0) y: (-10000000000)\nhide\n\nwhen I receive [start the game v]\nset [hey.. you are not supposed to be showing! >:\( v] to [no]\nshow\nglide (0.7) secs to x: (0) y: (-50)\n\nwhen I receive [start the game v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(platformer of instructions on?) = [yes]> then\n set [allow touch v] to [1]\n broadcast (customize touch v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [hey.. you are not supposed to be showing! >:\( v] to [yes]\nbroadcast (customize screen v)\n\nwhen I receive [customize screen v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [move into play screen v]\nforever\n hide\nend\n\nwhen I receive [start the game v]\nset size to (150) %\nset [brightness v] effect to (100)\nset size to (150) %\nshow\n\nwhen I receive [animation time =\) v]\nhide\n\n@Buttons\n\ndefine setup back\ngo to [front v] layer\ngo [backward v] (4) layers\nswitch costume to (backward v)\nset size to (100) %\ngo to x: (-120) y: (0)\nshow\n\nwhen this sprite clicked\nif <(costume [name v]) = [forward]> then\n start sound [Suction Cup v]\n broadcast (+ v) and wait\nend\nif <(costume [name v]) = [backward]> then\n start sound [Suction Cup v]\n broadcast (- v) and wait\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\ndefine mousecode\nif <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nelse\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (-10)\nend\n\ndefine setup forward\ngo to [front v] layer\ngo [backward v] (5) layers\nswitch costume to (forward v)\ngo to x: (120) y: (0)\nshow\n\nwhen I start as a clone\nsetup back\nrepeat until <(customise screen?) = [no]>\n mousecode\nend\n\nwhen I receive [right v]\nsetup forward\nrepeat until <(customise screen?) = [no]>\n mousecode\nend\n\ndefine code\nbroadcast (right v)\nbroadcast (left v)\n\nwhen I receive [left v]\ncreate clone of (_myself_ v)\n\nwhen I receive [customize screen v]\ncode\n\nwhen I receive [start the game v]\nrepeat (2)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [play the platformer v]\nrepeat (2)\n delete this clone\nend\ndelete this clone\n\ndefine \n\nwhen I receive [start the game v]\nhide\ndelete this clone\n\nwhen I receive [start the game v]\nhide\ndelete this clone\n\nwhen I receive [animation time =\) v]\nhide\n\n@music chooser\n\nwhen I receive [animation time =\) v]\nhide\n\n@music choices\n\nwhen flag clicked\nset [customise screen? v] to [no]\ngo to x: (0) y: (100000000000000)\nhide\n\nwhen I receive [- v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [+ v]\nnext costume\n\nwhen I receive [customize screen v]\nset [customise screen? v] to [yes]\nset [platformer of instructions on? v] to [no]\nshow\nglide (0.7) secs to x: (0) y: (0)\nrepeat until <(customise screen?) = [no]>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <(customise screen?) = [yes]> then\n set [allow touch v] to [2]\n broadcast (play the music? v)\n end\n else\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [start the game v]\nset [customise screen? v] to [no]\ngo to x: (0) y: (100000000000000)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n play sound [Vexento - Never Give Up v] until done\nend\nif <(costume [number v]) = [2]> then\n play sound [Inferno v] until done\nend\nif <(costume [number v]) = [3]> then\n play sound [venxeto - idk the name of the music v] until done\nend\nif <(costume [number v]) = [4]> then\n play sound [DEAF KEV - Invincible \[NCS Release\]2 v] until done\nend\nif <(costume [number v]) = [5]> then\n play sound [Avicii - Levels 2 \(1\)2 v] until done\nend\nif <(costume [number v]) = [6]> then\n play sound [$RERW5ZB2 v] until done\nend\n\nwhen I receive [animation time =\) v]\nhide\n\n@done?\n\nwhen flag clicked\nset [song choice v] to []\nset [customise screen? v] to [no]\ngo to x: (160) y: (100000000000000)\nhide\n\nwhen I receive [customize screen v]\nset [customise screen? v] to [yes]\nset [platformer of instructions on? v] to [no]\nshow\nglide (0.7) secs to x: (160) y: (-130)\nrepeat until <(customise screen?) = [no]>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <(customise screen?) = [yes]> then\n set [allow touch v] to [2]\n broadcast (done touch v)\n end\n else\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (-50)\n end\nend\n\nwhen this sprite clicked\nif <([costume # v] of [music choices v]) = [1]> then\n set [song choice v] to [never]\nend\nif <([costume # v] of [music choices v]) = [2]> then\n set [song choice v] to [inferno]\nend\nif <([costume # v] of [music choices v]) = [3]> then\n set [song choice v] to [don't know the name]\nend\nif <([costume # v] of [music choices v]) = [4]> then\n set [song choice v] to [invincible]\nend\nif <([costume # v] of [music choices v]) = [5]> then\n set [song choice v] to [levels]\nend\nif <([costume # v] of [music choices v]) = [6]> then\n set [song choice v] to [nobody knows the name]\nend\n\nwhen I receive [start the game v]\ngo to x: (160) y: (100000000000000)\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@back button\n\nwhen flag clicked\nset size to (85) %\ngo to x: (-180) y: (-1000000000)\nhide\n\nwhen I receive [start the game v]\ngo to x: (-190) y: (-1000000000)\nhide\n\nwhen I receive [customize screen v]\nshow\nglide (1) secs to x: (-190) y: (130)\nrepeat until <(customise screen?) = [no]>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <(customise screen?) = [yes]> then\n set [allow touch v] to [2]\n broadcast (back to the menu screen touch v)\n end\n else\n point in direction (90)\n change size by (((75) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen this sprite clicked\nset [customise screen? v] to [no]\nhide\nbroadcast (start the game v)\n\n@Fire element\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [c v] key pressed\nif <(Level) > [32]> then\n if <(Fire Used?) = [No]> then\n wait until <not <key (c v) pressed?>>\n set [fire used? v] to [Yes]\n end\nend\n\nwhen I receive [trajectory screen v]\nset [fire used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [restart v]\nset [fire used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [skip v]\nset [fire used? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@confusion element\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [c v] key pressed\nif <(Level) > [39]> then\n if <(confusion used???) = [no]> then\n wait (10) seconds\n set [confusion used??? v] to [yes]\n end\nend\n\nwhen I receive [trajectory screen v]\nset [confusion used??? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [restart v]\nset [confusion used??? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [skip v]\nset [confusion used??? v] to [No]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [animation time =\) v]\nhide\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n if <(Level) > [36]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (180)\nset [ghost v] effect to (pick random (75) to (90))\nshow\nrepeat until <(y position) < [-180]>\n change y by (-5)\n change x by (-1)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [asgbqrw v]\ndelete this clone\n\nbroadcast (asgbqrw v)\n\nwhen I receive [animation time =\) v]\nhide\n\n@animation for the end\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [animation time =\) v]\nswitch costume to (costume1 v)\nshow\nrepeat until <(costume [number v]) = [39]>\n next costume\n wait (0.07) seconds\nend\nswitch costume to (costume40 v)\nwait (2.5) seconds\nswitch costume to (costume41 v)\nwait (2.5) seconds\nswitch costume to (costume42 v)\nwait (2.5) seconds\nswitch costume to (costume43 v)\nwait (2.5) seconds\nswitch costume to (costume44 v)\nwait (2.5) seconds\nswitch costume to (costume45 v)\nwait (2.5) seconds\nswitch costume to (costume46 v)\nwait (2.5) seconds\nforever\n switch costume to (costume47 v)\nend\n\nwhen [timer v] > (0.01)\nhide\n\n | This is a collab between @viciousviper and\n@_NotAnyone\n\nAll instructions in-game\n\nTo use the 'Skip' button you have to die at least 10 times on a level |
Minecraft Platformer | @Stage\n\nwhen flag clicked\nwait (4.43) seconds\nforever\n play sound [Minecraft v] until done\nend\n\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (white v)\nwait (4.43) seconds\nswitch backdrop to (white v)\n\n@Alex\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\n\n change [y velocity v] by (15)\nend\n\nset [y velocity v] to [32]\n\nset [y velocity v] to [0]\n\nwhen flag clicked\ngo to x: (-191) y: (-100)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed [3] Friction [.7] Slope: [8]\nend\n\nchange x by (X Velocity)\n\nwhen flag clicked\nrepeat until <(Level) = [6]>\n if <touching (chest v)?> then\n change [level v] by (1)\n go to x: (-191) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (creeper v)?> then\n go to x: (-191) y: (-100)\n broadcast (CREEPER...RUN!!! v)\n end\nend\n\nwhen flag clicked\nswitch costume to (smiley v)\n\nwhen I receive [you win paartaaay!! v]\nswitch costume to (cool dude v)\n\nwhen flag clicked\nswitch costume to (alex stand right v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [you win paartaaay!! v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (creeper2 v)?> then\n go to x: (-191) y: (-100)\n broadcast (Creeper2 Run! v)\n end\nend\n\nwhen [right arrow v] key pressed\nif <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (alex walk right v)\n wait (.2) seconds\n switch costume to (alex stand right v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand right v)\nend\n\nwhen [left arrow v] key pressed\nif <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (alex walk left v)\n wait (.2) seconds\n switch costume to (alex stand left v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand left v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [play v]\nif <(Alex is Selected) = [1]> then\n go to x: (-191) y: (-100)\n show\nelse\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen flag clicked\nset [alex is selected v] to [0]\n\nwhen [d v] key pressed\nif <key (d v) pressed?> then\n repeat until <not <key (d v) pressed?>>\n switch costume to (alex walk right v)\n wait (.2) seconds\n switch costume to (alex stand right v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand right v)\nend\n\nwhen [a v] key pressed\nif <key (a v) pressed?> then\n repeat until <not <key (a v) pressed?>>\n switch costume to (alex walk left v)\n wait (.2) seconds\n switch costume to (alex stand left v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand left v)\nend\n\n@Steve\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\n\n change [y velocity v] by (15)\nend\n\nset [y velocity v] to [32]\n\nset [y velocity v] to [0]\n\nwhen flag clicked\ngo to x: (-191) y: (-100)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed [3] Friction [.7] Slope: [8]\nend\n\nchange x by (X Velocity)\n\nwhen flag clicked\nrepeat until <(Level) = [6]>\n if <touching (chest v)?> then\n change [level v] by (1)\n go to x: (-191) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (creeper v)?> then\n go to x: (-191) y: (-100)\n broadcast (CREEPER...RUN!!! v)\n end\nend\n\nwhen flag clicked\nswitch costume to (smiley v)\n\nwhen I receive [you win paartaaay!! v]\nswitch costume to (cool dude v)\n\nwhen flag clicked\nswitch costume to (steve stand right v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [you win paartaaay!! v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (creeper2 v)?> then\n go to x: (-191) y: (-100)\n broadcast (Creeper2 Run! v)\n end\nend\n\nwhen [right arrow v] key pressed\nif <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n switch costume to (steve walk right v)\n wait (.2) seconds\n switch costume to (steve stand right v)\n wait (.2) seconds\n end\nelse\n switch costume to (steve stand right v)\nend\n\nwhen [left arrow v] key pressed\nif <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n switch costume to (steve walk left v)\n wait (.2) seconds\n switch costume to (steve stand left v)\n wait (.2) seconds\n end\nelse\n switch costume to (steve stand left v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [play v]\nif <(Steve is Selected) = [1]> then\n show\n go to x: (-191) y: (-100)\nelse\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen flag clicked\nset [steve is selected v] to [0]\n\nwhen [d v] key pressed\nif <key (d v) pressed?> then\n repeat until <not <key (d v) pressed?>>\n switch costume to (steve walk right v)\n wait (.2) seconds\n switch costume to (steve stand right v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand right v)\nend\n\nwhen [a v] key pressed\nif <key (a v) pressed?> then\n repeat until <not <key (a v) pressed?>>\n switch costume to (steve walk left v)\n wait (.2) seconds\n switch costume to (steve stand left v)\n wait (.2) seconds\n end\nelse\n switch costume to (alex stand left v)\nend\n\n@Level\n\nwhen I receive [level 1 completed v]\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n broadcast (Level 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\nend\n\nwhen flag clicked\nbroadcast (Everyone hide! v)\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\n\nplay sound [Triumph v] until done\n\nwait (.1) seconds\nforever\n\nplay sound [Dubstep v] until done\n\n\n\nforever\n\nswitch costume to (party 1 v)\nwait (.2) seconds\nswitch costume to (party 2 v)\nwait (.2) seconds\nswitch costume to (party 3 v)\nwait (.2) seconds\n\nforever\n\n@Creeper\n\nwhen flag clicked\nset size to (90) %\ngo to x: (-75) y: (-120)\nforever\n if <<(Level) = [4]> or <(Level) = [5]>> then\n show\n repeat until <(Level) = [6]>\n switch costume to (creeper standing v)\n wait (.5) seconds\n switch costume to (creeper leg up v)\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-84) y: (-93)\n set size to (40) %\n end\nend\n\nwait (.5) seconds\nhide\nwait (.5) seconds\n\nwhen I receive [creeper...run!!! v]\nstart sound [explbomb v]\nswitch costume to (exploding creeper 1 v)\nwait (.1) seconds\nswitch costume to (exploding creeper 2 v)\nwait (.1) seconds\nswitch costume to (exploding creeper 3 v)\nwait (.1) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n go to x: (-87) y: (-119)\n set size to (90) %\n show\n end\nend\n\nwhen I receive [everyone hide! v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-84) y: (-93)\n set size to (40) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-84) y: (-93)\n set size to (40) %\n end\nend\n\n@Chest\n\nturn right (2) degrees\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\n\nwait (.1) seconds\nturn left (2) degrees\nturn left (2) degrees\nwait (.1) seconds\nturn right (2) degrees\nturn right (2) degrees\nwait (.1) seconds\nturn left (2) degrees\nturn left (2) degrees\nwait (.1) seconds\nturn right (2) degrees\nturn right (2) degrees\nwait (.1) seconds\n\nturn left (2) degrees\nturn left (2) degrees\nturn left (2) degrees\nturn left (2) degrees\nwait (.1) seconds\nturn right (2) degrees\nturn right (2) degrees\nturn right (2) degrees\nturn right (2) degrees\nwait (.1) seconds\nturn left (2) degrees\nturn left (2) degrees\nturn left (2) degrees\nturn left (2) degrees\nwait (.1) seconds\nturn right (2) degrees\nturn right (2) degrees\nturn right (2) degrees\nturn right (2) degrees\n\nwhen flag clicked\nrepeat until <(Level) = [2]>\n if <touching (alex v)?> then\n broadcast (Level 1 completed v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (116) y: (-53)\n end\nend\n\nforever\n if <(Level) = [2]> then\n repeat until <(Level) = [3]>\n end\nend\n\nglide (1) secs to x: (-67) y: (18)\nglide (1) secs to x: (-67) y: (11)\n\nwhen flag clicked\nset size to (15) %\nforever\n if <(Level) = [3]> then\n go to x: (151) y: (92)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n go to x: (169) y: (-79)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-15) y: (102)\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [6]>\nif <(Level) = [6]> then\n broadcast (You Win Paartaaay!! v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\ngo to x: (211) y: (-149)\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n glide (1) secs to x: (0) y: (0)\n end\nend\n\nwhen I receive [you win paartaaay!! v]\nwait (1) seconds\nrepeat (8)\n change size by (10)\nend\nswitch costume to (minecraft chest open v)\nwait (.1) seconds\nswitch costume to (minecraft chest opening1 v)\nwait (.1) seconds\nswitch costume to (minecraft chest opening2 v)\nwait (.1) seconds\nswitch costume to (minecraft chest opening3 v)\nhide\n\nwait (1) seconds\n\nwhen flag clicked\nswitch costume to (minecraft chest v)\n\nstop [this script v]\n\n@Creeper2\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to x: (91) y: (106)\n repeat until <(Level) = [6]>\n switch costume to (creeper standing v)\n wait (.5) seconds\n switch costume to (creeper leg up v)\n wait (.5) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwait (.5) seconds\nhide\nwait (.5) seconds\n\nwhen I receive [creeper2 run! v]\nstart sound [explbomb v]\nswitch costume to (exploding creeper 1 v)\nwait (.1) seconds\nswitch costume to (exploding creeper 2 v)\nwait (.1) seconds\nswitch costume to (exploding creeper 3 v)\nwait (.1) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\n@Play\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\nwait until <<(Alex is Selected) = [1]> or <(Steve is Selected) = [1]>>\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <<(Alex is Selected) = [1]> or <(Steve is Selected) = [1]>> then\n broadcast (Play v)\n hide\nend\n\nwhen flag clicked\ngo to x: (4) y: (-5)\n\nwhen flag clicked\n\nstart sound [Dance Funky v]\n\nwait (5.08) seconds\n\nrepeat until <(Level) = [6]>\n\nstop all sounds\n\n@Diamonds\n\nwhen I receive [you win paartaaay!! v]\nwait (1.7) seconds\nshow\nforever\n switch costume to (diamond backround3 v)\n wait (.2) seconds\n switch costume to (diamond backround2 v)\n wait (.2) seconds\n switch costume to (diamond backround4 v)\n wait (.2) seconds\n switch costume to (diamond backround5 v)\n wait (.2) seconds\n switch costume to (diamond backround6 v)\n wait (.2) seconds\n switch costume to (diamond backround7 v)\n wait (.2) seconds\n switch costume to (diamond backround8 v)\n wait (.2) seconds\nend\n\nwhen flag clicked\nhide\n\n@Star2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-134) y: (-9)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to [front v] layer\n wait (1.7) seconds\n show\n end\nend\n\nwhen flag clicked\nforever\n turn right (2) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) < [6]> then\n hide\n end\nend\n\n@Star\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (151) y: (-9)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to [front v] layer\n wait (1.7) seconds\n show\n end\nend\n\nwhen flag clicked\nforever\n turn right (2) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) < [6]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (41) y: (-44)\nend\n\n@Alex Button\n\nwhen flag clicked\nswitch costume to (alex unselected v)\nhide\nwait (4) 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\nstart sound [Coin v]\nswitch costume to (alex selected v)\nset [alex is selected v] to [1]\nbroadcast (Alex v)\n\nwhen I receive [play v]\nhide\n\nhide\n\nwhen I receive [steve v]\nswitch costume to (alex unselected v)\nset [alex is selected v] to [0]\n\n@Steve Button\n\nwhen flag clicked\nswitch costume to (steve unselected v)\nhide\nwait (4) 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\nstart sound [Coin v]\nswitch costume to (steve selected v)\nset [steve is selected v] to [1]\nbroadcast (Steve v)\n\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [alex v]\nswitch costume to (steve unselected v)\nset [steve is selected v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [play v]\nshow\n\n@INTRO\n\ndefine Make clone detailed (z)\nset [x v] to (z)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nstart sound [sound2 v]\nSet up (331)\nStart type (letter (1) of (Code))\nwait (0.5) seconds\nMake clone detailed (153)\nGlide type: (letter (2) of (Code))\nwait (0.4) seconds\nExit type (letter (3) of (Code))\nhide\n\ndefine Exit type (d)\nif <(d) = [1]> then\n Glide size to (0) [yes]\nelse\n if <(d) = [2]> then\n set [y v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n change [y v] by (-1.5)\n end\n set [y v] to (() - ((Y) * (0.85)))\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-1.5)\n end\n else\n Glide size to (0) [yus]\n end\nend\n\ndefine Glide to X: (x) Y: (y)\nrepeat (25)\n change x by (((x) - (x position)) / (8))\n change y by (((y) - (y position)) / (8))\nend\n\ndefine Glide type: (c)\nif <(c) = [1]> then\n Glide to X: (-100) Y: (0)\nelse\n if <(c) = [2]> then\n Glide to X: (100) Y: (0)\n else\n if <(c) = [3]> then\n Glide to X: (0) Y: (100)\n else\n if <(c) = [4]> then\n Glide to X: (0) Y: (-100)\n end\n end\n end\nend\n\ndefine Set up (code)\npoint in direction (90)\nset [code v] to (code)\nswitch costume to (logo v)\nset size to (100) %\nshow\n\ndefine Glide size to (b) (fade?)\nif <(fade?) = [yes]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\nelse\n if <(fade?) = [yus]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n else\n repeat (30)\n change size by (((b) - (size)) / (8))\n end\n end\nend\n\ndefine Start type (a)\nif <(a) = [1]> then\n go to x: (-300) y: (0)\n repeat (30)\n change x by (((4) - (x position)) / (8))\n end\nelse\n if <(a) = [2]> then\n go to x: (300) y: (0)\n repeat (30)\n change x by (((-4) - (x position)) / (8))\n end\n else\n if <(a) = [3]> then\n go to x: (0) y: (240)\n repeat (30)\n change y by (((-3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [5]> then\n go to x: (0) y: (0)\n set size to (0) %\n Glide size to (102) [no]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(letter (1) of (X)) = [1]> then\n switch costume to (words v)\n Start type (letter (2) of (X))\n wait (0) seconds\n Exit type (letter (3) of (X))\n delete this clone\nend\n\n | HOW TO PLAY\n************************************************************\n-Use the arrow keys to move.\n----------------------------------------------------------------------\n-The objective is to get to all the chests\n----------------------------------------------------------------------\n-Collect all of them to see what's inside and win! |
Skeppy platformer | @Stage\n\nwhen I receive [next backdrop v]\nnext backdrop\nwait (0.000005) seconds\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen backdrop switches to [skeppys-dank-face-1556409751_lrg v]\nbroadcast (The End v)\n\nwhen flag clicked\nswitch backdrop to (intro nerds v)\n\nwhen I receive [intro ended v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro ended v]\nwait (2) seconds\nplay sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\n\n@Sprite1\n\nwhen I receive [aaaaah v]\nplay sound [skeppyscream v] until done\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-191) y: (-88)\nshow\nset size to (5) %\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-191) y: (-88)\nshow\nset size to (5) %\n\nwhen flag clicked\ngo to x: (-80) y: (-21)\nswitch costume to (skeppys-dank-face-1556409751_lrg v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n switch costume to (costume2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-191) y: (-110)\n broadcast (aaaaah v)\n end\nend\n\nwhen backdrop switches to [skeppys-dank-face-1556409751_lrg v]\ngo to x: (37) y: (-51)\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-191) y: (-110)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-191) y: (-88)\nshow\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-191) y: (-88)\n\nwhen I receive [start intro v]\nhide\n\nwhen I receive [intro ended v]\nwait (0.5) seconds\nshow\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-191) y: (-100)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-191) y: (-110)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-203) y: (-142)\nset size to (5) %\n\nwhen backdrop switches to [gutgyuggk v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-191) y: (-121)\n\nwhen flag clicked\nset size to (20) %\n\nwhen I receive [intro ended v]\nwait (0.5) seconds\nshow\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-191) y: (-110)\n\n@Sprite2\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (184) y: (57)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (184) y: (91)\nset size to (5) %\n\nwhen backdrop switches to [skeppys-dank-face-1556409751_lrg v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (174) y: (69)\n\nwhen backdrop switches to [gutgyuggk v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (187) y: (97)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (203) y: (35)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (207) y: (106)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (194) y: (92)\n\nwhen I receive [start intro v]\nhide\n\nwhen flag clicked\nswitch costume to (maxresdefault v)\nshow\nset size to (25) %\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n broadcast (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (184) y: (91)\nset size to (5) %\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (184) y: (91)\n\nwhen I receive [intro ended v]\nwait (0.5) seconds\nshow\n\n@Ending\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nforever\n change size by (Size)\n set [size v] to ((Size) * (0.9))\n turn right (Turn) degrees\n set [turn v] to ((Turn) * (0.9))\n change x by (Xchange)\n set [xchange v] to ((Xchange) * (0.9))\nend\n\nwhen I receive [the end v]\nstop all sounds\nforever\n play sound [Insert Music Here! v] until done\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n turn right (1) degrees\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nrepeat (10)\n turn left (1) degrees\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [gutgyuggk v]\nhide\n\nwhen I receive [the end v]\nshow\nplay sound [in-da-mood by Combustibles v] until done\nset tempo to (43)\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nset [turn v] to [0]\nset [xchange v] to [0]\nset [size v] to [0]\nforever\n create clone of (_myself_ v)\n repeat (10)\n change [size v] by (1)\n change [turn v] by (0.5)\n change [xchange v] by (1)\n end\n repeat (10)\n change [size v] by (-1)\n change [turn v] by (-0.5)\n change [xchange v] by (-1)\n end\n create clone of (_myself_ v)\n repeat (10)\n change [size v] by (1)\n change [turn v] by (-0.5)\n change [xchange v] by (-1)\n end\n repeat (10)\n change [size v] by (-1)\n change [turn v] by (0.5)\n change [xchange v] by (1)\n end\nend\n\n@intro\n\nwhen I receive [start intro v]\nset tempo to (43)\ngo to x: (0) y: (0)\nstart sound [in-da-mood by Combustibles v]\nset size to (100) %\nswitch costume to (dot v)\nswitch costume to (backdrop v)\ncreate clone of (_myself_ v)\nset size to (50) %\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nset size to (70) %\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nset size to (100) %\nswitch costume to (fade out v)\ncreate clone of (_myself_ v)\nwait (3.66666) seconds\nbroadcast (intro ended v)\n\nwhen flag clicked\nset [beat v] to [0]\nhide\n\nwhen I start as a clone\nset [dir v] to [0]\nshow\ngo to [front v] layer\nif <(costume [name v]) = [logo]> then\n wait (0.5) seconds\n repeat (40)\n change [dir v] by (4.5)\n change y by (([sin v] of (dir) ) * (1.4))\n end\nelse\n if <(costume [name v]) = [name]> then\n wait (0.5) seconds\n repeat (40)\n change [dir v] by (4.5)\n change y by (([sin v] of (dir) ) * (-2.7))\n change size by (1)\n end\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nbroadcast (start intro v)\n\n | skeppy shop.commmmmmmmmmm\nalmost 2000 views :) thank you for all the support and if you have any ideas comment them bellow =D\nThanks for all the support and please share this about or you will become bald like BBH \nhttps://scratch.mit.edu/projects/402400650 better platformer |
Land ~ A Scrolling Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen I receive [begin v]\nset volume to (82) %\nwait (0) seconds\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\n wait (0) seconds\nend\n\n@Player\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <not <<<<<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)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n switch costume to (center 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 <(y position) < (mouse y)>>> then\n if <(In Air) < [4]> then\n switch costume to (up v)\n set [speed y v] to [15]\n end\nend\nchange [speed y v] by (-1.5)\nChange player y by (Speed Y)\nTest - Die\nchange [scroll x v] by (round (((X) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (2)))\nPosition\nif <(SCROLL Y) < [-150]> then\n set [exit v] to [Die]\nend\nif <touching (trampoline v)?> then\n if <(In Air) < [4]> then\n set [speed y v] to [30]\n end\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (ground 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 Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (ground 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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [greenflah v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\ndefine Game on\nswitch costume to (idle v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine GameWin\nrepeat (5)\n point towards (exit v)\n turn right (100) degrees\n move ((distance to [exit v]) / (1)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n GameWin\n else\n Game - Die\n end\nend\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching color (#000000)?>> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine Game - Die\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\nend\n\n@Ground\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\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]\nif <(LEVEL) = [1]> then\n switch costume to (lvl 1 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 1 2 v)\n Position x: [600] y: [0]\n switch costume to (lvl 1 3 v)\n Position x: [450] y: [0]\n switch costume to (lvl 1 4 v)\n Position x: [0] y: [0]\n switch costume to (lvl 1 5 v)\n Position x: [450] y: [0]\n switch costume to (exit v)\n Position x: [999999] y: [999]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 2 2 v)\n Position x: [800] y: [0]\n switch costume to (lvl 2 3 v)\n Position x: [800] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [450] y: [0]\n switch costume to (lvl 3 2 v)\n Position x: [0] y: [0]\n switch costume to (lvl 3 3 v)\n Position x: [450] y: [0]\n switch costume to (lvl 3 4 v)\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Position x: [0] y: [0]\n switch costume to (level 4 2 v)\n Position x: [0] y: [0]\n switch costume to (level 4 3 v)\n Position x: [500] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level - end for now v)\n Position x: [0] y: [0]\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 [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait until <(LEVEL) = [5]>\nbroadcast (Costume v)\n\nswitch costume to (lvl 3 4 v)\nPosition x: [800] y: [0]\n\n@Danger\n\ndefine Position x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [y v] to [0]\nset [x v] to [0]\nswitch costume to (lvl 1 1 v)\nif <(LEVEL) = [1]> then\n Position x: [140] y: [0]\n switch costume to (lvl 1 2 v)\n Position x: [450] y: [0]\n switch costume to (lvl 1 3 v)\n Position x: [450] y: [0]\n switch costume to (lvl 1 4 v)\n Position x: [200] y: [0]\n switch costume to (lvl 1 5 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 2 2 v)\n Position x: [0] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 2 v)\n Position x: [450] y: [0]\n switch costume to (lvl 3 4 v)\n Position x: [0] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (lvl 4 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 4 2 v)\n Position x: [0] y: [0]\n switch costume to (lvl 4 3 v)\n Position x: [700] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to ( level- efn v)\n else\n Position x: [99999] y: [999]\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 [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nforever\n set y to ((0) + ((20) * ([cos v] of (((timer) - (3)) * (150)) )))\nend\n\nwhen this sprite clicked\nbroadcast (Begin v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [button v]\nshow\n\n@Exit\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nshow\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [setup v]\ngo to [front v] layer\nswitch costume to (exit v)\nshow\nset [collect coin v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n Clone x: [1750] y: [103]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [1480] y: [0]\n else\n if <(LEVEL) = [3]> then\n Clone x: [1850] y: [165]\n else\n if <(LEVEL) = [4]> then\n Clone x: [1150] y: [103]\n else\n if <(LEVEL) = [5]> then\n Clone x: [99999] y: [999]\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\n@Trampoline\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (5) layers\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [button v]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (pen v)\nset pen color to (#cc3900)\nset pen size to (10)\nsay []\nerase all\ngo to x: (-50) y: (50)\nerase all\npen down\nrepeat (10)\n change x by (10)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change x by (1.3)\nend\nrepeat (10)\n change y by (-4)\nend\nset pen color to (#26ff00)\nrepeat (10)\n change y by (4)\nend\nrepeat (10)\n change x by (2)\nend\nrepeat (10)\n change y by (-2.4)\nend\nrepeat (10)\n change y by (2.4)\nend\nrepeat (10)\n change x by (2)\nend\nrepeat (10)\n change y by (-3)\nend\nrepeat (10)\n change y by (3)\nend\nrepeat (10)\n change x by (2)\nend\nrepeat (10)\n change y by (-4.2)\nend\nrepeat (10)\n change y by (4.2)\nend\nrepeat (10)\n change x by (1.2)\nend\nrepeat (10)\n change y by (-2)\nend\nrepeat (10)\n change y by (2)\nend\nset pen color to (#cc3900)\nset pen size to (10.7)\nrepeat (10)\n change x by (-8)\nend\npen up\ngo to x: (4) y: (-100)\nswitch costume to (pen v)\nrepeat (21)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nerase all\nhide\nbroadcast (Button v)\n\nwhen flag clicked\nset volume to (50) %\n\nwhen flag clicked\nwait (7) seconds\nplay sound [Computer Beep2 v] until done\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [backward v] (1000000000000000000) layers\nswitch costume to (pick random (1) to (10))\nif <(cn) = [1]> then\n go to x: (240) y: (pick random (30) to (100))\n repeat until <[240] > (x position)>\n change x by (-1)\n end\n wait (0.5) seconds\n delete this clone\nend\nif <(cn) = [2]> then\n go to x: (-240) y: (pick random (30) to (100))\n repeat until <[240] < (x position)>\n change x by (1)\n end\n wait (0.5) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n set [cn v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (8) to (15)) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [my variable v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (message1 v)\n set [my variable v] to [1]\n wait (0.8) seconds\n set [no appear v] to [1]\n else\n set [my variable v] to [0]\n end\nend\n\n@Sprite4\n\nwhen I receive [message1 v]\nforever\n if <<(NO APPEAR) > [0]> and <(my variable) = [0]>> then\n show\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (5)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-140)\nhide\n\n | Arrow Keys If you're on a computer or mobile controls\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIf you want this project featured then please propose my project to be featured in the comments of this studio:\nhttps://scratch.mit.edu/studios/4228481\n(Only other people than me can do that)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n4 levels. Here's part 2: https://scratch.mit.edu/projects/393681773/\nhave fun!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nPress green flag twice. (If you want less lags)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nI worked very hard on this so please ♥, ★, remix, share, \nfollow, and have fun! |
Rain || A Platformer | @Stage\n\n@Thumbnail \n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [start2 v]\nplay sound [Music v] until done\n\n@Player\n\nwhen flag clicked\nforever\n go to [front v] layer\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 flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-215) y: (-80)\n play sound [Roblox_Death_Sound_Effect\[ytc.plus\].mp3 v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\ngo to x: (-215) y: (-80)\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 <(x position) > [227]> then\n change [level v] by (1)\n go to x: (-215) y: (-80)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (15)\n change size by (-3)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\n\nwhen I receive [start2 v]\nforever\n if <(Level) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume8 v)\n end\nend\n\nnext costume\n\n@Clouds\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))\nend\ndelete this clone\n\nwhen I receive [start2 v]\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\nwhen I receive [start2 v]\nforever\n wait (pick random (5) to (8)) seconds\n play sound (pick random (1) to (2)) until done\nend\n\n@Decorations\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\n\nwhen I receive [start2 v]\nforever\n if <(Level) = [0]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [1]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Rain\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nchange [brightness v] effect by (pick random (0) to (50))\nset [ghost v] effect to (45)\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) = [-180]>\n change y by (-12)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start2 v]\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0) to (.05)) seconds\nend\n\nwhen I receive [start2 v]\nforever\n play sound [The-sound-of-rain v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\n\nwhen I receive [start2 v]\nshow\nforever\n if <(Level) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume7 v)\n end\nend\n\n@Intro4\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\nbroadcast (Start2 v)\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\n\n@Intro1\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\nwhen flag clicked\nshow\n\n@Intro3\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 | Welcome to another Platformer. Enjoy!! ( ͡° ͜ʖ ͡°) \n\nInstructions:\nThere’s 8 levels (all possible)\nAvoid Spikes\n\nPlease ❤️,⭐️ and follow for more Platformers..... ( ͡° ͜ʖ ͡°) |
Pixel || A Platformer | @Stage\n\ndefine Camera shake (amount) (falloff)\nset [sa v] to (amount)\nrepeat until <(round (sa)) < [1]>\n set [sx v] to ((pick random (1) to (-1)) * (sa))\n set [sy v] to ((pick random (1) to (-1)) * (sa))\n set [sa v] to ((sa) * (falloff))\nend\nset [sa v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\n\nwhen I receive [death v]\nCamera shake [10] [.9]\n\nwhen flag clicked\nset [sx v] to [0]\nset [sy v] to [0]\nset [sa v] to [0]\n\n@Blank\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine Reset\ngo to x: (-183) y: (0)\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\nshow\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 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 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 receive [tick v]\ngo to x: ((x position) + (sx)) y: ((y position) + (sy))\n\nwhen I receive [start v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nplatform physics (12) (-1) (.8) (1) (10) (6)\n\nwhen I receive [tick v]\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 hide\n Reset\n broadcast (Death 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 (hitbox v)\n\nwhen I receive [start outro v]\nstop [other scripts in sprite v]\nhide\n\n@ground\n\nwhen I receive [tick v]\nshow\nswitch costume to (LEVEL)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [tick v]\ngo to x: (sx) y: (sy)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start outro v]\nforever\n hide\nend\n\n@Danger\n\nwhen I receive [tick v]\ngo to x: (sx) y: (sy)\nswitch costume to (LEVEL)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Menu\n\nwhen flag clicked\nhide\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 I receive [start outro v]\nhide\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (95)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n set [i v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (I)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Sprite2\n\nwhen flag clicked\nstart sound [Zaza - Be Together.mp4 v]\nset [my variable v] to [0]\nswitch costume to (1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nset [my variable v] to [5]\nhide\n\nwhen I start as a clone\nshow\nwait until <(my variable) = [5]>\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\n wait (5) seconds\n glide (1) secs to x: (0) y: (360)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (2 v)\n go to x: (0) y: (1000)\n glide (.5) secs to x: (0) y: (0)\n wait (1) seconds\n repeat (9)\n turn right (10) degrees\n end\n glide (1) secs to x: (50) y: (0)\n wait (2) seconds\n go to [front v] layer\n glide (1) secs to x: (-400) y: (0)\nend\nif <(costume [number v]) = [3]> then\n switch costume to (3 v)\n go to x: (0) y: (-1000)\n glide (.5) secs to x: (0) y: (0)\n wait (1) seconds\n repeat (9)\n turn right (10) degrees\n end\n glide (1) secs to x: (-50) y: (0)\n wait (2) seconds\n go to [front v] layer\n glide (1) secs to x: (300) y: (0)\n wait (.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Menu v)\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-300)\n hide\n wait (2) seconds\n show\n glide (1) secs to x: (0) y: (-50)\n wait (2) seconds\n glide (1) secs to x: (0) y: (-360)\nend\nstop all sounds\ndelete this clone\n\n@Button\n\nwait until <not <mouse down?>>\n\nwhen I receive [menu v]\nshow\ngo to x: (-2400) y: (50)\ngo to [front v] layer\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (50)\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 if <mouse down?> then\n start sound [Connect v]\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\ngo to x: (-2400) y: (-27)\ngo to x: (0) y: (-27)\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\n@Button2\n\nwait until <not <mouse down?>>\n\nwhen I receive [menu v]\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (-27)\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 if <mouse down?> then\n start sound [Connect v]\n broadcast (start v)\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\ngo to x: (-2400) y: (-27)\ngo to x: (0) y: (-27)\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\n@Button3\n\nwait until <not <mouse down?>>\n\nwhen I receive [menu v]\ngo [forward v] (1) layers\nshow\ngo to x: (-2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\ngo to x: (-2400) y: (-27)\ngo to x: (0) y: (-27)\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [start outro v]\nhide\n\n@effect\n\nwhen flag clicked\n\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nshow\n\nwhen I receive [menu v]\nshow\ngo to [back v] layer\nswitch costume to (effect v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [x v] by (-2.5)\n change [y v] by (2)\n set x to ((x) + (sx))\n set y to ((y) + (sy))\n if <(x) = [-40]> then\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [start outro v]\nforever\n hide\nend\n\n@My Outro\n\nwhen flag clicked\nhide\nwait (.1) seconds\nwait until <(LEVEL) = [15]>\nbroadcast (Start Outro v)\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (-10)\nif <(costume [number v]) = [5]> then\n go to x: (pick random (-240) to (240)) y: (-300)\n go to [back v] layer\n set [xvel v] to (pick random (-10) to (10))\n set [yvel v] to (pick random (10) to (25))\n repeat (30)\n change x by (Xvel)\n change y by (Yvel)\n change [yvel v] by (-1)\n end\n repeat until <touching (_edge_ v)?>\n change x by (Xvel)\n change y by (Yvel)\n change [yvel v] by (-1)\n end\n delete this clone\nelse\n repeat (40)\n change x by ((((<(costume [number v]) = [1]> * (-150)) + ((costume [number v]) * (50))) - (x position)) / (10))\n end\n if <(costume [number v]) = [1]> then\n forever\n point in direction ((([sin v] of (((timer) - (1)) * (500)) ) * (10)) + (90))\n end\n end\nend\n\nwhen I receive [start outro v]\nswitch costume to (costume1 v)\nhide\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nwait (.5) seconds\nswitch costume to (costume5 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start outro v]\nstop all sounds\nwait (1) seconds\nforever\n play sound [OMFG - Wash Your Hands v] until done\nend\n\n | Pixel\nYou are a small pixel and it is your task to get out of this maze.\n\nControls\nWASD, Arrow keys, and Mobile touch\n\nHave fun playing this game!!!\n\n#game #fun #mobile #Trending #platformer #griffpatch #willwam #emax18 |
Fish ~ A Platformer | @Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [relaxing v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (Start v)\n\n@Fish\n\nwhen I receive [start v]\nset size to (80) %\nshow\ngo to x: (-180) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <touching (next v)?> then\n broadcast (Next v)\n go to x: (-180) y: (2)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#b3b3b3)?> then\n go to x: (-180) y: (2)\n start sound [Lose v]\n end\n if <touching color (#ff4d4d)?> then\n set [speedy v] to [16]\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-1)\n end\n change x by (SpeedX)\n if <<touching (levels v)?> and <touching color (#ffd966)?>> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.9))\n end\n change y by (SpeedY)\n if <<touching (levels v)?> and <touching color (#ffd966)?>> 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?> then\n set [speedy v] to [15]\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\nhide\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Next\n\nwhen flag clicked\ngo to x: (229) y: (13)\nshow\nset [ghost v] effect to (100)\n\n@Effects\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nshow\nrepeat (pick random (10) to (30))\n change y by (2)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (1.5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nhide\nforever\n go to x: (pick random (-200) to (200)) y: (pick random (20) to (40))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n | Welcome to Fish ~ A Platformer! Use the arrow keys to move forward. Help this fish to complete all levels, and don't touch any plastic! Plastic is bad for the environment. I want to ask everyone to use as little plastic as possible. And of course to enjoy my platformer which I have had a lot of work on! ;D\n\nOh, and all levels are possible, so keep it up! |
The Simpsons Platformer | @Stage\n\n@Bart Simpson\n\nwhen flag clicked\nshow\nset [y v] to [0]\nswitch costume to (mike v)\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-215) y: (90)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (moving 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 (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) > [239]> then\n broadcast (next v)\n go to x: (-215) y: (25)\n end\n if <touching (obstaclezzz v)?> then\n broadcast (die v)\n go to x: (-215) y: (25)\n end\n if <touching (trampoline v)?> then\n set [y v] to [12.5]\n end\nend\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [next v]\ngo to x: (-215) y: (90)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#00ff69)?> then\n set [y v] to [15]\n wait (1) seconds\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Obstaclezzz\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (fantasia1 v)\n\nwhen I receive [next v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nforever\n play sound [the-simpsons-theme-song v] until done\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\nhide\n\n@Restart\n\nwhen flag clicked\ngo to x: (-100) y: (-160)\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\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\n@Music\n\nwhen flag clicked\nset [track v] to [1]\nshow\nforever\n if <(Track) = [1]> then\n play sound [The Simpsons Theme Tune v] until done\n end\nend\n\nif <(Track) = [2]> then\n play sound [Pixel Version v] until done\nend\n\nwhen I receive [hideforinstructions v]\nhide\n\nwhen I receive [runmaingame v]\nshow\n\nset [track v] to [1]\n\nplay sound [Ending v] until done\n\nif <(Track) = [3]> then\nif <(Track) > [3]> then\n set [track v] to [1]\nend\n\n | The Simpsons Platformer @ILoveHotDogz\n=====================================\nRun through Springfield and don't touch spikes!\n=====================================\nHope you enjoy!\n=====================================\nFollow me @ILoveHotDogz |
Shapes | A Platformer | @Stage\n\nwhen I receive [fade v]\nwait (1) seconds\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-203) y: (85)\nswitch backdrop to (backdrop1 v)\nset [speed y v] to [0]\nforever\n set rotation style [left-right v]\n if <touching (bouncy v)?> then\n set [speed y v] to [20]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n if <(movable?) = [true]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n change [speed y v] by (14)\n set [falling? v] to [6]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n set [speed x v] to ((0.7) * (speed x))\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-3)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (3)\n end\n end\n end\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n end\n end\n change y by (speed y)\n change [speed y v] by (-1)\n Touch Ground <(speed y) > [0]>\n if <touching (end v)?> then\n if <(backdrop [number v]) = [11]> then\n broadcast (superfade v)\n wait (0.7) seconds\n go to x: (-203) y: (-100)\n else\n broadcast (fade v)\n set [speed y v] to [0]\n set [speed x v] to [0]\n wait (1.2) seconds\n go to x: (-203) y: (-100)\n end\n end\n if <touching (bad v)?> then\n repeat (5)\n change size by (-20)\n end\n set [speed y v] to [0]\n go to x: (-203) y: (-100)\n repeat (2)\n change size by (50)\n end\n set size to (100) %\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[3] < ([abs v] of (speed) )>> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [10]\n else\n set [speed x v] to [0]\n end\nend\n\nwhen [r v] key pressed\nrepeat (5)\n change size by (-20)\nend\ngo to x: (-203) y: (-100)\nrepeat (2)\n change size by (50)\nend\nset size to (100) %\n\nwhen flag clicked\nset [spam v] to [1]\nset volume to (100) %\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen [s v] key pressed\nif <not <(backdrop [number v]) = [11]>> then\n if <(spam) = [1]> then\n set [spam v] to [0]\n broadcast (fade v)\n go to x: (-203) y: (-100)\n wait (1) seconds\n set [spam v] to [1]\n end\nelse\n broadcast (show warning v)\nend\n\nif <touching (mouse-pointer v)?> then\n\nchange [speed y v] by (25)\n\ndefine Go to level (id)\nset [level v] to (id)\nbroadcast (levelchange v) and wait\n\nGo to level [11]\n\n@Ground\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelchange v]\nswitch costume to (level)\n\n@Bad\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelchange v]\nswitch costume to (level)\n\n@End\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (34) y: (-11)\nset size to (80) %\nswitch costume to (costume5 v)\n\nwhen I receive [levelchange v]\nswitch costume to (level)\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [levelchange v]\nswitch costume to (level)\n\n@Shadow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [levelchange v]\nswitch costume to (level)\n\n@Transition\n\nwhen I receive [fade v]\nset [movable? v] to [false]\nclear graphic effects\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (2) %\nrepeat (7)\n change size by (14)\nend\nbroadcast (message1 v)\nwait (1) seconds\nrepeat (20)\n turn right (9) degrees\nend\nrepeat (7)\n change size by (-14)\nend\nhide\nset [movable? v] to [true]\n\nwhen flag clicked\nset [movable? v] to [true]\npoint in direction (90)\nhide\n\nwhen I receive [superfade v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (2) %\nrepeat (7)\n change size by (14)\nend\nnext backdrop\nbroadcast (message1 v)\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Sprite1\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 (100)\nend\n\n | Yay, a platformer! Decided to just share something quickly with better art. \n\nGet to the portal (blue circle) to complete the level.\n\nSPAM THE FLAG. If you don't the portal won't spawn correctly.\n\n12 levels! (I might add more in a later version!)\n\nArrow keys or WASD. \ns to skip level. r to restart level. m to mute/unmute.\n\nPlease consider giving support in the form of a like, fav or follow!\n\nIf there are any glitches, please share them with me. |
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